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Integrate aura damage into elec_dam, fire_dam and cold_dam
[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
92
93         /* Snipers can shot more critically with crossbows */
94         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
95         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
96
97         /* Critical hit */
98         if (randint1(5000) <= i)
99         {
100                 k = weight * randint1(500);
101
102                 if (k < 900)
103                 {
104 #ifdef JP
105                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
106 #else
107                         msg_print("It was a good hit!");
108 #endif
109
110                         dam += (dam / 2);
111                 }
112                 else if (k < 1350)
113                 {
114 #ifdef JP
115                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
116 #else
117                         msg_print("It was a great hit!");
118 #endif
119
120                         dam *= 2;
121                 }
122                 else
123                 {
124 #ifdef JP
125                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
126 #else
127                         msg_print("It was a superb hit!");
128 #endif
129
130                         dam *= 3;
131                 }
132         }
133
134         return (dam);
135 }
136
137
138
139 /*
140  * Critical hits (by player)
141  *
142  * Factor in weapon weight, total plusses, player level.
143  */
144 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
145 {
146         int i, k;
147
148         /* Extract "blow" power */
149         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
150
151         /* Chance */
152         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
153         {
154                 k = weight + randint1(650);
155                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156
157                 if (k < 400)
158                 {
159 #ifdef JP
160                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
161 #else
162                         msg_print("It was a good hit!");
163 #endif
164
165                         dam = 2 * dam + 5;
166                 }
167                 else if (k < 700)
168                 {
169 #ifdef JP
170                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
171 #else
172                         msg_print("It was a great hit!");
173 #endif
174
175                         dam = 2 * dam + 10;
176                 }
177                 else if (k < 900)
178                 {
179 #ifdef JP
180                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
181 #else
182                         msg_print("It was a superb hit!");
183 #endif
184
185                         dam = 3 * dam + 15;
186                 }
187                 else if (k < 1300)
188                 {
189 #ifdef JP
190                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
191 #else
192                         msg_print("It was a *GREAT* hit!");
193 #endif
194
195                         dam = 3 * dam + 20;
196                 }
197                 else
198                 {
199 #ifdef JP
200                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
201 #else
202                         msg_print("It was a *SUPERB* hit!");
203 #endif
204
205                         dam = ((7 * dam) / 2) + 25;
206                 }
207         }
208
209         return (dam);
210 }
211
212
213
214 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
215 {
216         static const struct slay_table_t {
217                 int slay_flag;
218                 u32b affect_race_flag;
219                 int slay_mult;
220                 size_t flag_offset;
221                 size_t r_flag_offset;
222         } slay_table[] = {
223 #define OFFSET(X) offsetof(monster_race, X)
224                 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
225                 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
226                 {TR_SLAY_EVIL,   RF3_EVIL,   20, OFFSET(flags3), OFFSET(r_flags3)},
227                 {TR_KILL_EVIL,   RF3_EVIL,   35, OFFSET(flags3), OFFSET(r_flags3)},
228                 {TR_SLAY_GOOD,   RF3_GOOD,   20, OFFSET(flags3), OFFSET(r_flags3)},
229                 {TR_KILL_GOOD,   RF3_GOOD,   35, OFFSET(flags3), OFFSET(r_flags3)},
230                 {TR_SLAY_HUMAN,  RF2_HUMAN,  25, OFFSET(flags2), OFFSET(r_flags2)},
231                 {TR_KILL_HUMAN,  RF2_HUMAN,  40, OFFSET(flags2), OFFSET(r_flags2)},
232                 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
233                 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
234                 {TR_SLAY_DEMON,  RF3_DEMON,  30, OFFSET(flags3), OFFSET(r_flags3)},
235                 {TR_KILL_DEMON,  RF3_DEMON,  50, OFFSET(flags3), OFFSET(r_flags3)},
236                 {TR_SLAY_ORC,    RF3_ORC,    30, OFFSET(flags3), OFFSET(r_flags3)},
237                 {TR_KILL_ORC,    RF3_ORC,    50, OFFSET(flags3), OFFSET(r_flags3)},
238                 {TR_SLAY_TROLL,  RF3_TROLL,  30, OFFSET(flags3), OFFSET(r_flags3)},
239                 {TR_KILL_TROLL,  RF3_TROLL,  50, OFFSET(flags3), OFFSET(r_flags3)},
240                 {TR_SLAY_GIANT,  RF3_GIANT,  30, OFFSET(flags3), OFFSET(r_flags3)},
241                 {TR_KILL_GIANT,  RF3_GIANT,  50, OFFSET(flags3), OFFSET(r_flags3)},
242                 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
243                 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
244 #undef OFFSET
245         };
246         int i;
247         monster_race* r_ptr = &r_info[m_ptr->r_idx];
248
249         for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
250         {
251                 const struct slay_table_t* p = &slay_table[i];
252
253                 if ((have_flag(flgs, p->slay_flag)) &&
254                     (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
255                 {
256                         if (is_original_ap_and_seen(m_ptr))
257                         {
258                                 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
259                         }
260
261                         mult = MAX(mult, p->slay_mult);
262                 }
263         }
264
265         return mult;
266 }
267
268 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
269 {
270         static const struct brand_table_t {
271                 int brand_flag;
272                 u32b resist_mask;
273                 u32b hurt_flag;
274         } brand_table[] = {
275                 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
276                 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
277                 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
278                 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
279                 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U           },
280         };
281         int i;
282         monster_race* r_ptr = &r_info[m_ptr->r_idx];
283
284         for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
285         {
286                 const struct brand_table_t* p = &brand_table[i];
287
288                 if (have_flag(flgs, p->brand_flag))
289                 {
290                         /* Notice immunity */
291                         if (r_ptr->flagsr & p->resist_mask)
292                         {
293                                 if (is_original_ap_and_seen(m_ptr))
294                                 {
295                                         r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
296                                 }
297                         }
298
299                         /* Otherwise, take the damage */
300                         else if (r_ptr->flags3 & p->hurt_flag)
301                         {
302                                 if (is_original_ap_and_seen(m_ptr))
303                                 {
304                                         r_ptr->r_flags3 |= p->hurt_flag;
305                                 }
306
307                                 mult = MAX(mult, 50);
308                         }
309                         else
310                         {
311                                 mult = MAX(mult, 25);
312                         }
313                 }
314         }
315
316         return mult;
317 }
318 /*
319  * Extract the "total damage" from a given object hitting a given monster.
320  *
321  * Note that "flasks of oil" do NOT do fire damage, although they
322  * certainly could be made to do so.  XXX XXX
323  *
324  * Note that most brands and slays are x3, except Slay Animal (x2),
325  * Slay Evil (x2), and Kill dragon (x5).
326  */
327 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
328 {
329         int mult = 10;
330
331         u32b flgs[TR_FLAG_SIZE];
332
333         /* Extract the flags */
334         object_flags(o_ptr, flgs);
335         torch_flags(o_ptr, flgs); /* torches has secret flags */
336
337         if (!thrown)
338         {
339                 /* Magical Swords */
340                 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
341                 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
342                 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
343                 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
344                 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
345         }
346
347         /* Hex - Slay Good (Runesword) */
348         if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
349
350         /* Some "weapons" and "ammo" do extra damage */
351         switch (o_ptr->tval)
352         {
353                 case TV_SHOT:
354                 case TV_ARROW:
355                 case TV_BOLT:
356                 case TV_HAFTED:
357                 case TV_POLEARM:
358                 case TV_SWORD:
359                 case TV_DIGGING:
360                 case TV_LITE:
361                 {
362                         /* Slaying */
363                         mult = mult_slaying(mult, flgs, m_ptr);
364
365                         /* Elemental Brand */
366                         mult = mult_brand(mult, flgs, m_ptr);
367
368                         /* Hissatsu */
369                         if (p_ptr->pclass == CLASS_SAMURAI)
370                         {
371                                 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
372                         }
373
374                         /* Force Weapon */
375                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
376                         {
377                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
378                                 p_ptr->redraw |= (PR_MANA);
379                                 mult = mult * 3 / 2 + 20;
380                         }
381
382                         /* Hack -- The Nothung cause special damage to Fafner */
383                         if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
384                                 mult = 150;
385                         break;
386                 }
387         }
388         if (mult > 150) mult = 150;
389
390         /* Return the total damage */
391         return (tdam * mult / 10);
392 }
393
394
395 /*
396  * Search for hidden things
397  */
398 static void discover_hidden_things(int y, int x)
399 {
400         s16b this_o_idx, next_o_idx = 0;
401
402         cave_type *c_ptr;
403
404         /* Access the grid */
405         c_ptr = &cave[y][x];
406
407         /* Invisible trap */
408         if (c_ptr->mimic && is_trap(c_ptr->feat))
409         {
410                 /* Pick a trap */
411                 disclose_grid(y, x);
412
413                 /* Message */
414                 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
415
416                 /* Disturb */
417                 disturb(0, 1);
418         }
419
420         /* Secret door */
421         if (is_hidden_door(c_ptr))
422         {
423                 /* Message */
424                 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
425
426                 /* Disclose */
427                 disclose_grid(y, x);
428
429                 /* Disturb */
430                 disturb(0, 0);
431         }
432
433         /* Scan all objects in the grid */
434         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
435         {
436                 object_type *o_ptr;
437
438                 /* Acquire object */
439                 o_ptr = &o_list[this_o_idx];
440
441                 /* Acquire next object */
442                 next_o_idx = o_ptr->next_o_idx;
443
444                 /* Skip non-chests */
445                 if (o_ptr->tval != TV_CHEST) continue;
446
447                 /* Skip non-trapped chests */
448                 if (!chest_traps[o_ptr->pval]) continue;
449
450                 /* Identify once */
451                 if (!object_is_known(o_ptr))
452                 {
453                         /* Message */
454                         msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
455
456                         /* Know the trap */
457                         object_known(o_ptr);
458
459                         /* Notice it */
460                         disturb(0, 0);
461                 }
462         }
463 }
464
465 void search(void)
466 {
467         int i, chance;
468
469         /* Start with base search ability */
470         chance = p_ptr->skill_srh;
471
472         /* Penalize various conditions */
473         if (p_ptr->blind || no_lite()) chance = chance / 10;
474         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
475
476         /* Search the nearby grids, which are always in bounds */
477         for (i = 0; i < 9; ++ i)
478         {
479                 /* Sometimes, notice things */
480                 if (randint0(100) < chance)
481                 {
482                         discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
483                 }
484         }
485 }
486
487
488 /*
489  * Helper routine for py_pickup() and py_pickup_floor().
490  *
491  * Add the given dungeon object to the character's inventory.
492  *
493  * Delete the object afterwards.
494  */
495 void py_pickup_aux(int o_idx)
496 {
497         int slot;
498
499 #ifdef JP
500 /*
501  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
502  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
503  * ¤À¤¬¡¢°ãÏ´¶¤¬
504  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
505  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
506  */
507         char o_name[MAX_NLEN];
508         char old_name[MAX_NLEN];
509         char kazu_str[80];
510         int hirottakazu;
511 #else
512         char o_name[MAX_NLEN];
513 #endif
514
515         object_type *o_ptr;
516
517         o_ptr = &o_list[o_idx];
518
519 #ifdef JP
520         /* Describe the object */
521         object_desc(old_name, o_ptr, OD_NAME_ONLY);
522         object_desc_kosuu(kazu_str, o_ptr);
523         hirottakazu = o_ptr->number;
524 #endif
525         /* Carry the object */
526         slot = inven_carry(o_ptr);
527
528         /* Get the object again */
529         o_ptr = &inventory[slot];
530
531         /* Delete the object */
532         delete_object_idx(o_idx);
533
534         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
535         {
536                 bool old_known = identify_item(o_ptr);
537
538                 /* Auto-inscription/destroy */
539                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
540
541                 /* If it is destroyed, don't pick it up */
542                 if (o_ptr->marked & OM_AUTODESTROY) return;
543         }
544
545         /* Describe the object */
546         object_desc(o_name, o_ptr, 0);
547
548         /* Message */
549 #ifdef JP
550         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
551         {
552                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
553                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
554                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
555         }
556         else
557         {
558                 if (plain_pickup)
559                 {
560                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
561                 }
562                 else
563                 {
564                         if (o_ptr->number > hirottakazu) {
565                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
566                                kazu_str, o_name, index_to_label(slot));
567                         } else {
568                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
569                         }
570                 }
571         }
572         strcpy(record_o_name, old_name);
573 #else
574         msg_format("You have %s (%c).", o_name, index_to_label(slot));
575         strcpy(record_o_name, o_name);
576 #endif
577         record_turn = turn;
578
579
580         check_find_art_quest_completion(o_ptr);
581 }
582
583
584 /*
585  * Player "wants" to pick up an object or gold.
586  * Note that we ONLY handle things that can be picked up.
587  * See "move_player()" for handling of other things.
588  */
589 void carry(bool pickup)
590 {
591         cave_type *c_ptr = &cave[py][px];
592
593         s16b this_o_idx, next_o_idx = 0;
594
595         char    o_name[MAX_NLEN];
596
597         /* Recenter the map around the player */
598         verify_panel();
599
600         /* Update stuff */
601         p_ptr->update |= (PU_MONSTERS);
602
603         /* Redraw map */
604         p_ptr->redraw |= (PR_MAP);
605
606         /* Window stuff */
607         p_ptr->window |= (PW_OVERHEAD);
608
609         /* Handle stuff */
610         handle_stuff();
611
612         /* Automatically pickup/destroy/inscribe items */
613         autopick_pickup_items(c_ptr);
614
615
616 #ifdef ALLOW_EASY_FLOOR
617
618         if (easy_floor)
619         {
620                 py_pickup_floor(pickup);
621                 return;
622         }
623
624 #endif /* ALLOW_EASY_FLOOR */
625
626         /* Scan the pile of objects */
627         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
628         {
629                 object_type *o_ptr;
630
631                 /* Acquire object */
632                 o_ptr = &o_list[this_o_idx];
633
634 #ifdef ALLOW_EASY_SENSE /* TNB */
635
636                 /* Option: Make item sensing easy */
637                 if (easy_sense)
638                 {
639                         /* Sense the object */
640                         (void)sense_object(o_ptr);
641                 }
642
643 #endif /* ALLOW_EASY_SENSE -- TNB */
644
645                 /* Describe the object */
646                 object_desc(o_name, o_ptr, 0);
647
648                 /* Acquire next object */
649                 next_o_idx = o_ptr->next_o_idx;
650
651                 /* Hack -- disturb */
652                 disturb(0, 0);
653
654                 /* Pick up gold */
655                 if (o_ptr->tval == TV_GOLD)
656                 {
657                         int value = (long)o_ptr->pval;
658
659                         /* Delete the gold */
660                         delete_object_idx(this_o_idx);
661
662                         /* Message */
663 #ifdef JP
664                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
665                            (long)value, o_name);
666 #else
667                         msg_format("You collect %ld gold pieces worth of %s.",
668                                    (long)value, o_name);
669 #endif
670
671
672                         sound(SOUND_SELL);
673
674                         /* Collect the gold */
675                         p_ptr->au += value;
676
677                         /* Redraw gold */
678                         p_ptr->redraw |= (PR_GOLD);
679
680                         /* Window stuff */
681                         p_ptr->window |= (PW_PLAYER);
682                 }
683
684                 /* Pick up objects */
685                 else
686                 {
687                         /* Hack - some objects were handled in autopick_pickup_items(). */
688                         if (o_ptr->marked & OM_NOMSG)
689                         {
690                                 /* Clear the flag. */
691                                 o_ptr->marked &= ~OM_NOMSG;
692                         }
693                         /* Describe the object */
694                         else if (!pickup)
695                         {
696 #ifdef JP
697                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
698 #else
699                                 msg_format("You see %s.", o_name);
700 #endif
701
702                         }
703
704                         /* Note that the pack is too full */
705                         else if (!inven_carry_okay(o_ptr))
706                         {
707 #ifdef JP
708                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
709 #else
710                                 msg_format("You have no room for %s.", o_name);
711 #endif
712
713                         }
714
715                         /* Pick up the item (if requested and allowed) */
716                         else
717                         {
718                                 int okay = TRUE;
719
720                                 /* Hack -- query every item */
721                                 if (carry_query_flag)
722                                 {
723                                         char out_val[MAX_NLEN+20];
724 #ifdef JP
725                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
726 #else
727                                         sprintf(out_val, "Pick up %s? ", o_name);
728 #endif
729
730                                         okay = get_check(out_val);
731                                 }
732
733                                 /* Attempt to pick up an object. */
734                                 if (okay)
735                                 {
736                                         /* Pick up the object */
737                                         py_pickup_aux(this_o_idx);
738                                 }
739                         }
740                 }
741         }
742 }
743
744
745 /*
746  * Determine if a trap affects the player.
747  * Always miss 5% of the time, Always hit 5% of the time.
748  * Otherwise, match trap power against player armor.
749  */
750 static int check_hit(int power)
751 {
752         int k, ac;
753
754         /* Percentile dice */
755         k = randint0(100);
756
757         /* Hack -- 5% hit, 5% miss */
758         if (k < 10) return (k < 5);
759
760         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
761                 if (one_in_(20)) return (TRUE);
762
763         /* Paranoia -- No power */
764         if (power <= 0) return (FALSE);
765
766         /* Total armor */
767         ac = p_ptr->ac + p_ptr->to_a;
768
769         /* Power competes against Armor */
770         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
771
772         /* Assume miss */
773         return (FALSE);
774 }
775
776
777
778 static void hit_trap_pit(int trap_feat_type)
779 {
780         int dam;
781         cptr trap_name = "";
782         cptr spike_name = "";
783
784         switch (trap_feat_type)
785         {
786         case TRAP_PIT:
787                 trap_name = _("Íî¤È¤··ê", "a pit trap");
788                 break;
789         case TRAP_SPIKED_PIT:
790                 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
791                 spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
792                 break;
793         case TRAP_POISON_PIT:
794                 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
795                 spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
796                 break;
797         default:
798                 return;
799         }
800
801         if (p_ptr->levitation)
802         {
803                 msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
804                 return;
805         }
806
807         msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "You have fallen into %s!"), trap_name);
808
809         /* Base damage */
810         dam = damroll(2, 6);
811
812         /* Extra spike damage */
813         if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
814             one_in_(2))
815         {
816                 msg_format(_("%s¤¬»É¤µ¤Ã¤¿¡ª", "You are impaled on %s!"), spike_name);
817
818                 dam = dam * 2;
819                 (void)set_cut(p_ptr->cut + randint1(dam));
820
821                 if (trap_feat_type == TRAP_POISON_PIT) {
822                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
823                         {
824                                 msg_print(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "The poison does not affect you!"));
825                         }
826                         else
827                         {
828                                 dam = dam * 2;
829                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
830                         }
831                 }
832         }
833
834         /* Take the damage */
835         take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
836 }
837
838 static bool hit_trap_dart(void)
839 {
840         bool hit = FALSE;
841
842         if (check_hit(125))
843         {
844                 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
845
846                 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
847
848                 if (!CHECK_MULTISHADOW()) hit = TRUE;
849         }
850         else
851         {
852                 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
853         }
854
855         return hit;
856 }
857
858 static void hit_trap_lose_stat(int stat)
859 {
860         if (hit_trap_dart())
861         {
862                 do_dec_stat(stat);
863         }
864 }
865
866 static void hit_trap_slow(void)
867 {
868         if (hit_trap_dart())
869         {
870                 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
871         }
872 }
873
874 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
875 {
876         msg_print(trap_message);
877
878         if (!resist)
879         {
880                 set_status(turn);
881         }
882 }
883
884 /*
885  * Handle player hitting a real trap
886  */
887 static void hit_trap(bool break_trap)
888 {
889         int i, num, dam;
890         int x = px, y = py;
891
892         /* Get the cave grid */
893         cave_type *c_ptr = &cave[y][x];
894         feature_type *f_ptr = &f_info[c_ptr->feat];
895         int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
896
897 #ifdef JP
898         cptr name = "¥È¥é¥Ã¥×";
899 #else
900         cptr name = "a trap";
901 #endif
902
903         /* Disturb the player */
904         disturb(0, 1);
905
906         cave_alter_feat(y, x, FF_HIT_TRAP);
907
908         /* Analyze XXX XXX XXX */
909         switch (trap_feat_type)
910         {
911                 case TRAP_TRAPDOOR:
912                 {
913                         if (p_ptr->levitation)
914                         {
915 #ifdef JP
916                                 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
917 #else
918                                 msg_print("You fly over a trap door.");
919 #endif
920
921                         }
922                         else
923                         {
924 #ifdef JP
925                                 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
926                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
927                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
928 #else
929                                 msg_print("You have fallen through a trap door!");
930 #endif
931
932                                 sound(SOUND_FALL);
933                                 dam = damroll(2, 8);
934 #ifdef JP
935                                 name = "Íî¤È¤·¸Í";
936 #else
937                                 name = "a trap door";
938 #endif
939
940                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
941
942                                 /* Still alive and autosave enabled */
943                                 if (autosave_l && (p_ptr->chp >= 0))
944                                         do_cmd_save_game(TRUE);
945
946 #ifdef JP
947                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
948 #else
949                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
950 #endif
951                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
952
953                                 /* Leaving */
954                                 p_ptr->leaving = TRUE;
955                         }
956                         break;
957                 }
958
959                 case TRAP_PIT:
960                 case TRAP_SPIKED_PIT:
961                 case TRAP_POISON_PIT:
962                 {
963                         hit_trap_pit(trap_feat_type);
964                         break;
965                 }
966
967                 case TRAP_TY_CURSE:
968                 {
969 #ifdef JP
970                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
971 #else
972                         msg_print("There is a flash of shimmering light!");
973 #endif
974
975                         num = 2 + randint1(3);
976                         for (i = 0; i < num; i++)
977                         {
978                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
979                         }
980
981                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
982                         {
983                                 bool stop_ty = FALSE;
984                                 int count = 0;
985
986                                 do
987                                 {
988                                         stop_ty = activate_ty_curse(stop_ty, &count);
989                                 }
990                                 while (one_in_(6));
991                         }
992                         break;
993                 }
994
995                 case TRAP_TELEPORT:
996                 {
997 #ifdef JP
998                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
999 #else
1000                         msg_print("You hit a teleport trap!");
1001 #endif
1002
1003                         teleport_player(100, TELEPORT_PASSIVE);
1004                         break;
1005                 }
1006
1007                 case TRAP_FIRE:
1008                 {
1009 #ifdef JP
1010                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1011 #else
1012                         msg_print("You are enveloped in flames!");
1013 #endif
1014
1015                         dam = damroll(4, 6);
1016 #ifdef JP
1017                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
1018 #else
1019                         (void)fire_dam(dam, "a fire trap", -1, FALSE);
1020 #endif
1021
1022                         break;
1023                 }
1024
1025                 case TRAP_ACID:
1026                 {
1027 #ifdef JP
1028                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1029 #else
1030                         msg_print("You are splashed with acid!");
1031 #endif
1032
1033                         dam = damroll(4, 6);
1034 #ifdef JP
1035                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
1036 #else
1037                         (void)acid_dam(dam, "an acid trap", -1, FALSE);
1038 #endif
1039
1040                         break;
1041                 }
1042
1043                 case TRAP_SLOW:
1044                 {
1045                         hit_trap_slow();
1046                         break;
1047                 }
1048
1049                 case TRAP_LOSE_STR:
1050                 {
1051                         hit_trap_lose_stat(A_STR);
1052                         break;
1053                 }
1054
1055                 case TRAP_LOSE_DEX:
1056                 {
1057                         hit_trap_lose_stat(A_DEX);
1058                         break;
1059                 }
1060
1061                 case TRAP_LOSE_CON:
1062                 {
1063                         hit_trap_lose_stat(A_CON);
1064                         break;
1065                 }
1066
1067                 case TRAP_BLIND:
1068                 {
1069                         hit_trap_set_abnormal_status(
1070                                 _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A black gas surrounds you!"),
1071                                 p_ptr->resist_blind,
1072                                 set_blind, p_ptr->blind + randint0(50) + 25);
1073                         break;
1074                 }
1075
1076                 case TRAP_CONFUSE:
1077                 {
1078                         hit_trap_set_abnormal_status(
1079                                 _("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A gas of scintillating colors surrounds you!"),
1080                                 p_ptr->resist_conf,
1081                                 set_confused, p_ptr->confused + randint0(20) + 10);
1082                         break;
1083                 }
1084
1085                 case TRAP_POISON:
1086                 {
1087                         hit_trap_set_abnormal_status(
1088                                 _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A pungent green gas surrounds you!"),
1089                                 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1090                                 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1091                         break;
1092                 }
1093
1094                 case TRAP_SLEEP:
1095                 {
1096 #ifdef JP
1097                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1098 #else
1099                         msg_print("A strange white mist surrounds you!");
1100 #endif
1101
1102                         if (!p_ptr->free_act)
1103                         {
1104 #ifdef JP
1105 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1106 #else
1107                                 msg_print("You fall asleep.");
1108 #endif
1109
1110
1111                                 if (ironman_nightmare)
1112                                 {
1113 #ifdef JP
1114 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1115 #else
1116                                         msg_print("A horrible vision enters your mind.");
1117 #endif
1118
1119
1120                                         /* Pick a nightmare */
1121                                         get_mon_num_prep(get_nightmare, NULL);
1122
1123                                         /* Have some nightmares */
1124                                         have_nightmare(get_mon_num(MAX_DEPTH));
1125
1126                                         /* Remove the monster restriction */
1127                                         get_mon_num_prep(NULL, NULL);
1128                                 }
1129                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1130                         }
1131                         break;
1132                 }
1133
1134                 case TRAP_TRAPS:
1135                 {
1136 #ifdef JP
1137 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1138 #else
1139                         msg_print("There is a bright flash of light!");
1140 #endif
1141
1142                         /* Make some new traps */
1143                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1144
1145                         break;
1146                 }
1147
1148                 case TRAP_ALARM:
1149                 {
1150 #ifdef JP
1151                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1152 #else
1153                         msg_print("An alarm sounds!");
1154 #endif
1155
1156                         aggravate_monsters(0);
1157
1158                         break;
1159                 }
1160
1161                 case TRAP_OPEN:
1162                 {
1163 #ifdef JP
1164                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1165 #else
1166                         msg_print("Suddenly, surrounding walls are opened!");
1167 #endif
1168                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1169                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1170                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1171                         aggravate_monsters(0);
1172
1173                         break;
1174                 }
1175
1176                 case TRAP_ARMAGEDDON:
1177                 {
1178                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1179                         int evil_idx = 0, good_idx = 0;
1180
1181                         int lev;
1182 #ifdef JP
1183                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1184 #else
1185                         msg_print("Suddenly, you are surrounded by immotal beings!");
1186 #endif
1187
1188                         /* Summon Demons and Angels */
1189                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1190                         {
1191                                 num = levs[MIN(lev/10, 9)];
1192                                 for (i = 0; i < num; i++)
1193                                 {
1194                                         int x1 = rand_spread(x, 7);
1195                                         int y1 = rand_spread(y, 5);
1196
1197                                         /* Skip illegal grids */
1198                                         if (!in_bounds(y1, x1)) continue;
1199
1200                                         /* Require line of projection */
1201                                         if (!projectable(py, px, y1, x1)) continue;
1202
1203                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1204                                                 evil_idx = hack_m_idx_ii;
1205
1206                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1207                                         {
1208                                                 good_idx = hack_m_idx_ii;
1209                                         }
1210
1211                                         /* Let them fight each other */
1212                                         if (evil_idx && good_idx)
1213                                         {
1214                                                 monster_type *evil_ptr = &m_list[evil_idx];
1215                                                 monster_type *good_ptr = &m_list[good_idx];
1216                                                 evil_ptr->target_y = good_ptr->fy;
1217                                                 evil_ptr->target_x = good_ptr->fx;
1218                                                 good_ptr->target_y = evil_ptr->fy;
1219                                                 good_ptr->target_x = evil_ptr->fx;
1220                                         }
1221                                 }
1222                         }
1223                         break;
1224                 }
1225
1226                 case TRAP_PIRANHA:
1227                 {
1228 #ifdef JP
1229                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1230 #else
1231                         msg_print("Suddenly, the room is filled with water with piranhas!");
1232 #endif
1233
1234                         /* Water fills room */
1235                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1236
1237                         /* Summon Piranhas */
1238                         num = 1 + dun_level/20;
1239                         for (i = 0; i < num; i++)
1240                         {
1241                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1242                         }
1243                         break;
1244                 }
1245         }
1246
1247         if (break_trap && is_trap(c_ptr->feat))
1248         {
1249                 cave_alter_feat(y, x, FF_DISARM);
1250 #ifdef JP
1251                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1252 #else
1253                 msg_print("You destroyed the trap.");
1254 #endif
1255         }
1256 }
1257
1258
1259 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1260                                  int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
1261 {
1262         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1263
1264         if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
1265         {
1266                 char mon_name[80];
1267                 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1268
1269                 /* Hack -- Get the "died from" name */
1270                 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1271
1272                 msg_print(message);
1273
1274                 dam_func(aura_damage, mon_name, -1, TRUE);
1275
1276                 if (is_original_ap_and_seen(m_ptr))
1277                 {
1278                         atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
1279                 }
1280
1281                 handle_stuff();
1282         }
1283 }
1284
1285 static void touch_zap_player(monster_type *m_ptr)
1286 {
1287         touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1288                              fire_dam, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very hot!"));
1289         touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1290                              cold_dam, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very cold!"));
1291         touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1292                              elec_dam, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
1293 }
1294
1295
1296 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1297 {
1298         int             k, bonus, chance;
1299         int             n_weight = 0;
1300         monster_type    *m_ptr = &m_list[m_idx];
1301         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1302         char            m_name[80];
1303
1304         int             dss, ddd;
1305
1306         cptr            atk_desc;
1307
1308         switch (attack)
1309         {
1310                 case MUT2_SCOR_TAIL:
1311                         dss = 3;
1312                         ddd = 7;
1313                         n_weight = 5;
1314 #ifdef JP
1315                         atk_desc = "¿¬Èø";
1316 #else
1317                         atk_desc = "tail";
1318 #endif
1319
1320                         break;
1321                 case MUT2_HORNS:
1322                         dss = 2;
1323                         ddd = 6;
1324                         n_weight = 15;
1325 #ifdef JP
1326                         atk_desc = "³Ñ";
1327 #else
1328                         atk_desc = "horns";
1329 #endif
1330
1331                         break;
1332                 case MUT2_BEAK:
1333                         dss = 2;
1334                         ddd = 4;
1335                         n_weight = 5;
1336 #ifdef JP
1337                         atk_desc = "¥¯¥Á¥Ð¥·";
1338 #else
1339                         atk_desc = "beak";
1340 #endif
1341
1342                         break;
1343                 case MUT2_TRUNK:
1344                         dss = 1;
1345                         ddd = 4;
1346                         n_weight = 35;
1347 #ifdef JP
1348                         atk_desc = "¾Ý¤ÎÉ¡";
1349 #else
1350                         atk_desc = "trunk";
1351 #endif
1352
1353                         break;
1354                 case MUT2_TENTACLES:
1355                         dss = 2;
1356                         ddd = 5;
1357                         n_weight = 5;
1358 #ifdef JP
1359                         atk_desc = "¿¨¼ê";
1360 #else
1361                         atk_desc = "tentacles";
1362 #endif
1363
1364                         break;
1365                 default:
1366                         dss = ddd = n_weight = 1;
1367 #ifdef JP
1368                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1369 #else
1370                         atk_desc = "undefined body part";
1371 #endif
1372
1373         }
1374
1375         /* Extract monster name (or "it") */
1376         monster_desc(m_name, m_ptr, 0);
1377
1378
1379         /* Calculate the "attack quality" */
1380         bonus = p_ptr->to_h_m;
1381         bonus += (p_ptr->lev * 6 / 5);
1382         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1383
1384         /* Test for hit */
1385         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1386         {
1387                 /* Sound */
1388                 sound(SOUND_HIT);
1389
1390 #ifdef JP
1391                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1392 #else
1393                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1394 #endif
1395
1396
1397                 k = damroll(ddd, dss);
1398                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1399
1400                 /* Apply the player damage bonuses */
1401                 k += p_ptr->to_d_m;
1402
1403                 /* No negative damage */
1404                 if (k < 0) k = 0;
1405
1406                 /* Modify the damage */
1407                 k = mon_damage_mod(m_ptr, k, FALSE);
1408
1409                 /* Complex message */
1410                 if (p_ptr->wizard)
1411                 {
1412 #ifdef JP
1413                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1414 #else
1415                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1416 #endif
1417
1418                 }
1419
1420                 /* Anger the monster */
1421                 if (k > 0) anger_monster(m_ptr);
1422
1423                 /* Damage, check for fear and mdeath */
1424                 switch (attack)
1425                 {
1426                         case MUT2_SCOR_TAIL:
1427                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1428                                 *mdeath = (m_ptr->r_idx == 0);
1429                                 break;
1430                         case MUT2_HORNS:
1431                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1432                                 break;
1433                         case MUT2_BEAK:
1434                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1435                                 break;
1436                         case MUT2_TRUNK:
1437                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1438                                 break;
1439                         case MUT2_TENTACLES:
1440                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1441                                 break;
1442                         default:
1443                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1444                 }
1445
1446                 touch_zap_player(m_ptr);
1447         }
1448         /* Player misses */
1449         else
1450         {
1451                 /* Sound */
1452                 sound(SOUND_MISS);
1453
1454                 /* Message */
1455 #ifdef JP
1456                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1457 #else
1458                 msg_format("You miss %s.", m_name);
1459 #endif
1460
1461         }
1462 }
1463
1464
1465
1466 /*
1467  * Player attacks a (poor, defenseless) creature        -RAK-
1468  *
1469  * If no "weapon" is available, then "punch" the monster one time.
1470  */
1471 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1472 {
1473         int             num = 0, k, bonus, chance, vir;
1474
1475         cave_type       *c_ptr = &cave[y][x];
1476
1477         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1478         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1479
1480         /* Access the weapon */
1481         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1482
1483         char            m_name[80];
1484
1485         bool            success_hit = FALSE;
1486         bool            backstab = FALSE;
1487         bool            vorpal_cut = FALSE;
1488         int             chaos_effect = 0;
1489         bool            stab_fleeing = FALSE;
1490         bool            fuiuchi = FALSE;
1491         bool            monk_attack = FALSE;
1492         bool            do_quake = FALSE;
1493         bool            weak = FALSE;
1494         bool            drain_msg = TRUE;
1495         int             drain_result = 0, drain_heal = 0;
1496         bool            can_drain = FALSE;
1497         int             num_blow;
1498         int             drain_left = MAX_VAMPIRIC_DRAIN;
1499         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1500         bool            is_human = (r_ptr->d_char == 'p');
1501         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1502         bool            zantetsu_mukou, e_j_mukou;
1503
1504         switch (p_ptr->pclass)
1505         {
1506         case CLASS_ROGUE:
1507         case CLASS_NINJA:
1508                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1509                 {
1510                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1511                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1512                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1513                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1514                         if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1515                         {
1516                                 /* Can't backstab creatures that we can't see, right? */
1517                                 backstab = TRUE;
1518                         }
1519                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1520                         {
1521                                 fuiuchi = TRUE;
1522                         }
1523                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1524                         {
1525                                 stab_fleeing = TRUE;
1526                         }
1527                 }
1528                 break;
1529
1530         case CLASS_MONK:
1531         case CLASS_FORCETRAINER:
1532         case CLASS_BERSERKER:
1533                 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1534                 break;
1535         }
1536
1537         if (!o_ptr->k_idx) /* Empty hand */
1538         {
1539                 if ((r_ptr->level + 10) > p_ptr->lev)
1540                 {
1541                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1542                         {
1543                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1544                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
1545                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1546                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
1547                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1548                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
1549                                 else if ((p_ptr->lev > 34))
1550                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1551                                 p_ptr->update |= (PU_BONUS);
1552                         }
1553                 }
1554         }
1555         else if (object_is_melee_weapon(o_ptr))
1556         {
1557                 if ((r_ptr->level + 10) > p_ptr->lev)
1558                 {
1559                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1560                         int sval = inventory[INVEN_RARM+hand].sval;
1561                         int now_exp = p_ptr->weapon_exp[tval][sval];
1562                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1563                         {
1564                                 int amount = 0;
1565                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1566                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1567                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1568                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1569                                 p_ptr->weapon_exp[tval][sval] += amount;
1570                                 p_ptr->update |= (PU_BONUS);
1571                         }
1572                 }
1573         }
1574
1575         /* Disturb the monster */
1576         (void)set_monster_csleep(c_ptr->m_idx, 0);
1577
1578         /* Extract monster name (or "it") */
1579         monster_desc(m_name, m_ptr, 0);
1580
1581         /* Calculate the "attack quality" */
1582         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1583         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1584         if (mode == HISSATSU_IAI) chance += 60;
1585         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1586
1587         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1588
1589         vir = virtue_number(V_VALOUR);
1590         if (vir)
1591         {
1592                 chance += (p_ptr->virtues[vir - 1]/10);
1593         }
1594
1595         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1596         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1597
1598         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1599         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1600         else num_blow = p_ptr->num_blow[hand];
1601
1602         /* Hack -- DOKUBARI always hit once */
1603         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1604
1605         /* Attack once for each legal blow */
1606         while ((num++ < num_blow) && !p_ptr->is_dead)
1607         {
1608                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1609                 {
1610                         int n = 1;
1611
1612                         if (p_ptr->migite && p_ptr->hidarite)
1613                         {
1614                                 n *= 2;
1615                         }
1616                         if (mode == HISSATSU_3DAN)
1617                         {
1618                                 n *= 2;
1619                         }
1620
1621                         success_hit = one_in_(n);
1622                 }
1623                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1624                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1625
1626                 if (mode == HISSATSU_MAJIN)
1627                 {
1628                         if (one_in_(2))
1629                                 success_hit = FALSE;
1630                 }
1631
1632                 /* Test for hit */
1633                 if (success_hit)
1634                 {
1635                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1636
1637                         /* Sound */
1638                         sound(SOUND_HIT);
1639
1640                         /* Message */
1641 #ifdef JP
1642                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
1643                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1644                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
1645                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1646 #else
1647                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1648                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1649                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
1650                         else if (!monk_attack) msg_format("You hit %s.", m_name);
1651 #endif
1652
1653                         /* Hack -- bare hands do one damage */
1654                         k = 1;
1655
1656                         object_flags(o_ptr, flgs);
1657
1658                         /* Select a chaotic effect (50% chance) */
1659                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1660                         {
1661                                 if (one_in_(10))
1662                                 chg_virtue(V_CHANCE, 1);
1663
1664                                 if (randint1(5) < 3)
1665                                 {
1666                                         /* Vampiric (20%) */
1667                                         chaos_effect = 1;
1668                                 }
1669                                 else if (one_in_(250))
1670                                 {
1671                                         /* Quake (0.12%) */
1672                                         chaos_effect = 2;
1673                                 }
1674                                 else if (!one_in_(10))
1675                                 {
1676                                         /* Confusion (26.892%) */
1677                                         chaos_effect = 3;
1678                                 }
1679                                 else if (one_in_(2))
1680                                 {
1681                                         /* Teleport away (1.494%) */
1682                                         chaos_effect = 4;
1683                                 }
1684                                 else
1685                                 {
1686                                         /* Polymorph (1.494%) */
1687                                         chaos_effect = 5;
1688                                 }
1689                         }
1690
1691                         /* Vampiric drain */
1692                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1693                         {
1694                                 /* Only drain "living" monsters */
1695                                 if (monster_living(r_ptr))
1696                                         can_drain = TRUE;
1697                                 else
1698                                         can_drain = FALSE;
1699                         }
1700
1701                         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1702                                 vorpal_cut = TRUE;
1703                         else vorpal_cut = FALSE;
1704
1705                         if (monk_attack)
1706                         {
1707                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1708                                 int min_level = 1;
1709                                 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1710                                 int resist_stun = 0;
1711                                 int weight = 8;
1712
1713                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1714                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1715                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1716                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1717                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1718                                         resist_stun += 66;
1719
1720                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1721                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1722                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1723                                         max_times = 1;
1724                                 else if (p_ptr->special_defense & KAMAE_GENBU)
1725                                         max_times = 1;
1726                                 else
1727                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1728                                 /* Attempt 'times' */
1729                                 for (times = 0; times < max_times; times++)
1730                                 {
1731                                         do
1732                                         {
1733                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
1734                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1735                                                 else min_level = ma_ptr->min_level;
1736                                         }
1737                                         while ((min_level > p_ptr->lev) ||
1738                                                (randint1(p_ptr->lev) < ma_ptr->chance));
1739
1740                                         /* keep the highest level attack available we found */
1741                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
1742                                             !p_ptr->stun && !p_ptr->confused)
1743                                         {
1744                                                 old_ptr = ma_ptr;
1745
1746                                                 if (p_ptr->wizard && cheat_xtra)
1747                                                 {
1748 #ifdef JP
1749                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1750 #else
1751                                                         msg_print("Attack re-selected.");
1752 #endif
1753                                                 }
1754                                         }
1755                                         else
1756                                         {
1757                                                 ma_ptr = old_ptr;
1758                                         }
1759                                 }
1760
1761                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1762                                 else min_level = ma_ptr->min_level;
1763                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1764                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1765
1766                                 if (ma_ptr->effect == MA_KNEE)
1767                                 {
1768                                         if (r_ptr->flags1 & RF1_MALE)
1769                                         {
1770 #ifdef JP
1771                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1772 #else
1773                                                 msg_format("You hit %s in the groin with your knee!", m_name);
1774 #endif
1775
1776                                                 sound(SOUND_PAIN);
1777                                                 special_effect = MA_KNEE;
1778                                         }
1779                                         else
1780                                                 msg_format(ma_ptr->desc, m_name);
1781                                 }
1782
1783                                 else if (ma_ptr->effect == MA_SLOW)
1784                                 {
1785                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1786                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1787                                         {
1788 #ifdef JP
1789                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1790 #else
1791                                                 msg_format("You kick %s in the ankle.", m_name);
1792 #endif
1793
1794                                                 special_effect = MA_SLOW;
1795                                         }
1796                                         else msg_format(ma_ptr->desc, m_name);
1797                                 }
1798                                 else
1799                                 {
1800                                         if (ma_ptr->effect)
1801                                         {
1802                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1803                                         }
1804
1805                                         msg_format(ma_ptr->desc, m_name);
1806                                 }
1807
1808                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1809                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1810                                 {
1811                                         weight += (p_ptr->magic_num1[0]/30);
1812                                         if (weight > 20) weight = 20;
1813                                 }
1814
1815                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1816
1817                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1818                                 {
1819 #ifdef JP
1820                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
1821 #else
1822                                         msg_format("%^s moans in agony!", m_name);
1823 #endif
1824
1825                                         stun_effect = 7 + randint1(13);
1826                                         resist_stun /= 3;
1827                                 }
1828
1829                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1830                                 {
1831                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1832                                             (randint1(p_ptr->lev) > r_ptr->level) &&
1833                                             m_ptr->mspeed > 60)
1834                                         {
1835 #ifdef JP
1836                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
1837 #else
1838                                                 msg_format("%^s starts limping slower.", m_name);
1839 #endif
1840
1841                                                 m_ptr->mspeed -= 10;
1842                                         }
1843                                 }
1844
1845                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1846                                 {
1847                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1848                                         {
1849                                                 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1850                                                 {
1851 #ifdef JP
1852                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1853 #else
1854                                                         msg_format("%^s is stunned.", m_name);
1855 #endif
1856                                                 }
1857                                                 else
1858                                                 {
1859 #ifdef JP
1860                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1861 #else
1862                                                         msg_format("%^s is more stunned.", m_name);
1863 #endif
1864                                                 }
1865                                         }
1866                                 }
1867                         }
1868
1869                         /* Handle normal weapon */
1870                         else if (o_ptr->k_idx)
1871                         {
1872                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1873                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1874
1875                                 if (backstab)
1876                                 {
1877                                         k *= (3 + (p_ptr->lev / 20));
1878                                 }
1879                                 else if (fuiuchi)
1880                                 {
1881                                         k = k*(5+(p_ptr->lev*2/25))/2;
1882                                 }
1883                                 else if (stab_fleeing)
1884                                 {
1885                                         k = (3 * k) / 2;
1886                                 }
1887
1888                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1889                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1890                                 {
1891                                         do_quake = TRUE;
1892                                 }
1893
1894                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1895                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1896
1897                                 drain_result = k;
1898
1899                                 if (vorpal_cut)
1900                                 {
1901                                         int mult = 2;
1902
1903                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1904                                         {
1905                                                 char chainsword_noise[1024];
1906 #ifdef JP
1907                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
1908 #else
1909                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
1910 #endif
1911                                                 {
1912                                                         msg_print(chainsword_noise);
1913                                                 }
1914                                         }
1915
1916                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
1917                                         {
1918 #ifdef JP
1919                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
1920 #else
1921                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
1922 #endif
1923                                         }
1924                                         else
1925                                         {
1926 #ifdef JP
1927                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
1928 #else
1929                                                 msg_format("Your weapon cuts deep into %s!", m_name);
1930 #endif
1931                                         }
1932
1933                                         /* Try to increase the damage */
1934                                         while (one_in_(vorpal_chance))
1935                                         {
1936                                                 mult++;
1937                                         }
1938
1939                                         k *= mult;
1940
1941                                         /* Ouch! */
1942                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
1943                                         {
1944 #ifdef JP
1945                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
1946 #else
1947                                                 msg_format("You cut %s in half!", m_name);
1948 #endif
1949                                         }
1950                                         else
1951                                         {
1952                                                 switch (mult)
1953                                                 {
1954 #ifdef JP
1955                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
1956                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
1957                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
1958                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
1959                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
1960                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
1961                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
1962 #else
1963                                                 case 2: msg_format("You gouge %s!", m_name); break;
1964                                                 case 3: msg_format("You maim %s!", m_name); break;
1965                                                 case 4: msg_format("You carve %s!", m_name); break;
1966                                                 case 5: msg_format("You cleave %s!", m_name); break;
1967                                                 case 6: msg_format("You smite %s!", m_name); break;
1968                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
1969                                                 default: msg_format("You shred %s!", m_name); break;
1970 #endif
1971                                                 }
1972                                         }
1973                                         drain_result = drain_result * 3 / 2;
1974                                 }
1975
1976                                 k += o_ptr->to_d;
1977                                 drain_result += o_ptr->to_d;
1978                         }
1979
1980                         /* Apply the player damage bonuses */
1981                         k += p_ptr->to_d[hand];
1982                         drain_result += p_ptr->to_d[hand];
1983
1984                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
1985                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
1986                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
1987
1988                         /* No negative damage */
1989                         if (k < 0) k = 0;
1990
1991                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
1992                         {
1993                                 k = 0;
1994                         }
1995
1996                         if (zantetsu_mukou)
1997                         {
1998 #ifdef JP
1999                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2000 #else
2001                                 msg_print("You cannot cut such a elastic thing!");
2002 #endif
2003                                 k = 0;
2004                         }
2005
2006                         if (e_j_mukou)
2007                         {
2008 #ifdef JP
2009                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2010 #else
2011                                 msg_print("Spiders are difficult for you to deal with!");
2012 #endif
2013                                 k /= 2;
2014                         }
2015
2016                         if (mode == HISSATSU_MINEUCHI)
2017                         {
2018                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2019
2020                                 k = 0;
2021                                 anger_monster(m_ptr);
2022
2023                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2024                                 {
2025                                         /* Get stunned */
2026                                         if (MON_STUNNED(m_ptr))
2027                                         {
2028 #ifdef JP
2029                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2030 #else
2031                                                 msg_format("%s is more dazed.", m_name);
2032 #endif
2033
2034                                                 tmp /= 2;
2035                                         }
2036                                         else
2037                                         {
2038 #ifdef JP
2039                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2040 #else
2041                                                 msg_format("%s is dazed.", m_name);
2042 #endif
2043                                         }
2044
2045                                         /* Apply stun */
2046                                         (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2047                                 }
2048                                 else
2049                                 {
2050 #ifdef JP
2051                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2052 #else
2053                                         msg_format("%s is not effected.", m_name);
2054 #endif
2055                                 }
2056                         }
2057
2058                         /* Modify the damage */
2059                         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))));
2060                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2061                         {
2062                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2063                                 {
2064                                         k = m_ptr->hp + 1;
2065 #ifdef JP
2066                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2067 #else
2068                                         msg_format("You hit %s on a fatal spot!", m_name);
2069 #endif
2070                                 }
2071                                 else k = 1;
2072                         }
2073                         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)))
2074                         {
2075                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2076                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2077                                 {
2078                                         k *= 5;
2079                                         drain_result *= 2;
2080 #ifdef JP
2081                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2082 #else
2083                                         msg_format("You critically injured %s!", m_name);
2084 #endif
2085                                 }
2086                                 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)))
2087                                 {
2088                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2089                                         {
2090                                                 k = MAX(k*5, m_ptr->hp/2);
2091                                                 drain_result *= 2;
2092 #ifdef JP
2093                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2094 #else
2095                                                 msg_format("You fatally injured %s!", m_name);
2096 #endif
2097                                         }
2098                                         else
2099                                         {
2100                                                 k = m_ptr->hp + 1;
2101 #ifdef JP
2102                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2103 #else
2104                                                 msg_format("You hit %s on a fatal spot!", m_name);
2105 #endif
2106                                         }
2107                                 }
2108                         }
2109
2110                         /* Complex message */
2111                         if (p_ptr->wizard || cheat_xtra)
2112                         {
2113 #ifdef JP
2114                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2115 #else
2116                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2117 #endif
2118                         }
2119
2120                         if (k <= 0) can_drain = FALSE;
2121
2122                         if (drain_result > m_ptr->hp)
2123                                 drain_result = m_ptr->hp;
2124
2125                         /* Damage, check for fear and death */
2126                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2127                         {
2128                                 *mdeath = TRUE;
2129                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2130                                 {
2131                                         if (p_ptr->migite && p_ptr->hidarite)
2132                                         {
2133                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2134                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2135                                         }
2136                                         else
2137                                         {
2138                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2139                                         }
2140                                 }
2141                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2142 #ifdef JP
2143                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2144 #else
2145                                         msg_print("Sigh... Another trifling thing I've cut....");
2146 #endif
2147                                 break;
2148                         }
2149
2150                         /* Anger the monster */
2151                         if (k > 0) anger_monster(m_ptr);
2152
2153                         touch_zap_player(m_ptr);
2154
2155                         /* Are we draining it?  A little note: If the monster is
2156                         dead, the drain does not work... */
2157
2158                         if (can_drain && (drain_result > 0))
2159                         {
2160                                 if (o_ptr->name1 == ART_MURAMASA)
2161                                 {
2162                                         if (is_human)
2163                                         {
2164                                                 int to_h = o_ptr->to_h;
2165                                                 int to_d = o_ptr->to_d;
2166                                                 int i, flag;
2167
2168                                                 flag = 1;
2169                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2170                                                 if (flag) to_h++;
2171
2172                                                 flag = 1;
2173                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2174                                                 if (flag) to_d++;
2175
2176                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2177                                                 {
2178 #ifdef JP
2179                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2180 #else
2181                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2182 #endif
2183                                                         o_ptr->to_h = to_h;
2184                                                         o_ptr->to_d = to_d;
2185                                                 }
2186                                         }
2187                                 }
2188                                 else
2189                                 {
2190                                         if (drain_result > 5) /* Did we really hurt it? */
2191                                         {
2192                                                 drain_heal = damroll(2, drain_result / 6);
2193
2194                                                 /* Hex */
2195                                                 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2196
2197                                                 if (cheat_xtra)
2198                                                 {
2199 #ifdef JP
2200                                                         msg_format("Draining left: %d", drain_left);
2201 #else
2202                                                         msg_format("Draining left: %d", drain_left);
2203 #endif
2204
2205                                                 }
2206
2207                                                 if (drain_left)
2208                                                 {
2209                                                         if (drain_heal < drain_left)
2210                                                         {
2211                                                                 drain_left -= drain_heal;
2212                                                         }
2213                                                         else
2214                                                         {
2215                                                                 drain_heal = drain_left;
2216                                                                 drain_left = 0;
2217                                                         }
2218
2219                                                         if (drain_msg)
2220                                                         {
2221 #ifdef JP
2222                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2223 #else
2224                                                                 msg_format("Your weapon drains life from %s!", m_name);
2225 #endif
2226
2227                                                                 drain_msg = FALSE;
2228                                                         }
2229
2230                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2231
2232                                                         hp_player(drain_heal);
2233                                                         /* We get to keep some of it! */
2234                                                 }
2235                                         }
2236                                 }
2237                                 m_ptr->maxhp -= (k+7)/8;
2238                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2239                                 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2240                                 weak = TRUE;
2241                         }
2242                         can_drain = FALSE;
2243                         drain_result = 0;
2244
2245                         /* Confusion attack */
2246                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2247                         {
2248                                 /* Cancel glowing hands */
2249                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2250                                 {
2251                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2252 #ifdef JP
2253                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2254 #else
2255                                         msg_print("Your hands stop glowing.");
2256 #endif
2257                                         p_ptr->redraw |= (PR_STATUS);
2258
2259                                 }
2260
2261                                 /* Confuse the monster */
2262                                 if (r_ptr->flags3 & RF3_NO_CONF)
2263                                 {
2264                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2265
2266 #ifdef JP
2267                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2268 #else
2269                                         msg_format("%^s is unaffected.", m_name);
2270 #endif
2271
2272                                 }
2273                                 else if (randint0(100) < r_ptr->level)
2274                                 {
2275 #ifdef JP
2276                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2277 #else
2278                                         msg_format("%^s is unaffected.", m_name);
2279 #endif
2280
2281                                 }
2282                                 else
2283                                 {
2284 #ifdef JP
2285                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2286 #else
2287                                         msg_format("%^s appears confused.", m_name);
2288 #endif
2289
2290                                         (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2291                                 }
2292                         }
2293
2294                         else if (chaos_effect == 4)
2295                         {
2296                                 bool resists_tele = FALSE;
2297
2298                                 if (r_ptr->flagsr & RFR_RES_TELE)
2299                                 {
2300                                         if (r_ptr->flags1 & RF1_UNIQUE)
2301                                         {
2302                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2303 #ifdef JP
2304                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2305 #else
2306                                                 msg_format("%^s is unaffected!", m_name);
2307 #endif
2308
2309                                                 resists_tele = TRUE;
2310                                         }
2311                                         else if (r_ptr->level > randint1(100))
2312                                         {
2313                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2314 #ifdef JP
2315                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2316 #else
2317                                                 msg_format("%^s resists!", m_name);
2318 #endif
2319
2320                                                 resists_tele = TRUE;
2321                                         }
2322                                 }
2323
2324                                 if (!resists_tele)
2325                                 {
2326 #ifdef JP
2327                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2328 #else
2329                                         msg_format("%^s disappears!", m_name);
2330 #endif
2331
2332                                         teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2333                                         num = num_blow + 1; /* Can't hit it anymore! */
2334                                         *mdeath = TRUE;
2335                                 }
2336                         }
2337
2338                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2339                         {
2340                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2341                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2342                                 {
2343                                         if (polymorph_monster(y, x))
2344                                         {
2345 #ifdef JP
2346                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2347 #else
2348                                                 msg_format("%^s changes!", m_name);
2349 #endif
2350
2351                                                 *fear = FALSE;
2352                                                 weak = FALSE;
2353                                         }
2354                                         else
2355                                         {
2356 #ifdef JP
2357                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2358 #else
2359                                                 msg_format("%^s is unaffected.", m_name);
2360 #endif
2361                                         }
2362
2363                                         /* Hack -- Get new monster */
2364                                         m_ptr = &m_list[c_ptr->m_idx];
2365
2366                                         /* Oops, we need a different name... */
2367                                         monster_desc(m_name, m_ptr, 0);
2368
2369                                         /* Hack -- Get new race */
2370                                         r_ptr = &r_info[m_ptr->r_idx];
2371                                 }
2372                         }
2373                         else if (o_ptr->name1 == ART_G_HAMMER)
2374                         {
2375                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2376
2377                                 if (m_ptr->hold_o_idx)
2378                                 {
2379                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2380                                         char o_name[MAX_NLEN];
2381
2382                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2383                                         q_ptr->held_m_idx = 0;
2384                                         q_ptr->marked = OM_TOUCHED;
2385                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2386                                         q_ptr->next_o_idx = 0;
2387 #ifdef JP
2388                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2389 #else
2390                                         msg_format("You snatched %s.", o_name);
2391 #endif
2392                                         inven_carry(q_ptr);
2393                                 }
2394                         }
2395                 }
2396
2397                 /* Player misses */
2398                 else
2399                 {
2400                         backstab = FALSE; /* Clumsy! */
2401                         fuiuchi = FALSE; /* Clumsy! */
2402
2403                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2404                         {
2405                                 u32b flgs[TR_FLAG_SIZE];
2406
2407                                 /* Sound */
2408                                 sound(SOUND_HIT);
2409
2410                                 /* Message */
2411 #ifdef JP
2412                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2413 #else
2414                                 msg_format("You miss %s.", m_name);
2415 #endif
2416                                 /* Message */
2417 #ifdef JP
2418                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2419 #else
2420                                 msg_print("Your scythe returns to you!");
2421 #endif
2422
2423                                 /* Extract the flags */
2424                                 object_flags(o_ptr, flgs);
2425
2426                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2427                                 {
2428                                         int mult;
2429                                         switch (p_ptr->mimic_form)
2430                                         {
2431                                         case MIMIC_NONE:
2432                                                 switch (p_ptr->prace)
2433                                                 {
2434                                                         case RACE_YEEK:
2435                                                         case RACE_KLACKON:
2436                                                         case RACE_HUMAN:
2437                                                         case RACE_AMBERITE:
2438                                                         case RACE_DUNADAN:
2439                                                         case RACE_BARBARIAN:
2440                                                         case RACE_BEASTMAN:
2441                                                                 mult = 25;break;
2442                                                         case RACE_HALF_ORC:
2443                                                         case RACE_HALF_TROLL:
2444                                                         case RACE_HALF_OGRE:
2445                                                         case RACE_HALF_GIANT:
2446                                                         case RACE_HALF_TITAN:
2447                                                         case RACE_CYCLOPS:
2448                                                         case RACE_IMP:
2449                                                         case RACE_SKELETON:
2450                                                         case RACE_ZOMBIE:
2451                                                         case RACE_VAMPIRE:
2452                                                         case RACE_SPECTRE:
2453                                                         case RACE_DEMON:
2454                                                         case RACE_DRACONIAN:
2455                                                                 mult = 30;break;
2456                                                         default:
2457                                                                 mult = 10;break;
2458                                                 }
2459                                                 break;
2460                                         case MIMIC_DEMON:
2461                                         case MIMIC_DEMON_LORD:
2462                                         case MIMIC_VAMPIRE:
2463                                                 mult = 30;break;
2464                                         default:
2465                                                 mult = 10;break;
2466                                         }
2467
2468                                         if (p_ptr->align < 0 && mult < 20)
2469                                                 mult = 20;
2470                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2471                                                 mult = 25;
2472                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2473                                                 mult = 25;
2474                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2475                                                 mult = 25;
2476                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2477                                                 mult = 25;
2478                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2479                                                 mult = 25;
2480
2481                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2482                                         {
2483                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2484                                                 p_ptr->redraw |= (PR_MANA);
2485                                                 mult = mult * 3 / 2 + 20;
2486                                         }
2487                                         k *= mult;
2488                                         k /= 10;
2489                                 }
2490
2491                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2492                                 if (one_in_(6))
2493                                 {
2494                                         int mult = 2;
2495 #ifdef JP
2496                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2497 #else
2498                                         msg_format("Your weapon cuts deep into yourself!");
2499 #endif
2500                                         /* Try to increase the damage */
2501                                         while (one_in_(4))
2502                                         {
2503                                                 mult++;
2504                                         }
2505
2506                                         k *= mult;
2507                                 }
2508                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2509
2510                                 if (k < 0) k = 0;
2511
2512 #ifdef JP
2513                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2514 #else
2515                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2516 #endif
2517
2518                                 redraw_stuff();
2519                         }
2520                         else
2521                         {
2522                                 /* Sound */
2523                                 sound(SOUND_MISS);
2524
2525                                 /* Message */
2526 #ifdef JP
2527                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2528 #else
2529                                 msg_format("You miss %s.", m_name);
2530 #endif
2531                         }
2532                 }
2533                 backstab = FALSE;
2534                 fuiuchi = FALSE;
2535         }
2536
2537
2538         if (weak && !(*mdeath))
2539         {
2540 #ifdef JP
2541                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2542 #else
2543                 msg_format("%^s seems weakened.", m_name);
2544 #endif
2545         }
2546         if (drain_left != MAX_VAMPIRIC_DRAIN)
2547         {
2548                 if (one_in_(4))
2549                 {
2550                         chg_virtue(V_UNLIFE, 1);
2551                 }
2552         }
2553         /* Mega-Hack -- apply earthquake brand */
2554         if (do_quake)
2555         {
2556                 earthquake(py, px, 10);
2557                 if (!cave[y][x].m_idx) *mdeath = TRUE;
2558         }
2559 }
2560
2561 bool py_attack(int y, int x, int mode)
2562 {
2563         bool            fear = FALSE;
2564         bool            mdeath = FALSE;
2565         bool            stormbringer = FALSE;
2566
2567         cave_type       *c_ptr = &cave[y][x];
2568         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
2569         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2570         char            m_name[80];
2571
2572         /* Disturb the player */
2573         disturb(0, 1);
2574
2575         energy_use = 100;
2576
2577         if (!p_ptr->migite && !p_ptr->hidarite &&
2578             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2579         {
2580 #ifdef JP
2581                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2582 #else
2583                 msg_print("You cannot do attacking.");
2584 #endif
2585                 return FALSE;
2586         }
2587
2588         /* Extract monster name (or "it") */
2589         monster_desc(m_name, m_ptr, 0);
2590
2591         if (m_ptr->ml)
2592         {
2593                 /* Auto-Recall if possible and visible */
2594                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2595
2596                 /* Track a new monster */
2597                 health_track(c_ptr->m_idx);
2598         }
2599
2600         if ((r_ptr->flags1 & RF1_FEMALE) &&
2601             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2602         {
2603                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2604                 {
2605 #ifdef JP
2606                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2607 #else
2608                         msg_print("I can not attack women!");
2609 #endif
2610                         return FALSE;
2611                 }
2612         }
2613
2614         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2615         {
2616 #ifdef JP
2617                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2618 #else
2619                 msg_print("Something prevent you from attacking.");
2620 #endif
2621                 return FALSE;
2622         }
2623
2624         /* Stop if friendly */
2625         if (!is_hostile(m_ptr) &&
2626             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2627             p_ptr->shero || !m_ptr->ml))
2628         {
2629                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2630                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2631                 if (stormbringer)
2632                 {
2633 #ifdef JP
2634                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2635 #else
2636                         msg_format("Your black blade greedily attacks %s!", m_name);
2637 #endif
2638                         chg_virtue(V_INDIVIDUALISM, 1);
2639                         chg_virtue(V_HONOUR, -1);
2640                         chg_virtue(V_JUSTICE, -1);
2641                         chg_virtue(V_COMPASSION, -1);
2642                 }
2643                 else if (p_ptr->pclass != CLASS_BERSERKER)
2644                 {
2645 #ifdef JP
2646                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2647 #else
2648                         if (get_check("Really hit it? "))
2649 #endif
2650                         {
2651                                 chg_virtue(V_INDIVIDUALISM, 1);
2652                                 chg_virtue(V_HONOUR, -1);
2653                                 chg_virtue(V_JUSTICE, -1);
2654                                 chg_virtue(V_COMPASSION, -1);
2655                         }
2656                         else
2657                         {
2658 #ifdef JP
2659                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2660 #else
2661                                 msg_format("You stop to avoid hitting %s.", m_name);
2662 #endif
2663                                 return FALSE;
2664                         }
2665                 }
2666         }
2667
2668
2669         /* Handle player fear */
2670         if (p_ptr->afraid)
2671         {
2672                 /* Message */
2673                 if (m_ptr->ml)
2674 #ifdef JP
2675                         msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
2676 #else
2677                         msg_format("You are too afraid to attack %s!", m_name);
2678 #endif
2679
2680                 else
2681 #ifdef JP
2682                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2683 #else
2684                         msg_format ("There is something scary in your way!");
2685 #endif
2686
2687                 /* Disturb the monster */
2688                 (void)set_monster_csleep(c_ptr->m_idx, 0);
2689
2690                 /* Done */
2691                 return FALSE;
2692         }
2693
2694         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2695         {
2696                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2697                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2698         }
2699
2700         if (p_ptr->migite && p_ptr->hidarite)
2701         {
2702                 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))
2703                 {
2704                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2705                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2706                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2707                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2708                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2709                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2710                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2711                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2712                         p_ptr->update |= (PU_BONUS);
2713                 }
2714         }
2715
2716         /* Gain riding experience */
2717         if (p_ptr->riding)
2718         {
2719                 int cur = p_ptr->skill_exp[GINOU_RIDING];
2720                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2721
2722                 if (cur < max)
2723                 {
2724                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2725                         int targetlevel = r_ptr->level;
2726                         int inc = 0;
2727
2728                         if ((cur / 200 - 5) < targetlevel)
2729                                 inc += 1;
2730
2731                         /* Extra experience */
2732                         if ((cur / 100) < ridinglevel)
2733                         {
2734                                 if ((cur / 100 + 15) < ridinglevel)
2735                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
2736                                 else
2737                                         inc += 1;
2738                         }
2739
2740                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2741
2742                         p_ptr->update |= (PU_BONUS);
2743                 }
2744         }
2745
2746         riding_t_m_idx = c_ptr->m_idx;
2747         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2748         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2749
2750         /* Mutations which yield extra 'natural' attacks */
2751         if (!mdeath)
2752         {
2753                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2754                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2755                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2756                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2757                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2758                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2759                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2760                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2761                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2762                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2763         }
2764
2765         /* Hack -- delay fear messages */
2766         if (fear && m_ptr->ml && !mdeath)
2767         {
2768                 /* Sound */
2769                 sound(SOUND_FLEE);
2770
2771                 /* Message */
2772 #ifdef JP
2773                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2774 #else
2775                 msg_format("%^s flees in terror!", m_name);
2776 #endif
2777
2778         }
2779
2780         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2781         {
2782                 set_action(ACTION_NONE);
2783         }
2784
2785         return mdeath;
2786 }
2787
2788
2789 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2790 {
2791         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2792         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2793         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2794         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2795         int pattern_type_cur, pattern_type_new;
2796
2797         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2798
2799         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2800         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2801
2802         if (pattern_type_new == PATTERN_TILE_START)
2803         {
2804                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2805                 {
2806 #ifdef JP
2807                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
2808 #else
2809                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
2810 #endif
2811                                 return TRUE;
2812                         else
2813                                 return FALSE;
2814                 }
2815                 else
2816                         return TRUE;
2817         }
2818         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2819                  (pattern_type_new == PATTERN_TILE_END) ||
2820                  (pattern_type_new == PATTERN_TILE_WRECKED))
2821         {
2822                 if (is_pattern_tile_cur)
2823                 {
2824                         return TRUE;
2825                 }
2826                 else
2827                 {
2828 #ifdef JP
2829                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2830 #else
2831                         msg_print("You must start walking the Pattern from the startpoint.");
2832 #endif
2833
2834                         return FALSE;
2835                 }
2836         }
2837         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2838                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
2839         {
2840                 return TRUE;
2841         }
2842         else if (pattern_type_cur == PATTERN_TILE_START)
2843         {
2844                 if (is_pattern_tile_new)
2845                         return TRUE;
2846                 else
2847                 {
2848 #ifdef JP
2849                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2850 #else
2851                         msg_print("You must walk the Pattern in correct order.");
2852 #endif
2853
2854                         return FALSE;
2855                 }
2856         }
2857         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2858                  (pattern_type_cur == PATTERN_TILE_END) ||
2859                  (pattern_type_cur == PATTERN_TILE_WRECKED))
2860         {
2861                 if (!is_pattern_tile_new)
2862                 {
2863 #ifdef JP
2864                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2865 #else
2866                         msg_print("You may not step off from the Pattern.");
2867 #endif
2868
2869                         return FALSE;
2870                 }
2871                 else
2872                 {
2873                         return TRUE;
2874                 }
2875         }
2876         else
2877         {
2878                 if (!is_pattern_tile_cur)
2879                 {
2880 #ifdef JP
2881                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2882 #else
2883                         msg_print("You must start walking the Pattern from the startpoint.");
2884 #endif
2885
2886                         return FALSE;
2887                 }
2888                 else
2889                 {
2890                         byte ok_move = PATTERN_TILE_START;
2891                         switch (pattern_type_cur)
2892                         {
2893                                 case PATTERN_TILE_1:
2894                                         ok_move = PATTERN_TILE_2;
2895                                         break;
2896                                 case PATTERN_TILE_2:
2897                                         ok_move = PATTERN_TILE_3;
2898                                         break;
2899                                 case PATTERN_TILE_3:
2900                                         ok_move = PATTERN_TILE_4;
2901                                         break;
2902                                 case PATTERN_TILE_4:
2903                                         ok_move = PATTERN_TILE_1;
2904                                         break;
2905                                 default:
2906                                         if (p_ptr->wizard)
2907 #ifdef JP
2908                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
2909 #else
2910                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
2911 #endif
2912
2913                                         return TRUE; /* Goof-up */
2914                         }
2915
2916                         if ((pattern_type_new == ok_move) ||
2917                             (pattern_type_new == pattern_type_cur))
2918                                 return TRUE;
2919                         else
2920                         {
2921                                 if (!is_pattern_tile_new)
2922 #ifdef JP
2923                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2924 #else
2925                                         msg_print("You may not step off from the Pattern.");
2926 #endif
2927                                 else
2928 #ifdef JP
2929                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2930 #else
2931                                         msg_print("You must walk the Pattern in correct order.");
2932 #endif
2933
2934                                 return FALSE;
2935                         }
2936                 }
2937         }
2938 }
2939
2940
2941 bool player_can_enter(s16b feature, u16b mode)
2942 {
2943         feature_type *f_ptr = &f_info[feature];
2944
2945         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2946
2947         /* Pattern */
2948         if (have_flag(f_ptr->flags, FF_PATTERN))
2949         {
2950                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2951         }
2952
2953         /* "CAN" flags */
2954         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2955         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2956         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2957
2958         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2959
2960         return TRUE;
2961 }
2962
2963
2964 /*
2965  * Move the player
2966  */
2967 bool move_player_effect(int ny, int nx, u32b mpe_mode)
2968 {
2969         cave_type *c_ptr = &cave[ny][nx];
2970         feature_type *f_ptr = &f_info[c_ptr->feat];
2971
2972         if (!(mpe_mode & MPE_STAYING))
2973         {
2974                 int oy = py;
2975                 int ox = px;
2976                 cave_type *oc_ptr = &cave[oy][ox];
2977                 int om_idx = oc_ptr->m_idx;
2978                 int nm_idx = c_ptr->m_idx;
2979
2980                 /* Move the player */
2981                 py = ny;
2982                 px = nx;
2983
2984                 /* Hack -- For moving monster or riding player's moving */
2985                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
2986                 {
2987                         /* Swap two monsters */
2988                         c_ptr->m_idx = om_idx;
2989                         oc_ptr->m_idx = nm_idx;
2990
2991                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
2992                         {
2993                                 monster_type *om_ptr = &m_list[om_idx];
2994                                 om_ptr->fy = ny;
2995                                 om_ptr->fx = nx;
2996                                 update_mon(om_idx, TRUE);
2997                         }
2998
2999                         if (nm_idx > 0) /* Monster on new spot */
3000                         {
3001                                 monster_type *nm_ptr = &m_list[nm_idx];
3002                                 nm_ptr->fy = oy;
3003                                 nm_ptr->fx = ox;
3004                                 update_mon(nm_idx, TRUE);
3005                         }
3006                 }
3007
3008                 /* Redraw old spot */
3009                 lite_spot(oy, ox);
3010
3011                 /* Redraw new spot */
3012                 lite_spot(ny, nx);
3013
3014                 /* Check for new panel (redraw map) */
3015                 verify_panel();
3016
3017                 if (mpe_mode & MPE_FORGET_FLOW)
3018                 {
3019                         forget_flow();
3020
3021                         /* Mega-Hack -- Forget the view */
3022                         p_ptr->update |= (PU_UN_VIEW);
3023
3024                         /* Redraw map */
3025                         p_ptr->redraw |= (PR_MAP);
3026                 }
3027
3028                 /* Update stuff */
3029                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3030
3031                 /* Window stuff */
3032                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3033
3034                 /* Remove "unsafe" flag */
3035                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3036
3037                 /* For get everything when requested hehe I'm *NASTY* */
3038                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3039
3040                 /* Handle stuff */
3041                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3042
3043                 if (p_ptr->pclass == CLASS_NINJA)
3044                 {
3045                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3046                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3047                 }
3048
3049                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3050                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
3051                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3052                 {
3053 #ifdef JP
3054                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3055 #else
3056                         msg_print("You cannot run in here.");
3057 #endif
3058                         set_action(ACTION_NONE);
3059                 }
3060         }
3061
3062         if (mpe_mode & MPE_ENERGY_USE)
3063         {
3064                 if (music_singing(MUSIC_WALL))
3065                 {
3066                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3067                                 PROJECT_KILL | PROJECT_ITEM, -1);
3068
3069                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3070                 }
3071
3072                 /* Spontaneous Searching */
3073                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3074                 {
3075                         search();
3076                 }
3077
3078                 /* Continuous Searching */
3079                 if (p_ptr->action == ACTION_SEARCH)
3080                 {
3081                         search();
3082                 }
3083         }
3084
3085         /* Handle "objects" */
3086         if (!(mpe_mode & MPE_DONT_PICKUP))
3087         {
3088                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3089         }
3090
3091         /* Handle "store doors" */
3092         if (have_flag(f_ptr->flags, FF_STORE))
3093         {
3094                 /* Disturb */
3095                 disturb(0, 1);
3096
3097                 energy_use = 0;
3098                 /* Hack -- Enter store */
3099                 command_new = SPECIAL_KEY_STORE;
3100         }
3101
3102         /* Handle "building doors" -KMW- */
3103         else if (have_flag(f_ptr->flags, FF_BLDG))
3104         {
3105                 /* Disturb */
3106                 disturb(0, 1);
3107
3108                 energy_use = 0;
3109                 /* Hack -- Enter building */
3110                 command_new = SPECIAL_KEY_BUILDING;
3111         }
3112
3113         /* Handle quest areas -KMW- */
3114         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3115         {
3116                 /* Disturb */
3117                 disturb(0, 1);
3118
3119                 energy_use = 0;
3120                 /* Hack -- Enter quest level */
3121                 command_new = SPECIAL_KEY_QUEST;
3122         }
3123
3124         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3125         {
3126                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3127                 {
3128                         complete_quest(p_ptr->inside_quest);
3129                 }
3130
3131                 leave_quest_check();
3132
3133                 p_ptr->inside_quest = c_ptr->special;
3134                 dun_level = 0;
3135                 p_ptr->oldpx = 0;
3136                 p_ptr->oldpy = 0;
3137
3138                 p_ptr->leaving = TRUE;
3139         }
3140
3141         /* Set off a trap */
3142         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3143         {
3144                 /* Disturb */
3145                 disturb(0, 1);
3146
3147                 /* Hidden trap */
3148                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3149                 {
3150                         /* Message */
3151 #ifdef JP
3152                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3153 #else
3154                         msg_print("You found a trap!");
3155 #endif
3156
3157                         /* Pick a trap */
3158                         disclose_grid(py, px);
3159                 }
3160
3161                 /* Hit the trap */
3162                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3163
3164                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3165         }
3166
3167         /* Warn when leaving trap detected region */
3168         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3169             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3170         {
3171                 /* No duplicate warning */
3172                 p_ptr->dtrap = FALSE;
3173
3174                 /* You are just on the edge */
3175                 if (!(c_ptr->info & CAVE_UNSAFE))
3176                 {
3177                         if (alert_trap_detect)
3178                         {
3179 #ifdef JP
3180                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3181 #else
3182                                 msg_print("*Leaving trap detect region!*");
3183 #endif
3184                         }
3185
3186                         if (disturb_trap_detect) disturb(0, 1);
3187                 }
3188         }
3189
3190         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3191 }
3192
3193
3194 bool trap_can_be_ignored(int feat)
3195 {
3196         feature_type *f_ptr = &f_info[feat];
3197
3198         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3199
3200         switch (f_ptr->subtype)
3201         {
3202         case TRAP_TRAPDOOR:
3203         case TRAP_PIT:
3204         case TRAP_SPIKED_PIT:
3205         case TRAP_POISON_PIT:
3206                 if (p_ptr->levitation) return TRUE;
3207                 break;
3208         case TRAP_TELEPORT:
3209                 if (p_ptr->anti_tele) return TRUE;
3210                 break;
3211         case TRAP_FIRE:
3212                 if (p_ptr->immune_fire) return TRUE;
3213                 break;
3214         case TRAP_ACID:
3215                 if (p_ptr->immune_acid) return TRUE;
3216                 break;
3217         case TRAP_BLIND:
3218                 if (p_ptr->resist_blind) return TRUE;
3219                 break;
3220         case TRAP_CONFUSE:
3221                 if (p_ptr->resist_conf) return TRUE;
3222                 break;
3223         case TRAP_POISON:
3224                 if (p_ptr->resist_pois) return TRUE;
3225                 break;
3226         case TRAP_SLEEP:
3227                 if (p_ptr->free_act) return TRUE;
3228                 break;
3229         }
3230
3231         return FALSE;
3232 }
3233
3234
3235 /*
3236  * Determine if a "boundary" grid is "floor mimic"
3237  */
3238 #define boundary_floor(C, F, MF) \
3239         ((C)->mimic && permanent_wall(F) && \
3240          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3241          have_flag((MF)->flags, FF_PROJECT) && \
3242          !have_flag((MF)->flags, FF_OPEN))
3243
3244 /*
3245  * Move player in the given direction, with the given "pickup" flag.
3246  *
3247  * This routine should (probably) always induce energy expenditure.
3248  *
3249  * Note that moving will *always* take a turn, and will *always* hit
3250  * any monster which might be in the destination grid.  Previously,
3251  * moving into walls was "free" and did NOT hit invisible monsters.
3252  */
3253 void move_player(int dir, bool do_pickup, bool break_trap)
3254 {
3255         /* Find the result of moving */
3256         int y = py + ddy[dir];
3257         int x = px + ddx[dir];
3258
3259         /* Examine the destination */
3260         cave_type *c_ptr = &cave[y][x];
3261
3262         feature_type *f_ptr = &f_info[c_ptr->feat];
3263
3264         monster_type *m_ptr;
3265
3266         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3267         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3268
3269         char m_name[80];
3270
3271         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3272         bool p_can_kill_walls = FALSE;
3273         bool stormbringer = FALSE;
3274
3275         bool oktomove = TRUE;
3276         bool do_past = FALSE;
3277
3278         /* Exit the area */
3279         if (!dun_level && !p_ptr->wild_mode &&
3280                 ((x == 0) || (x == MAX_WID - 1) ||
3281                  (y == 0) || (y == MAX_HGT - 1)))
3282         {
3283                 /* Can the player enter the grid? */
3284                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3285                 {
3286                         /* Hack: move to new area */
3287                         if ((y == 0) && (x == 0))
3288                         {
3289                                 p_ptr->wilderness_y--;
3290                                 p_ptr->wilderness_x--;
3291                                 p_ptr->oldpy = cur_hgt - 2;
3292                                 p_ptr->oldpx = cur_wid - 2;
3293                                 ambush_flag = FALSE;
3294                         }
3295
3296                         else if ((y == 0) && (x == MAX_WID - 1))
3297                         {
3298                                 p_ptr->wilderness_y--;
3299                                 p_ptr->wilderness_x++;
3300                                 p_ptr->oldpy = cur_hgt - 2;
3301                                 p_ptr->oldpx = 1;
3302                                 ambush_flag = FALSE;
3303                         }
3304
3305                         else if ((y == MAX_HGT - 1) && (x == 0))
3306                         {
3307                                 p_ptr->wilderness_y++;
3308                                 p_ptr->wilderness_x--;
3309                                 p_ptr->oldpy = 1;
3310                                 p_ptr->oldpx = cur_wid - 2;
3311                                 ambush_flag = FALSE;
3312                         }
3313
3314                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3315                         {
3316                                 p_ptr->wilderness_y++;
3317                                 p_ptr->wilderness_x++;
3318                                 p_ptr->oldpy = 1;
3319                                 p_ptr->oldpx = 1;
3320                                 ambush_flag = FALSE;
3321                         }
3322
3323                         else if (y == 0)
3324                         {
3325                                 p_ptr->wilderness_y--;
3326                                 p_ptr->oldpy = cur_hgt - 2;
3327                                 p_ptr->oldpx = x;
3328                                 ambush_flag = FALSE;
3329                         }
3330
3331                         else if (y == MAX_HGT - 1)
3332                         {
3333                                 p_ptr->wilderness_y++;
3334                                 p_ptr->oldpy = 1;
3335                                 p_ptr->oldpx = x;
3336                                 ambush_flag = FALSE;
3337                         }
3338
3339                         else if (x == 0)
3340                         {
3341                                 p_ptr->wilderness_x--;
3342                                 p_ptr->oldpx = cur_wid - 2;
3343                                 p_ptr->oldpy = y;
3344                                 ambush_flag = FALSE;
3345                         }
3346
3347                         else if (x == MAX_WID - 1)
3348                         {
3349                                 p_ptr->wilderness_x++;
3350                                 p_ptr->oldpx = 1;
3351                                 p_ptr->oldpy = y;
3352                                 ambush_flag = FALSE;
3353                         }
3354
3355                         p_ptr->leaving = TRUE;
3356                         energy_use = 100;
3357
3358                         return;
3359                 }
3360
3361                 /* "Blocked" message appears later */
3362                 /* oktomove = FALSE; */
3363                 p_can_enter = FALSE;
3364         }
3365
3366         /* Get the monster */
3367         m_ptr = &m_list[c_ptr->m_idx];
3368
3369
3370         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3371         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3372
3373         /* Player can not walk through "walls"... */
3374         /* unless in Shadow Form */
3375         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3376                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3377                 !have_flag(f_ptr->flags, FF_PERMANENT);
3378
3379         /* Hack -- attack monsters */
3380         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3381         {
3382                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3383
3384                 /* Attack -- only if we can see it OR it is not in a wall */
3385                 if (!is_hostile(m_ptr) &&
3386                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3387                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3388                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3389                 {
3390                         /* Disturb the monster */
3391                         (void)set_monster_csleep(c_ptr->m_idx, 0);
3392
3393                         /* Extract monster name (or "it") */
3394                         monster_desc(m_name, m_ptr, 0);
3395
3396                         if (m_ptr->ml)
3397                         {
3398                                 /* Auto-Recall if possible and visible */
3399                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3400
3401                                 /* Track a new monster */
3402                                 health_track(c_ptr->m_idx);
3403                         }
3404
3405                         /* displace? */
3406                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3407                         {
3408                                 py_attack(y, x, 0);
3409                                 oktomove = FALSE;
3410                         }
3411                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3412                         {
3413                                 do_past = TRUE;
3414                         }
3415                         else
3416                         {
3417 #ifdef JP
3418                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3419 #else
3420                                 msg_format("%^s is in your way!", m_name);
3421 #endif
3422
3423                                 energy_use = 0;
3424                                 oktomove = FALSE;
3425                         }
3426
3427                         /* now continue on to 'movement' */
3428                 }
3429                 else
3430                 {
3431                         py_attack(y, x, 0);
3432                         oktomove = FALSE;
3433                 }
3434         }
3435
3436         if (oktomove && p_ptr->riding)
3437         {
3438                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3439                 {
3440 #ifdef JP
3441                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3442 #else
3443                         msg_print("Can't move!");
3444 #endif
3445                         energy_use = 0;
3446                         oktomove = FALSE;
3447                         disturb(0, 1);
3448                 }
3449                 else if (MON_MONFEAR(riding_m_ptr))
3450                 {
3451                         char m_name[80];
3452
3453                         /* Acquire the monster name */
3454                         monster_desc(m_name, riding_m_ptr, 0);
3455
3456                         /* Dump a message */
3457 #ifdef JP
3458                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3459 #else
3460                         msg_format("%^s is too scared to control.", m_name);
3461 #endif
3462                         oktomove = FALSE;
3463                         disturb(0, 1);
3464                 }
3465                 else if (p_ptr->riding_ryoute)
3466                 {
3467                         oktomove = FALSE;
3468                         disturb(0, 1);
3469                 }
3470                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3471                 {
3472                         /* Allow moving */
3473                 }
3474                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3475                 {
3476                         /* Allow moving */
3477                 }
3478                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3479                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3480                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3481                 {
3482 #ifdef JP
3483                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3484 #else
3485                         msg_print("Can't swim.");
3486 #endif
3487                         energy_use = 0;
3488                         oktomove = FALSE;
3489                         disturb(0, 1);
3490                 }
3491                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3492                 {
3493 #ifdef JP
3494                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3495 #else
3496                         msg_print("Can't land.");
3497 #endif
3498                         energy_use = 0;
3499                         oktomove = FALSE;
3500                         disturb(0, 1);
3501                 }
3502                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3503                 {
3504 #ifdef JP
3505                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3506 #else
3507                         msg_print("Too hot to go through.");
3508 #endif
3509                         energy_use = 0;
3510                         oktomove = FALSE;
3511                         disturb(0, 1);
3512                 }
3513
3514                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3515                 {
3516                         char m_name[80];
3517                         monster_desc(m_name, riding_m_ptr, 0);
3518 #ifdef JP
3519                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3520 #else
3521                         msg_format("You cannot control stunned %s!",m_name);
3522 #endif
3523                         oktomove = FALSE;
3524                         disturb(0, 1);
3525                 }
3526         }
3527
3528         if (!oktomove)
3529         {
3530         }
3531
3532         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3533         {
3534 #ifdef JP
3535                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3536 #else
3537                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3538 #endif
3539
3540                 energy_use = 0;
3541                 running = 0;
3542                 oktomove = FALSE;
3543         }
3544
3545         /*
3546          * Player can move through trees and
3547          * has effective -10 speed
3548          * Rangers can move without penality
3549          */
3550         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3551         {
3552                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3553         }
3554
3555 #ifdef ALLOW_EASY_DISARM /* TNB */
3556
3557         /* Disarm a visible trap */
3558         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3559         {
3560                 if (!trap_can_be_ignored(c_ptr->feat))
3561                 {
3562                         (void)do_cmd_disarm_aux(y, x, dir);
3563                         return;
3564                 }
3565         }
3566
3567 #endif /* ALLOW_EASY_DISARM -- TNB */
3568
3569         /* Player can not walk through "walls" unless in wraith form...*/
3570         else if (!p_can_enter && !p_can_kill_walls)
3571         {
3572                 /* Feature code (applying "mimic" field) */
3573                 s16b feat = get_feat_mimic(c_ptr);
3574                 feature_type *mimic_f_ptr = &f_info[feat];
3575                 cptr name = f_name + mimic_f_ptr->name;
3576
3577                 oktomove = FALSE;
3578
3579                 /* Notice things in the dark */
3580                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3581                 {
3582                         /* Boundary floor mimic */
3583                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3584                         {
3585 #ifdef JP
3586                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3587 #else
3588                                 msg_print("You feel you cannot go any more.");
3589 #endif
3590                         }
3591
3592                         /* Wall (or secret door) */
3593                         else
3594                         {
3595 #ifdef JP
3596                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3597 #else
3598                                 msg_format("You feel %s %s blocking your way.",
3599                                         is_a_vowel(name[0]) ? "an" : "a", name);
3600 #endif
3601
3602                                 c_ptr->info |= (CAVE_MARK);
3603                                 lite_spot(y, x);
3604                         }
3605                 }
3606
3607                 /* Notice things */
3608                 else
3609                 {
3610                         /* Boundary floor mimic */
3611                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3612                         {
3613 #ifdef JP
3614                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3615 #else
3616                                 msg_print("You cannot go any more.");
3617 #endif
3618
3619                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3620                                         energy_use = 0;
3621                         }
3622
3623                         /* Wall (or secret door) */
3624                         else
3625                         {
3626 #ifdef ALLOW_EASY_OPEN
3627                                 /* Closed doors */
3628                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3629 #endif /* ALLOW_EASY_OPEN */
3630
3631 #ifdef JP
3632                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3633 #else
3634                                 msg_format("There is %s %s blocking your way.",
3635                                         is_a_vowel(name[0]) ? "an" : "a", name);
3636 #endif
3637
3638                                 /*
3639                                  * Well, it makes sense that you lose time bumping into
3640                                  * a wall _if_ you are confused, stunned or blind; but
3641                                  * typing mistakes should not cost you a turn...
3642                                  */
3643                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3644                                         energy_use = 0;
3645                         }
3646                 }
3647
3648                 /* Disturb the player */
3649                 disturb(0, 1);
3650
3651                 /* Sound */
3652                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3653         }
3654
3655         /* Normal movement */
3656         if (oktomove && !pattern_seq(py, px, y, x))
3657         {
3658                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3659                 {
3660                         energy_use = 0;
3661                 }
3662
3663                 /* To avoid a loop with running */
3664                 disturb(0, 1);
3665
3666                 oktomove = FALSE;
3667         }
3668
3669         /* Normal movement */
3670         if (oktomove)
3671         {
3672                 u32b mpe_mode = MPE_ENERGY_USE;
3673
3674                 if (p_ptr->warning)
3675                 {
3676                         if (!process_warning(x, y))
3677                         {
3678                                 energy_use = 25;
3679                                 return;
3680                         }
3681                 }
3682
3683                 if (do_past)
3684                 {
3685 #ifdef JP
3686                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3687 #else
3688                         msg_format("You push past %s.", m_name);
3689 #endif
3690                 }
3691
3692                 /* Change oldpx and oldpy to place the player well when going back to big mode */
3693                 if (p_ptr->wild_mode)
3694                 {
3695                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
3696                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
3697                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3698                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
3699                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
3700                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3701                 }
3702
3703                 if (p_can_kill_walls)
3704                 {
3705                         cave_alter_feat(y, x, FF_HURT_DISI);
3706
3707                         /* Update some things -- similar to GF_KILL_WALL */
3708                         p_ptr->update |= (PU_FLOW);
3709                 }
3710
3711                 /* Sound */
3712                 /* sound(SOUND_WALK); */
3713
3714 #ifdef ALLOW_EASY_DISARM /* TNB */
3715
3716                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3717
3718 #else /* ALLOW_EASY_DISARM -- TNB */
3719
3720                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3721
3722 #endif /* ALLOW_EASY_DISARM -- TNB */
3723
3724                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3725
3726                 /* Move the player */
3727                 (void)move_player_effect(y, x, mpe_mode);
3728         }
3729 }
3730
3731
3732 static bool ignore_avoid_run;
3733
3734 /*
3735  * Hack -- Check for a "known wall" (see below)
3736  */
3737 static int see_wall(int dir, int y, int x)
3738 {
3739         cave_type   *c_ptr;
3740
3741         /* Get the new location */
3742         y += ddy[dir];
3743         x += ddx[dir];
3744
3745         /* Illegal grids are not known walls */
3746         if (!in_bounds2(y, x)) return (FALSE);
3747
3748         /* Access grid */
3749         c_ptr = &cave[y][x];
3750
3751         /* Must be known to the player */
3752         if (c_ptr->info & (CAVE_MARK))
3753         {
3754                 /* Feature code (applying "mimic" field) */
3755                 s16b         feat = get_feat_mimic(c_ptr);
3756                 feature_type *f_ptr = &f_info[feat];
3757
3758                 /* Wall grids are known walls */
3759                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3760
3761                 /* Don't run on a tree unless explicitly requested */
3762                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3763                         return TRUE;
3764
3765                 /* Don't run in a wall */
3766                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3767                         return !have_flag(f_ptr->flags, FF_DOOR);
3768         }
3769
3770         return FALSE;
3771 }
3772
3773
3774 /*
3775  * Hack -- Check for an "unknown corner" (see below)
3776  */
3777 static int see_nothing(int dir, int y, int x)
3778 {
3779         /* Get the new location */
3780         y += ddy[dir];
3781         x += ddx[dir];
3782
3783         /* Illegal grids are unknown */
3784         if (!in_bounds2(y, x)) return (TRUE);
3785
3786         /* Memorized grids are always known */
3787         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3788
3789         /* Viewable door/wall grids are known */
3790         if (player_can_see_bold(y, x)) return (FALSE);
3791
3792         /* Default */
3793         return (TRUE);
3794 }
3795
3796
3797
3798
3799
3800 /*
3801  * The running algorithm:                       -CJS-
3802  *
3803  * In the diagrams below, the player has just arrived in the
3804  * grid marked as '@', and he has just come from a grid marked
3805  * as 'o', and he is about to enter the grid marked as 'x'.
3806  *
3807  * Of course, if the "requested" move was impossible, then you
3808  * will of course be blocked, and will stop.
3809  *
3810  * Overview: You keep moving until something interesting happens.
3811  * If you are in an enclosed space, you follow corners. This is
3812  * the usual corridor scheme. If you are in an open space, you go
3813  * straight, but stop before entering enclosed space. This is
3814  * analogous to reaching doorways. If you have enclosed space on
3815  * one side only (that is, running along side a wall) stop if
3816  * your wall opens out, or your open space closes in. Either case
3817  * corresponds to a doorway.
3818  *
3819  * What happens depends on what you can really SEE. (i.e. if you
3820  * have no light, then running along a dark corridor is JUST like
3821  * running in a dark room.) The algorithm works equally well in
3822  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
3823  *
3824  * These conditions are kept in static memory:
3825  * find_openarea         You are in the open on at least one
3826  * side.
3827  * find_breakleft        You have a wall on the left, and will
3828  * stop if it opens
3829  * find_breakright       You have a wall on the right, and will
3830  * stop if it opens
3831  *
3832  * To initialize these conditions, we examine the grids adjacent
3833  * to the grid marked 'x', two on each side (marked 'L' and 'R').
3834  * If either one of the two grids on a given side is seen to be
3835  * closed, then that side is considered to be closed. If both
3836  * sides are closed, then it is an enclosed (corridor) run.
3837  *
3838  * LL           L
3839  * @x          LxR
3840  * RR          @R
3841  *
3842  * Looking at more than just the immediate squares is
3843  * significant. Consider the following case. A run along the
3844  * corridor will stop just before entering the center point,
3845  * because a choice is clearly established. Running in any of
3846  * three available directions will be defined as a corridor run.
3847  * Note that a minor hack is inserted to make the angled corridor
3848  * entry (with one side blocked near and the other side blocked
3849  * further away from the runner) work correctly. The runner moves
3850  * diagonally, but then saves the previous direction as being
3851  * straight into the gap. Otherwise, the tail end of the other
3852  * entry would be perceived as an alternative on the next move.
3853  *
3854  * #.#
3855  * ##.##
3856  * .@x..
3857  * ##.##
3858  * #.#
3859  *
3860  * Likewise, a run along a wall, and then into a doorway (two
3861  * runs) will work correctly. A single run rightwards from @ will
3862  * stop at 1. Another run right and down will enter the corridor
3863  * and make the corner, stopping at the 2.
3864  *
3865  * ##################
3866  * o@x       1
3867  * ########### ######
3868  * #2          #
3869  * #############
3870  *
3871  * After any move, the function area_affect is called to
3872  * determine the new surroundings, and the direction of
3873  * subsequent moves. It examines the current player location
3874  * (at which the runner has just arrived) and the previous
3875  * direction (from which the runner is considered to have come).
3876  *
3877  * Moving one square in some direction places you adjacent to
3878  * three or five new squares (for straight and diagonal moves
3879  * respectively) to which you were not previously adjacent,
3880  * marked as '!' in the diagrams below.
3881  *
3882  *   ...!              ...
3883  *   .o@!  (normal)    .o.!  (diagonal)
3884  *   ...!  (east)      ..@!  (south east)
3885  *                      !!!
3886  *
3887  * You STOP if any of the new squares are interesting in any way:
3888  * for example, if they contain visible monsters or treasure.
3889  *
3890  * You STOP if any of the newly adjacent squares seem to be open,
3891  * and you are also looking for a break on that side. (that is,
3892  * find_openarea AND find_break).
3893  *
3894  * You STOP if any of the newly adjacent squares do NOT seem to be
3895  * open and you are in an open area, and that side was previously
3896  * entirely open.
3897  *
3898  * Corners: If you are not in the open (i.e. you are in a corridor)
3899  * and there is only one way to go in the new squares, then turn in
3900  * that direction. If there are more than two new ways to go, STOP.
3901  * If there are two ways to go, and those ways are separated by a
3902  * square which does not seem to be open, then STOP.
3903  *
3904  * Otherwise, we have a potential corner. There are two new open
3905  * squares, which are also adjacent. One of the new squares is
3906  * diagonally located, the other is straight on (as in the diagram).
3907  * We consider two more squares further out (marked below as ?).
3908  *
3909  * We assign "option" to the straight-on grid, and "option2" to the
3910  * diagonal grid, and "check_dir" to the grid marked 's'.
3911  *
3912  * ##s
3913  * @x?
3914  * #.?
3915  *
3916  * If they are both seen to be closed, then it is seen that no benefit
3917  * is gained from moving straight. It is a known corner.  To cut the
3918  * corner, go diagonally, otherwise go straight, but pretend you
3919  * stepped diagonally into that next location for a full view next
3920  * time. Conversely, if one of the ? squares is not seen to be closed,
3921  * then there is a potential choice. We check to see whether it is a
3922  * potential corner or an intersection/room entrance.  If the square
3923  * two spaces straight ahead, and the space marked with 's' are both
3924  * unknown space, then it is a potential corner and enter if
3925  * find_examine is set, otherwise must stop because it is not a
3926  * corner. (find_examine option is removed and always is TRUE.)
3927  */
3928
3929
3930
3931
3932 /*
3933  * Hack -- allow quick "cycling" through the legal directions
3934  */
3935 static byte cycle[] =
3936 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
3937
3938 /*
3939  * Hack -- map each direction into the "middle" of the "cycle[]" array
3940  */
3941 static byte chome[] =
3942 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
3943
3944 /*
3945  * The direction we are running
3946  */
3947 static byte find_current;
3948
3949 /*
3950  * The direction we came from
3951  */
3952 static byte find_prevdir;
3953
3954 /*
3955  * We are looking for open area
3956  */
3957 static bool find_openarea;
3958
3959 /*
3960  * We are looking for a break
3961  */
3962 static bool find_breakright;
3963 static bool find_breakleft;
3964
3965
3966
3967 /*
3968  * Initialize the running algorithm for a new direction.
3969  *
3970  * Diagonal Corridor -- allow diaginal entry into corridors.
3971  *
3972  * Blunt Corridor -- If there is a wall two spaces ahead and
3973  * we seem to be in a corridor, then force a turn into the side
3974  * corridor, must be moving straight into a corridor here. ???
3975  *
3976  * Diagonal Corridor    Blunt Corridor (?)
3977  *       # #                  #
3978  *       #x#                 @x#
3979  *       @p.                  p
3980  */
3981 static void run_init(int dir)
3982 {
3983         int             row, col, deepleft, deepright;
3984         int             i, shortleft, shortright;
3985
3986
3987         /* Save the direction */
3988         find_current = dir;
3989
3990         /* Assume running straight */
3991         find_prevdir = dir;
3992
3993         /* Assume looking for open area */
3994         find_openarea = TRUE;
3995
3996         /* Assume not looking for breaks */
3997         find_breakright = find_breakleft = FALSE;
3998
3999         /* Assume no nearby walls */
4000         deepleft = deepright = FALSE;
4001         shortright = shortleft = FALSE;
4002
4003         p_ptr->run_py = py;
4004         p_ptr->run_px = px;
4005
4006         /* Find the destination grid */
4007         row = py + ddy[dir];
4008         col = px + ddx[dir];
4009
4010         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4011
4012         /* Extract cycle index */
4013         i = chome[dir];
4014
4015         /* Check for walls */
4016         if (see_wall(cycle[i+1], py, px))
4017         {
4018                 find_breakleft = TRUE;
4019                 shortleft = TRUE;
4020         }
4021         else if (see_wall(cycle[i+1], row, col))
4022         {
4023                 find_breakleft = TRUE;
4024                 deepleft = TRUE;
4025         }
4026
4027         /* Check for walls */
4028         if (see_wall(cycle[i-1], py, px))
4029         {
4030                 find_breakright = TRUE;
4031                 shortright = TRUE;
4032         }
4033         else if (see_wall(cycle[i-1], row, col))
4034         {
4035                 find_breakright = TRUE;
4036                 deepright = TRUE;
4037         }
4038
4039         /* Looking for a break */
4040         if (find_breakleft && find_breakright)
4041         {
4042                 /* Not looking for open area */
4043                 find_openarea = FALSE;
4044
4045                 /* Hack -- allow angled corridor entry */
4046                 if (dir & 0x01)
4047                 {
4048                         if (deepleft && !deepright)
4049                         {
4050                                 find_prevdir = cycle[i - 1];
4051                         }
4052                         else if (deepright && !deepleft)
4053                         {
4054                                 find_prevdir = cycle[i + 1];
4055                         }
4056                 }
4057
4058                 /* Hack -- allow blunt corridor entry */
4059                 else if (see_wall(cycle[i], row, col))
4060                 {
4061                         if (shortleft && !shortright)
4062                         {
4063                                 find_prevdir = cycle[i - 2];
4064                         }
4065                         else if (shortright && !shortleft)
4066                         {
4067                                 find_prevdir = cycle[i + 2];
4068                         }
4069                 }
4070         }
4071 }
4072
4073
4074 /*
4075  * Update the current "run" path
4076  *
4077  * Return TRUE if the running should be stopped
4078  */
4079 static bool run_test(void)
4080 {
4081         int         prev_dir, new_dir, check_dir = 0;
4082         int         row, col;
4083         int         i, max, inv;
4084         int         option = 0, option2 = 0;
4085         cave_type   *c_ptr;
4086         s16b        feat;
4087         feature_type *f_ptr;
4088
4089         /* Where we came from */
4090         prev_dir = find_prevdir;
4091
4092
4093         /* Range of newly adjacent grids */
4094         max = (prev_dir & 0x01) + 1;
4095
4096         /* break run when leaving trap detected region */
4097         if ((disturb_trap_detect || alert_trap_detect)
4098             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4099         {
4100                 /* No duplicate warning */
4101                 p_ptr->dtrap = FALSE;
4102
4103                 /* You are just on the edge */
4104                 if (!(cave[py][px].info & CAVE_UNSAFE))
4105                 {
4106                         if (alert_trap_detect)
4107                         {
4108 #ifdef JP
4109                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4110 #else
4111                                 msg_print("*Leaving trap detect region!*");
4112 #endif
4113                         }
4114
4115                         if (disturb_trap_detect)
4116                         {
4117                                 /* Break Run */
4118                                 return(TRUE);
4119                         }
4120                 }
4121         }
4122
4123         /* Look at every newly adjacent square. */
4124         for (i = -max; i <= max; i++)
4125         {
4126                 s16b this_o_idx, next_o_idx = 0;
4127
4128                 /* New direction */
4129                 new_dir = cycle[chome[prev_dir] + i];
4130
4131                 /* New location */
4132                 row = py + ddy[new_dir];
4133                 col = px + ddx[new_dir];
4134
4135                 /* Access grid */
4136                 c_ptr = &cave[row][col];
4137
4138                 /* Feature code (applying "mimic" field) */
4139                 feat = get_feat_mimic(c_ptr);
4140                 f_ptr = &f_info[feat];
4141
4142                 /* Visible monsters abort running */
4143                 if (c_ptr->m_idx)
4144                 {
4145                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4146
4147                         /* Visible monster */
4148                         if (m_ptr->ml) return (TRUE);
4149                 }
4150
4151                 /* Visible objects abort running */
4152                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4153                 {
4154                         object_type *o_ptr;
4155
4156                         /* Acquire object */
4157                         o_ptr = &o_list[this_o_idx];
4158
4159                         /* Acquire next object */
4160                         next_o_idx = o_ptr->next_o_idx;
4161
4162                         /* Visible object */
4163                         if (o_ptr->marked & OM_FOUND) return (TRUE);
4164                 }
4165
4166                 /* Assume unknown */
4167                 inv = TRUE;
4168
4169                 /* Check memorized grids */
4170                 if (c_ptr->info & (CAVE_MARK))
4171                 {
4172                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4173
4174                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4175                         {
4176                                 /* Open doors */
4177                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4178                                 {
4179                                         /* Option -- ignore */
4180                                         notice = FALSE;
4181                                 }
4182
4183                                 /* Stairs */
4184                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4185                                 {
4186                                         /* Option -- ignore */
4187                                         notice = FALSE;
4188                                 }
4189
4190                                 /* Lava */
4191                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4192                                 {
4193                                         /* Ignore */
4194                                         notice = FALSE;
4195                                 }
4196
4197                                 /* Deep water */
4198                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4199                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4200                                 {
4201                                         /* Ignore */
4202                                         notice = FALSE;
4203                                 }
4204                         }
4205
4206                         /* Interesting feature */
4207                         if (notice) return (TRUE);
4208
4209                         /* The grid is "visible" */
4210                         inv = FALSE;
4211                 }
4212
4213                 /* Analyze unknown grids and floors considering mimic */
4214                 if (inv || !see_wall(0, row, col))
4215                 {
4216                         /* Looking for open area */
4217                         if (find_openarea)
4218                         {
4219                                 /* Nothing */
4220                         }
4221
4222                         /* The first new direction. */
4223                         else if (!option)
4224                         {
4225                                 option = new_dir;
4226                         }
4227
4228                         /* Three new directions. Stop running. */
4229                         else if (option2)
4230                         {
4231                                 return (TRUE);
4232                         }
4233
4234                         /* Two non-adjacent new directions.  Stop running. */
4235                         else if (option != cycle[chome[prev_dir] + i - 1])
4236                         {
4237                                 return (TRUE);
4238                         }
4239
4240                         /* Two new (adjacent) directions (case 1) */
4241                         else if (new_dir & 0x01)
4242                         {
4243                                 check_dir = cycle[chome[prev_dir] + i - 2];
4244                                 option2 = new_dir;
4245                         }
4246
4247                         /* Two new (adjacent) directions (case 2) */
4248                         else
4249                         {
4250                                 check_dir = cycle[chome[prev_dir] + i + 1];
4251                                 option2 = option;
4252                                 option = new_dir;
4253                         }
4254                 }
4255
4256                 /* Obstacle, while looking for open area */
4257                 else
4258                 {
4259                         if (find_openarea)
4260                         {
4261                                 if (i < 0)
4262                                 {
4263                                         /* Break to the right */
4264                                         find_breakright = TRUE;
4265                                 }
4266
4267                                 else if (i > 0)
4268                                 {
4269                                         /* Break to the left */
4270                                         find_breakleft = TRUE;
4271                                 }
4272                         }
4273                 }
4274         }
4275
4276         /* Looking for open area */
4277         if (find_openarea)
4278         {
4279                 /* Hack -- look again */
4280                 for (i = -max; i < 0; i++)
4281                 {
4282                         /* Unknown grid or non-wall */
4283                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4284                         {
4285                                 /* Looking to break right */
4286                                 if (find_breakright)
4287                                 {
4288                                         return (TRUE);
4289                                 }
4290                         }
4291
4292                         /* Obstacle */
4293                         else
4294                         {
4295                                 /* Looking to break left */
4296                                 if (find_breakleft)
4297                                 {
4298                                         return (TRUE);
4299                                 }
4300                         }
4301                 }
4302
4303                 /* Hack -- look again */
4304                 for (i = max; i > 0; i--)
4305                 {
4306                         /* Unknown grid or non-wall */
4307                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4308                         {
4309                                 /* Looking to break left */
4310                                 if (find_breakleft)
4311                                 {
4312                                         return (TRUE);
4313                                 }
4314                         }
4315
4316                         /* Obstacle */
4317                         else
4318                         {
4319                                 /* Looking to break right */
4320                                 if (find_breakright)
4321                                 {
4322                                         return (TRUE);
4323                                 }
4324                         }
4325                 }
4326         }
4327
4328         /* Not looking for open area */
4329         else
4330         {
4331                 /* No options */
4332                 if (!option)
4333                 {
4334                         return (TRUE);
4335                 }
4336
4337                 /* One option */
4338                 else if (!option2)
4339                 {
4340                         /* Primary option */
4341                         find_current = option;
4342
4343                         /* No other options */
4344                         find_prevdir = option;
4345                 }
4346
4347                 /* Two options, examining corners */
4348                 else if (!find_cut)
4349                 {
4350                         /* Primary option */
4351                         find_current = option;
4352
4353                         /* Hack -- allow curving */
4354                         find_prevdir = option2;
4355                 }
4356
4357                 /* Two options, pick one */
4358                 else
4359                 {
4360                         /* Get next location */
4361                         row = py + ddy[option];
4362                         col = px + ddx[option];
4363
4364                         /* Don't see that it is closed off. */
4365                         /* This could be a potential corner or an intersection. */
4366                         if (!see_wall(option, row, col) ||
4367                             !see_wall(check_dir, row, col))
4368                         {
4369                                 /* Can not see anything ahead and in the direction we */
4370                                 /* are turning, assume that it is a potential corner. */
4371                                 if (see_nothing(option, row, col) &&
4372                                     see_nothing(option2, row, col))
4373                                 {
4374                                         find_current = option;
4375                                         find_prevdir = option2;
4376                                 }
4377
4378                                 /* STOP: we are next to an intersection or a room */
4379                                 else
4380                                 {
4381                                         return (TRUE);
4382                                 }
4383                         }
4384
4385                         /* This corner is seen to be enclosed; we cut the corner. */
4386                         else if (find_cut)
4387                         {
4388                                 find_current = option2;
4389                                 find_prevdir = option2;
4390                         }
4391
4392                         /* This corner is seen to be enclosed, and we */
4393                         /* deliberately go the long way. */
4394                         else
4395                         {
4396                                 find_current = option;
4397                                 find_prevdir = option2;
4398                         }
4399                 }
4400         }
4401
4402         /* About to hit a known wall, stop */
4403         if (see_wall(find_current, py, px))
4404         {
4405                 return (TRUE);
4406         }
4407
4408         /* Failure */
4409         return (FALSE);
4410 }
4411
4412
4413
4414 /*
4415  * Take one step along the current "run" path
4416  */
4417 void run_step(int dir)
4418 {
4419         /* Start running */
4420         if (dir)
4421         {
4422                 /* Ignore AVOID_RUN on a first step */
4423                 ignore_avoid_run = TRUE;
4424
4425                 /* Hack -- do not start silly run */
4426                 if (see_wall(dir, py, px))
4427                 {
4428                         /* Message */
4429 #ifdef JP
4430                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4431 #else
4432                         msg_print("You cannot run in that direction.");
4433 #endif
4434
4435                         /* Disturb */
4436                         disturb(0, 0);
4437
4438                         /* Done */
4439                         return;
4440                 }
4441
4442                 /* Initialize */
4443                 run_init(dir);
4444         }
4445
4446         /* Keep running */
4447         else
4448         {
4449                 /* Update run */
4450                 if (run_test())
4451                 {
4452                         /* Disturb */
4453                         disturb(0, 0);
4454
4455                         /* Done */
4456                         return;
4457                 }
4458         }
4459
4460         /* Decrease the run counter */
4461         if (--running <= 0) return;
4462
4463         /* Take time */
4464         energy_use = 100;
4465
4466         /* Move the player, using the "pickup" flag */
4467 #ifdef ALLOW_EASY_DISARM /* TNB */
4468
4469         move_player(find_current, FALSE, FALSE);
4470
4471 #else /* ALLOW_EASY_DISARM -- TNB */
4472
4473         move_player(find_current, always_pickup, FALSE);
4474
4475 #endif /* ALLOW_EASY_DISARM -- TNB */
4476
4477         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4478         {
4479                 p_ptr->run_py = 0;
4480                 p_ptr->run_px = 0;
4481                 disturb(0, 0);
4482         }
4483 }
4484
4485
4486 #ifdef TRAVEL
4487 /*
4488  * Test for traveling
4489  */
4490 static int travel_test(int prev_dir)
4491 {
4492         int new_dir = 0;
4493         int i, max;
4494         const cave_type *c_ptr;
4495         int cost;
4496
4497         /* Cannot travel when blind */
4498         if (p_ptr->blind || no_lite())
4499         {
4500                 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4501                 return (0);
4502         }
4503
4504         /* break run when leaving trap detected region */
4505         if ((disturb_trap_detect || alert_trap_detect)
4506             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4507         {
4508                 /* No duplicate warning */
4509                 p_ptr->dtrap = FALSE;
4510
4511                 /* You are just on the edge */
4512                 if (!(cave[py][px].info & CAVE_UNSAFE))
4513                 {
4514                         if (alert_trap_detect)
4515                         {
4516 #ifdef JP
4517                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4518 #else
4519                                 msg_print("*Leaving trap detect region!*");
4520 #endif
4521                         }
4522
4523                         if (disturb_trap_detect)
4524                         {
4525                                 /* Break Run */
4526                                 return (0);
4527                         }
4528                 }
4529         }
4530
4531         /* Range of newly adjacent grids */
4532         max = (prev_dir & 0x01) + 1;
4533
4534         /* Look at every newly adjacent square. */
4535         for (i = -max; i <= max; i++)
4536         {
4537                 /* New direction */
4538                 int dir = cycle[chome[prev_dir] + i];
4539
4540                 /* New location */
4541                 int row = py + ddy[dir];
4542                 int col = px + ddx[dir];
4543
4544                 /* Access grid */
4545                 c_ptr = &cave[row][col];
4546
4547                 /* Visible monsters abort running */
4548                 if (c_ptr->m_idx)
4549                 {
4550                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4551
4552                         /* Visible monster */
4553                         if (m_ptr->ml) return (0);
4554                 }
4555
4556         }
4557
4558         /* Travel cost of current grid */
4559         cost = travel.cost[py][px];
4560
4561         /* Determine travel direction */
4562         for (i = 0; i < 8; ++ i) {
4563                 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4564
4565                 if (dir_cost < cost)
4566                 {
4567                         new_dir = ddd[i];
4568                         cost = dir_cost;
4569                 }
4570         }
4571
4572         if (!new_dir) return (0);
4573
4574         /* Access newly move grid */
4575         c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4576
4577         /* Close door abort traveling */
4578         if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4579
4580         /* Visible and unignorable trap abort tarveling */
4581         if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4582
4583         /* Move new grid */
4584         return (new_dir);
4585 }
4586
4587
4588 /*
4589  * Travel command
4590  */
4591 void travel_step(void)
4592 {
4593         /* Get travel direction */
4594         travel.dir = travel_test(travel.dir);
4595
4596         /* disturb */
4597         if (!travel.dir)
4598         {
4599                 if (travel.run == 255)
4600                 {
4601 #ifdef JP
4602                         msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4603 #else
4604                         msg_print("No route is found!");
4605 #endif
4606                         travel.y = travel.x = 0;
4607                 }
4608                 disturb(0, 1);
4609                 return;
4610         }
4611
4612         energy_use = 100;
4613
4614         move_player(travel.dir, always_pickup, FALSE);
4615
4616         if ((py == travel.y) && (px == travel.x))
4617         {
4618                 travel.run = 0;
4619                 travel.y = travel.x = 0;
4620         }
4621         else if (travel.run > 0)
4622                 travel.run--;
4623
4624         /* Travel Delay */
4625         Term_xtra(TERM_XTRA_DELAY, delay_factor);
4626 }
4627 #endif