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[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (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
1078         int trap_feat = c_ptr->feat;
1079
1080 #ifdef JP
1081         cptr name = "¥È¥é¥Ã¥×";
1082 #else
1083         cptr name = "a trap";
1084 #endif
1085
1086         /* Disturb the player */
1087         disturb(0, 0);
1088
1089         cave_alter_feat(y, x, FF_HIT_TRAP);
1090
1091         /* Analyze XXX XXX XXX */
1092         switch (trap_feat)
1093         {
1094                 case FEAT_TRAP_TRAPDOOR:
1095                 {
1096                         if (p_ptr->levitation)
1097                         {
1098 #ifdef JP
1099                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1100 #else
1101                                 msg_print("You fly over a trap door.");
1102 #endif
1103
1104                         }
1105                         else
1106                         {
1107 #ifdef JP
1108                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1109                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1110                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1111 #else
1112                                 msg_print("You have fallen through a trap door!");
1113 #endif
1114
1115                                 sound(SOUND_FALL);
1116                                 dam = damroll(2, 8);
1117 #ifdef JP
1118                                 name = "Í¸Í";
1119 #else
1120                                 name = "a trap door";
1121 #endif
1122
1123                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1124
1125                                 /* Still alive and autosave enabled */
1126                                 if (autosave_l && (p_ptr->chp >= 0))
1127                                         do_cmd_save_game(TRUE);
1128
1129 #ifdef JP
1130                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1131 #else
1132                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1133 #endif
1134                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1135
1136                                 /* Leaving */
1137                                 p_ptr->leaving = TRUE;
1138                         }
1139                         break;
1140                 }
1141
1142                 case FEAT_TRAP_PIT:
1143                 {
1144                         if (p_ptr->levitation)
1145                         {
1146 #ifdef JP
1147                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1148 #else
1149                                 msg_print("You fly over a pit trap.");
1150 #endif
1151
1152                         }
1153                         else
1154                         {
1155 #ifdef JP
1156                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1157 #else
1158                                 msg_print("You have fallen into a pit!");
1159 #endif
1160
1161                                 dam = damroll(2, 6);
1162 #ifdef JP
1163                                 name = "Í·ê";
1164 #else
1165                                 name = "a pit trap";
1166 #endif
1167
1168                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1169                         }
1170                         break;
1171                 }
1172
1173                 case FEAT_TRAP_SPIKED_PIT:
1174                 {
1175                         if (p_ptr->levitation)
1176                         {
1177 #ifdef JP
1178                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1179 #else
1180                                 msg_print("You fly over a spiked pit.");
1181 #endif
1182
1183                         }
1184                         else
1185                         {
1186 #ifdef JP
1187                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1188 #else
1189                                 msg_print("You fall into a spiked pit!");
1190 #endif
1191
1192
1193                                 /* Base damage */
1194 #ifdef JP
1195                                 name = "Í·ê";
1196 #else
1197                                 name = "a pit trap";
1198 #endif
1199
1200                                 dam = damroll(2, 6);
1201
1202                                 /* Extra spike damage */
1203                                 if (randint0(100) < 50)
1204                                 {
1205 #ifdef JP
1206                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1207 #else
1208                                         msg_print("You are impaled!");
1209 #endif
1210
1211
1212 #ifdef JP
1213                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1214 #else
1215                                         name = "a spiked pit";
1216 #endif
1217
1218                                         dam = dam * 2;
1219                                         (void)set_cut(p_ptr->cut + randint1(dam));
1220                                 }
1221
1222                                 /* Take the damage */
1223                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1224                         }
1225                         break;
1226                 }
1227
1228                 case FEAT_TRAP_POISON_PIT:
1229                 {
1230                         if (p_ptr->levitation)
1231                         {
1232 #ifdef JP
1233                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1234 #else
1235                                 msg_print("You fly over a spiked pit.");
1236 #endif
1237
1238                         }
1239                         else
1240                         {
1241 #ifdef JP
1242                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1243 #else
1244                                 msg_print("You fall into a spiked pit!");
1245 #endif
1246
1247
1248                                 /* Base damage */
1249                                 dam = damroll(2, 6);
1250
1251 #ifdef JP
1252                                 name = "Í·ê";
1253 #else
1254                                 name = "a pit trap";
1255 #endif
1256
1257
1258                                 /* Extra spike damage */
1259                                 if (randint0(100) < 50)
1260                                 {
1261 #ifdef JP
1262                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1263 #else
1264                                         msg_print("You are impaled on poisonous spikes!");
1265 #endif
1266
1267
1268 #ifdef JP
1269                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1270 #else
1271                                         name = "a spiked pit";
1272 #endif
1273
1274
1275                                         dam = dam * 2;
1276                                         (void)set_cut(p_ptr->cut + randint1(dam));
1277
1278                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1279                                         {
1280 #ifdef JP
1281                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1282 #else
1283                                                 msg_print("The poison does not affect you!");
1284 #endif
1285
1286                                         }
1287
1288                                         else
1289                                         {
1290                                                 dam = dam * 2;
1291                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1292                                         }
1293                                 }
1294
1295                                 /* Take the damage */
1296                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1297                         }
1298
1299                         break;
1300                 }
1301
1302                 case FEAT_TRAP_TY_CURSE:
1303                 {
1304 #ifdef JP
1305                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1306 #else
1307                         msg_print("There is a flash of shimmering light!");
1308 #endif
1309
1310                         num = 2 + randint1(3);
1311                         for (i = 0; i < num; i++)
1312                         {
1313                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1314                         }
1315
1316                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1317                         {
1318                                 bool stop_ty = FALSE;
1319                                 int count = 0;
1320
1321                                 do
1322                                 {
1323                                         stop_ty = activate_ty_curse(stop_ty, &count);
1324                                 }
1325                                 while (one_in_(6));
1326                         }
1327                         break;
1328                 }
1329
1330                 case FEAT_TRAP_TELEPORT:
1331                 {
1332 #ifdef JP
1333                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1334 #else
1335                         msg_print("You hit a teleport trap!");
1336 #endif
1337
1338                         teleport_player(100, TRUE);
1339                         break;
1340                 }
1341
1342                 case FEAT_TRAP_FIRE:
1343                 {
1344 #ifdef JP
1345                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1346 #else
1347                         msg_print("You are enveloped in flames!");
1348 #endif
1349
1350                         dam = damroll(4, 6);
1351 #ifdef JP
1352                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1353 #else
1354                         (void)fire_dam(dam, "a fire trap", -1);
1355 #endif
1356
1357                         break;
1358                 }
1359
1360                 case FEAT_TRAP_ACID:
1361                 {
1362 #ifdef JP
1363                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1364 #else
1365                         msg_print("You are splashed with acid!");
1366 #endif
1367
1368                         dam = damroll(4, 6);
1369 #ifdef JP
1370                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1371 #else
1372                         (void)acid_dam(dam, "an acid trap", -1);
1373 #endif
1374
1375                         break;
1376                 }
1377
1378                 case FEAT_TRAP_SLOW:
1379                 {
1380                         if (check_hit(125))
1381                         {
1382 #ifdef JP
1383                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1384 #else
1385                                 msg_print("A small dart hits you!");
1386 #endif
1387
1388                                 dam = damroll(1, 4);
1389                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1390                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1391                         }
1392                         else
1393                         {
1394 #ifdef JP
1395                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1396 #else
1397                                 msg_print("A small dart barely misses you.");
1398 #endif
1399
1400                         }
1401                         break;
1402                 }
1403
1404                 case FEAT_TRAP_LOSE_STR:
1405                 {
1406                         if (check_hit(125))
1407                         {
1408 #ifdef JP
1409                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1410 #else
1411                                 msg_print("A small dart hits you!");
1412 #endif
1413
1414                                 dam = damroll(1, 4);
1415 #ifdef JP
1416                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1417 #else
1418                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1419 #endif
1420
1421                                 (void)do_dec_stat(A_STR);
1422                         }
1423                         else
1424                         {
1425 #ifdef JP
1426                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1427 #else
1428                                 msg_print("A small dart barely misses you.");
1429 #endif
1430
1431                         }
1432                         break;
1433                 }
1434
1435                 case FEAT_TRAP_LOSE_DEX:
1436                 {
1437                         if (check_hit(125))
1438                         {
1439 #ifdef JP
1440                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1441 #else
1442                                 msg_print("A small dart hits you!");
1443 #endif
1444
1445                                 dam = damroll(1, 4);
1446 #ifdef JP
1447                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1448 #else
1449                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1450 #endif
1451
1452                                 (void)do_dec_stat(A_DEX);
1453                         }
1454                         else
1455                         {
1456 #ifdef JP
1457                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1458 #else
1459                                 msg_print("A small dart barely misses you.");
1460 #endif
1461
1462                         }
1463                         break;
1464                 }
1465
1466                 case FEAT_TRAP_LOSE_CON:
1467                 {
1468                         if (check_hit(125))
1469                         {
1470 #ifdef JP
1471                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1472 #else
1473                                 msg_print("A small dart hits you!");
1474 #endif
1475
1476                                 dam = damroll(1, 4);
1477 #ifdef JP
1478                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1479 #else
1480                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1481 #endif
1482
1483                                 (void)do_dec_stat(A_CON);
1484                         }
1485                         else
1486                         {
1487 #ifdef JP
1488                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1489 #else
1490                                 msg_print("A small dart barely misses you.");
1491 #endif
1492
1493                         }
1494                         break;
1495                 }
1496
1497                 case FEAT_TRAP_BLIND:
1498                 {
1499 #ifdef JP
1500                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1501 #else
1502                         msg_print("A black gas surrounds you!");
1503 #endif
1504
1505                         if (!p_ptr->resist_blind)
1506                         {
1507                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1508                         }
1509                         break;
1510                 }
1511
1512                 case FEAT_TRAP_CONFUSE:
1513                 {
1514 #ifdef JP
1515                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1516 #else
1517                         msg_print("A gas of scintillating colors surrounds you!");
1518 #endif
1519
1520                         if (!p_ptr->resist_conf)
1521                         {
1522                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1523                         }
1524                         break;
1525                 }
1526
1527                 case FEAT_TRAP_POISON:
1528                 {
1529 #ifdef JP
1530                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1531 #else
1532                         msg_print("A pungent green gas surrounds you!");
1533 #endif
1534
1535                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1536                         {
1537                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1538                         }
1539                         break;
1540                 }
1541
1542                 case FEAT_TRAP_SLEEP:
1543                 {
1544 #ifdef JP
1545                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1546 #else
1547                         msg_print("A strange white mist surrounds you!");
1548 #endif
1549
1550                         if (!p_ptr->free_act)
1551                         {
1552 #ifdef JP
1553 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1554 #else
1555                                 msg_print("You fall asleep.");
1556 #endif
1557
1558
1559                                 if (ironman_nightmare)
1560                                 {
1561 #ifdef JP
1562 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1563 #else
1564                                         msg_print("A horrible vision enters your mind.");
1565 #endif
1566
1567
1568                                         /* Pick a nightmare */
1569                                         get_mon_num_prep(get_nightmare, NULL);
1570
1571                                         /* Have some nightmares */
1572                                         have_nightmare(get_mon_num(MAX_DEPTH));
1573
1574                                         /* Remove the monster restriction */
1575                                         get_mon_num_prep(NULL, NULL);
1576                                 }
1577                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1578                         }
1579                         break;
1580                 }
1581
1582                 case FEAT_TRAP_TRAPS:
1583                 {
1584 #ifdef JP
1585 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1586 #else
1587                         msg_print("There is a bright flash of light!");
1588 #endif
1589
1590                         /* Make some new traps */
1591                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1592
1593                         break;
1594                 }
1595
1596                 case FEAT_TRAP_ALARM:
1597                 {
1598 #ifdef JP
1599                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1600 #else
1601                         msg_print("An alarm sounds!");
1602 #endif
1603
1604                         aggravate_monsters(0);
1605
1606                         break;
1607                 }
1608
1609                 case FEAT_TRAP_OPEN:
1610                 {
1611 #ifdef JP
1612                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1613 #else
1614                         msg_print("Suddenly, surrounding walls are opened!");
1615 #endif
1616                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1617                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1618                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619                         aggravate_monsters(0);
1620
1621                         break;
1622                 }
1623
1624                 case FEAT_TRAP_ARMAGEDDON:
1625                 {
1626                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1627                         int evil_idx = 0, good_idx = 0;
1628
1629                         int lev;
1630 #ifdef JP
1631                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1632 #else
1633                         msg_print("Suddenly, you are surrounded by immotal beings!");
1634 #endif
1635
1636                         /* Summon Demons and Angels */
1637                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1638                         {
1639                                 num = levs[MIN(lev/10, 9)];
1640                                 for (i = 0; i < num; i++)
1641                                 {
1642                                         int x1 = rand_spread(x, 7);
1643                                         int y1 = rand_spread(y, 5);
1644
1645                                         /* Skip illegal grids */
1646                                         if (!in_bounds(y1, x1)) continue;
1647
1648                                         /* Require line of projection */
1649                                         if (!projectable(py, px, y1, x1)) continue;
1650
1651                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1652                                                 evil_idx = hack_m_idx_ii;
1653
1654                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1655                                         {
1656                                                 good_idx = hack_m_idx_ii;
1657                                         }
1658
1659                                         /* Let them fight each other */
1660                                         if (evil_idx && good_idx)
1661                                         {
1662                                                 monster_type *evil_ptr = &m_list[evil_idx];
1663                                                 monster_type *good_ptr = &m_list[good_idx];
1664                                                 evil_ptr->target_y = good_ptr->fy;
1665                                                 evil_ptr->target_x = good_ptr->fx;
1666                                                 good_ptr->target_y = evil_ptr->fy;
1667                                                 good_ptr->target_x = evil_ptr->fx;
1668                                         }
1669                                 }
1670                         }
1671                         break;
1672                 }
1673
1674                 case FEAT_TRAP_PIRANHA:
1675                 {
1676 #ifdef JP
1677                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1678 #else
1679                         msg_print("Suddenly, the room is filled with water with piranhas!");
1680 #endif
1681
1682                         /* Water fills room */
1683                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1684
1685                         /* Summon Piranhas */
1686                         num = 1 + dun_level/20;
1687                         for (i = 0; i < num; i++)
1688                         {
1689                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1690                         }
1691                         break;
1692                 }
1693         }
1694
1695         if (break_trap && is_trap(c_ptr->feat))
1696         {
1697                 cave_alter_feat(y, x, FF_DISARM);
1698 #ifdef JP
1699                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1700 #else
1701                 msg_print("You destroyed the trap.");
1702 #endif
1703         }
1704 }
1705
1706
1707 static void touch_zap_player(monster_type *m_ptr)
1708 {
1709         int aura_damage = 0;
1710         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1711
1712         if (r_ptr->flags2 & RF2_AURA_FIRE)
1713         {
1714                 if (!p_ptr->immune_fire)
1715                 {
1716                         char aura_dam[80];
1717
1718                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1719
1720                         /* Hack -- Get the "died from" name */
1721                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1722
1723 #ifdef JP
1724                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1725 #else
1726                         msg_print("You are suddenly very hot!");
1727 #endif
1728
1729                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1730                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1731                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1732
1733                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1734                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1735                         handle_stuff();
1736                 }
1737         }
1738
1739         if (r_ptr->flags3 & RF3_AURA_COLD)
1740         {
1741                 if (!p_ptr->immune_cold)
1742                 {
1743                         char aura_dam[80];
1744
1745                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1746
1747                         /* Hack -- Get the "died from" name */
1748                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1749
1750 #ifdef JP
1751                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1752 #else
1753                         msg_print("You are suddenly very cold!");
1754 #endif
1755
1756                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1757                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1758
1759                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1760                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1761                         handle_stuff();
1762                 }
1763         }
1764
1765         if (r_ptr->flags2 & RF2_AURA_ELEC)
1766         {
1767                 if (!p_ptr->immune_elec)
1768                 {
1769                         char aura_dam[80];
1770
1771                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1772
1773                         /* Hack -- Get the "died from" name */
1774                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1775
1776                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1777                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1778                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1779
1780 #ifdef JP
1781                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1782 #else
1783                         msg_print("You get zapped!");
1784 #endif
1785
1786                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1787                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1788                         handle_stuff();
1789                 }
1790         }
1791 }
1792
1793
1794 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1795 {
1796         int             k, bonus, chance;
1797         int             n_weight = 0;
1798         monster_type    *m_ptr = &m_list[m_idx];
1799         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1800         char            m_name[80];
1801
1802         int             dss, ddd;
1803
1804         cptr            atk_desc;
1805
1806         switch (attack)
1807         {
1808                 case MUT2_SCOR_TAIL:
1809                         dss = 3;
1810                         ddd = 7;
1811                         n_weight = 5;
1812 #ifdef JP
1813                         atk_desc = "¿¬Èø";
1814 #else
1815                         atk_desc = "tail";
1816 #endif
1817
1818                         break;
1819                 case MUT2_HORNS:
1820                         dss = 2;
1821                         ddd = 6;
1822                         n_weight = 15;
1823 #ifdef JP
1824                         atk_desc = "³Ñ";
1825 #else
1826                         atk_desc = "horns";
1827 #endif
1828
1829                         break;
1830                 case MUT2_BEAK:
1831                         dss = 2;
1832                         ddd = 4;
1833                         n_weight = 5;
1834 #ifdef JP
1835                         atk_desc = "¥¯¥Á¥Ð¥·";
1836 #else
1837                         atk_desc = "beak";
1838 #endif
1839
1840                         break;
1841                 case MUT2_TRUNK:
1842                         dss = 1;
1843                         ddd = 4;
1844                         n_weight = 35;
1845 #ifdef JP
1846                         atk_desc = "¾Ý¤ÎÉ¡";
1847 #else
1848                         atk_desc = "trunk";
1849 #endif
1850
1851                         break;
1852                 case MUT2_TENTACLES:
1853                         dss = 2;
1854                         ddd = 5;
1855                         n_weight = 5;
1856 #ifdef JP
1857                         atk_desc = "¿¨¼ê";
1858 #else
1859                         atk_desc = "tentacles";
1860 #endif
1861
1862                         break;
1863                 default:
1864                         dss = ddd = n_weight = 1;
1865 #ifdef JP
1866                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1867 #else
1868                         atk_desc = "undefined body part";
1869 #endif
1870
1871         }
1872
1873         /* Extract monster name (or "it") */
1874         monster_desc(m_name, m_ptr, 0);
1875
1876
1877         /* Calculate the "attack quality" */
1878         bonus = p_ptr->to_h_m;
1879         bonus += (p_ptr->lev * 6 / 5);
1880         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1881
1882         /* Test for hit */
1883         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1884         {
1885                 /* Sound */
1886                 sound(SOUND_HIT);
1887
1888 #ifdef JP
1889                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1890 #else
1891                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1892 #endif
1893
1894
1895                 k = damroll(ddd, dss);
1896                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1897
1898                 /* Apply the player damage bonuses */
1899                 k += p_ptr->to_d_m;
1900
1901                 /* No negative damage */
1902                 if (k < 0) k = 0;
1903
1904                 /* Modify the damage */
1905                 k = mon_damage_mod(m_ptr, k, FALSE);
1906
1907                 /* Complex message */
1908                 if (p_ptr->wizard)
1909                 {
1910 #ifdef JP
1911                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1912 #else
1913                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1914 #endif
1915
1916                 }
1917
1918                 /* Anger the monster */
1919                 if (k > 0) anger_monster(m_ptr);
1920
1921                 /* Damage, check for fear and mdeath */
1922                 switch (attack)
1923                 {
1924                         case MUT2_SCOR_TAIL:
1925                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1926                                 *mdeath = (m_ptr->r_idx == 0);
1927                                 break;
1928                         case MUT2_HORNS:
1929                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1930                                 break;
1931                         case MUT2_BEAK:
1932                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1933                                 break;
1934                         case MUT2_TRUNK:
1935                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1936                                 break;
1937                         case MUT2_TENTACLES:
1938                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1939                                 break;
1940                         default:
1941                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1942                 }
1943
1944                 touch_zap_player(m_ptr);
1945         }
1946         /* Player misses */
1947         else
1948         {
1949                 /* Sound */
1950                 sound(SOUND_MISS);
1951
1952                 /* Message */
1953 #ifdef JP
1954                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1955 #else
1956                 msg_format("You miss %s.", m_name);
1957 #endif
1958
1959         }
1960 }
1961
1962
1963
1964 /*
1965  * Player attacks a (poor, defenseless) creature        -RAK-
1966  *
1967  * If no "weapon" is available, then "punch" the monster one time.
1968  */
1969 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1970 {
1971         int             num = 0, k, bonus, chance, vir;
1972
1973         cave_type       *c_ptr = &cave[y][x];
1974
1975         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1976         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1977
1978         /* Access the weapon */
1979         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1980
1981         char            m_name[80];
1982
1983         bool            success_hit = FALSE;
1984         bool            old_success_hit = FALSE;
1985         bool            backstab = FALSE;
1986         bool            vorpal_cut = FALSE;
1987         int             chaos_effect = 0;
1988         bool            stab_fleeing = FALSE;
1989         bool            fuiuchi = FALSE;
1990         bool            monk_attack = FALSE;
1991         bool            do_quake = FALSE;
1992         bool            weak = FALSE;
1993         bool            drain_msg = TRUE;
1994         int             drain_result = 0, drain_heal = 0;
1995         bool            can_drain = FALSE;
1996         int             num_blow;
1997         int             drain_left = MAX_VAMPIRIC_DRAIN;
1998         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1999         bool            is_human = (r_ptr->d_char == 'p');
2000         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2001         bool            zantetsu_mukou, e_j_mukou;
2002
2003         switch (p_ptr->pclass)
2004         {
2005         case CLASS_ROGUE:
2006         case CLASS_NINJA:
2007                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2008                 {
2009                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2010                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2011                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2012                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2013                         if (m_ptr->csleep && m_ptr->ml)
2014                         {
2015                                 /* Can't backstab creatures that we can't see, right? */
2016                                 backstab = TRUE;
2017                         }
2018                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2019                         {
2020                                 fuiuchi = TRUE;
2021                         }
2022                         else if (m_ptr->monfear && m_ptr->ml)
2023                         {
2024                                 stab_fleeing = TRUE;
2025                         }
2026                 }
2027                 break;
2028
2029         case CLASS_MONK:
2030         case CLASS_FORCETRAINER:
2031         case CLASS_BERSERKER:
2032                 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2033                 break;
2034         }
2035
2036         if (!o_ptr->k_idx) /* Empty hand */
2037         {
2038                 if ((r_ptr->level + 10) > p_ptr->lev)
2039                 {
2040                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2041                         {
2042                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2043                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2044                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2045                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2046                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2047                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2048                                 else if ((p_ptr->lev > 34))
2049                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2050                                 p_ptr->update |= (PU_BONUS);
2051                         }
2052                 }
2053         }
2054         else if (object_is_melee_weapon(o_ptr))
2055         {
2056                 if ((r_ptr->level + 10) > p_ptr->lev)
2057                 {
2058                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2059                         int sval = inventory[INVEN_RARM+hand].sval;
2060                         int now_exp = p_ptr->weapon_exp[tval][sval];
2061                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2062                         {
2063                                 int amount = 0;
2064                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2065                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2066                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2067                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2068                                 p_ptr->weapon_exp[tval][sval] += amount;
2069                                 p_ptr->update |= (PU_BONUS);
2070                         }
2071                 }
2072         }
2073
2074         if (m_ptr->csleep)
2075         {
2076                 /* Disturb the monster */
2077                 m_ptr->csleep = 0;
2078                 mproc_remove(c_ptr->m_idx, m_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
2079                 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2080         }
2081
2082         /* Extract monster name (or "it") */
2083         monster_desc(m_name, m_ptr, 0);
2084
2085         /* Calculate the "attack quality" */
2086         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2087         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2088         if (mode == HISSATSU_IAI) chance += 60;
2089         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2090
2091         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2092
2093         vir = virtue_number(V_VALOUR);
2094         if (vir)
2095         {
2096                 chance += (p_ptr->virtues[vir - 1]/10);
2097         }
2098
2099         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2100         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2101
2102         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2103         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2104         else num_blow = p_ptr->num_blow[hand];
2105
2106         /* Attack once for each legal blow */
2107         while ((num++ < num_blow) && !p_ptr->is_dead)
2108         {
2109                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2110                 {
2111                         if (p_ptr->migite && p_ptr->hidarite)
2112                         {
2113                                 success_hit = one_in_(2);
2114                         }
2115                         else success_hit = TRUE;
2116                 }
2117                 else if (mode == HISSATSU_MAJIN)
2118                 {
2119                         if (num == 1)
2120                         {
2121                                 if (one_in_(2))
2122                                         success_hit = FALSE;
2123                                 old_success_hit = success_hit;
2124                         }
2125                         else success_hit = old_success_hit;
2126                 }
2127                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2128                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2129
2130                 /* Test for hit */
2131                 if (success_hit)
2132                 {
2133                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2134
2135                         /* Sound */
2136                         sound(SOUND_HIT);
2137
2138                         /* Message */
2139 #ifdef JP
2140                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2141                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2142                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2143                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2144 #else
2145                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2146                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2147                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2148                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2149 #endif
2150
2151                         /* Hack -- bare hands do one damage */
2152                         k = 1;
2153
2154                         object_flags(o_ptr, flgs);
2155
2156                         /* Select a chaotic effect (50% chance) */
2157                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2158                         {
2159                                 if (one_in_(10))
2160                                 chg_virtue(V_CHANCE, 1);
2161
2162                                 if (randint1(5) < 3)
2163                                 {
2164                                         /* Vampiric (20%) */
2165                                         chaos_effect = 1;
2166                                 }
2167                                 else if (one_in_(250))
2168                                 {
2169                                         /* Quake (0.12%) */
2170                                         chaos_effect = 2;
2171                                 }
2172                                 else if (!one_in_(10))
2173                                 {
2174                                         /* Confusion (26.892%) */
2175                                         chaos_effect = 3;
2176                                 }
2177                                 else if (one_in_(2))
2178                                 {
2179                                         /* Teleport away (1.494%) */
2180                                         chaos_effect = 4;
2181                                 }
2182                                 else
2183                                 {
2184                                         /* Polymorph (1.494%) */
2185                                         chaos_effect = 5;
2186                                 }
2187                         }
2188
2189                         /* Vampiric drain */
2190                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2191                         {
2192                                 /* Only drain "living" monsters */
2193                                 if (monster_living(r_ptr))
2194                                         can_drain = TRUE;
2195                                 else
2196                                         can_drain = FALSE;
2197                         }
2198
2199                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2200                                 vorpal_cut = TRUE;
2201                         else vorpal_cut = FALSE;
2202
2203                         if (monk_attack)
2204                         {
2205                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2206                                 int min_level = 1;
2207                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2208                                 int resist_stun = 0;
2209                                 int weight = 8;
2210
2211                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2212                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2213                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2214                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2215                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2216                                         resist_stun += 66;
2217
2218                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2219                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2220                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2221                                         max_times = 1;
2222                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2223                                         max_times = 1;
2224                                 else
2225                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2226                                 /* Attempt 'times' */
2227                                 for (times = 0; times < max_times; times++)
2228                                 {
2229                                         do
2230                                         {
2231                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2232                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2233                                                 else min_level = ma_ptr->min_level;
2234                                         }
2235                                         while ((min_level > p_ptr->lev) ||
2236                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2237
2238                                         /* keep the highest level attack available we found */
2239                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2240                                             !p_ptr->stun && !p_ptr->confused)
2241                                         {
2242                                                 old_ptr = ma_ptr;
2243
2244                                                 if (p_ptr->wizard && cheat_xtra)
2245                                                 {
2246 #ifdef JP
2247                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2248 #else
2249                                                         msg_print("Attack re-selected.");
2250 #endif
2251                                                 }
2252                                         }
2253                                         else
2254                                         {
2255                                                 ma_ptr = old_ptr;
2256                                         }
2257                                 }
2258
2259                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2260                                 else min_level = ma_ptr->min_level;
2261                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2262                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2263
2264                                 if (ma_ptr->effect == MA_KNEE)
2265                                 {
2266                                         if (r_ptr->flags1 & RF1_MALE)
2267                                         {
2268 #ifdef JP
2269                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2270 #else
2271                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2272 #endif
2273
2274                                                 sound(SOUND_PAIN);
2275                                                 special_effect = MA_KNEE;
2276                                         }
2277                                         else
2278                                                 msg_format(ma_ptr->desc, m_name);
2279                                 }
2280
2281                                 else if (ma_ptr->effect == MA_SLOW)
2282                                 {
2283                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2284                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2285                                         {
2286 #ifdef JP
2287                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2288 #else
2289                                                 msg_format("You kick %s in the ankle.", m_name);
2290 #endif
2291
2292                                                 special_effect = MA_SLOW;
2293                                         }
2294                                         else msg_format(ma_ptr->desc, m_name);
2295                                 }
2296                                 else
2297                                 {
2298                                         if (ma_ptr->effect)
2299                                         {
2300                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2301                                         }
2302
2303                                         msg_format(ma_ptr->desc, m_name);
2304                                 }
2305
2306                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2307                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2308                                 {
2309                                         weight += (p_ptr->magic_num1[0]/30);
2310                                         if (weight > 20) weight = 20;
2311                                 }
2312
2313                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2314
2315                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2316                                 {
2317 #ifdef JP
2318                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2319 #else
2320                                         msg_format("%^s moans in agony!", m_name);
2321 #endif
2322
2323                                         stun_effect = 7 + randint1(13);
2324                                         resist_stun /= 3;
2325                                 }
2326
2327                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2328                                 {
2329                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2330                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2331                                             m_ptr->mspeed > 60)
2332                                         {
2333 #ifdef JP
2334                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2335 #else
2336                                                 msg_format("%^s starts limping slower.", m_name);
2337 #endif
2338
2339                                                 m_ptr->mspeed -= 10;
2340                                         }
2341                                 }
2342
2343                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2344                                 {
2345                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2346                                         {
2347                                                 if (m_ptr->stunned)
2348                                                 {
2349 #ifdef JP
2350                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2351 #else
2352                                                         msg_format("%^s is more stunned.", m_name);
2353 #endif
2354                                                 }
2355                                                 else
2356                                                 {
2357 #ifdef JP
2358                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2359 #else
2360                                                         msg_format("%^s is stunned.", m_name);
2361 #endif
2362                                                         mproc_add(c_ptr->m_idx, MPROC_STUNNED);
2363                                                 }
2364
2365                                                 m_ptr->stunned = MIN(stun_effect + m_ptr->stunned, 200);
2366                                         }
2367                                 }
2368                         }
2369
2370                         /* Handle normal weapon */
2371                         else if (o_ptr->k_idx)
2372                         {
2373                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2374                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2375
2376                                 if (backstab)
2377                                 {
2378                                         k *= (3 + (p_ptr->lev / 20));
2379                                 }
2380                                 else if (fuiuchi)
2381                                 {
2382                                         k = k*(5+(p_ptr->lev*2/25))/2;
2383                                 }
2384                                 else if (stab_fleeing)
2385                                 {
2386                                         k = (3 * k) / 2;
2387                                 }
2388
2389                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2390                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2391                                 {
2392                                         do_quake = TRUE;
2393                                 }
2394
2395                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2396                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2397
2398                                 drain_result = k;
2399
2400                                 if (vorpal_cut)
2401                                 {
2402                                         int mult = 2;
2403
2404                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2405                                         {
2406                                                 char chainsword_noise[1024];
2407 #ifdef JP
2408                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2409 #else
2410                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2411 #endif
2412                                                 {
2413                                                         msg_print(chainsword_noise);
2414                                                 }
2415                                         }
2416
2417                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2418                                         {
2419 #ifdef JP
2420                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2421 #else
2422                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2423 #endif
2424                                         }
2425                                         else
2426                                         {
2427 #ifdef JP
2428                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2429 #else
2430                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2431 #endif
2432                                         }
2433
2434                                         /* Try to increase the damage */
2435                                         while (one_in_(vorpal_chance))
2436                                         {
2437                                                 mult++;
2438                                         }
2439
2440                                         k *= mult;
2441
2442                                         /* Ouch! */
2443                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2444                                         {
2445 #ifdef JP
2446                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2447 #else
2448                                                 msg_format("You cut %s in half!", m_name);
2449 #endif
2450                                         }
2451                                         else
2452                                         {
2453                                                 switch (mult)
2454                                                 {
2455 #ifdef JP
2456                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2457                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2458                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2459                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2460                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2461                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2462                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2463 #else
2464                                                 case 2: msg_format("You gouge %s!", m_name); break;
2465                                                 case 3: msg_format("You maim %s!", m_name); break;
2466                                                 case 4: msg_format("You carve %s!", m_name); break;
2467                                                 case 5: msg_format("You cleave %s!", m_name); break;
2468                                                 case 6: msg_format("You smite %s!", m_name); break;
2469                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2470                                                 default: msg_format("You shred %s!", m_name); break;
2471 #endif
2472                                                 }
2473                                         }
2474                                         drain_result = drain_result * 3 / 2;
2475                                 }
2476
2477                                 k += o_ptr->to_d;
2478                                 drain_result += o_ptr->to_d;
2479                         }
2480
2481                         /* Apply the player damage bonuses */
2482                         k += p_ptr->to_d[hand];
2483                         drain_result += p_ptr->to_d[hand];
2484
2485                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2486                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2487                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2488
2489                         /* No negative damage */
2490                         if (k < 0) k = 0;
2491
2492                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2493                         {
2494                                 k = 0;
2495                         }
2496
2497                         if (zantetsu_mukou)
2498                         {
2499 #ifdef JP
2500                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2501 #else
2502                                 msg_print("You cannot cut such a elastic thing!");
2503 #endif
2504                                 k = 0;
2505                         }
2506
2507                         if (e_j_mukou)
2508                         {
2509 #ifdef JP
2510                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2511 #else
2512                                 msg_print("Spiders are difficult for you to deal with!");
2513 #endif
2514                                 k /= 2;
2515                         }
2516
2517                         if (mode == HISSATSU_MINEUCHI)
2518                         {
2519                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2520
2521                                 k = 0;
2522                                 anger_monster(m_ptr);
2523
2524                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2525                                 {
2526                                         /* Get stunned */
2527                                         if (m_ptr->stunned)
2528                                         {
2529 #ifdef JP
2530                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2531 #else
2532                                                 msg_format("%s is more dazed.", m_name);
2533 #endif
2534
2535                                                 tmp /= 2;
2536                                         }
2537                                         else
2538                                         {
2539 #ifdef JP
2540                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2541 #else
2542                                                 msg_format("%s is dazed.", m_name);
2543 #endif
2544                                                 mproc_add(c_ptr->m_idx, MPROC_STUNNED);
2545                                         }
2546
2547                                         /* Apply stun */
2548                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2549                                 }
2550                                 else
2551                                 {
2552 #ifdef JP
2553                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2554 #else
2555                                         msg_format("%s is not effected.", m_name);
2556 #endif
2557                                 }
2558                         }
2559
2560                         /* Modify the damage */
2561                         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))));
2562                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2563                         {
2564                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2565                                 {
2566                                         k = m_ptr->hp + 1;
2567 #ifdef JP
2568                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2569 #else
2570                                         msg_format("You hit %s on a fatal spot!", m_name);
2571 #endif
2572                                 }
2573                                 else k = 1;
2574                         }
2575                         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)))
2576                         {
2577                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2578                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2579                                 {
2580                                         k *= 5;
2581                                         drain_result *= 2;
2582 #ifdef JP
2583                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2584 #else
2585                                         msg_format("You critically injured %s!", m_name);
2586 #endif
2587                                 }
2588                                 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)))
2589                                 {
2590                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2591                                         {
2592                                                 k = MAX(k*5, m_ptr->hp/2);
2593                                                 drain_result *= 2;
2594 #ifdef JP
2595                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2596 #else
2597                                                 msg_format("You fatally injured %s!", m_name);
2598 #endif
2599                                         }
2600                                         else
2601                                         {
2602                                                 k = m_ptr->hp + 1;
2603 #ifdef JP
2604                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2605 #else
2606                                                 msg_format("You hit %s on a fatal spot!", m_name);
2607 #endif
2608                                         }
2609                                 }
2610                         }
2611
2612                         /* Complex message */
2613                         if (p_ptr->wizard || cheat_xtra)
2614                         {
2615 #ifdef JP
2616                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2617 #else
2618                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2619 #endif
2620                         }
2621
2622                         if (k <= 0) can_drain = FALSE;
2623
2624                         if (drain_result > m_ptr->hp)
2625                                 drain_result = m_ptr->hp;
2626
2627                         /* Damage, check for fear and death */
2628                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2629                         {
2630                                 *mdeath = TRUE;
2631                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2632                                 {
2633                                         if (p_ptr->migite && p_ptr->hidarite)
2634                                         {
2635                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2636                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2637                                         }
2638                                         else
2639                                         {
2640                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2641                                         }
2642                                 }
2643                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2644 #ifdef JP
2645                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2646 #else
2647                                         msg_print("Sigh... Another trifling thing I've cut....");
2648 #endif
2649                                 break;
2650                         }
2651
2652                         /* Anger the monster */
2653                         if (k > 0) anger_monster(m_ptr);
2654
2655                         touch_zap_player(m_ptr);
2656
2657                         /* Are we draining it?  A little note: If the monster is
2658                         dead, the drain does not work... */
2659
2660                         if (can_drain && (drain_result > 0))
2661                         {
2662                                 if (o_ptr->name1 == ART_MURAMASA)
2663                                 {
2664                                         if (is_human)
2665                                         {
2666                                                 int to_h = o_ptr->to_h;
2667                                                 int to_d = o_ptr->to_d;
2668                                                 int i, flag;
2669
2670                                                 flag = 1;
2671                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2672                                                 if (flag) to_h++;
2673
2674                                                 flag = 1;
2675                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2676                                                 if (flag) to_d++;
2677
2678                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2679                                                 {
2680 #ifdef JP
2681                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2682 #else
2683                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2684 #endif
2685                                                         o_ptr->to_h = to_h;
2686                                                         o_ptr->to_d = to_d;
2687                                                 }
2688                                         }
2689                                 }
2690                                 else
2691                                 {
2692                                         if (drain_result > 5) /* Did we really hurt it? */
2693                                         {
2694                                                 drain_heal = damroll(2, drain_result / 6);
2695
2696                                                 if (cheat_xtra)
2697                                                 {
2698 #ifdef JP
2699                                                         msg_format("Draining left: %d", drain_left);
2700 #else
2701                                                         msg_format("Draining left: %d", drain_left);
2702 #endif
2703
2704                                                 }
2705
2706                                                 if (drain_left)
2707                                                 {
2708                                                         if (drain_heal < drain_left)
2709                                                         {
2710                                                                 drain_left -= drain_heal;
2711                                                         }
2712                                                         else
2713                                                         {
2714                                                                 drain_heal = drain_left;
2715                                                                 drain_left = 0;
2716                                                         }
2717
2718                                                         if (drain_msg)
2719                                                         {
2720 #ifdef JP
2721                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2722 #else
2723                                                                 msg_format("Your weapon drains life from %s!", m_name);
2724 #endif
2725
2726                                                                 drain_msg = FALSE;
2727                                                         }
2728
2729                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2730
2731                                                         hp_player(drain_heal);
2732                                                         /* We get to keep some of it! */
2733                                                 }
2734                                         }
2735                                 }
2736                                 m_ptr->maxhp -= (k+7)/8;
2737                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2738                                 weak = TRUE;
2739                         }
2740                         can_drain = FALSE;
2741                         drain_result = 0;
2742
2743                         /* Confusion attack */
2744                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2745                         {
2746                                 /* Cancel glowing hands */
2747                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2748                                 {
2749                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2750 #ifdef JP
2751                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2752 #else
2753                                         msg_print("Your hands stop glowing.");
2754 #endif
2755                                         p_ptr->redraw |= (PR_STATUS);
2756
2757                                 }
2758
2759                                 /* Confuse the monster */
2760                                 if (r_ptr->flags3 & RF3_NO_CONF)
2761                                 {
2762                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2763
2764 #ifdef JP
2765                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2766 #else
2767                                         msg_format("%^s is unaffected.", m_name);
2768 #endif
2769
2770                                 }
2771                                 else if (randint0(100) < r_ptr->level)
2772                                 {
2773 #ifdef JP
2774                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2775 #else
2776                                         msg_format("%^s is unaffected.", m_name);
2777 #endif
2778
2779                                 }
2780                                 else
2781                                 {
2782                                         int tmp = m_ptr->confused + 10 + randint0(p_ptr->lev) / 5;
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                                         m_ptr->confused = (tmp < 200) ? tmp : 200;
2791                                         if (!m_ptr->mproc_idx[MPROC_CONFUSED]) mproc_add(c_ptr->m_idx, MPROC_CONFUSED);
2792                                 }
2793                         }
2794
2795                         else if (chaos_effect == 4)
2796                         {
2797                                 bool resists_tele = FALSE;
2798
2799                                 if (r_ptr->flagsr & RFR_RES_TELE)
2800                                 {
2801                                         if (r_ptr->flags1 & RF1_UNIQUE)
2802                                         {
2803                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2804 #ifdef JP
2805                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2806 #else
2807                                                 msg_format("%^s is unaffected!", m_name);
2808 #endif
2809
2810                                                 resists_tele = TRUE;
2811                                         }
2812                                         else if (r_ptr->level > randint1(100))
2813                                         {
2814                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2815 #ifdef JP
2816                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2817 #else
2818                                                 msg_format("%^s resists!", m_name);
2819 #endif
2820
2821                                                 resists_tele = TRUE;
2822                                         }
2823                                 }
2824
2825                                 if (!resists_tele)
2826                                 {
2827 #ifdef JP
2828                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2829 #else
2830                                         msg_format("%^s disappears!", m_name);
2831 #endif
2832
2833                                         teleport_away(c_ptr->m_idx, 50, FALSE, TRUE);
2834                                         num = num_blow + 1; /* Can't hit it anymore! */
2835                                         *mdeath = TRUE;
2836                                 }
2837                         }
2838
2839                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2840                         {
2841                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2842                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2843                                 {
2844                                         if (polymorph_monster(y, x))
2845                                         {
2846 #ifdef JP
2847                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2848 #else
2849                                                 msg_format("%^s changes!", m_name);
2850 #endif
2851
2852                                                 *fear = FALSE;
2853                                                 weak = FALSE;
2854                                         }
2855                                         else
2856                                         {
2857 #ifdef JP
2858                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2859 #else
2860                                                 msg_format("%^s is unaffected.", m_name);
2861 #endif
2862                                         }
2863
2864                                         /* Hack -- Get new monster */
2865                                         m_ptr = &m_list[c_ptr->m_idx];
2866
2867                                         /* Oops, we need a different name... */
2868                                         monster_desc(m_name, m_ptr, 0);
2869
2870                                         /* Hack -- Get new race */
2871                                         r_ptr = &r_info[m_ptr->r_idx];
2872                                 }
2873                         }
2874                         else if (o_ptr->name1 == ART_G_HAMMER)
2875                         {
2876                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2877
2878                                 if (m_ptr->hold_o_idx)
2879                                 {
2880                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2881                                         char o_name[MAX_NLEN];
2882
2883                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2884                                         q_ptr->held_m_idx = 0;
2885                                         q_ptr->marked = 0;
2886                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2887                                         q_ptr->next_o_idx = 0;
2888 #ifdef JP
2889                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2890 #else
2891                                         msg_format("You snatched %s.", o_name);
2892 #endif
2893                                         inven_carry(q_ptr);
2894                                 }
2895                         }
2896                 }
2897
2898                 /* Player misses */
2899                 else
2900                 {
2901                         backstab = FALSE; /* Clumsy! */
2902                         fuiuchi = FALSE; /* Clumsy! */
2903
2904                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2905                         {
2906                                 u32b flgs[TR_FLAG_SIZE];
2907
2908                                 /* Sound */
2909                                 sound(SOUND_HIT);
2910
2911                                 /* Message */
2912 #ifdef JP
2913                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2914 #else
2915                                 msg_format("You miss %s.", m_name);
2916 #endif
2917                                 /* Message */
2918 #ifdef JP
2919                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2920 #else
2921                                 msg_print("Your scythe returns to you!");
2922 #endif
2923
2924                                 /* Extract the flags */
2925                                 object_flags(o_ptr, flgs);
2926
2927                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2928                                 {
2929                                         int mult;
2930                                         switch (p_ptr->mimic_form)
2931                                         {
2932                                         case MIMIC_NONE:
2933                                                 switch (p_ptr->prace)
2934                                                 {
2935                                                         case RACE_YEEK:
2936                                                         case RACE_KLACKON:
2937                                                         case RACE_HUMAN:
2938                                                         case RACE_AMBERITE:
2939                                                         case RACE_DUNADAN:
2940                                                                 mult = 25;break;
2941                                                         case RACE_HALF_ORC:
2942                                                         case RACE_HALF_TROLL:
2943                                                         case RACE_HALF_OGRE:
2944                                                         case RACE_HALF_GIANT:
2945                                                         case RACE_HALF_TITAN:
2946                                                         case RACE_CYCLOPS:
2947                                                         case RACE_IMP:
2948                                                         case RACE_SKELETON:
2949                                                         case RACE_ZOMBIE:
2950                                                         case RACE_VAMPIRE:
2951                                                         case RACE_SPECTRE:
2952                                                         case RACE_DEMON:
2953                                                         case RACE_DRACONIAN:
2954                                                                 mult = 30;break;
2955                                                         default:
2956                                                                 mult = 10;break;
2957                                                 }
2958                                                 break;
2959                                         case MIMIC_DEMON:
2960                                         case MIMIC_DEMON_LORD:
2961                                         case MIMIC_VAMPIRE:
2962                                                 mult = 30;break;
2963                                         default:
2964                                                 mult = 10;break;
2965                                         }
2966
2967                                         if (p_ptr->align < 0 && mult < 20)
2968                                                 mult = 20;
2969                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2970                                                 mult = 25;
2971                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2972                                                 mult = 25;
2973                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2974                                                 mult = 25;
2975                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2976                                                 mult = 25;
2977                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2978                                                 mult = 25;
2979
2980                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2981                                         {
2982                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2983                                                 p_ptr->redraw |= (PR_MANA);
2984                                                 mult = mult * 3 / 2 + 20;
2985                                         }
2986                                         k *= mult;
2987                                         k /= 10;
2988                                 }
2989
2990                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2991                                 if (one_in_(6))
2992                                 {
2993                                         int mult = 2;
2994 #ifdef JP
2995                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2996 #else
2997                                         msg_format("Your weapon cuts deep into yourself!");
2998 #endif
2999                                         /* Try to increase the damage */
3000                                         while (one_in_(4))
3001                                         {
3002                                                 mult++;
3003                                         }
3004
3005                                         k *= mult;
3006                                 }
3007                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3008
3009                                 if (k < 0) k = 0;
3010
3011 #ifdef JP
3012                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3013 #else
3014                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3015 #endif
3016
3017                                 redraw_stuff();
3018                         }
3019                         else
3020                         {
3021                                 /* Sound */
3022                                 sound(SOUND_MISS);
3023
3024                                 /* Message */
3025 #ifdef JP
3026                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3027 #else
3028                                 msg_format("You miss %s.", m_name);
3029 #endif
3030                         }
3031                 }
3032                 backstab = FALSE;
3033                 fuiuchi = FALSE;
3034         }
3035
3036
3037         if (weak && !(*mdeath))
3038         {
3039 #ifdef JP
3040                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3041 #else
3042                 msg_format("%^s seems weakened.", m_name);
3043 #endif
3044         }
3045         if (drain_left != MAX_VAMPIRIC_DRAIN)
3046         {
3047                 if (one_in_(4))
3048                 {
3049                         chg_virtue(V_UNLIFE, 1);
3050                 }
3051         }
3052         /* Mega-Hack -- apply earthquake brand */
3053         if (do_quake)
3054         {
3055                 earthquake(py, px, 10);
3056                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3057         }
3058 }
3059
3060 bool py_attack(int y, int x, int mode)
3061 {
3062         bool            fear = FALSE;
3063         bool            mdeath = FALSE;
3064         bool            stormbringer = FALSE;
3065
3066         cave_type       *c_ptr = &cave[y][x];
3067         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3068         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3069         char            m_name[80];
3070
3071         /* Disturb the player */
3072         disturb(0, 0);
3073
3074         energy_use = 100;
3075
3076         if (!p_ptr->migite && !p_ptr->hidarite &&
3077             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3078         {
3079 #ifdef JP
3080                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3081 #else
3082                 msg_print("You cannot do attacking.");
3083 #endif
3084                 return FALSE;
3085         }
3086
3087         /* Extract monster name (or "it") */
3088         monster_desc(m_name, m_ptr, 0);
3089
3090         if (m_ptr->ml)
3091         {
3092                 /* Auto-Recall if possible and visible */
3093                 monster_race_track(m_ptr->ap_r_idx);
3094
3095                 /* Track a new monster */
3096                 health_track(c_ptr->m_idx);
3097         }
3098
3099         if ((r_ptr->flags1 & RF1_FEMALE) &&
3100             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3101         {
3102                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3103                 {
3104 #ifdef JP
3105                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3106 #else
3107                         msg_print("I can not attack women!");
3108 #endif
3109                         return FALSE;
3110                 }
3111         }
3112
3113         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3114         {
3115 #ifdef JP
3116                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3117 #else
3118                 msg_print("Something prevent you from attacking.");
3119 #endif
3120                 return FALSE;
3121         }
3122
3123         /* Stop if friendly */
3124         if (!is_hostile(m_ptr) &&
3125             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3126             p_ptr->shero || !m_ptr->ml))
3127         {
3128                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3129                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3130                 if (stormbringer)
3131                 {
3132 #ifdef JP
3133                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3134 #else
3135                         msg_format("Your black blade greedily attacks %s!", m_name);
3136 #endif
3137                         chg_virtue(V_INDIVIDUALISM, 1);
3138                         chg_virtue(V_HONOUR, -1);
3139                         chg_virtue(V_JUSTICE, -1);
3140                         chg_virtue(V_COMPASSION, -1);
3141                 }
3142                 else if (p_ptr->pclass != CLASS_BERSERKER)
3143                 {
3144 #ifdef JP
3145                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3146 #else
3147                         if (get_check("Really hit it? "))
3148 #endif
3149                         {
3150                                 chg_virtue(V_INDIVIDUALISM, 1);
3151                                 chg_virtue(V_HONOUR, -1);
3152                                 chg_virtue(V_JUSTICE, -1);
3153                                 chg_virtue(V_COMPASSION, -1);
3154                         }
3155                         else
3156                         {
3157 #ifdef JP
3158                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3159 #else
3160                                 msg_format("You stop to avoid hitting %s.", m_name);
3161 #endif
3162                                 return FALSE;
3163                         }
3164                 }
3165         }
3166
3167
3168         /* Handle player fear */
3169         if (p_ptr->afraid)
3170         {
3171                 /* Message */
3172                 if (m_ptr->ml)
3173 #ifdef JP
3174                         msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3175 #else
3176                         msg_format("You are too afraid to attack %s!", m_name);
3177 #endif
3178
3179                 else
3180 #ifdef JP
3181                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3182 #else
3183                         msg_format ("There is something scary in your way!");
3184 #endif
3185
3186                 if (m_ptr->csleep)
3187                 {
3188                         /* Disturb the monster */
3189                         m_ptr->csleep = 0;
3190                         mproc_remove(c_ptr->m_idx, m_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
3191                         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3192                 }
3193
3194                 /* Done */
3195                 return FALSE;
3196         }
3197
3198         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3199         {
3200                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3201                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3202         }
3203
3204         if (p_ptr->migite && p_ptr->hidarite)
3205         {
3206                 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))
3207                 {
3208                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3209                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3210                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3211                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3212                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3213                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3214                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3215                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3216                         p_ptr->update |= (PU_BONUS);
3217                 }
3218         }
3219
3220         /* Gain riding experience */
3221         if (p_ptr->riding)
3222         {
3223                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3224                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3225
3226                 if (cur < max)
3227                 {
3228                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3229                         int targetlevel = r_ptr->level;
3230                         int inc = 0;
3231
3232                         if ((cur / 200 - 5) < targetlevel)
3233                                 inc += 1;
3234
3235                         /* Extra experience */
3236                         if ((cur / 100) < ridinglevel)
3237                         {
3238                                 if ((cur / 100 + 15) < ridinglevel)
3239                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3240                                 else
3241                                         inc += 1;
3242                         }
3243
3244                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3245
3246                         p_ptr->update |= (PU_BONUS);
3247                 }
3248         }
3249
3250         riding_t_m_idx = c_ptr->m_idx;
3251         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3252         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3253
3254         /* Mutations which yield extra 'natural' attacks */
3255         if (!mdeath)
3256         {
3257                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3258                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3259                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3260                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3261                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3262                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3263                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3264                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3265                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3266                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3267         }
3268
3269         /* Hack -- delay fear messages */
3270         if (fear && m_ptr->ml && !mdeath)
3271         {
3272                 /* Sound */
3273                 sound(SOUND_FLEE);
3274
3275                 /* Message */
3276 #ifdef JP
3277                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3278 #else
3279                 msg_format("%^s flees in terror!", m_name);
3280 #endif
3281
3282         }
3283
3284         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3285         {
3286                 set_action(ACTION_NONE);
3287         }
3288
3289         return mdeath;
3290 }
3291
3292
3293 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3294 {
3295         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3296         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3297         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3298         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3299         int pattern_type_cur, pattern_type_new;
3300
3301         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3302
3303         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE;
3304         pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE;
3305
3306         if (pattern_type_new == PATTERN_TILE_START)
3307         {
3308                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3309                 {
3310 #ifdef JP
3311                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3312 #else
3313                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3314 #endif
3315                                 return TRUE;
3316                         else
3317                                 return FALSE;
3318                 }
3319                 else
3320                         return TRUE;
3321         }
3322         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3323                  (pattern_type_new == PATTERN_TILE_END) ||
3324                  (pattern_type_new == PATTERN_TILE_WRECKED))
3325         {
3326                 if (is_pattern_tile_cur)
3327                 {
3328                         return TRUE;
3329                 }
3330                 else
3331                 {
3332 #ifdef JP
3333                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3334 #else
3335                         msg_print("You must start walking the Pattern from the startpoint.");
3336 #endif
3337
3338                         return FALSE;
3339                 }
3340         }
3341         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3342                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3343         {
3344                 return TRUE;
3345         }
3346         else if (pattern_type_cur == PATTERN_TILE_START)
3347         {
3348                 if (is_pattern_tile_new)
3349                         return TRUE;
3350                 else
3351                 {
3352 #ifdef JP
3353                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3354 #else
3355                         msg_print("You must walk the Pattern in correct order.");
3356 #endif
3357
3358                         return FALSE;
3359                 }
3360         }
3361         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3362                  (pattern_type_cur == PATTERN_TILE_END) ||
3363                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3364         {
3365                 if (!is_pattern_tile_new)
3366                 {
3367 #ifdef JP
3368                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3369 #else
3370                         msg_print("You may not step off from the Pattern.");
3371 #endif
3372
3373                         return FALSE;
3374                 }
3375                 else
3376                 {
3377                         return TRUE;
3378                 }
3379         }
3380         else
3381         {
3382                 if (!is_pattern_tile_cur)
3383                 {
3384 #ifdef JP
3385                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3386 #else
3387                         msg_print("You must start walking the Pattern from the startpoint.");
3388 #endif
3389
3390                         return FALSE;
3391                 }
3392                 else
3393                 {
3394                         byte ok_move = PATTERN_TILE_START;
3395                         switch (pattern_type_cur)
3396                         {
3397                                 case PATTERN_TILE_1:
3398                                         ok_move = PATTERN_TILE_2;
3399                                         break;
3400                                 case PATTERN_TILE_2:
3401                                         ok_move = PATTERN_TILE_3;
3402                                         break;
3403                                 case PATTERN_TILE_3:
3404                                         ok_move = PATTERN_TILE_4;
3405                                         break;
3406                                 case PATTERN_TILE_4:
3407                                         ok_move = PATTERN_TILE_1;
3408                                         break;
3409                                 default:
3410                                         if (p_ptr->wizard)
3411 #ifdef JP
3412                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3413 #else
3414                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3415 #endif
3416
3417                                         return TRUE; /* Goof-up */
3418                         }
3419
3420                         if ((pattern_type_new == ok_move) ||
3421                             (pattern_type_new == pattern_type_cur))
3422                                 return TRUE;
3423                         else
3424                         {
3425                                 if (!is_pattern_tile_new)
3426 #ifdef JP
3427                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3428 #else
3429                                         msg_print("You may not step off from the Pattern.");
3430 #endif
3431                                 else
3432 #ifdef JP
3433                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3434 #else
3435                                         msg_print("You must walk the Pattern in correct order.");
3436 #endif
3437
3438                                 return FALSE;
3439                         }
3440                 }
3441         }
3442 }
3443
3444
3445 bool player_can_enter(s16b feature, u16b mode)
3446 {
3447         feature_type *f_ptr = &f_info[feature];
3448
3449         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3450
3451         /* Pattern */
3452         if (have_flag(f_ptr->flags, FF_PATTERN))
3453         {
3454                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3455         }
3456
3457         /* "CAN" flags */
3458         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3459         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3460         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3461
3462         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3463
3464         return TRUE;
3465 }
3466
3467
3468 /*
3469  * Move the player
3470  */
3471 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3472 {
3473         cave_type *c_ptr = &cave[ny][nx];
3474         feature_type *f_ptr = &f_info[c_ptr->feat];
3475
3476         if (!(mpe_mode & MPE_STAYING))
3477         {
3478                 int oy = py;
3479                 int ox = px;
3480                 cave_type *oc_ptr = &cave[oy][ox];
3481                 int om_idx = oc_ptr->m_idx;
3482                 int nm_idx = c_ptr->m_idx;
3483
3484                 /* Move the player */
3485                 py = ny;
3486                 px = nx;
3487
3488                 /* Hack -- For moving monster or riding player's moving */
3489                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3490                 {
3491                         /* Swap two monsters */
3492                         c_ptr->m_idx = om_idx;
3493                         oc_ptr->m_idx = nm_idx;
3494
3495                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3496                         {
3497                                 monster_type *om_ptr = &m_list[om_idx];
3498                                 om_ptr->fy = ny;
3499                                 om_ptr->fx = nx;
3500                                 update_mon(om_idx, TRUE);
3501                         }
3502
3503                         if (nm_idx > 0) /* Monster on new spot */
3504                         {
3505                                 monster_type *nm_ptr = &m_list[nm_idx];
3506                                 nm_ptr->fy = oy;
3507                                 nm_ptr->fx = ox;
3508                                 update_mon(nm_idx, TRUE);
3509                         }
3510                 }
3511
3512                 /* Redraw old spot */
3513                 lite_spot(oy, ox);
3514
3515                 /* Redraw new spot */
3516                 lite_spot(ny, nx);
3517
3518                 /* Check for new panel (redraw map) */
3519                 verify_panel();
3520
3521                 if (mpe_mode & MPE_FORGET_FLOW)
3522                 {
3523                         forget_flow();
3524
3525                         /* Mega-Hack -- Forget the view */
3526                         p_ptr->update |= (PU_UN_VIEW);
3527
3528                         /* Redraw map */
3529                         p_ptr->redraw |= (PR_MAP);
3530                 }
3531
3532                 /* Update stuff */
3533                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3534
3535                 /* Window stuff */
3536                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3537
3538                 /* Remove "unsafe" flag */
3539                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3540
3541                 /* For get everything when requested hehe I'm *NASTY* */
3542                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3543
3544                 /* Handle stuff */
3545                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3546
3547                 if (p_ptr->pclass == CLASS_NINJA)
3548                 {
3549                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3550                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3551                 }
3552
3553                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3554                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
3555                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3556                 {
3557 #ifdef JP
3558                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3559 #else
3560                         msg_print("You cannot run in here.");
3561 #endif
3562                         set_action(ACTION_NONE);
3563                 }
3564         }
3565
3566         if (mpe_mode & MPE_ENERGY_USE)
3567         {
3568                 if (music_singing(MUSIC_WALL))
3569                 {
3570                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3571                                 PROJECT_KILL | PROJECT_ITEM, -1);
3572
3573                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3574                 }
3575
3576                 /* Spontaneous Searching */
3577                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3578                 {
3579                         search();
3580                 }
3581
3582                 /* Continuous Searching */
3583                 if (p_ptr->action == ACTION_SEARCH)
3584                 {
3585                         search();
3586                 }
3587         }
3588
3589         /* Handle "objects" */
3590         if (!(mpe_mode & MPE_DONT_PICKUP))
3591         {
3592                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3593         }
3594
3595         /* Handle "store doors" */
3596         if (have_flag(f_ptr->flags, FF_STORE))
3597         {
3598                 /* Disturb */
3599                 disturb(0, 0);
3600
3601                 energy_use = 0;
3602                 /* Hack -- Enter store */
3603                 command_new = SPECIAL_KEY_STORE;
3604         }
3605
3606         /* Handle "building doors" -KMW- */
3607         else if (have_flag(f_ptr->flags, FF_BLDG))
3608         {
3609                 /* Disturb */
3610                 disturb(0, 0);
3611
3612                 energy_use = 0;
3613                 /* Hack -- Enter building */
3614                 command_new = SPECIAL_KEY_BUILDING;
3615         }
3616
3617         /* Handle quest areas -KMW- */
3618         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3619         {
3620                 /* Disturb */
3621                 disturb(0, 0);
3622
3623                 energy_use = 0;
3624                 /* Hack -- Enter quest level */
3625                 command_new = SPECIAL_KEY_QUEST;
3626         }
3627
3628         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3629         {
3630                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3631                 {
3632                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3633                         quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3634                         quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3635 #ifdef JP
3636                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3637 #else
3638                         msg_print("You accomplished your quest!");
3639 #endif
3640
3641                         msg_print(NULL);
3642                 }
3643
3644                 leave_quest_check();
3645
3646                 p_ptr->inside_quest = c_ptr->special;
3647                 dun_level = 0;
3648                 p_ptr->oldpx = 0;
3649                 p_ptr->oldpy = 0;
3650
3651                 p_ptr->leaving = TRUE;
3652         }
3653
3654         /* Set off a trap */
3655         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3656         {
3657                 /* Disturb */
3658                 disturb(0, 0);
3659
3660                 /* Hidden trap */
3661                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3662                 {
3663                         /* Message */
3664 #ifdef JP
3665                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3666 #else
3667                         msg_print("You found a trap!");
3668 #endif
3669
3670                         /* Pick a trap */
3671                         disclose_grid(py, px);
3672                 }
3673
3674                 /* Hit the trap */
3675                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3676
3677                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3678         }
3679
3680         /* Warn when leaving trap detected region */
3681         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3682             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3683         {
3684                 /* No duplicate warning */
3685                 p_ptr->dtrap = FALSE;
3686
3687                 /* You are just on the edge */
3688                 if (!(c_ptr->info & CAVE_UNSAFE))
3689                 {
3690                         if (alert_trap_detect)
3691                         {
3692 #ifdef JP
3693                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3694 #else
3695                                 msg_print("*Leaving trap detect region!*");
3696 #endif
3697                         }
3698
3699                         if (disturb_trap_detect) disturb(0, 0);
3700                 }
3701         }
3702
3703         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3704 }
3705
3706
3707 bool trap_can_be_ignored(int feat)
3708 {
3709         switch (feat)
3710         {
3711         case FEAT_TRAP_TRAPDOOR:
3712         case FEAT_TRAP_PIT:
3713         case FEAT_TRAP_SPIKED_PIT:
3714         case FEAT_TRAP_POISON_PIT:
3715                 if (p_ptr->levitation) return TRUE;
3716                 break;
3717         case FEAT_TRAP_TELEPORT:
3718                 if (p_ptr->anti_tele) return TRUE;
3719                 break;
3720         case FEAT_TRAP_FIRE:
3721                 if (p_ptr->immune_fire) return TRUE;
3722                 break;
3723         case FEAT_TRAP_ACID:
3724                 if (p_ptr->immune_acid) return TRUE;
3725                 break;
3726         case FEAT_TRAP_BLIND:
3727                 if (p_ptr->resist_blind) return TRUE;
3728                 break;
3729         case FEAT_TRAP_CONFUSE:
3730                 if (p_ptr->resist_conf) return TRUE;
3731                 break;
3732         case FEAT_TRAP_POISON:
3733                 if (p_ptr->resist_pois) return TRUE;
3734                 break;
3735         case FEAT_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_TUNNEL) &&
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                         if (m_ptr->csleep)
3900                         {
3901                                 /* Disturb the monster */
3902                                 m_ptr->csleep = 0;
3903                                 mproc_remove(c_ptr->m_idx, m_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
3904                                 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3905                         }
3906
3907                         /* Extract monster name (or "it") */
3908                         monster_desc(m_name, m_ptr, 0);
3909
3910                         if (m_ptr->ml)
3911                         {
3912                                 /* Auto-Recall if possible and visible */
3913                                 monster_race_track(m_ptr->ap_r_idx);
3914
3915                                 /* Track a new monster */
3916                                 health_track(c_ptr->m_idx);
3917                         }
3918
3919                         /* displace? */
3920                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3921                         {
3922                                 py_attack(y, x, 0);
3923                                 oktomove = FALSE;
3924                         }
3925                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3926                         {
3927                                 do_past = TRUE;
3928                         }
3929                         else
3930                         {
3931 #ifdef JP
3932                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3933 #else
3934                                 msg_format("%^s is in your way!", m_name);
3935 #endif
3936
3937                                 energy_use = 0;
3938                                 oktomove = FALSE;
3939                         }
3940
3941                         /* now continue on to 'movement' */
3942                 }
3943                 else
3944                 {
3945                         py_attack(y, x, 0);
3946                         oktomove = FALSE;
3947                 }
3948         }
3949
3950         if (oktomove && p_ptr->riding)
3951         {
3952                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3953                 {
3954 #ifdef JP
3955                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3956 #else
3957                         msg_print("Can't move!");
3958 #endif
3959                         energy_use = 0;
3960                         oktomove = FALSE;
3961                         disturb(0, 0);
3962                 }
3963                 else if (riding_m_ptr->monfear)
3964                 {
3965                         char m_name[80];
3966
3967                         /* Acquire the monster name */
3968                         monster_desc(m_name, riding_m_ptr, 0);
3969
3970                         /* Dump a message */
3971 #ifdef JP
3972                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3973 #else
3974                         msg_format("%^s is too scared to control.", m_name);
3975 #endif
3976                         oktomove = FALSE;
3977                         disturb(0, 0);
3978                 }
3979                 else if (p_ptr->riding_ryoute)
3980                 {
3981                         oktomove = FALSE;
3982                         disturb(0, 0);
3983                 }
3984                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3985                 {
3986                         /* Allow moving */
3987                 }
3988                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3989                 {
3990                         /* Allow moving */
3991                 }
3992                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3993                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3994                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3995                 {
3996 #ifdef JP
3997                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3998 #else
3999                         msg_print("Can't swim.");
4000 #endif
4001                         energy_use = 0;
4002                         oktomove = FALSE;
4003                         disturb(0, 0);
4004                 }
4005                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
4006                 {
4007 #ifdef JP
4008                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
4009 #else
4010                         msg_print("Can't land.");
4011 #endif
4012                         energy_use = 0;
4013                         oktomove = FALSE;
4014                         disturb(0, 0);
4015                 }
4016                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4017                 {
4018 #ifdef JP
4019                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4020 #else
4021                         msg_print("Too hot to go through.");
4022 #endif
4023                         energy_use = 0;
4024                         oktomove = FALSE;
4025                         disturb(0, 0);
4026                 }
4027
4028                 if (oktomove && riding_m_ptr->stunned && one_in_(2))
4029                 {
4030                         char m_name[80];
4031                         monster_desc(m_name, riding_m_ptr, 0);
4032 #ifdef JP
4033                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
4034 #else
4035                         msg_format("You cannot control stunned %s!",m_name);
4036 #endif
4037                         oktomove = FALSE;
4038                         disturb(0, 0);
4039                 }
4040         }
4041
4042         if (!oktomove)
4043         {
4044         }
4045
4046         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4047         {
4048 #ifdef JP
4049                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4050 #else
4051                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4052 #endif
4053
4054                 energy_use = 0;
4055                 running = 0;
4056                 oktomove = FALSE;
4057         }
4058
4059         /*
4060          * Player can move through trees and
4061          * has effective -10 speed
4062          * Rangers can move without penality
4063          */
4064         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4065         {
4066                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation) energy_use *= 2;
4067         }
4068
4069 #ifdef ALLOW_EASY_DISARM /* TNB */
4070
4071         /* Disarm a visible trap */
4072         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4073         {
4074                 if (!trap_can_be_ignored(c_ptr->feat))
4075                 {
4076                         (void)do_cmd_disarm_aux(y, x, dir);
4077                         return;
4078                 }
4079         }
4080
4081 #endif /* ALLOW_EASY_DISARM -- TNB */
4082
4083         /* Player can not walk through "walls" unless in wraith form...*/
4084         else if (!p_can_enter && !p_can_kill_walls)
4085         {
4086                 /* Feature code (applying "mimic" field) */
4087                 s16b feat = get_feat_mimic(c_ptr);
4088                 feature_type *mimic_f_ptr = &f_info[feat];
4089                 cptr name = f_name + mimic_f_ptr->name;
4090
4091                 oktomove = FALSE;
4092
4093                 /* Disturb the player */
4094                 disturb(0, 0);
4095
4096                 /* Notice things in the dark */
4097                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4098                 {
4099                         /* Boundary floor mimic */
4100                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4101                         {
4102 #ifdef JP
4103                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4104 #else
4105                                 msg_print("You feel you cannot go any more.");
4106 #endif
4107                         }
4108
4109                         /* Wall (or secret door) */
4110                         else
4111                         {
4112 #ifdef JP
4113                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4114 #else
4115                                 msg_format("You feel %s %s blocking your way.",
4116                                         is_a_vowel(name[0]) ? "an" : "a", name);
4117 #endif
4118
4119                                 c_ptr->info |= (CAVE_MARK);
4120                                 lite_spot(y, x);
4121                         }
4122                 }
4123
4124                 /* Notice things */
4125                 else
4126                 {
4127                         /* Boundary floor mimic */
4128                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4129                         {
4130 #ifdef JP
4131                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4132 #else
4133                                 msg_print("You cannot go any more.");
4134 #endif
4135
4136                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4137                                         energy_use = 0;
4138                         }
4139
4140                         /* Wall (or secret door) */
4141                         else
4142                         {
4143 #ifdef ALLOW_EASY_OPEN
4144                                 /* Closed doors */
4145                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4146 #endif /* ALLOW_EASY_OPEN */
4147
4148 #ifdef JP
4149                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4150 #else
4151                                 msg_format("There is %s %s blocking your way.",
4152                                         is_a_vowel(name[0]) ? "an" : "a", name);
4153 #endif
4154
4155                                 /*
4156                                  * Well, it makes sense that you lose time bumping into
4157                                  * a wall _if_ you are confused, stunned or blind; but
4158                                  * typing mistakes should not cost you a turn...
4159                                  */
4160                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4161                                         energy_use = 0;
4162                         }
4163                 }
4164
4165                 /* Sound */
4166                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4167         }
4168
4169         /* Normal movement */
4170         if (oktomove && !pattern_seq(py, px, y, x))
4171         {
4172                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4173                 {
4174                         energy_use = 0;
4175                 }
4176
4177                 /* To avoid a loop with running */
4178                 disturb(0, 0);
4179
4180                 oktomove = FALSE;
4181         }
4182
4183         /* Normal movement */
4184         if (oktomove)
4185         {
4186                 u32b mpe_mode = MPE_ENERGY_USE;
4187
4188                 if (p_ptr->warning)
4189                 {
4190                         if (!process_warning(x, y))
4191                         {
4192                                 energy_use = 25;
4193                                 return;
4194                         }
4195                 }
4196
4197                 if (do_past)
4198                 {
4199 #ifdef JP
4200                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4201 #else
4202                         msg_format("You push past %s.", m_name);
4203 #endif
4204                 }
4205
4206                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4207                 if (p_ptr->wild_mode)
4208                 {
4209                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
4210                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4211                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4212                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
4213                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4214                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4215                 }
4216
4217                 if (p_can_kill_walls)
4218                 {
4219                         cave_alter_feat(y, x, FF_HURT_DISI);
4220
4221                         /* Update some things -- similar to GF_KILL_WALL */
4222                         p_ptr->update |= (PU_FLOW);
4223                 }
4224
4225                 /* Sound */
4226                 /* sound(SOUND_WALK); */
4227
4228 #ifdef ALLOW_EASY_DISARM /* TNB */
4229
4230                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4231
4232 #else /* ALLOW_EASY_DISARM -- TNB */
4233
4234                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4235
4236 #endif /* ALLOW_EASY_DISARM -- TNB */
4237
4238                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4239
4240                 /* Move the player */
4241                 (void)move_player_effect(y, x, mpe_mode);
4242         }
4243 }
4244
4245
4246 static bool ignore_avoid_run;
4247
4248 /*
4249  * Hack -- Check for a "known wall" (see below)
4250  */
4251 static int see_wall(int dir, int y, int x)
4252 {
4253         cave_type   *c_ptr;
4254
4255         /* Get the new location */
4256         y += ddy[dir];
4257         x += ddx[dir];
4258
4259         /* Illegal grids are not known walls */
4260         if (!in_bounds2(y, x)) return (FALSE);
4261
4262         /* Access grid */
4263         c_ptr = &cave[y][x];
4264
4265         /* Must be known to the player */
4266         if (c_ptr->info & (CAVE_MARK))
4267         {
4268                 /* Feature code (applying "mimic" field) */
4269                 s16b         feat = get_feat_mimic(c_ptr);
4270                 feature_type *f_ptr = &f_info[feat];
4271
4272                 /* Wall grids are known walls */
4273                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4274
4275                 /* Don't run on a tree unless explicitly requested */
4276                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4277                         return TRUE;
4278
4279                 /* Don't run in a wall */
4280                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4281                         return !have_flag(f_ptr->flags, FF_DOOR);
4282         }
4283
4284         return FALSE;
4285 }
4286
4287
4288 /*
4289  * Hack -- Check for an "unknown corner" (see below)
4290  */
4291 static int see_nothing(int dir, int y, int x)
4292 {
4293         /* Get the new location */
4294         y += ddy[dir];
4295         x += ddx[dir];
4296
4297         /* Illegal grids are unknown */
4298         if (!in_bounds2(y, x)) return (TRUE);
4299
4300         /* Memorized grids are always known */
4301         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4302
4303         /* Viewable door/wall grids are known */
4304         if (player_can_see_bold(y, x)) return (FALSE);
4305
4306         /* Default */
4307         return (TRUE);
4308 }
4309
4310
4311
4312
4313
4314 /*
4315  * The running algorithm:                       -CJS-
4316  *
4317  * In the diagrams below, the player has just arrived in the
4318  * grid marked as '@', and he has just come from a grid marked
4319  * as 'o', and he is about to enter the grid marked as 'x'.
4320  *
4321  * Of course, if the "requested" move was impossible, then you
4322  * will of course be blocked, and will stop.
4323  *
4324  * Overview: You keep moving until something interesting happens.
4325  * If you are in an enclosed space, you follow corners. This is
4326  * the usual corridor scheme. If you are in an open space, you go
4327  * straight, but stop before entering enclosed space. This is
4328  * analogous to reaching doorways. If you have enclosed space on
4329  * one side only (that is, running along side a wall) stop if
4330  * your wall opens out, or your open space closes in. Either case
4331  * corresponds to a doorway.
4332  *
4333  * What happens depends on what you can really SEE. (i.e. if you
4334  * have no light, then running along a dark corridor is JUST like
4335  * running in a dark room.) The algorithm works equally well in
4336  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4337  *
4338  * These conditions are kept in static memory:
4339  * find_openarea         You are in the open on at least one
4340  * side.
4341  * find_breakleft        You have a wall on the left, and will
4342  * stop if it opens
4343  * find_breakright       You have a wall on the right, and will
4344  * stop if it opens
4345  *
4346  * To initialize these conditions, we examine the grids adjacent
4347  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4348  * If either one of the two grids on a given side is seen to be
4349  * closed, then that side is considered to be closed. If both
4350  * sides are closed, then it is an enclosed (corridor) run.
4351  *
4352  * LL           L
4353  * @x          LxR
4354  * RR          @R
4355  *
4356  * Looking at more than just the immediate squares is
4357  * significant. Consider the following case. A run along the
4358  * corridor will stop just before entering the center point,
4359  * because a choice is clearly established. Running in any of
4360  * three available directions will be defined as a corridor run.
4361  * Note that a minor hack is inserted to make the angled corridor
4362  * entry (with one side blocked near and the other side blocked
4363  * further away from the runner) work correctly. The runner moves
4364  * diagonally, but then saves the previous direction as being
4365  * straight into the gap. Otherwise, the tail end of the other
4366  * entry would be perceived as an alternative on the next move.
4367  *
4368  * #.#
4369  * ##.##
4370  * .@x..
4371  * ##.##
4372  * #.#
4373  *
4374  * Likewise, a run along a wall, and then into a doorway (two
4375  * runs) will work correctly. A single run rightwards from @ will
4376  * stop at 1. Another run right and down will enter the corridor
4377  * and make the corner, stopping at the 2.
4378  *
4379  * ##################
4380  * o@x       1
4381  * ########### ######
4382  * #2          #
4383  * #############
4384  *
4385  * After any move, the function area_affect is called to
4386  * determine the new surroundings, and the direction of
4387  * subsequent moves. It examines the current player location
4388  * (at which the runner has just arrived) and the previous
4389  * direction (from which the runner is considered to have come).
4390  *
4391  * Moving one square in some direction places you adjacent to
4392  * three or five new squares (for straight and diagonal moves
4393  * respectively) to which you were not previously adjacent,
4394  * marked as '!' in the diagrams below.
4395  *
4396  *   ...!              ...
4397  *   .o@!  (normal)    .o.!  (diagonal)
4398  *   ...!  (east)      ..@!  (south east)
4399  *                      !!!
4400  *
4401  * You STOP if any of the new squares are interesting in any way:
4402  * for example, if they contain visible monsters or treasure.
4403  *
4404  * You STOP if any of the newly adjacent squares seem to be open,
4405  * and you are also looking for a break on that side. (that is,
4406  * find_openarea AND find_break).
4407  *
4408  * You STOP if any of the newly adjacent squares do NOT seem to be
4409  * open and you are in an open area, and that side was previously
4410  * entirely open.
4411  *
4412  * Corners: If you are not in the open (i.e. you are in a corridor)
4413  * and there is only one way to go in the new squares, then turn in
4414  * that direction. If there are more than two new ways to go, STOP.
4415  * If there are two ways to go, and those ways are separated by a
4416  * square which does not seem to be open, then STOP.
4417  *
4418  * Otherwise, we have a potential corner. There are two new open
4419  * squares, which are also adjacent. One of the new squares is
4420  * diagonally located, the other is straight on (as in the diagram).
4421  * We consider two more squares further out (marked below as ?).
4422  *
4423  * We assign "option" to the straight-on grid, and "option2" to the
4424  * diagonal grid, and "check_dir" to the grid marked 's'.
4425  *
4426  * ##s
4427  * @x?
4428  * #.?
4429  *
4430  * If they are both seen to be closed, then it is seen that no benefit
4431  * is gained from moving straight. It is a known corner.  To cut the
4432  * corner, go diagonally, otherwise go straight, but pretend you
4433  * stepped diagonally into that next location for a full view next
4434  * time. Conversely, if one of the ? squares is not seen to be closed,
4435  * then there is a potential choice. We check to see whether it is a
4436  * potential corner or an intersection/room entrance.  If the square
4437  * two spaces straight ahead, and the space marked with 's' are both
4438  * unknown space, then it is a potential corner and enter if
4439  * find_examine is set, otherwise must stop because it is not a
4440  * corner. (find_examine option is removed and always is TRUE.)
4441  */
4442
4443
4444
4445
4446 /*
4447  * Hack -- allow quick "cycling" through the legal directions
4448  */
4449 static byte cycle[] =
4450 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4451
4452 /*
4453  * Hack -- map each direction into the "middle" of the "cycle[]" array
4454  */
4455 static byte chome[] =
4456 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4457
4458 /*
4459  * The direction we are running
4460  */
4461 static byte find_current;
4462
4463 /*
4464  * The direction we came from
4465  */
4466 static byte find_prevdir;
4467
4468 /*
4469  * We are looking for open area
4470  */
4471 static bool find_openarea;
4472
4473 /*
4474  * We are looking for a break
4475  */
4476 static bool find_breakright;
4477 static bool find_breakleft;
4478
4479
4480
4481 /*
4482  * Initialize the running algorithm for a new direction.
4483  *
4484  * Diagonal Corridor -- allow diaginal entry into corridors.
4485  *
4486  * Blunt Corridor -- If there is a wall two spaces ahead and
4487  * we seem to be in a corridor, then force a turn into the side
4488  * corridor, must be moving straight into a corridor here. ???
4489  *
4490  * Diagonal Corridor    Blunt Corridor (?)
4491  *       # #                  #
4492  *       #x#                 @x#
4493  *       @p.                  p
4494  */
4495 static void run_init(int dir)
4496 {
4497         int             row, col, deepleft, deepright;
4498         int             i, shortleft, shortright;
4499
4500
4501         /* Save the direction */
4502         find_current = dir;
4503
4504         /* Assume running straight */
4505         find_prevdir = dir;
4506
4507         /* Assume looking for open area */
4508         find_openarea = TRUE;
4509
4510         /* Assume not looking for breaks */
4511         find_breakright = find_breakleft = FALSE;
4512
4513         /* Assume no nearby walls */
4514         deepleft = deepright = FALSE;
4515         shortright = shortleft = FALSE;
4516
4517         p_ptr->run_py = py;
4518         p_ptr->run_px = px;
4519
4520         /* Find the destination grid */
4521         row = py + ddy[dir];
4522         col = px + ddx[dir];
4523
4524         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4525
4526         /* Extract cycle index */
4527         i = chome[dir];
4528
4529         /* Check for walls */
4530         if (see_wall(cycle[i+1], py, px))
4531         {
4532                 find_breakleft = TRUE;
4533                 shortleft = TRUE;
4534         }
4535         else if (see_wall(cycle[i+1], row, col))
4536         {
4537                 find_breakleft = TRUE;
4538                 deepleft = TRUE;
4539         }
4540
4541         /* Check for walls */
4542         if (see_wall(cycle[i-1], py, px))
4543         {
4544                 find_breakright = TRUE;
4545                 shortright = TRUE;
4546         }
4547         else if (see_wall(cycle[i-1], row, col))
4548         {
4549                 find_breakright = TRUE;
4550                 deepright = TRUE;
4551         }
4552
4553         /* Looking for a break */
4554         if (find_breakleft && find_breakright)
4555         {
4556                 /* Not looking for open area */
4557                 find_openarea = FALSE;
4558
4559                 /* Hack -- allow angled corridor entry */
4560                 if (dir & 0x01)
4561                 {
4562                         if (deepleft && !deepright)
4563                         {
4564                                 find_prevdir = cycle[i - 1];
4565                         }
4566                         else if (deepright && !deepleft)
4567                         {
4568                                 find_prevdir = cycle[i + 1];
4569                         }
4570                 }
4571
4572                 /* Hack -- allow blunt corridor entry */
4573                 else if (see_wall(cycle[i], row, col))
4574                 {
4575                         if (shortleft && !shortright)
4576                         {
4577                                 find_prevdir = cycle[i - 2];
4578                         }
4579                         else if (shortright && !shortleft)
4580                         {
4581                                 find_prevdir = cycle[i + 2];
4582                         }
4583                 }
4584         }
4585 }
4586
4587
4588 /*
4589  * Update the current "run" path
4590  *
4591  * Return TRUE if the running should be stopped
4592  */
4593 static bool run_test(void)
4594 {
4595         int         prev_dir, new_dir, check_dir = 0;
4596         int         row, col;
4597         int         i, max, inv;
4598         int         option = 0, option2 = 0;
4599         cave_type   *c_ptr;
4600         s16b        feat;
4601         feature_type *f_ptr;
4602
4603         /* Where we came from */
4604         prev_dir = find_prevdir;
4605
4606
4607         /* Range of newly adjacent grids */
4608         max = (prev_dir & 0x01) + 1;
4609
4610         /* break run when leaving trap detected region */
4611         if ((disturb_trap_detect || alert_trap_detect)
4612             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4613         {
4614                 /* No duplicate warning */
4615                 p_ptr->dtrap = FALSE;
4616
4617                 /* You are just on the edge */
4618                 if (!(cave[py][px].info & CAVE_UNSAFE))
4619                 {
4620                         if (alert_trap_detect)
4621                         {
4622 #ifdef JP
4623                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4624 #else
4625                                 msg_print("*Leaving trap detect region!*");
4626 #endif
4627                         }
4628
4629                         if (disturb_trap_detect)
4630                         {
4631                                 /* Break Run */
4632                                 return(TRUE);
4633                         }
4634                 }
4635         }
4636
4637         /* Look at every newly adjacent square. */
4638         for (i = -max; i <= max; i++)
4639         {
4640                 s16b this_o_idx, next_o_idx = 0;
4641
4642                 /* New direction */
4643                 new_dir = cycle[chome[prev_dir] + i];
4644
4645                 /* New location */
4646                 row = py + ddy[new_dir];
4647                 col = px + ddx[new_dir];
4648
4649                 /* Access grid */
4650                 c_ptr = &cave[row][col];
4651
4652                 /* Feature code (applying "mimic" field) */
4653                 feat = get_feat_mimic(c_ptr);
4654                 f_ptr = &f_info[feat];
4655
4656                 /* Visible monsters abort running */
4657                 if (c_ptr->m_idx)
4658                 {
4659                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4660
4661                         /* Visible monster */
4662                         if (m_ptr->ml) return (TRUE);
4663                 }
4664
4665                 /* Visible objects abort running */
4666                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4667                 {
4668                         object_type *o_ptr;
4669
4670                         /* Acquire object */
4671                         o_ptr = &o_list[this_o_idx];
4672
4673                         /* Acquire next object */
4674                         next_o_idx = o_ptr->next_o_idx;
4675
4676                         /* Visible object */
4677                         if (o_ptr->marked & OM_FOUND) return (TRUE);
4678                 }
4679
4680                 /* Assume unknown */
4681                 inv = TRUE;
4682
4683                 /* Check memorized grids */
4684                 if (c_ptr->info & (CAVE_MARK))
4685                 {
4686                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4687
4688                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4689                         {
4690                                 /* Open doors */
4691                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4692                                 {
4693                                         /* Option -- ignore */
4694                                         notice = FALSE;
4695                                 }
4696
4697                                 /* Stairs */
4698                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4699                                 {
4700                                         /* Option -- ignore */
4701                                         notice = FALSE;
4702                                 }
4703
4704                                 /* Lava */
4705                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4706                                 {
4707                                         /* Ignore */
4708                                         notice = FALSE;
4709                                 }
4710
4711                                 /* Deep water */
4712                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4713                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4714                                 {
4715                                         /* Ignore */
4716                                         notice = FALSE;
4717                                 }
4718                         }
4719
4720                         /* Interesting feature */
4721                         if (notice) return (TRUE);
4722
4723                         /* The grid is "visible" */
4724                         inv = FALSE;
4725                 }
4726
4727                 /* Analyze unknown grids and floors considering mimic */
4728                 if (inv || !see_wall(0, row, col))
4729                 {
4730                         /* Looking for open area */
4731                         if (find_openarea)
4732                         {
4733                                 /* Nothing */
4734                         }
4735
4736                         /* The first new direction. */
4737                         else if (!option)
4738                         {
4739                                 option = new_dir;
4740                         }
4741
4742                         /* Three new directions. Stop running. */
4743                         else if (option2)
4744                         {
4745                                 return (TRUE);
4746                         }
4747
4748                         /* Two non-adjacent new directions.  Stop running. */
4749                         else if (option != cycle[chome[prev_dir] + i - 1])
4750                         {
4751                                 return (TRUE);
4752                         }
4753
4754                         /* Two new (adjacent) directions (case 1) */
4755                         else if (new_dir & 0x01)
4756                         {
4757                                 check_dir = cycle[chome[prev_dir] + i - 2];
4758                                 option2 = new_dir;
4759                         }
4760
4761                         /* Two new (adjacent) directions (case 2) */
4762                         else
4763                         {
4764                                 check_dir = cycle[chome[prev_dir] + i + 1];
4765                                 option2 = option;
4766                                 option = new_dir;
4767                         }
4768                 }
4769
4770                 /* Obstacle, while looking for open area */
4771                 else
4772                 {
4773                         if (find_openarea)
4774                         {
4775                                 if (i < 0)
4776                                 {
4777                                         /* Break to the right */
4778                                         find_breakright = TRUE;
4779                                 }
4780
4781                                 else if (i > 0)
4782                                 {
4783                                         /* Break to the left */
4784                                         find_breakleft = TRUE;
4785                                 }
4786                         }
4787                 }
4788         }
4789
4790         /* Looking for open area */
4791         if (find_openarea)
4792         {
4793                 /* Hack -- look again */
4794                 for (i = -max; i < 0; i++)
4795                 {
4796                         /* Unknown grid or non-wall */
4797                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4798                         {
4799                                 /* Looking to break right */
4800                                 if (find_breakright)
4801                                 {
4802                                         return (TRUE);
4803                                 }
4804                         }
4805
4806                         /* Obstacle */
4807                         else
4808                         {
4809                                 /* Looking to break left */
4810                                 if (find_breakleft)
4811                                 {
4812                                         return (TRUE);
4813                                 }
4814                         }
4815                 }
4816
4817                 /* Hack -- look again */
4818                 for (i = max; i > 0; i--)
4819                 {
4820                         /* Unknown grid or non-wall */
4821                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4822                         {
4823                                 /* Looking to break left */
4824                                 if (find_breakleft)
4825                                 {
4826                                         return (TRUE);
4827                                 }
4828                         }
4829
4830                         /* Obstacle */
4831                         else
4832                         {
4833                                 /* Looking to break right */
4834                                 if (find_breakright)
4835                                 {
4836                                         return (TRUE);
4837                                 }
4838                         }
4839                 }
4840         }
4841
4842         /* Not looking for open area */
4843         else
4844         {
4845                 /* No options */
4846                 if (!option)
4847                 {
4848                         return (TRUE);
4849                 }
4850
4851                 /* One option */
4852                 else if (!option2)
4853                 {
4854                         /* Primary option */
4855                         find_current = option;
4856
4857                         /* No other options */
4858                         find_prevdir = option;
4859                 }
4860
4861                 /* Two options, examining corners */
4862                 else if (!find_cut)
4863                 {
4864                         /* Primary option */
4865                         find_current = option;
4866
4867                         /* Hack -- allow curving */
4868                         find_prevdir = option2;
4869                 }
4870
4871                 /* Two options, pick one */
4872                 else
4873                 {
4874                         /* Get next location */
4875                         row = py + ddy[option];
4876                         col = px + ddx[option];
4877
4878                         /* Don't see that it is closed off. */
4879                         /* This could be a potential corner or an intersection. */
4880                         if (!see_wall(option, row, col) ||
4881                             !see_wall(check_dir, row, col))
4882                         {
4883                                 /* Can not see anything ahead and in the direction we */
4884                                 /* are turning, assume that it is a potential corner. */
4885                                 if (see_nothing(option, row, col) &&
4886                                     see_nothing(option2, row, col))
4887                                 {
4888                                         find_current = option;
4889                                         find_prevdir = option2;
4890                                 }
4891
4892                                 /* STOP: we are next to an intersection or a room */
4893                                 else
4894                                 {
4895                                         return (TRUE);
4896                                 }
4897                         }
4898
4899                         /* This corner is seen to be enclosed; we cut the corner. */
4900                         else if (find_cut)
4901                         {
4902                                 find_current = option2;
4903                                 find_prevdir = option2;
4904                         }
4905
4906                         /* This corner is seen to be enclosed, and we */
4907                         /* deliberately go the long way. */
4908                         else
4909                         {
4910                                 find_current = option;
4911                                 find_prevdir = option2;
4912                         }
4913                 }
4914         }
4915
4916         /* About to hit a known wall, stop */
4917         if (see_wall(find_current, py, px))
4918         {
4919                 return (TRUE);
4920         }
4921
4922         /* Failure */
4923         return (FALSE);
4924 }
4925
4926
4927
4928 /*
4929  * Take one step along the current "run" path
4930  */
4931 void run_step(int dir)
4932 {
4933         /* Start running */
4934         if (dir)
4935         {
4936                 /* Ignore AVOID_RUN on a first step */
4937                 ignore_avoid_run = TRUE;
4938
4939                 /* Hack -- do not start silly run */
4940                 if (see_wall(dir, py, px))
4941                 {
4942                         /* Message */
4943 #ifdef JP
4944                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4945 #else
4946                         msg_print("You cannot run in that direction.");
4947 #endif
4948
4949                         /* Disturb */
4950                         disturb(0, 0);
4951
4952                         /* Done */
4953                         return;
4954                 }
4955
4956                 /* Initialize */
4957                 run_init(dir);
4958         }
4959
4960         /* Keep running */
4961         else
4962         {
4963                 /* Update run */
4964                 if (run_test())
4965                 {
4966                         /* Disturb */
4967                         disturb(0, 0);
4968
4969                         /* Done */
4970                         return;
4971                 }
4972         }
4973
4974         /* Decrease the run counter */
4975         if (--running <= 0) return;
4976
4977         /* Take time */
4978         energy_use = 100;
4979
4980         /* Move the player, using the "pickup" flag */
4981 #ifdef ALLOW_EASY_DISARM /* TNB */
4982
4983         move_player(find_current, FALSE, FALSE);
4984
4985 #else /* ALLOW_EASY_DISARM -- TNB */
4986
4987         move_player(find_current, always_pickup, FALSE);
4988
4989 #endif /* ALLOW_EASY_DISARM -- TNB */
4990
4991         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4992         {
4993                 p_ptr->run_py = 0;
4994                 p_ptr->run_px = 0;
4995                 disturb(0, 0);
4996         }
4997 }