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[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (m_ptr->ml && is_original_ap(m_ptr))
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (m_ptr->ml && is_original_ap(m_ptr))
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (m_ptr->ml && is_original_ap(m_ptr))
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (m_ptr->ml && is_original_ap(m_ptr))
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (m_ptr->ml && is_original_ap(m_ptr))
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (m_ptr->ml && is_original_ap(m_ptr))
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (m_ptr->ml && is_original_ap(m_ptr))
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (m_ptr->ml && is_original_ap(m_ptr))
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (m_ptr->ml && is_original_ap(m_ptr))
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (m_ptr->ml && is_original_ap(m_ptr))
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (m_ptr->ml && is_original_ap(m_ptr))
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (m_ptr->ml && is_original_ap(m_ptr))
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (m_ptr->ml && is_original_ap(m_ptr))
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (m_ptr->ml && is_original_ap(m_ptr))
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (m_ptr->ml && is_original_ap(m_ptr))
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                         }
420
421                         /* Execute Giant */
422                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
423                             (r_ptr->flags3 & RF3_GIANT))
424                         {
425                                 if (m_ptr->ml && is_original_ap(m_ptr))
426                                 {
427                                         r_ptr->r_flags3 |= RF3_GIANT;
428                                 }
429
430                                 if (mult < 50) mult = 50;
431                         }
432
433                         /* Slay Dragon  */
434                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435                             (r_ptr->flags3 & RF3_DRAGON))
436                         {
437                                 if (m_ptr->ml && is_original_ap(m_ptr))
438                                 {
439                                         r_ptr->r_flags3 |= RF3_DRAGON;
440                                 }
441
442                                 if (mult < 30) mult = 30;
443                         }
444
445                         /* Execute Dragon */
446                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447                             (r_ptr->flags3 & RF3_DRAGON))
448                         {
449                                 if (m_ptr->ml && is_original_ap(m_ptr))
450                                 {
451                                         r_ptr->r_flags3 |= RF3_DRAGON;
452                                 }
453
454                                 if (mult < 50) mult = 50;
455
456                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
457                                         mult *= 3;
458                         }
459
460                         /* Brand (Acid) */
461                         if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
462                         {
463                                 /* Notice immunity */
464                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
465                                 {
466                                         if (m_ptr->ml && is_original_ap(m_ptr))
467                                         {
468                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
469                                         }
470                                 }
471
472                                 /* Otherwise, take the damage */
473                                 else
474                                 {
475                                         if (mult < 25) mult = 25;
476                                 }
477                         }
478
479                         /* Brand (Elec) */
480                         if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
481                         {
482                                 /* Notice immunity */
483                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
484                                 {
485                                         if (m_ptr->ml && is_original_ap(m_ptr))
486                                         {
487                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
488                                         }
489                                 }
490
491                                 /* Otherwise, take the damage */
492                                 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
493                                 {
494                                         if (mult < 70) mult = 70;
495                                 }
496                                 else if (mode == HISSATSU_ELEC)
497                                 {
498                                         if (mult < 50) mult = 50;
499                                 }
500
501                                 else
502                                 {
503                                         if (mult < 25) mult = 25;
504                                 }
505                         }
506
507                         /* Brand (Fire) */
508                         if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
509                         {
510                                 /* Notice immunity */
511                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
512                                 {
513                                         if (m_ptr->ml && is_original_ap(m_ptr))
514                                         {
515                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
516                                         }
517                                 }
518
519                                 /* Otherwise, take the damage */
520                                 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
521                                 {
522                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
523                                         {
524                                                 if (mult < 70) mult = 70;
525                                                 if (m_ptr->ml && is_original_ap(m_ptr))
526                                                 {
527                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
528                                                 }
529                                         }
530                                         else if (mult < 35) mult = 35;
531                                 }
532                                 else
533                                 {
534                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
535                                         {
536                                                 if (mult < 50) mult = 50;
537                                                 if (m_ptr->ml && is_original_ap(m_ptr))
538                                                 {
539                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
540                                                 }
541                                         }
542                                         else if (mult < 25) mult = 25;
543                                 }
544                         }
545
546                         /* Brand (Cold) */
547                         if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
548                         {
549                                 /* Notice immunity */
550                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
551                                 {
552                                         if (m_ptr->ml && is_original_ap(m_ptr))
553                                         {
554                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
555                                         }
556                                 }
557                                 /* Otherwise, take the damage */
558                                 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
559                                 {
560                                         if (r_ptr->flags3 & RF3_HURT_COLD)
561                                         {
562                                                 if (mult < 70) mult = 70;
563                                                 if (m_ptr->ml && is_original_ap(m_ptr))
564                                                 {
565                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
566                                                 }
567                                         }
568                                         else if (mult < 35) mult = 35;
569                                 }
570                                 else
571                                 {
572                                         if (r_ptr->flags3 & RF3_HURT_COLD)
573                                         {
574                                                 if (mult < 50) mult = 50;
575                                                 if (m_ptr->ml && is_original_ap(m_ptr))
576                                                 {
577                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
578                                                 }
579                                         }
580                                         else if (mult < 25) mult = 25;
581                                 }
582                         }
583
584                         /* Brand (Poison) */
585                         if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
586                         {
587                                 /* Notice immunity */
588                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
589                                 {
590                                         if (m_ptr->ml && is_original_ap(m_ptr))
591                                         {
592                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
593                                         }
594                                 }
595
596                                 /* Otherwise, take the damage */
597                                 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
598                                 {
599                                         if (mult < 35) mult = 35;
600                                 }
601                                 else
602                                 {
603                                         if (mult < 25) mult = 25;
604                                 }
605                         }
606                         if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
607                         {
608                                 if (mult < 15) mult = 25;
609                                 else if (mult < 50) mult = MIN(50, mult+20);
610                         }
611                         if (mode == HISSATSU_UNDEAD)
612                         {
613                                 if (r_ptr->flags3 & RF3_UNDEAD)
614                                 {
615                                         if (m_ptr->ml && is_original_ap(m_ptr))
616                                         {
617                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
618                                         }
619                                         if (mult == 10) mult = 70;
620                                         else if (mult < 140) mult = MIN(140, mult+60);
621                                 }
622                                 if (mult == 10) mult = 40;
623                                 else if (mult < 60) mult = MIN(60, mult+30);
624                         }
625                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
626                         {
627                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628                                 if (mult < tmp) mult = tmp;
629                         }
630                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
631                         {
632                                 if (m_ptr->ml && is_original_ap(m_ptr))
633                                 {
634                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
635                                 }
636                                 if (mult == 10) mult = 40;
637                                 else if (mult < 60) mult = 60;
638                         }
639                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
640                         {
641                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642                                 p_ptr->redraw |= (PR_MANA);
643                                 mult = mult * 3 / 2 + 20;
644                         }
645                         break;
646                 }
647         }
648         if (mult > 150) mult = 150;
649
650         /* Return the total damage */
651         return (tdam * mult / 10);
652 }
653
654
655 /*
656  * Search for hidden things
657  */
658 void search(void)
659 {
660         int y, x, chance;
661
662         s16b this_o_idx, next_o_idx = 0;
663
664         cave_type *c_ptr;
665
666
667         /* Start with base search ability */
668         chance = p_ptr->skill_srh;
669
670         /* Penalize various conditions */
671         if (p_ptr->blind || no_lite()) chance = chance / 10;
672         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
673
674         /* Search the nearby grids, which are always in bounds */
675         for (y = (py - 1); y <= (py + 1); y++)
676         {
677                 for (x = (px - 1); x <= (px + 1); x++)
678                 {
679                         /* Sometimes, notice things */
680                         if (randint0(100) < chance)
681                         {
682                                 /* Access the grid */
683                                 c_ptr = &cave[y][x];
684
685                                 /* Invisible trap */
686                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
687                                 {
688                                         /* Pick a trap */
689                                         disclose_grid(y, x);
690
691                                         /* Message */
692 #ifdef JP
693                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
694 #else
695                                         msg_print("You have found a trap.");
696 #endif
697
698                                         /* Disturb */
699                                         disturb(0, 0);
700                                 }
701
702                                 /* Secret door */
703                                 if (is_hidden_door(c_ptr))
704                                 {
705                                         /* Message */
706 #ifdef JP
707                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
708 #else
709                                         msg_print("You have found a secret door.");
710 #endif
711
712                                         /* Disclose */
713                                         disclose_grid(y, x);
714
715                                         /* Disturb */
716                                         disturb(0, 0);
717                                 }
718
719                                 /* Scan all objects in the grid */
720                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
721                                 {
722                                         object_type *o_ptr;
723
724                                         /* Acquire object */
725                                         o_ptr = &o_list[this_o_idx];
726
727                                         /* Acquire next object */
728                                         next_o_idx = o_ptr->next_o_idx;
729
730                                         /* Skip non-chests */
731                                         if (o_ptr->tval != TV_CHEST) continue;
732
733                                         /* Skip non-trapped chests */
734                                         if (!chest_traps[o_ptr->pval]) continue;
735
736                                         /* Identify once */
737                                         if (!object_known_p(o_ptr))
738                                         {
739                                                 /* Message */
740 #ifdef JP
741                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
742 #else
743                                                 msg_print("You have discovered a trap on the chest!");
744 #endif
745
746                                                 /* Know the trap */
747                                                 object_known(o_ptr);
748
749                                                 /* Notice it */
750                                                 disturb(0, 0);
751                                         }
752                                 }
753                         }
754                 }
755         }
756 }
757
758
759 /*
760  * Helper routine for py_pickup() and py_pickup_floor().
761  *
762  * Add the given dungeon object to the character's inventory.
763  *
764  * Delete the object afterwards.
765  */
766 void py_pickup_aux(int o_idx)
767 {
768         int slot, i;
769
770 #ifdef JP
771 /*
772  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
773  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
774  * ¤À¤¬¡¢°ãÏ´¶¤¬
775  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
776  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
777  */
778         char o_name[MAX_NLEN];
779         char old_name[MAX_NLEN];
780         char kazu_str[80];
781         int hirottakazu;
782 #else
783         char o_name[MAX_NLEN];
784 #endif
785
786         object_type *o_ptr;
787
788         o_ptr = &o_list[o_idx];
789
790 #ifdef JP
791         /* Describe the object */
792         object_desc(old_name, o_ptr, OD_NAME_ONLY);
793         object_desc_kosuu(kazu_str, o_ptr);
794         hirottakazu = o_ptr->number;
795 #endif
796         /* Carry the object */
797         slot = inven_carry(o_ptr);
798
799         /* Get the object again */
800         o_ptr = &inventory[slot];
801
802         /* Delete the object */
803         delete_object_idx(o_idx);
804
805         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
806         {
807                 bool old_known = identify_item(o_ptr);
808
809                 /* Auto-inscription/destroy */
810                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
811
812                 /* If it is destroyed, don't pick it up */
813                 if (o_ptr->marked & OM_AUTODESTROY) return;
814         }
815
816         /* Describe the object */
817         object_desc(o_name, o_ptr, 0);
818
819         /* Message */
820 #ifdef JP
821         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
822         {
823                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
824                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
825                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
826         }
827         else
828         {
829                 if (plain_pickup)
830                 {
831                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
832                 }
833                 else
834                 {
835                         if (o_ptr->number > hirottakazu) {
836                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
837                                kazu_str, o_name, index_to_label(slot));
838                         } else {
839                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
840                         }
841                 }
842         }
843         strcpy(record_o_name, old_name);
844 #else
845         msg_format("You have %s (%c).", o_name, index_to_label(slot));
846         strcpy(record_o_name, o_name);
847 #endif
848         record_turn = turn;
849
850
851         /* Check if completed a quest */
852         for (i = 0; i < max_quests; i++)
853         {
854                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
855                     (quest[i].status == QUEST_STATUS_TAKEN) &&
856                            (quest[i].k_idx == o_ptr->name1))
857                 {
858                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
859                         quest[i].status = QUEST_STATUS_COMPLETED;
860                         quest[i].complev = (byte)p_ptr->lev;
861 #ifdef JP
862                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
863 #else
864                         msg_print("You completed your quest!");
865 #endif
866
867                         msg_print(NULL);
868                 }
869         }
870 }
871
872
873 /*
874  * Player "wants" to pick up an object or gold.
875  * Note that we ONLY handle things that can be picked up.
876  * See "move_player()" for handling of other things.
877  */
878 void carry(int pickup)
879 {
880         cave_type *c_ptr = &cave[py][px];
881
882         s16b this_o_idx, next_o_idx = 0;
883
884         char    o_name[MAX_NLEN];
885
886         /* Recenter the map around the player */
887         verify_panel();
888
889         /* Update stuff */
890         p_ptr->update |= (PU_MONSTERS);
891
892         /* Redraw map */
893         p_ptr->redraw |= (PR_MAP);
894
895         /* Window stuff */
896         p_ptr->window |= (PW_OVERHEAD);
897
898         /* Handle stuff */
899         handle_stuff();
900
901         /* Automatically pickup/destroy/inscribe items */
902         autopick_pickup_items(c_ptr);
903
904
905 #ifdef ALLOW_EASY_FLOOR
906
907         if (easy_floor)
908         {
909                 py_pickup_floor(pickup);
910                 return;
911         }
912
913 #endif /* ALLOW_EASY_FLOOR */
914
915         /* Scan the pile of objects */
916         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
917         {
918                 object_type *o_ptr;
919
920                 /* Acquire object */
921                 o_ptr = &o_list[this_o_idx];
922
923 #ifdef ALLOW_EASY_SENSE /* TNB */
924
925                 /* Option: Make item sensing easy */
926                 if (easy_sense)
927                 {
928                         /* Sense the object */
929                         (void)sense_object(o_ptr);
930                 }
931
932 #endif /* ALLOW_EASY_SENSE -- TNB */
933
934                 /* Describe the object */
935                 object_desc(o_name, o_ptr, 0);
936
937                 /* Acquire next object */
938                 next_o_idx = o_ptr->next_o_idx;
939
940                 /* Hack -- disturb */
941                 disturb(0, 0);
942
943                 /* Pick up gold */
944                 if (o_ptr->tval == TV_GOLD)
945                 {
946                         int value = (long)o_ptr->pval;
947
948                         /* Delete the gold */
949                         delete_object_idx(this_o_idx);
950
951                         /* Message */
952 #ifdef JP
953                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
954                            (long)value, o_name);
955 #else
956                         msg_format("You collect %ld gold pieces worth of %s.",
957                                    (long)value, o_name);
958 #endif
959
960
961                         sound(SOUND_SELL);
962
963                         /* Collect the gold */
964                         p_ptr->au += value;
965
966                         /* Redraw gold */
967                         p_ptr->redraw |= (PR_GOLD);
968
969                         /* Window stuff */
970                         p_ptr->window |= (PW_PLAYER);
971                 }
972
973                 /* Pick up objects */
974                 else
975                 {
976                         /* Hack - some objects were handled in autopick_pickup_items(). */
977                         if (o_ptr->marked & OM_NOMSG)
978                         {
979                                 /* Clear the flag. */
980                                 o_ptr->marked &= ~OM_NOMSG;
981                         }
982                         /* Describe the object */
983                         else if (!pickup)
984
985                         {
986 #ifdef JP
987                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
988 #else
989                                 msg_format("You see %s.", o_name);
990 #endif
991
992                         }
993
994                         /* Note that the pack is too full */
995                         else if (!inven_carry_okay(o_ptr))
996                         {
997 #ifdef JP
998                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
999 #else
1000                                 msg_format("You have no room for %s.", o_name);
1001 #endif
1002
1003                         }
1004
1005                         /* Pick up the item (if requested and allowed) */
1006                         else
1007                         {
1008                                 int okay = TRUE;
1009
1010                                 /* Hack -- query every item */
1011                                 if (carry_query_flag)
1012                                 {
1013                                         char out_val[MAX_NLEN+20];
1014 #ifdef JP
1015                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1016 #else
1017                                         sprintf(out_val, "Pick up %s? ", o_name);
1018 #endif
1019
1020                                         okay = get_check(out_val);
1021                                 }
1022
1023                                 /* Attempt to pick up an object. */
1024                                 if (okay)
1025                                 {
1026                                         /* Pick up the object */
1027                                         py_pickup_aux(this_o_idx);
1028                                 }
1029                         }
1030                 }
1031         }
1032 }
1033
1034
1035 /*
1036  * Determine if a trap affects the player.
1037  * Always miss 5% of the time, Always hit 5% of the time.
1038  * Otherwise, match trap power against player armor.
1039  */
1040 static int check_hit(int power)
1041 {
1042         int k, ac;
1043
1044         /* Percentile dice */
1045         k = randint0(100);
1046
1047         /* Hack -- 5% hit, 5% miss */
1048         if (k < 10) return (k < 5);
1049
1050         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1051                 if (one_in_(20)) return (TRUE);
1052
1053         /* Paranoia -- No power */
1054         if (power <= 0) return (FALSE);
1055
1056         /* Total armor */
1057         ac = p_ptr->ac + p_ptr->to_a;
1058
1059         /* Power competes against Armor */
1060         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1061
1062         /* Assume miss */
1063         return (FALSE);
1064 }
1065
1066
1067
1068 /*
1069  * Handle player hitting a real trap
1070  */
1071 static void hit_trap(bool break_trap)
1072 {
1073         int i, num, dam;
1074         int x = px, y = py;
1075
1076         /* Get the cave grid */
1077         cave_type *c_ptr = &cave[y][x];
1078
1079         int trap_feat = c_ptr->feat;
1080
1081 #ifdef JP
1082         cptr name = "¥È¥é¥Ã¥×";
1083 #else
1084         cptr name = "a trap";
1085 #endif
1086
1087         /* Disturb the player */
1088         disturb(0, 0);
1089
1090         cave_alter_feat(y, x, FF_HIT_TRAP);
1091
1092         /* Analyze XXX XXX XXX */
1093         switch (trap_feat)
1094         {
1095                 case FEAT_TRAP_TRAPDOOR:
1096                 {
1097                         if (p_ptr->ffall)
1098                         {
1099 #ifdef JP
1100                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1101 #else
1102                                 msg_print("You fly over a trap door.");
1103 #endif
1104
1105                         }
1106                         else
1107                         {
1108 #ifdef JP
1109                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1110                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1111                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1112 #else
1113                                 msg_print("You have fallen through a trap door!");
1114 #endif
1115
1116                                 sound(SOUND_FALL);
1117                                 dam = damroll(2, 8);
1118 #ifdef JP
1119                                 name = "Í¸Í";
1120 #else
1121                                 name = "a trap door";
1122 #endif
1123
1124                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1125
1126                                 /* Still alive and autosave enabled */
1127                                 if (autosave_l && (p_ptr->chp >= 0))
1128                                         do_cmd_save_game(TRUE);
1129
1130 #ifdef JP
1131                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1132 #else
1133                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1134 #endif
1135                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1136
1137                                 /* Leaving */
1138                                 p_ptr->leaving = TRUE;
1139                         }
1140                         break;
1141                 }
1142
1143                 case FEAT_TRAP_PIT:
1144                 {
1145                         if (p_ptr->ffall)
1146                         {
1147 #ifdef JP
1148                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1149 #else
1150                                 msg_print("You fly over a pit trap.");
1151 #endif
1152
1153                         }
1154                         else
1155                         {
1156 #ifdef JP
1157                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1158 #else
1159                                 msg_print("You have fallen into a pit!");
1160 #endif
1161
1162                                 dam = damroll(2, 6);
1163 #ifdef JP
1164                                 name = "Í·ê";
1165 #else
1166                                 name = "a pit trap";
1167 #endif
1168
1169                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1170                         }
1171                         break;
1172                 }
1173
1174                 case FEAT_TRAP_SPIKED_PIT:
1175                 {
1176                         if (p_ptr->ffall)
1177                         {
1178 #ifdef JP
1179                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1180 #else
1181                                 msg_print("You fly over a spiked pit.");
1182 #endif
1183
1184                         }
1185                         else
1186                         {
1187 #ifdef JP
1188                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1189 #else
1190                                 msg_print("You fall into a spiked pit!");
1191 #endif
1192
1193
1194                                 /* Base damage */
1195 #ifdef JP
1196                                 name = "Í·ê";
1197 #else
1198                                 name = "a pit trap";
1199 #endif
1200
1201                                 dam = damroll(2, 6);
1202
1203                                 /* Extra spike damage */
1204                                 if (randint0(100) < 50)
1205                                 {
1206 #ifdef JP
1207                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1208 #else
1209                                         msg_print("You are impaled!");
1210 #endif
1211
1212
1213 #ifdef JP
1214                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1215 #else
1216                                         name = "a spiked pit";
1217 #endif
1218
1219                                         dam = dam * 2;
1220                                         (void)set_cut(p_ptr->cut + randint1(dam));
1221                                 }
1222
1223                                 /* Take the damage */
1224                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1225                         }
1226                         break;
1227                 }
1228
1229                 case FEAT_TRAP_POISON_PIT:
1230                 {
1231                         if (p_ptr->ffall)
1232                         {
1233 #ifdef JP
1234                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1235 #else
1236                                 msg_print("You fly over a spiked pit.");
1237 #endif
1238
1239                         }
1240                         else
1241                         {
1242 #ifdef JP
1243                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1244 #else
1245                                 msg_print("You fall into a spiked pit!");
1246 #endif
1247
1248
1249                                 /* Base damage */
1250                                 dam = damroll(2, 6);
1251
1252 #ifdef JP
1253                                 name = "Í·ê";
1254 #else
1255                                 name = "a pit trap";
1256 #endif
1257
1258
1259                                 /* Extra spike damage */
1260                                 if (randint0(100) < 50)
1261                                 {
1262 #ifdef JP
1263                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1264 #else
1265                                         msg_print("You are impaled on poisonous spikes!");
1266 #endif
1267
1268
1269 #ifdef JP
1270                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1271 #else
1272                                         name = "a spiked pit";
1273 #endif
1274
1275
1276                                         dam = dam * 2;
1277                                         (void)set_cut(p_ptr->cut + randint1(dam));
1278
1279                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1280                                         {
1281 #ifdef JP
1282                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1283 #else
1284                                                 msg_print("The poison does not affect you!");
1285 #endif
1286
1287                                         }
1288
1289                                         else
1290                                         {
1291                                                 dam = dam * 2;
1292                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1293                                         }
1294                                 }
1295
1296                                 /* Take the damage */
1297                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1298                         }
1299
1300                         break;
1301                 }
1302
1303                 case FEAT_TRAP_TY_CURSE:
1304                 {
1305 #ifdef JP
1306                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1307 #else
1308                         msg_print("There is a flash of shimmering light!");
1309 #endif
1310
1311                         num = 2 + randint1(3);
1312                         for (i = 0; i < num; i++)
1313                         {
1314                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1315                         }
1316
1317                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1318                         {
1319                                 bool stop_ty = FALSE;
1320                                 int count = 0;
1321
1322                                 do
1323                                 {
1324                                         stop_ty = activate_ty_curse(stop_ty, &count);
1325                                 }
1326                                 while (one_in_(6));
1327                         }
1328                         break;
1329                 }
1330
1331                 case FEAT_TRAP_TELEPORT:
1332                 {
1333 #ifdef JP
1334                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1335 #else
1336                         msg_print("You hit a teleport trap!");
1337 #endif
1338
1339                         teleport_player(100);
1340                         break;
1341                 }
1342
1343                 case FEAT_TRAP_FIRE:
1344                 {
1345 #ifdef JP
1346                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1347 #else
1348                         msg_print("You are enveloped in flames!");
1349 #endif
1350
1351                         dam = damroll(4, 6);
1352 #ifdef JP
1353                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1354 #else
1355                         (void)fire_dam(dam, "a fire trap", -1);
1356 #endif
1357
1358                         break;
1359                 }
1360
1361                 case FEAT_TRAP_ACID:
1362                 {
1363 #ifdef JP
1364                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1365 #else
1366                         msg_print("You are splashed with acid!");
1367 #endif
1368
1369                         dam = damroll(4, 6);
1370 #ifdef JP
1371                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1372 #else
1373                         (void)acid_dam(dam, "an acid trap", -1);
1374 #endif
1375
1376                         break;
1377                 }
1378
1379                 case FEAT_TRAP_SLOW:
1380                 {
1381                         if (check_hit(125))
1382                         {
1383 #ifdef JP
1384                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1385 #else
1386                                 msg_print("A small dart hits you!");
1387 #endif
1388
1389                                 dam = damroll(1, 4);
1390                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1391                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1392                         }
1393                         else
1394                         {
1395 #ifdef JP
1396                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1397 #else
1398                                 msg_print("A small dart barely misses you.");
1399 #endif
1400
1401                         }
1402                         break;
1403                 }
1404
1405                 case FEAT_TRAP_LOSE_STR:
1406                 {
1407                         if (check_hit(125))
1408                         {
1409 #ifdef JP
1410                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1411 #else
1412                                 msg_print("A small dart hits you!");
1413 #endif
1414
1415                                 dam = damroll(1, 4);
1416 #ifdef JP
1417                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1418 #else
1419                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1420 #endif
1421
1422                                 (void)do_dec_stat(A_STR);
1423                         }
1424                         else
1425                         {
1426 #ifdef JP
1427                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1428 #else
1429                                 msg_print("A small dart barely misses you.");
1430 #endif
1431
1432                         }
1433                         break;
1434                 }
1435
1436                 case FEAT_TRAP_LOSE_DEX:
1437                 {
1438                         if (check_hit(125))
1439                         {
1440 #ifdef JP
1441                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1442 #else
1443                                 msg_print("A small dart hits you!");
1444 #endif
1445
1446                                 dam = damroll(1, 4);
1447 #ifdef JP
1448                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1449 #else
1450                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1451 #endif
1452
1453                                 (void)do_dec_stat(A_DEX);
1454                         }
1455                         else
1456                         {
1457 #ifdef JP
1458                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1459 #else
1460                                 msg_print("A small dart barely misses you.");
1461 #endif
1462
1463                         }
1464                         break;
1465                 }
1466
1467                 case FEAT_TRAP_LOSE_CON:
1468                 {
1469                         if (check_hit(125))
1470                         {
1471 #ifdef JP
1472                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1473 #else
1474                                 msg_print("A small dart hits you!");
1475 #endif
1476
1477                                 dam = damroll(1, 4);
1478 #ifdef JP
1479                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1480 #else
1481                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1482 #endif
1483
1484                                 (void)do_dec_stat(A_CON);
1485                         }
1486                         else
1487                         {
1488 #ifdef JP
1489                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1490 #else
1491                                 msg_print("A small dart barely misses you.");
1492 #endif
1493
1494                         }
1495                         break;
1496                 }
1497
1498                 case FEAT_TRAP_BLIND:
1499                 {
1500 #ifdef JP
1501                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1502 #else
1503                         msg_print("A black gas surrounds you!");
1504 #endif
1505
1506                         if (!p_ptr->resist_blind)
1507                         {
1508                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1509                         }
1510                         break;
1511                 }
1512
1513                 case FEAT_TRAP_CONFUSE:
1514                 {
1515 #ifdef JP
1516                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1517 #else
1518                         msg_print("A gas of scintillating colors surrounds you!");
1519 #endif
1520
1521                         if (!p_ptr->resist_conf)
1522                         {
1523                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1524                         }
1525                         break;
1526                 }
1527
1528                 case FEAT_TRAP_POISON:
1529                 {
1530 #ifdef JP
1531                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1532 #else
1533                         msg_print("A pungent green gas surrounds you!");
1534 #endif
1535
1536                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1537                         {
1538                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1539                         }
1540                         break;
1541                 }
1542
1543                 case FEAT_TRAP_SLEEP:
1544                 {
1545 #ifdef JP
1546                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1547 #else
1548                         msg_print("A strange white mist surrounds you!");
1549 #endif
1550
1551                         if (!p_ptr->free_act)
1552                         {
1553 #ifdef JP
1554 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1555 #else
1556                                 msg_print("You fall asleep.");
1557 #endif
1558
1559
1560                                 if (ironman_nightmare)
1561                                 {
1562 #ifdef JP
1563 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1564 #else
1565                                         msg_print("A horrible vision enters your mind.");
1566 #endif
1567
1568
1569                                         /* Pick a nightmare */
1570                                         get_mon_num_prep(get_nightmare, NULL);
1571
1572                                         /* Have some nightmares */
1573                                         have_nightmare(get_mon_num(MAX_DEPTH));
1574
1575                                         /* Remove the monster restriction */
1576                                         get_mon_num_prep(NULL, NULL);
1577                                 }
1578                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1579                         }
1580                         break;
1581                 }
1582
1583                 case FEAT_TRAP_TRAPS:
1584                 {
1585 #ifdef JP
1586 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1587 #else
1588                         msg_print("There is a bright flash of light!");
1589 #endif
1590
1591                         /* Make some new traps */
1592                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1593
1594                         break;
1595                 }
1596
1597                 case FEAT_TRAP_ALARM:
1598                 {
1599 #ifdef JP
1600                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1601 #else
1602                         msg_print("An alarm sounds!");
1603 #endif
1604
1605                         aggravate_monsters(0);
1606
1607                         break;
1608                 }
1609
1610                 case FEAT_TRAP_OPEN:
1611                 {
1612 #ifdef JP
1613                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1614 #else
1615                         msg_print("Suddenly, surrounding walls are opened!");
1616 #endif
1617                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1618                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1620                         aggravate_monsters(0);
1621
1622                         break;
1623                 }
1624
1625                 case FEAT_TRAP_ARMAGEDDON:
1626                 {
1627                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1628                         int evil_idx = 0, good_idx = 0;
1629
1630                         int lev;
1631 #ifdef JP
1632                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1633 #else
1634                         msg_print("Suddenly, you are surrounded by immotal beings!");
1635 #endif
1636
1637                         /* Summon Demons and Angels */
1638                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1639                         {
1640                                 num = levs[MIN(lev/10, 9)];
1641                                 for (i = 0; i < num; i++)
1642                                 {
1643                                         int x1 = rand_spread(x, 7);
1644                                         int y1 = rand_spread(y, 5);
1645
1646                                         /* Skip illegal grids */
1647                                         if (!in_bounds(y1, x1)) continue;
1648
1649                                         /* Require line of sight */
1650                                         if (!player_has_los_bold(y1, x1)) continue;
1651
1652                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1653                                                 evil_idx = hack_m_idx_ii;
1654
1655                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1656                                         {
1657                                                 good_idx = hack_m_idx_ii;
1658                                         }
1659
1660                                         /* Let them fight each other */
1661                                         if (evil_idx && good_idx)
1662                                         {
1663                                                 monster_type *evil_ptr = &m_list[evil_idx];
1664                                                 monster_type *good_ptr = &m_list[good_idx];
1665                                                 evil_ptr->target_y = good_ptr->fy;
1666                                                 evil_ptr->target_x = good_ptr->fx;
1667                                                 good_ptr->target_y = evil_ptr->fy;
1668                                                 good_ptr->target_x = evil_ptr->fx;
1669                                         }
1670                                 }
1671                         }
1672                         break;
1673                 }
1674
1675                 case FEAT_TRAP_PIRANHA:
1676                 {
1677 #ifdef JP
1678                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1679 #else
1680                         msg_print("Suddenly, the room is filled with water with piranhas!");
1681 #endif
1682
1683                         /* Water fills room */
1684                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1685
1686                         /* Summon Piranhas */
1687                         num = 1 + dun_level/20;
1688                         for (i = 0; i < num; i++)
1689                         {
1690                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1691                         }
1692                         break;
1693                 }
1694         }
1695
1696         if (break_trap && is_trap(c_ptr->feat))
1697         {
1698                 cave_alter_feat(y, x, FF_DISARM);
1699 #ifdef JP
1700                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1701 #else
1702                 msg_print("You destroyed the trap.");
1703 #endif
1704         }
1705 }
1706
1707
1708 static void touch_zap_player(monster_type *m_ptr)
1709 {
1710         int aura_damage = 0;
1711         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1712
1713         if (r_ptr->flags2 & RF2_AURA_FIRE)
1714         {
1715                 if (!p_ptr->immune_fire)
1716                 {
1717                         char aura_dam[80];
1718
1719                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1720
1721                         /* Hack -- Get the "died from" name */
1722                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1723
1724 #ifdef JP
1725                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1726 #else
1727                         msg_print("You are suddenly very hot!");
1728 #endif
1729
1730
1731                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1732                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1733                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1734
1735                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1736                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1737                         handle_stuff();
1738                 }
1739         }
1740
1741         if (r_ptr->flags3 & RF3_AURA_COLD)
1742         {
1743                 if (!p_ptr->immune_cold)
1744                 {
1745                         char aura_dam[80];
1746
1747                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1748
1749                         /* Hack -- Get the "died from" name */
1750                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1751
1752 #ifdef JP
1753                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1754 #else
1755                         msg_print("You are suddenly very cold!");
1756 #endif
1757
1758
1759                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1760                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1761
1762                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1763                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1764                         handle_stuff();
1765                 }
1766         }
1767
1768         if (r_ptr->flags2 & RF2_AURA_ELEC)
1769         {
1770                 if (!p_ptr->immune_elec)
1771                 {
1772                         char aura_dam[80];
1773
1774                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1775
1776                         /* Hack -- Get the "died from" name */
1777                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1778
1779                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1780                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1781                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1782
1783 #ifdef JP
1784                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1785 #else
1786                         msg_print("You get zapped!");
1787 #endif
1788
1789                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1790                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1791                         handle_stuff();
1792                 }
1793         }
1794 }
1795
1796
1797 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1798 {
1799         int             k, bonus, chance;
1800         int             n_weight = 0;
1801         monster_type    *m_ptr = &m_list[m_idx];
1802         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1803         char            m_name[80];
1804
1805         int             dss, ddd;
1806
1807         cptr            atk_desc;
1808
1809         switch (attack)
1810         {
1811                 case MUT2_SCOR_TAIL:
1812                         dss = 3;
1813                         ddd = 7;
1814                         n_weight = 5;
1815 #ifdef JP
1816                         atk_desc = "¿¬Èø";
1817 #else
1818                         atk_desc = "tail";
1819 #endif
1820
1821                         break;
1822                 case MUT2_HORNS:
1823                         dss = 2;
1824                         ddd = 6;
1825                         n_weight = 15;
1826 #ifdef JP
1827                         atk_desc = "³Ñ";
1828 #else
1829                         atk_desc = "horns";
1830 #endif
1831
1832                         break;
1833                 case MUT2_BEAK:
1834                         dss = 2;
1835                         ddd = 4;
1836                         n_weight = 5;
1837 #ifdef JP
1838                         atk_desc = "¥¯¥Á¥Ð¥·";
1839 #else
1840                         atk_desc = "beak";
1841 #endif
1842
1843                         break;
1844                 case MUT2_TRUNK:
1845                         dss = 1;
1846                         ddd = 4;
1847                         n_weight = 35;
1848 #ifdef JP
1849                         atk_desc = "¾Ý¤ÎÉ¡";
1850 #else
1851                         atk_desc = "trunk";
1852 #endif
1853
1854                         break;
1855                 case MUT2_TENTACLES:
1856                         dss = 2;
1857                         ddd = 5;
1858                         n_weight = 5;
1859 #ifdef JP
1860                         atk_desc = "¿¨¼ê";
1861 #else
1862                         atk_desc = "tentacles";
1863 #endif
1864
1865                         break;
1866                 default:
1867                         dss = ddd = n_weight = 1;
1868 #ifdef JP
1869                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1870 #else
1871                         atk_desc = "undefined body part";
1872 #endif
1873
1874         }
1875
1876         /* Extract monster name (or "it") */
1877         monster_desc(m_name, m_ptr, 0);
1878
1879
1880         /* Calculate the "attack quality" */
1881         bonus = p_ptr->to_h_m;
1882         bonus += (p_ptr->lev * 6 / 5);
1883         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1884
1885         /* Test for hit */
1886         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1887         {
1888                 /* Sound */
1889                 sound(SOUND_HIT);
1890
1891 #ifdef JP
1892                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1893 #else
1894                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1895 #endif
1896
1897
1898                 k = damroll(ddd, dss);
1899                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1900
1901                 /* Apply the player damage bonuses */
1902                 k += p_ptr->to_d_m;
1903
1904                 /* No negative damage */
1905                 if (k < 0) k = 0;
1906
1907                 /* Modify the damage */
1908                 k = mon_damage_mod(m_ptr, k, FALSE);
1909
1910                 /* Complex message */
1911                 if (p_ptr->wizard)
1912                 {
1913 #ifdef JP
1914                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1915 #else
1916                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1917 #endif
1918
1919                 }
1920
1921                 /* Anger the monster */
1922                 if (k > 0) anger_monster(m_ptr);
1923
1924                 /* Damage, check for fear and mdeath */
1925                 switch (attack)
1926                 {
1927                         case MUT2_SCOR_TAIL:
1928                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1929                                 *mdeath = (m_ptr->r_idx == 0);
1930                                 break;
1931                         case MUT2_HORNS:
1932                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1933                                 break;
1934                         case MUT2_BEAK:
1935                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1936                                 break;
1937                         case MUT2_TRUNK:
1938                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1939                                 break;
1940                         case MUT2_TENTACLES:
1941                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1942                                 break;
1943                         default:
1944                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1945                 }
1946
1947                 touch_zap_player(m_ptr);
1948         }
1949         /* Player misses */
1950         else
1951         {
1952                 /* Sound */
1953                 sound(SOUND_MISS);
1954
1955                 /* Message */
1956 #ifdef JP
1957                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1958 #else
1959                 msg_format("You miss %s.", m_name);
1960 #endif
1961
1962         }
1963 }
1964
1965
1966
1967 /*
1968  * Player attacks a (poor, defenseless) creature        -RAK-
1969  *
1970  * If no "weapon" is available, then "punch" the monster one time.
1971  */
1972 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1973 {
1974         int             num = 0, k, bonus, chance, vir;
1975
1976         cave_type       *c_ptr = &cave[y][x];
1977
1978         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1979         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1980
1981         object_type     *o_ptr;
1982
1983         char            m_name[80];
1984
1985         bool            success_hit = FALSE;
1986         bool            old_success_hit = FALSE;
1987         bool            backstab = FALSE;
1988         bool            vorpal_cut = FALSE;
1989         int             chaos_effect = 0;
1990         bool            stab_fleeing = FALSE;
1991         bool            fuiuchi = FALSE;
1992         bool            monk_attack = FALSE;
1993         bool            do_quake = FALSE;
1994         bool            weak = FALSE;
1995         bool            drain_msg = TRUE;
1996         int             drain_result = 0, drain_heal = 0;
1997         bool            can_drain = FALSE;
1998         int             num_blow;
1999         int             drain_left = MAX_VAMPIRIC_DRAIN;
2000         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2001         bool            is_human = (r_ptr->d_char == 'p');
2002         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2003         bool            zantetsu_mukou, e_j_mukou;
2004
2005         switch (p_ptr->pclass)
2006         {
2007         case CLASS_ROGUE:
2008         case CLASS_NINJA:
2009                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2010                 {
2011                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2012                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2013                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2014                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2015                         if (m_ptr->csleep && m_ptr->ml)
2016                         {
2017                                 /* Can't backstab creatures that we can't see, right? */
2018                                 backstab = TRUE;
2019                         }
2020                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2021                         {
2022                                 fuiuchi = TRUE;
2023                         }
2024                         else if (m_ptr->monfear && m_ptr->ml)
2025                         {
2026                                 stab_fleeing = TRUE;
2027                         }
2028                 }
2029                 break;
2030
2031         case CLASS_MONK:
2032         case CLASS_FORCETRAINER:
2033         case CLASS_BERSERKER:
2034                 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2035                 break;
2036         }
2037
2038         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2039         {
2040                 if ((r_ptr->level + 10) > p_ptr->lev)
2041                 {
2042                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2043                         {
2044                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2045                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2046                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2047                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2048                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2049                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2050                                 else if ((p_ptr->lev > 34))
2051                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2052                                 p_ptr->update |= (PU_BONUS);
2053                         }
2054                 }
2055         }
2056         else
2057         {
2058                 if ((r_ptr->level + 10) > p_ptr->lev)
2059                 {
2060                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2061                         int sval = inventory[INVEN_RARM+hand].sval;
2062                         int now_exp = p_ptr->weapon_exp[tval][sval];
2063                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2064                         {
2065                                 int amount = 0;
2066                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2067                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2068                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2069                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2070                                 p_ptr->weapon_exp[tval][sval] += amount;
2071                                 p_ptr->update |= (PU_BONUS);
2072                         }
2073                 }
2074         }
2075
2076         /* Disturb the monster */
2077         m_ptr->csleep = 0;
2078         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2079
2080         /* Extract monster name (or "it") */
2081         monster_desc(m_name, m_ptr, 0);
2082
2083         /* Access the weapon */
2084         o_ptr = &inventory[INVEN_RARM+hand];
2085
2086         /* Calculate the "attack quality" */
2087         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2088         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2089         if (mode == HISSATSU_IAI) chance += 60;
2090         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2091
2092         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2093
2094         vir = virtue_number(V_VALOUR);
2095         if (vir)
2096         {
2097                 chance += (p_ptr->virtues[vir - 1]/10);
2098         }
2099
2100         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2101         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2102
2103         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2104         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2105         else num_blow = p_ptr->num_blow[hand];
2106
2107         /* Attack once for each legal blow */
2108         while ((num++ < num_blow) && !p_ptr->is_dead)
2109         {
2110                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2111                 {
2112                         if (p_ptr->migite && p_ptr->hidarite)
2113                         {
2114                                 success_hit = one_in_(2);
2115                         }
2116                         else success_hit = TRUE;
2117                 }
2118                 else if (mode == HISSATSU_MAJIN)
2119                 {
2120                         if (num == 1)
2121                         {
2122                                 if (one_in_(2))
2123                                         success_hit = FALSE;
2124                                 old_success_hit = success_hit;
2125                         }
2126                         else success_hit = old_success_hit;
2127                 }
2128                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2129                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2130
2131                 /* Test for hit */
2132                 if (success_hit)
2133                 {
2134                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2135
2136                         /* Sound */
2137                         sound(SOUND_HIT);
2138
2139                         /* Message */
2140 #ifdef JP
2141                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2142                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2143                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2144                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2145 #else
2146                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2147                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2148                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2149                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2150 #endif
2151
2152                         /* Hack -- bare hands do one damage */
2153                         k = 1;
2154
2155                         object_flags(o_ptr, flgs);
2156
2157                         /* Select a chaotic effect (50% chance) */
2158                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2159                         {
2160                                 if (one_in_(10))
2161                                 chg_virtue(V_CHANCE, 1);
2162
2163                                 if (randint1(5) < 3)
2164                                 {
2165                                         /* Vampiric (20%) */
2166                                         chaos_effect = 1;
2167                                 }
2168                                 else if (one_in_(250))
2169                                 {
2170                                         /* Quake (0.12%) */
2171                                         chaos_effect = 2;
2172                                 }
2173                                 else if (!one_in_(10))
2174                                 {
2175                                         /* Confusion (26.892%) */
2176                                         chaos_effect = 3;
2177                                 }
2178                                 else if (one_in_(2))
2179                                 {
2180                                         /* Teleport away (1.494%) */
2181                                         chaos_effect = 4;
2182                                 }
2183                                 else
2184                                 {
2185                                         /* Polymorph (1.494%) */
2186                                         chaos_effect = 5;
2187                                 }
2188                         }
2189
2190                         /* Vampiric drain */
2191                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2192                         {
2193                                 /* Only drain "living" monsters */
2194                                 if (monster_living(r_ptr))
2195                                         can_drain = TRUE;
2196                                 else
2197                                         can_drain = FALSE;
2198                         }
2199
2200                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2201                                 vorpal_cut = TRUE;
2202                         else vorpal_cut = FALSE;
2203
2204                         if (monk_attack)
2205                         {
2206                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2207                                 int min_level = 1;
2208                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2209                                 int resist_stun = 0;
2210                                 int weight = 8;
2211
2212                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2213                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2214                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2215                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2216                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2217                                         resist_stun += 66;
2218
2219                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2220                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2221                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2222                                         max_times = 1;
2223                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2224                                         max_times = 1;
2225                                 else
2226                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2227                                 /* Attempt 'times' */
2228                                 for (times = 0; times < max_times; times++)
2229                                 {
2230                                         do
2231                                         {
2232                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2233                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2234                                                 else min_level = ma_ptr->min_level;
2235                                         }
2236                                         while ((min_level > p_ptr->lev) ||
2237                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2238
2239                                         /* keep the highest level attack available we found */
2240                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2241                                             !p_ptr->stun && !p_ptr->confused)
2242                                         {
2243                                                 old_ptr = ma_ptr;
2244
2245                                                 if (p_ptr->wizard && cheat_xtra)
2246                                                 {
2247 #ifdef JP
2248                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2249 #else
2250                                                         msg_print("Attack re-selected.");
2251 #endif
2252                                                 }
2253                                         }
2254                                         else
2255                                         {
2256                                                 ma_ptr = old_ptr;
2257                                         }
2258                                 }
2259
2260                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2261                                 else min_level = ma_ptr->min_level;
2262                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2263                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2264
2265                                 if (ma_ptr->effect == MA_KNEE)
2266                                 {
2267                                         if (r_ptr->flags1 & RF1_MALE)
2268                                         {
2269 #ifdef JP
2270                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2271 #else
2272                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2273 #endif
2274
2275                                                 sound(SOUND_PAIN);
2276                                                 special_effect = MA_KNEE;
2277                                         }
2278                                         else
2279                                                 msg_format(ma_ptr->desc, m_name);
2280                                 }
2281
2282                                 else if (ma_ptr->effect == MA_SLOW)
2283                                 {
2284                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2285                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2286                                         {
2287 #ifdef JP
2288                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2289 #else
2290                                                 msg_format("You kick %s in the ankle.", m_name);
2291 #endif
2292
2293                                                 special_effect = MA_SLOW;
2294                                         }
2295                                         else msg_format(ma_ptr->desc, m_name);
2296                                 }
2297                                 else
2298                                 {
2299                                         if (ma_ptr->effect)
2300                                         {
2301                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2302                                         }
2303
2304                                         msg_format(ma_ptr->desc, m_name);
2305                                 }
2306
2307                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2308                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2309                                 {
2310                                         weight += (p_ptr->magic_num1[0]/30);
2311                                         if (weight > 20) weight = 20;
2312                                 }
2313
2314                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2315
2316                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2317                                 {
2318 #ifdef JP
2319                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2320 #else
2321                                         msg_format("%^s moans in agony!", m_name);
2322 #endif
2323
2324                                         stun_effect = 7 + randint1(13);
2325                                         resist_stun /= 3;
2326                                 }
2327
2328                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2329                                 {
2330                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2331                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2332                                             m_ptr->mspeed > 60)
2333                                         {
2334 #ifdef JP
2335                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2336 #else
2337                                                 msg_format("%^s starts limping slower.", m_name);
2338 #endif
2339
2340                                                 m_ptr->mspeed -= 10;
2341                                         }
2342                                 }
2343
2344                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2345                                 {
2346                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2347                                         {
2348 #ifdef JP
2349                                                 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2350                                                 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2351 #else
2352                                                 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2353                                                 else msg_format("%^s is stunned.", m_name);
2354 #endif
2355
2356                                                 m_ptr->stunned += stun_effect;
2357                                         }
2358                                 }
2359                         }
2360
2361                         /* Handle normal weapon */
2362                         else if (o_ptr->k_idx)
2363                         {
2364                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2365                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2366
2367                                 if (backstab)
2368                                 {
2369                                         k *= (3 + (p_ptr->lev / 20));
2370                                 }
2371                                 else if (fuiuchi)
2372                                 {
2373                                         k = k*(5+(p_ptr->lev*2/25))/2;
2374                                 }
2375                                 else if (stab_fleeing)
2376                                 {
2377                                         k = (3 * k) / 2;
2378                                 }
2379
2380                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2381                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2382                                 {
2383                                         do_quake = TRUE;
2384                                 }
2385
2386                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2387                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2388
2389                                 drain_result = k;
2390
2391                                 if (vorpal_cut)
2392                                 {
2393                                         int mult = 2;
2394
2395                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2396                                         {
2397                                                 char chainsword_noise[1024];
2398 #ifdef JP
2399                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2400 #else
2401                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2402 #endif
2403                                                 {
2404                                                         msg_print(chainsword_noise);
2405                                                 }
2406                                         }
2407
2408                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2409                                         {
2410 #ifdef JP
2411                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2412 #else
2413                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2414 #endif
2415                                         }
2416                                         else
2417                                         {
2418 #ifdef JP
2419                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2420 #else
2421                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2422 #endif
2423                                         }
2424
2425                                         /* Try to increase the damage */
2426                                         while (one_in_(vorpal_chance))
2427                                         {
2428                                                 mult++;
2429                                         }
2430
2431                                         k *= mult;
2432
2433                                         /* Ouch! */
2434                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2435                                         {
2436 #ifdef JP
2437                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2438 #else
2439                                                 msg_format("You cut %s in half!", m_name);
2440 #endif
2441                                         }
2442                                         else
2443                                         {
2444                                                 switch (mult)
2445                                                 {
2446 #ifdef JP
2447                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2448                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2449                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2450                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2451                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2452                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2453                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2454 #else
2455                                                 case 2: msg_format("You gouge %s!", m_name); break;
2456                                                 case 3: msg_format("You maim %s!", m_name); break;
2457                                                 case 4: msg_format("You carve %s!", m_name); break;
2458                                                 case 5: msg_format("You cleave %s!", m_name); break;
2459                                                 case 6: msg_format("You smite %s!", m_name); break;
2460                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2461                                                 default: msg_format("You shred %s!", m_name); break;
2462 #endif
2463                                                 }
2464                                         }
2465                                         drain_result = drain_result * 3 / 2;
2466                                 }
2467
2468                                 k += o_ptr->to_d;
2469                                 drain_result += o_ptr->to_d;
2470                         }
2471
2472                         /* Apply the player damage bonuses */
2473                         k += p_ptr->to_d[hand];
2474                         drain_result += p_ptr->to_d[hand];
2475
2476                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2477                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2478                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2479
2480                         /* No negative damage */
2481                         if (k < 0) k = 0;
2482
2483                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2484                         {
2485                                 k = 0;
2486                         }
2487
2488                         if (zantetsu_mukou)
2489                         {
2490 #ifdef JP
2491                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2492 #else
2493                                 msg_print("You cannot cut such a elastic thing!");
2494 #endif
2495                                 k = 0;
2496                         }
2497
2498                         if (e_j_mukou)
2499                         {
2500 #ifdef JP
2501                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2502 #else
2503                                 msg_print("Spiders are difficult for you to deal with!");
2504 #endif
2505                                 k /= 2;
2506                         }
2507
2508                         if (mode == HISSATSU_MINEUCHI)
2509                         {
2510                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2511
2512                                 k = 0;
2513                                 anger_monster(m_ptr);
2514
2515                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2516                                 {
2517                                         /* Get stunned */
2518                                         if (m_ptr->stunned)
2519                                         {
2520 #ifdef JP
2521                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2522 #else
2523                                                 msg_format("%s is more dazed.", m_name);
2524 #endif
2525
2526                                                 tmp /= 2;
2527                                         }
2528                                         else
2529                                         {
2530 #ifdef JP
2531                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2532 #else
2533                                                 msg_format("%s is dazed.", m_name);
2534 #endif
2535                                         }
2536
2537                                         /* Apply stun */
2538                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2539                                 }
2540                                 else
2541                                 {
2542 #ifdef JP
2543                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2544 #else
2545                                         msg_format("%s is not effected.", m_name);
2546 #endif
2547                                 }
2548                         }
2549
2550                         /* Modify the damage */
2551                         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))));
2552                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2553                         {
2554                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2555                                 {
2556                                         k = m_ptr->hp + 1;
2557 #ifdef JP
2558                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2559 #else
2560                                         msg_format("You hit %s on a fatal spot!", m_name);
2561 #endif
2562                                 }
2563                                 else k = 1;
2564                         }
2565                         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)))
2566                         {
2567                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2568                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2569                                 {
2570                                         k *= 5;
2571                                         drain_result *= 2;
2572 #ifdef JP
2573                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2574 #else
2575                                         msg_format("You critically injured %s!", m_name);
2576 #endif
2577                                 }
2578                                 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)))
2579                                 {
2580                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2581                                         {
2582                                                 k = MAX(k*5, m_ptr->hp/2);
2583                                                 drain_result *= 2;
2584 #ifdef JP
2585                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2586 #else
2587                                                 msg_format("You fatally injured %s!", m_name);
2588 #endif
2589                                         }
2590                                         else
2591                                         {
2592                                                 k = m_ptr->hp + 1;
2593 #ifdef JP
2594                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2595 #else
2596                                                 msg_format("You hit %s on a fatal spot!", m_name);
2597 #endif
2598                                         }
2599                                 }
2600                         }
2601
2602                         /* Complex message */
2603                         if (p_ptr->wizard || cheat_xtra)
2604                         {
2605 #ifdef JP
2606                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2607 #else
2608                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2609 #endif
2610                         }
2611
2612                         if (k <= 0) can_drain = FALSE;
2613
2614                         if (drain_result > m_ptr->hp)
2615                                 drain_result = m_ptr->hp;
2616
2617                         /* Damage, check for fear and death */
2618                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2619                         {
2620                                 *mdeath = TRUE;
2621                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2622                                 {
2623                                         if (p_ptr->migite && p_ptr->hidarite)
2624                                         {
2625                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2626                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2627                                         }
2628                                         else
2629                                         {
2630                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2631                                         }
2632                                 }
2633                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2634 #ifdef JP
2635                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2636 #else
2637                                         msg_print("Sigh... Another trifling thing I've cut....");
2638 #endif
2639                                 break;
2640                         }
2641
2642                         /* Anger the monster */
2643                         if (k > 0) anger_monster(m_ptr);
2644
2645                         touch_zap_player(m_ptr);
2646
2647                         /* Are we draining it?  A little note: If the monster is
2648                         dead, the drain does not work... */
2649
2650                         if (can_drain && (drain_result > 0))
2651                         {
2652                                 if (o_ptr->name1 == ART_MURAMASA)
2653                                 {
2654                                         if (is_human)
2655                                         {
2656                                                 int to_h = o_ptr->to_h;
2657                                                 int to_d = o_ptr->to_d;
2658                                                 int i, flag;
2659
2660                                                 flag = 1;
2661                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2662                                                 if (flag) to_h++;
2663
2664                                                 flag = 1;
2665                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2666                                                 if (flag) to_d++;
2667
2668                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2669                                                 {
2670 #ifdef JP
2671                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2672 #else
2673                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2674 #endif
2675                                                         o_ptr->to_h = to_h;
2676                                                         o_ptr->to_d = to_d;
2677                                                 }
2678                                         }
2679                                 }
2680                                 else
2681                                 {
2682                                         if (drain_result > 5) /* Did we really hurt it? */
2683                                         {
2684                                                 drain_heal = damroll(2, drain_result / 6);
2685
2686                                                 if (cheat_xtra)
2687                                                 {
2688 #ifdef JP
2689                                                         msg_format("Draining left: %d", drain_left);
2690 #else
2691                                                         msg_format("Draining left: %d", drain_left);
2692 #endif
2693
2694                                                 }
2695
2696                                                 if (drain_left)
2697                                                 {
2698                                                         if (drain_heal < drain_left)
2699                                                         {
2700                                                                 drain_left -= drain_heal;
2701                                                         }
2702                                                         else
2703                                                         {
2704                                                                 drain_heal = drain_left;
2705                                                                 drain_left = 0;
2706                                                         }
2707
2708                                                         if (drain_msg)
2709                                                         {
2710 #ifdef JP
2711                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2712 #else
2713                                                                 msg_format("Your weapon drains life from %s!", m_name);
2714 #endif
2715
2716                                                                 drain_msg = FALSE;
2717                                                         }
2718
2719                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2720
2721                                                         hp_player(drain_heal);
2722                                                         /* We get to keep some of it! */
2723                                                 }
2724                                         }
2725                                 }
2726                                 m_ptr->maxhp -= (k+7)/8;
2727                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2728                                 weak = TRUE;
2729                         }
2730                         can_drain = FALSE;
2731                         drain_result = 0;
2732
2733                         /* Confusion attack */
2734                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2735                         {
2736                                 /* Cancel glowing hands */
2737                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2738                                 {
2739                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2740 #ifdef JP
2741                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2742 #else
2743                                         msg_print("Your hands stop glowing.");
2744 #endif
2745                                         p_ptr->redraw |= (PR_STATUS);
2746
2747                                 }
2748
2749                                 /* Confuse the monster */
2750                                 if (r_ptr->flags3 & RF3_NO_CONF)
2751                                 {
2752                                         if (m_ptr->ml && is_original_ap(m_ptr))
2753                                         {
2754                                                 r_ptr->r_flags3 |= RF3_NO_CONF;
2755                                         }
2756
2757 #ifdef JP
2758                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2759 #else
2760                                         msg_format("%^s is unaffected.", m_name);
2761 #endif
2762
2763                                 }
2764                                 else if (randint0(100) < r_ptr->level)
2765                                 {
2766 #ifdef JP
2767                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2768 #else
2769                                         msg_format("%^s is unaffected.", m_name);
2770 #endif
2771
2772                                 }
2773                                 else
2774                                 {
2775 #ifdef JP
2776                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2777 #else
2778                                         msg_format("%^s appears confused.", m_name);
2779 #endif
2780
2781                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2782                                 }
2783                         }
2784
2785                         else if (chaos_effect == 4)
2786                         {
2787                                 bool resists_tele = FALSE;
2788
2789                                 if (r_ptr->flagsr & RFR_RES_TELE)
2790                                 {
2791                                         if (r_ptr->flags1 & RF1_UNIQUE)
2792                                         {
2793                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2794 #ifdef JP
2795                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2796 #else
2797                                                 msg_format("%^s is unaffected!", m_name);
2798 #endif
2799
2800                                                 resists_tele = TRUE;
2801                                         }
2802                                         else if (r_ptr->level > randint1(100))
2803                                         {
2804                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2805 #ifdef JP
2806                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2807 #else
2808                                                 msg_format("%^s resists!", m_name);
2809 #endif
2810
2811                                                 resists_tele = TRUE;
2812                                         }
2813                                 }
2814
2815                                 if (!resists_tele)
2816                                 {
2817 #ifdef JP
2818                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2819 #else
2820                                         msg_format("%^s disappears!", m_name);
2821 #endif
2822
2823                                         teleport_away(c_ptr->m_idx, 50, FALSE);
2824                                         num = num_blow + 1; /* Can't hit it anymore! */
2825                                         *mdeath = TRUE;
2826                                 }
2827                         }
2828
2829                         else if ((chaos_effect == 5) && cave_floor_bold(y, x) &&
2830                                  (randint1(90) > r_ptr->level))
2831                         {
2832                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2833                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2834                                 {
2835                                         if (polymorph_monster(y, x))
2836                                         {
2837 #ifdef JP
2838                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2839 #else
2840                                                 msg_format("%^s changes!", m_name);
2841 #endif
2842
2843
2844                                                 /* Hack -- Get new monster */
2845                                                 m_ptr = &m_list[c_ptr->m_idx];
2846
2847                                                 /* Oops, we need a different name... */
2848                                                 monster_desc(m_name, m_ptr, 0);
2849
2850                                                 /* Hack -- Get new race */
2851                                                 r_ptr = &r_info[m_ptr->r_idx];
2852
2853                                                 *fear = FALSE;
2854                                                 weak = FALSE;
2855                                         }
2856                                         else
2857                                         {
2858 #ifdef JP
2859                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2860 #else
2861                                                 msg_format("%^s is unaffected.", m_name);
2862 #endif
2863
2864                                         }
2865                                 }
2866                         }
2867                         else if (o_ptr->name1 == ART_G_HAMMER)
2868                         {
2869                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2870
2871                                 if (m_ptr->hold_o_idx)
2872                                 {
2873                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2874                                         char o_name[MAX_NLEN];
2875
2876                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2877                                         q_ptr->held_m_idx = 0;
2878                                         q_ptr->marked = 0;
2879                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2880                                         q_ptr->next_o_idx = 0;
2881 #ifdef JP
2882                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2883 #else
2884                                         msg_format("You snatched %s.", o_name);
2885 #endif
2886                                         inven_carry(q_ptr);
2887                                 }
2888                         }
2889                 }
2890
2891                 /* Player misses */
2892                 else
2893                 {
2894                         backstab = FALSE; /* Clumsy! */
2895                         fuiuchi = FALSE; /* Clumsy! */
2896
2897                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2898                         {
2899                                 u32b flgs[TR_FLAG_SIZE];
2900
2901                                 /* Sound */
2902                                 sound(SOUND_HIT);
2903
2904                                 /* Message */
2905 #ifdef JP
2906                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2907 #else
2908                                 msg_format("You miss %s.", m_name);
2909 #endif
2910                                 /* Message */
2911 #ifdef JP
2912                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2913 #else
2914                                 msg_print("Your scythe returns to you!");
2915 #endif
2916
2917                                 /* Extract the flags */
2918                                 object_flags(o_ptr, flgs);
2919
2920                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2921                                 {
2922                                         int mult;
2923                                         switch (p_ptr->mimic_form)
2924                                         {
2925                                         case MIMIC_NONE:
2926                                                 switch (p_ptr->prace)
2927                                                 {
2928                                                         case RACE_YEEK:
2929                                                         case RACE_KLACKON:
2930                                                         case RACE_HUMAN:
2931                                                         case RACE_AMBERITE:
2932                                                         case RACE_DUNADAN:
2933                                                                 mult = 25;break;
2934                                                         case RACE_HALF_ORC:
2935                                                         case RACE_HALF_TROLL:
2936                                                         case RACE_HALF_OGRE:
2937                                                         case RACE_HALF_GIANT:
2938                                                         case RACE_HALF_TITAN:
2939                                                         case RACE_CYCLOPS:
2940                                                         case RACE_IMP:
2941                                                         case RACE_SKELETON:
2942                                                         case RACE_ZOMBIE:
2943                                                         case RACE_VAMPIRE:
2944                                                         case RACE_SPECTRE:
2945                                                         case RACE_DEMON:
2946                                                         case RACE_DRACONIAN:
2947                                                                 mult = 30;break;
2948                                                         default:
2949                                                                 mult = 10;break;
2950                                                 }
2951                                                 break;
2952                                         case MIMIC_DEMON:
2953                                         case MIMIC_DEMON_LORD:
2954                                         case MIMIC_VAMPIRE:
2955                                                 mult = 30;break;
2956                                         default:
2957                                                 mult = 10;break;
2958                                         }
2959
2960                                         if (p_ptr->align < 0 && mult < 20)
2961                                                 mult = 20;
2962                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2963                                                 mult = 25;
2964                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2965                                                 mult = 25;
2966                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2967                                                 mult = 25;
2968                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2969                                                 mult = 25;
2970                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2971                                                 mult = 25;
2972
2973                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2974                                         {
2975                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2976                                                 p_ptr->redraw |= (PR_MANA);
2977                                                 mult = mult * 3 / 2 + 20;
2978                                         }
2979                                         k *= mult;
2980                                         k /= 10;
2981                                 }
2982
2983                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2984                                 if (one_in_(6))
2985                                 {
2986                                         int mult = 2;
2987 #ifdef JP
2988                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2989 #else
2990                                         msg_format("Your weapon cuts deep into yourself!");
2991 #endif
2992                                         /* Try to increase the damage */
2993                                         while (one_in_(4))
2994                                         {
2995                                                 mult++;
2996                                         }
2997
2998                                         k *= mult;
2999                                 }
3000                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3001
3002                                 if (k < 0) k = 0;
3003
3004 #ifdef JP
3005                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3006 #else
3007                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3008 #endif
3009
3010                                 redraw_stuff();
3011                         }
3012                         else
3013                         {
3014                                 /* Sound */
3015                                 sound(SOUND_MISS);
3016
3017                                 /* Message */
3018 #ifdef JP
3019                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3020 #else
3021                                 msg_format("You miss %s.", m_name);
3022 #endif
3023                         }
3024                 }
3025                 backstab = FALSE;
3026                 fuiuchi = FALSE;
3027         }
3028
3029
3030         if (weak && !(*mdeath))
3031         {
3032 #ifdef JP
3033                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3034 #else
3035                 msg_format("%^s seems weakened.", m_name);
3036 #endif
3037         }
3038         if (drain_left != MAX_VAMPIRIC_DRAIN)
3039         {
3040                 if (one_in_(4))
3041                 {
3042                         chg_virtue(V_UNLIFE, 1);
3043                 }
3044         }
3045         /* Mega-Hack -- apply earthquake brand */
3046         if (do_quake)
3047         {
3048                 earthquake(py, px, 10);
3049                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3050         }
3051 }
3052
3053 bool py_attack(int y, int x, int mode)
3054 {
3055         bool            fear = FALSE;
3056         bool            mdeath = FALSE;
3057         bool            stormbringer = FALSE;
3058
3059         cave_type       *c_ptr = &cave[y][x];
3060         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3061         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3062         char            m_name[80];
3063
3064         /* Disturb the player */
3065         disturb(0, 0);
3066
3067         energy_use = 100;
3068
3069         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3070         {
3071                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3072                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3073         }
3074
3075         /* Extract monster name (or "it") */
3076         monster_desc(m_name, m_ptr, 0);
3077
3078         /* Auto-Recall if possible and visible */
3079         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3080
3081         /* Track a new monster */
3082         if (m_ptr->ml) health_track(c_ptr->m_idx);
3083
3084         if ((r_ptr->flags1 & RF1_FEMALE) &&
3085             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3086         {
3087                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3088                 {
3089 #ifdef JP
3090                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3091 #else
3092                         msg_print("I can not attack women!");
3093 #endif
3094                         return FALSE;
3095                 }
3096         }
3097
3098         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3099         {
3100 #ifdef JP
3101                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3102 #else
3103                 msg_print("Something prevent you from attacking.");
3104 #endif
3105                 return FALSE;
3106         }
3107
3108         /* Stop if friendly */
3109         if (!is_hostile(m_ptr) &&
3110             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3111             p_ptr->shero || !m_ptr->ml))
3112         {
3113                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3114                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3115                 if (stormbringer)
3116                 {
3117 #ifdef JP
3118                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3119 #else
3120                         msg_format("Your black blade greedily attacks %s!", m_name);
3121 #endif
3122                         chg_virtue(V_INDIVIDUALISM, 1);
3123                         chg_virtue(V_HONOUR, -1);
3124                         chg_virtue(V_JUSTICE, -1);
3125                         chg_virtue(V_COMPASSION, -1);
3126                 }
3127                 else if (p_ptr->pclass != CLASS_BERSERKER)
3128                 {
3129 #ifdef JP
3130                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3131 #else
3132                         if (get_check("Really hit it? "))
3133 #endif
3134                         {
3135                                 chg_virtue(V_INDIVIDUALISM, 1);
3136                                 chg_virtue(V_HONOUR, -1);
3137                                 chg_virtue(V_JUSTICE, -1);
3138                                 chg_virtue(V_COMPASSION, -1);
3139                         }
3140                         else
3141                         {
3142 #ifdef JP
3143                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3144 #else
3145                                 msg_format("You stop to avoid hitting %s.", m_name);
3146 #endif
3147                                 return FALSE;
3148                         }
3149                 }
3150         }
3151
3152
3153         /* Handle player fear */
3154         if (p_ptr->afraid)
3155         {
3156                 /* Message */
3157                 if (m_ptr->ml)
3158 #ifdef JP
3159                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3160 #else
3161                         msg_format("You are too afraid to attack %s!", m_name);
3162 #endif
3163
3164                 else
3165 #ifdef JP
3166                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3167 #else
3168                         msg_format ("There is something scary in your way!");
3169 #endif
3170
3171                 /* Disturb the monster */
3172                 m_ptr->csleep = 0;
3173                 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3174
3175                 /* Done */
3176                 return FALSE;
3177         }
3178
3179         if (p_ptr->migite && p_ptr->hidarite)
3180         {
3181                 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))
3182                 {
3183                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3184                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3185                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3186                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3187                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3188                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3189                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3190                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3191                         p_ptr->update |= (PU_BONUS);
3192                 }
3193         }
3194
3195         /* Gain riding experience */
3196         if (p_ptr->riding)
3197         {
3198                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3199                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3200
3201                 if (cur < max)
3202                 {
3203                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3204                         int targetlevel = r_ptr->level;
3205                         int inc = 0;
3206
3207                         if ((cur / 200 - 5) < targetlevel)
3208                                 inc += 1;
3209
3210                         /* Extra experience */
3211                         if ((cur / 100) < ridinglevel)
3212                         {
3213                                 if ((cur / 100 + 15) < ridinglevel)
3214                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3215                                 else
3216                                         inc += 1;
3217                         }
3218
3219                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3220
3221                         p_ptr->update |= (PU_BONUS);
3222                 }
3223         }
3224
3225         riding_t_m_idx = c_ptr->m_idx;
3226         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3227         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3228
3229         /* Mutations which yield extra 'natural' attacks */
3230         if (!mdeath)
3231         {
3232                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3233                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3234                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3235                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3236                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3237                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3238                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3239                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3240                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3241                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3242         }
3243
3244         /* Hack -- delay fear messages */
3245         if (fear && m_ptr->ml && !mdeath)
3246         {
3247                 /* Sound */
3248                 sound(SOUND_FLEE);
3249
3250                 /* Message */
3251 #ifdef JP
3252                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3253 #else
3254                 msg_format("%^s flees in terror!", m_name);
3255 #endif
3256
3257         }
3258
3259         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3260         {
3261                 set_action(ACTION_NONE);
3262         }
3263
3264         return mdeath;
3265 }
3266
3267
3268 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3269 {
3270         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3271         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3272         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3273         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3274         int pattern_type_cur, pattern_type_new;
3275
3276         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3277
3278         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE;
3279         pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE;
3280
3281         if (pattern_type_new == PATTERN_TILE_START)
3282         {
3283                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3284                 {
3285 #ifdef JP
3286                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3287 #else
3288                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3289 #endif
3290                                 return TRUE;
3291                         else
3292                                 return FALSE;
3293                 }
3294                 else
3295                         return TRUE;
3296         }
3297         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3298                  (pattern_type_new == PATTERN_TILE_END) ||
3299                  (pattern_type_new == PATTERN_TILE_WRECKED))
3300         {
3301                 if (is_pattern_tile_cur)
3302                 {
3303                         return TRUE;
3304                 }
3305                 else
3306                 {
3307 #ifdef JP
3308                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3309 #else
3310                         msg_print("You must start walking the Pattern from the startpoint.");
3311 #endif
3312
3313                         return FALSE;
3314                 }
3315         }
3316         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3317                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3318         {
3319                 return TRUE;
3320         }
3321         else if (pattern_type_cur == PATTERN_TILE_START)
3322         {
3323                 if (is_pattern_tile_new)
3324                         return TRUE;
3325                 else
3326                 {
3327 #ifdef JP
3328                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3329 #else
3330                         msg_print("You must walk the Pattern in correct order.");
3331 #endif
3332
3333                         return FALSE;
3334                 }
3335         }
3336         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3337                  (pattern_type_cur == PATTERN_TILE_END) ||
3338                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3339         {
3340                 if (!is_pattern_tile_new)
3341                 {
3342 #ifdef JP
3343                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3344 #else
3345                         msg_print("You may not step off from the Pattern.");
3346 #endif
3347
3348                         return FALSE;
3349                 }
3350                 else
3351                 {
3352                         return TRUE;
3353                 }
3354         }
3355         else
3356         {
3357                 if (!is_pattern_tile_cur)
3358                 {
3359 #ifdef JP
3360                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3361 #else
3362                         msg_print("You must start walking the Pattern from the startpoint.");
3363 #endif
3364
3365                         return FALSE;
3366                 }
3367                 else
3368                 {
3369                         byte ok_move = PATTERN_TILE_START;
3370                         switch (pattern_type_cur)
3371                         {
3372                                 case PATTERN_TILE_1:
3373                                         ok_move = PATTERN_TILE_2;
3374                                         break;
3375                                 case PATTERN_TILE_2:
3376                                         ok_move = PATTERN_TILE_3;
3377                                         break;
3378                                 case PATTERN_TILE_3:
3379                                         ok_move = PATTERN_TILE_4;
3380                                         break;
3381                                 case PATTERN_TILE_4:
3382                                         ok_move = PATTERN_TILE_1;
3383                                         break;
3384                                 default:
3385                                         if (p_ptr->wizard)
3386 #ifdef JP
3387                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3388 #else
3389                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3390 #endif
3391
3392                                         return TRUE; /* Goof-up */
3393                         }
3394
3395                         if ((pattern_type_new == ok_move) ||
3396                             (pattern_type_new == pattern_type_cur))
3397                                 return TRUE;
3398                         else
3399                         {
3400                                 if (!is_pattern_tile_new)
3401 #ifdef JP
3402                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3403 #else
3404                                         msg_print("You may not step off from the Pattern.");
3405 #endif
3406                                 else
3407 #ifdef JP
3408                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3409 #else
3410                                         msg_print("You must walk the Pattern in correct order.");
3411 #endif
3412
3413                                 return FALSE;
3414                         }
3415                 }
3416         }
3417 }
3418
3419
3420 bool player_can_enter(s16b feature, u16b mode)
3421 {
3422         feature_type *f_ptr = &f_info[feature];
3423
3424         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3425
3426         /* Pattern */
3427         if (have_flag(f_ptr->flags, FF_PATTERN))
3428         {
3429                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3430         }
3431
3432         /* "CAN" flags */
3433         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->ffall) return TRUE;
3434         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3435         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3436
3437         if (!have_flag(f_ptr->flags, FF_MOVE))
3438         {
3439                 /* Can fly over mountain on the surface */
3440                 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && !dun_level)
3441                 {
3442                         if (p_ptr->ffall) return TRUE;
3443                 }
3444
3445                 /* Cannot enter */
3446                 return FALSE;
3447         }
3448
3449         if (have_flag(f_ptr->flags, FF_MUST_FLY) && !p_ptr->ffall) return FALSE;
3450
3451         return TRUE;
3452 }
3453
3454
3455 /*
3456  * Move player in the given direction, with the given "pickup" flag.
3457  *
3458  * This routine should (probably) always induce energy expenditure.
3459  *
3460  * Note that moving will *always* take a turn, and will *always* hit
3461  * any monster which might be in the destination grid.  Previously,
3462  * moving into walls was "free" and did NOT hit invisible monsters.
3463  */
3464 void move_player(int dir, int do_pickup, bool break_trap)
3465 {
3466         /* Find the result of moving */
3467         int y = py + ddy[dir];
3468         int x = px + ddx[dir];
3469
3470         /* Examine the destination */
3471         cave_type *c_ptr = &cave[y][x];
3472
3473         feature_type *f_ptr = &f_info[c_ptr->feat];
3474
3475         monster_type *m_ptr;
3476
3477         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3478         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3479
3480         char m_name[80];
3481
3482         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3483         bool p_can_kill_walls = FALSE;
3484         bool stormbringer = FALSE;
3485
3486         bool oktomove = TRUE;
3487         bool do_past = FALSE;
3488
3489         /* Exit the area */
3490         if (!dun_level && !p_ptr->wild_mode &&
3491                 ((x == 0) || (x == MAX_WID - 1) ||
3492                  (y == 0) || (y == MAX_HGT - 1)))
3493         {
3494                 /* Can the player enter the grid? */
3495                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3496                 {
3497                         /* Hack: move to new area */
3498                         if ((y == 0) && (x == 0))
3499                         {
3500                                 p_ptr->wilderness_y--;
3501                                 p_ptr->wilderness_x--;
3502                                 p_ptr->oldpy = cur_hgt - 2;
3503                                 p_ptr->oldpx = cur_wid - 2;
3504                                 ambush_flag = FALSE;
3505                         }
3506
3507                         else if ((y == 0) && (x == MAX_WID - 1))
3508                         {
3509                                 p_ptr->wilderness_y--;
3510                                 p_ptr->wilderness_x++;
3511                                 p_ptr->oldpy = cur_hgt - 2;
3512                                 p_ptr->oldpx = 1;
3513                                 ambush_flag = FALSE;
3514                         }
3515
3516                         else if ((y == MAX_HGT - 1) && (x == 0))
3517                         {
3518                                 p_ptr->wilderness_y++;
3519                                 p_ptr->wilderness_x--;
3520                                 p_ptr->oldpy = 1;
3521                                 p_ptr->oldpx = cur_wid - 2;
3522                                 ambush_flag = FALSE;
3523                         }
3524
3525                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3526                         {
3527                                 p_ptr->wilderness_y++;
3528                                 p_ptr->wilderness_x++;
3529                                 p_ptr->oldpy = 1;
3530                                 p_ptr->oldpx = 1;
3531                                 ambush_flag = FALSE;
3532                         }
3533
3534                         else if (y == 0)
3535                         {
3536                                 p_ptr->wilderness_y--;
3537                                 p_ptr->oldpy = cur_hgt - 2;
3538                                 p_ptr->oldpx = x;
3539                                 ambush_flag = FALSE;
3540                         }
3541
3542                         else if (y == MAX_HGT - 1)
3543                         {
3544                                 p_ptr->wilderness_y++;
3545                                 p_ptr->oldpy = 1;
3546                                 p_ptr->oldpx = x;
3547                                 ambush_flag = FALSE;
3548                         }
3549
3550                         else if (x == 0)
3551                         {
3552                                 p_ptr->wilderness_x--;
3553                                 p_ptr->oldpx = cur_wid - 2;
3554                                 p_ptr->oldpy = y;
3555                                 ambush_flag = FALSE;
3556                         }
3557
3558                         else if (x == MAX_WID - 1)
3559                         {
3560                                 p_ptr->wilderness_x++;
3561                                 p_ptr->oldpx = 1;
3562                                 p_ptr->oldpy = y;
3563                                 ambush_flag = FALSE;
3564                         }
3565
3566                         p_ptr->leaving = TRUE;
3567                         energy_use = 100;
3568
3569                         return;
3570                 }
3571
3572                 /* "Blocked" message appears later */
3573                 /* oktomove = FALSE; */
3574                 p_can_enter = FALSE;
3575         }
3576
3577         /* Get the monster */
3578         m_ptr = &m_list[c_ptr->m_idx];
3579
3580
3581         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3582         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3583
3584         /* Player can not walk through "walls"... */
3585         /* unless in Shadow Form */
3586         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_TUNNEL) &&
3587                 !cave_floor_grid(c_ptr) && cave_valid_bold(y, x);
3588
3589         /* Hack -- attack monsters */
3590         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3591         {
3592                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3593
3594                 /* Attack -- only if we can see it OR it is not in a wall */
3595                 if (!is_hostile(m_ptr) &&
3596                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3597                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3598                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3599                 {
3600                         m_ptr->csleep = 0;
3601                         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3602
3603                         /* Extract monster name (or "it") */
3604                         monster_desc(m_name, m_ptr, 0);
3605
3606                         if (m_ptr->ml)
3607                         {
3608                                 /* Auto-Recall if possible and visible */
3609                                 monster_race_track(m_ptr->ap_r_idx);
3610
3611                                 /* Track a new monster */
3612                                 health_track(c_ptr->m_idx);
3613                         }
3614
3615                         /* displace? */
3616                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3617                         {
3618                                 py_attack(y, x, 0);
3619                                 oktomove = FALSE;
3620                         }
3621                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3622                         {
3623                                 do_past = TRUE;
3624                         }
3625                         else
3626                         {
3627 #ifdef JP
3628                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3629 #else
3630                                 msg_format("%^s is in your way!", m_name);
3631 #endif
3632
3633                                 energy_use = 0;
3634                                 oktomove = FALSE;
3635                         }
3636
3637                         /* now continue on to 'movement' */
3638                 }
3639                 else
3640                 {
3641                         py_attack(y, x, 0);
3642                         oktomove = FALSE;
3643                 }
3644         }
3645
3646         if (oktomove && p_ptr->riding)
3647         {
3648                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3649                 {
3650 #ifdef JP
3651                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3652 #else
3653                         msg_print("Can't move!");
3654 #endif
3655                         energy_use = 0;
3656                         oktomove = FALSE;
3657                         disturb(0, 0);
3658                 }
3659                 else if (riding_m_ptr->monfear)
3660                 {
3661                         char m_name[80];
3662
3663                         /* Acquire the monster name */
3664                         monster_desc(m_name, riding_m_ptr, 0);
3665
3666                         /* Dump a message */
3667 #ifdef JP
3668                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3669 #else
3670                         msg_format("%^s is too scared to control.", m_name);
3671 #endif
3672                         oktomove = FALSE;
3673                         disturb(0, 0);
3674                 }
3675                 else if (p_ptr->riding_ryoute)
3676                 {
3677                         oktomove = FALSE;
3678                         disturb(0, 0);
3679                 }
3680                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3681                 {
3682                         /* Allow moving */
3683                 }
3684                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3685                 {
3686                         /* Allow moving */
3687                 }
3688                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3689                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3690                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3691                 {
3692 #ifdef JP
3693                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_ptr->name);
3694 #else
3695                         msg_print("Can't swim.");
3696 #endif
3697                         energy_use = 0;
3698                         oktomove = FALSE;
3699                         disturb(0, 0);
3700                 }
3701                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3702                 {
3703 #ifdef JP
3704                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[cave[py][px].feat].name);
3705 #else
3706                         msg_print("Can't land.");
3707 #endif
3708                         energy_use = 0;
3709                         oktomove = FALSE;
3710                         disturb(0, 0);
3711                 }
3712                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3713                 {
3714 #ifdef JP
3715                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_ptr->name);
3716 #else
3717                         msg_print("Too hot to go through.");
3718 #endif
3719                         energy_use = 0;
3720                         oktomove = FALSE;
3721                         disturb(0, 0);
3722                 }
3723
3724                 if (oktomove && riding_m_ptr->stunned && one_in_(2))
3725                 {
3726                         char m_name[80];
3727                         monster_desc(m_name, riding_m_ptr, 0);
3728 #ifdef JP
3729                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3730 #else
3731                         msg_format("You cannot control stunned %s!",m_name);
3732 #endif
3733                         oktomove = FALSE;
3734                         disturb(0, 0);
3735                 }
3736         }
3737
3738         if (!oktomove)
3739         {
3740         }
3741
3742         else if (have_flag(f_ptr->flags, FF_MUST_FLY) && !p_ptr->ffall)
3743         {
3744 #ifdef JP
3745                 msg_format("%s¤ò²£Àڤ뤳¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡£", f_name + f_ptr->name);
3746 #else
3747                 msg_format("You can't cross the %s.", f_name + f_ptr->name);
3748 #endif
3749
3750                 energy_use = 0;
3751                 running = 0;
3752                 oktomove = FALSE;
3753         }
3754
3755         else if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (dun_level || !p_ptr->ffall))
3756         {
3757 #ifdef JP
3758                 msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
3759 #else
3760                 msg_print("You can't climb the mountains!");
3761 #endif
3762
3763                 running = 0;
3764                 energy_use = 0;
3765                 oktomove = FALSE;
3766         }
3767         /*
3768          * Player can move through trees and
3769          * has effective -10 speed
3770          * Rangers can move without penality
3771          */
3772         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3773         {
3774                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
3775         }
3776
3777 #ifdef ALLOW_EASY_DISARM /* TNB */
3778
3779         /* Disarm a visible trap */
3780         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3781         {
3782                 bool ignore = FALSE;
3783                 switch (c_ptr->feat)
3784                 {
3785                         case FEAT_TRAP_TRAPDOOR:
3786                         case FEAT_TRAP_PIT:
3787                         case FEAT_TRAP_SPIKED_PIT:
3788                         case FEAT_TRAP_POISON_PIT:
3789                                 if (p_ptr->ffall) ignore = TRUE;
3790                                 break;
3791                         case FEAT_TRAP_TELEPORT:
3792                                 if (p_ptr->anti_tele) ignore = TRUE;
3793                                 break;
3794                         case FEAT_TRAP_FIRE:
3795                                 if (p_ptr->immune_fire) ignore = TRUE;
3796                                 break;
3797                         case FEAT_TRAP_ACID:
3798                                 if (p_ptr->immune_acid) ignore = TRUE;
3799                                 break;
3800                         case FEAT_TRAP_BLIND:
3801                                 if (p_ptr->resist_blind) ignore = TRUE;
3802                                 break;
3803                         case FEAT_TRAP_CONFUSE:
3804                                 if (p_ptr->resist_conf) ignore = TRUE;
3805                                 break;
3806                         case FEAT_TRAP_POISON:
3807                                 if (p_ptr->resist_pois) ignore = TRUE;
3808                                 break;
3809                         case FEAT_TRAP_SLEEP:
3810                                 if (p_ptr->free_act) ignore = TRUE;
3811                                 break;
3812                 }
3813
3814                 if (!ignore)
3815                 {
3816                         (void)do_cmd_disarm_aux(y, x, dir);
3817                         return;
3818                 }
3819         }
3820
3821 #endif /* ALLOW_EASY_DISARM -- TNB */
3822
3823         /* Player can not walk through "walls" unless in wraith form...*/
3824         else if (!p_can_enter && !p_can_kill_walls)
3825         {
3826                 /* Feature code (applying "mimic" field) */
3827                 s16b feat = get_feat_mimic(c_ptr);
3828                 cptr name = f_name + f_info[feat].name;
3829
3830                 oktomove = FALSE;
3831
3832                 /* Disturb the player */
3833                 disturb(0, 0);
3834
3835                 /* Notice things in the dark */
3836                 if ((!(c_ptr->info & (CAVE_MARK))) &&
3837                     (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
3838                 {
3839                         /* Boundary floor mimic */
3840                         if (boundary_floor_grid(c_ptr))
3841                         {
3842 #ifdef JP
3843                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3844 #else
3845                                 msg_print("You feel you cannot go any more.");
3846 #endif
3847                         }
3848
3849                         /* Wall (or secret door) */
3850                         else
3851                         {
3852 #ifdef JP
3853                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3854 #else
3855                                 msg_format("You feel %s %s blocking your way.",
3856                                         is_a_vowel(name[0]) ? "an" : "a", name);
3857 #endif
3858
3859                                 c_ptr->info |= (CAVE_MARK);
3860                                 lite_spot(y, x);
3861                         }
3862                 }
3863
3864                 /* Notice things */
3865                 else
3866                 {
3867                         /* Boundary floor mimic */
3868                         if (boundary_floor_grid(c_ptr))
3869                         {
3870 #ifdef JP
3871                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3872 #else
3873                                 msg_print("You cannot go any more.");
3874 #endif
3875
3876                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3877                                         energy_use = 0;
3878                         }
3879
3880                         /* Wall (or secret door) */
3881                         else
3882                         {
3883 #ifdef ALLOW_EASY_OPEN
3884                                 /* Closed doors */
3885                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3886 #endif /* ALLOW_EASY_OPEN */
3887
3888 #ifdef JP
3889                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3890 #else
3891                                 msg_format("There is %s %s blocking your way.",
3892                                         is_a_vowel(name[0]) ? "an" : "a", name);
3893 #endif
3894
3895                                 /*
3896                                  * Well, it makes sense that you lose time bumping into
3897                                  * a wall _if_ you are confused, stunned or blind; but
3898                                  * typing mistakes should not cost you a turn...
3899                                  */
3900                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3901                                         energy_use = 0;
3902                         }
3903                 }
3904
3905                 /* Sound */
3906                 if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
3907         }
3908
3909         /* Normal movement */
3910         if (oktomove && !pattern_seq(py, px, y, x))
3911         {
3912                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3913                 {
3914                         energy_use = 0;
3915                 }
3916
3917                 /* To avoid a loop with running */
3918                 disturb(0, 0);
3919
3920                 oktomove = FALSE;
3921         }
3922
3923         /* Normal movement */
3924         if (oktomove)
3925         {
3926                 int oy, ox;
3927
3928                 if (p_ptr->warning)
3929                 {
3930                         if(!process_warning(x, y))
3931                         {
3932                                 energy_use = 25;
3933                                 return;
3934                         }
3935                 }
3936
3937                 /* Hack -- For moving monster or riding player's moving */
3938                 cave[py][px].m_idx = c_ptr->m_idx;
3939                 c_ptr->m_idx = 0;
3940
3941                 if (do_past)
3942                 {
3943 #ifdef JP
3944                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3945 #else
3946                         msg_format("You push past %s.", m_name);
3947 #endif
3948
3949                         m_ptr->fy = py;
3950                         m_ptr->fx = px;
3951                         update_mon(cave[py][px].m_idx, TRUE);
3952                 }
3953
3954                 /* Change oldpx and oldpy to place the player well when going back to big mode */
3955                 if (p_ptr->wild_mode)
3956                 {
3957                         if(ddy[dir] > 0)  p_ptr->oldpy = 1;
3958                         if(ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
3959                         if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3960                         if(ddx[dir] > 0)  p_ptr->oldpx = 1;
3961                         if(ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
3962                         if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3963                 }
3964
3965                 /* Save old location */
3966                 oy = py;
3967                 ox = px;
3968
3969                 /* Move the player */
3970                 py = y;
3971                 px = x;
3972
3973                 if (music_singing(MUSIC_WALL))
3974                 {
3975                         project(0, 0, py, px,
3976                                 (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
3977                 }
3978                 else if (p_can_kill_walls)
3979                 {
3980                         cave_alter_feat(py, px, FF_HURT_DISI);
3981
3982                         /* Update some things -- similar to GF_KILL_WALL */
3983                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3984                 }
3985
3986                 /* Remove "unsafe" flag */
3987                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3988
3989                 if (p_ptr->riding)
3990                 {
3991                         riding_m_ptr->fy = py;
3992                         riding_m_ptr->fx = px;
3993                         cave[py][px].m_idx = p_ptr->riding;
3994                         update_mon(p_ptr->riding, TRUE);
3995                 }
3996
3997                 /* Redraw new spot */
3998                 lite_spot(py, px);
3999
4000                 /* Redraw old spot */
4001                 lite_spot(oy, ox);
4002
4003                 /* Sound */
4004                 /* sound(SOUND_WALK); */
4005
4006                 /* Check for new panel (redraw map) */
4007                 verify_panel();
4008
4009                 /* For get everything when requested hehe I'm *NASTY* */
4010                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
4011                 {
4012                         wiz_dark();
4013                 }
4014
4015                 if ((p_ptr->pclass == CLASS_NINJA))
4016                 {
4017                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
4018                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
4019                 }
4020                 if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
4021                 {
4022 #ifdef JP
4023                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
4024 #else
4025                         msg_print("You cannot run in wall.");
4026 #endif
4027                         set_action(ACTION_NONE);
4028                 }
4029
4030                 /* Update stuff */
4031                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
4032
4033                 /* Update the monsters */
4034                 p_ptr->update |= (PU_DISTANCE);
4035
4036                 /* Window stuff */
4037                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4038
4039                 /* Spontaneous Searching */
4040                 if ((p_ptr->skill_fos >= 50) ||
4041                     (0 == randint0(50 - p_ptr->skill_fos)))
4042                 {
4043                         search();
4044                 }
4045
4046                 /* Continuous Searching */
4047                 if (p_ptr->action == ACTION_SEARCH)
4048                 {
4049                         search();
4050                 }
4051
4052                 /* Handle "objects" */
4053
4054 #ifdef ALLOW_EASY_DISARM /* TNB */
4055
4056                 carry(do_pickup != always_pickup);
4057
4058 #else /* ALLOW_EASY_DISARM -- TNB */
4059
4060                 carry(do_pickup);
4061
4062 #endif /* ALLOW_EASY_DISARM -- TNB */
4063
4064                 /* Handle "store doors" */
4065                 if (have_flag(f_ptr->flags, FF_STORE))
4066                 {
4067                         /* Disturb */
4068                         disturb(0, 0);
4069
4070                         energy_use = 0;
4071                         /* Hack -- Enter store */
4072                         command_new = SPECIAL_KEY_STORE;
4073                 }
4074
4075                 /* Handle "building doors" -KMW- */
4076                 else if (have_flag(f_ptr->flags, FF_BLDG))
4077                 {
4078                         /* Disturb */
4079                         disturb(0, 0);
4080
4081                         energy_use = 0;
4082                         /* Hack -- Enter building */
4083                         command_new = SPECIAL_KEY_BUILDING;
4084                 }
4085
4086                 /* Handle quest areas -KMW- */
4087                 else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
4088                 {
4089                         /* Disturb */
4090                         disturb(0, 0);
4091
4092                         energy_use = 0;
4093                         /* Hack -- Enter quest level */
4094                         command_new = SPECIAL_KEY_QUEST;
4095                 }
4096
4097                 else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
4098                 {
4099                         if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
4100                         {
4101                                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
4102                                 quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
4103                                 quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
4104 #ifdef JP
4105                                 msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
4106 #else
4107                                 msg_print("You accomplished your quest!");
4108 #endif
4109
4110                                 msg_print(NULL);
4111                         }
4112
4113                         leave_quest_check();
4114
4115                         p_ptr->inside_quest = c_ptr->special;
4116                         dun_level = 0;
4117                         p_ptr->oldpx = 0;
4118                         p_ptr->oldpy = 0;
4119
4120                         p_ptr->leaving = TRUE;
4121                 }
4122
4123                 /* Set off a trap */
4124                 else if (have_flag(f_ptr->flags, FF_HIT_TRAP))
4125                 {
4126                         /* Disturb */
4127                         disturb(0, 0);
4128
4129                         /* Hidden trap */
4130                         if (c_ptr->mimic)
4131                         {
4132                                 /* Message */
4133 #ifdef JP
4134                                 msg_print("¥È¥é¥Ã¥×¤À¡ª");
4135 #else
4136                                 msg_print("You found a trap!");
4137 #endif
4138
4139                                 /* Pick a trap */
4140                                 disclose_grid(py, px);
4141                         }
4142
4143                         /* Hit the trap */
4144                         hit_trap(break_trap);
4145                 }
4146
4147                 /* Warn when leaving trap detected region */
4148                 if ((disturb_trap_detect || alert_trap_detect)
4149                     && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4150                 {
4151                         /* No duplicate warning */
4152                         p_ptr->dtrap = FALSE;
4153
4154                         /* You are just on the edge */
4155                         if (!(cave[py][px].info & CAVE_UNSAFE))
4156                         {
4157                                 if (alert_trap_detect)
4158                                 {
4159 #ifdef JP
4160                                         msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4161 #else
4162                                         msg_print("*Leaving trap detect region!*");
4163 #endif
4164                                 }
4165
4166                                 if (disturb_trap_detect)
4167                                 {
4168                                         disturb(0, 0);
4169                                 }
4170                         }
4171                 }
4172         }
4173 }
4174
4175
4176 static bool use_avoid_run;
4177
4178 /*
4179  * Hack -- Check for a "known wall" (see below)
4180  */
4181 static int see_wall(int dir, int y, int x)
4182 {
4183         cave_type   *c_ptr;
4184
4185         /* Get the new location */
4186         y += ddy[dir];
4187         x += ddx[dir];
4188
4189         /* Illegal grids are not known walls */
4190         if (!in_bounds2(y, x)) return (FALSE);
4191
4192         /* Access grid */
4193         c_ptr = &cave[y][x];
4194
4195         /* Must be known to the player */
4196         if (c_ptr->info & (CAVE_MARK))
4197         {
4198                 /* Feature code (applying "mimic" field) */
4199                 s16b         feat = get_feat_mimic(c_ptr);
4200                 feature_type *f_ptr;
4201
4202                 /* Wall grids are known walls */
4203                 if (!player_can_enter(feat, 0)) return TRUE;
4204
4205                 f_ptr = &f_info[feat];
4206
4207                 if (use_avoid_run && have_flag(f_ptr->flags, FF_AVOID_RUN)) return TRUE;
4208
4209                 else if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_AVOID_RUN)) return TRUE;
4210         }
4211
4212         return FALSE;
4213 }
4214
4215
4216 /*
4217  * Hack -- Check for an "unknown corner" (see below)
4218  */
4219 static int see_nothing(int dir, int y, int x)
4220 {
4221         /* Get the new location */
4222         y += ddy[dir];
4223         x += ddx[dir];
4224
4225         /* Illegal grids are unknown */
4226         if (!in_bounds2(y, x)) return (TRUE);
4227
4228         /* Memorized grids are always known */
4229         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4230
4231         /* Viewable door/wall grids are known */
4232         if (player_can_see_bold(y, x)) return (FALSE);
4233
4234         /* Default */
4235         return (TRUE);
4236 }
4237
4238
4239
4240
4241
4242 /*
4243  * The running algorithm:                       -CJS-
4244  *
4245  * In the diagrams below, the player has just arrived in the
4246  * grid marked as '@', and he has just come from a grid marked
4247  * as 'o', and he is about to enter the grid marked as 'x'.
4248  *
4249  * Of course, if the "requested" move was impossible, then you
4250  * will of course be blocked, and will stop.
4251  *
4252  * Overview: You keep moving until something interesting happens.
4253  * If you are in an enclosed space, you follow corners. This is
4254  * the usual corridor scheme. If you are in an open space, you go
4255  * straight, but stop before entering enclosed space. This is
4256  * analogous to reaching doorways. If you have enclosed space on
4257  * one side only (that is, running along side a wall) stop if
4258  * your wall opens out, or your open space closes in. Either case
4259  * corresponds to a doorway.
4260  *
4261  * What happens depends on what you can really SEE. (i.e. if you
4262  * have no light, then running along a dark corridor is JUST like
4263  * running in a dark room.) The algorithm works equally well in
4264  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4265  *
4266  * These conditions are kept in static memory:
4267  * find_openarea         You are in the open on at least one
4268  * side.
4269  * find_breakleft        You have a wall on the left, and will
4270  * stop if it opens
4271  * find_breakright       You have a wall on the right, and will
4272  * stop if it opens
4273  *
4274  * To initialize these conditions, we examine the grids adjacent
4275  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4276  * If either one of the two grids on a given side is seen to be
4277  * closed, then that side is considered to be closed. If both
4278  * sides are closed, then it is an enclosed (corridor) run.
4279  *
4280  * LL           L
4281  * @x          LxR
4282  * RR          @R
4283  *
4284  * Looking at more than just the immediate squares is
4285  * significant. Consider the following case. A run along the
4286  * corridor will stop just before entering the center point,
4287  * because a choice is clearly established. Running in any of
4288  * three available directions will be defined as a corridor run.
4289  * Note that a minor hack is inserted to make the angled corridor
4290  * entry (with one side blocked near and the other side blocked
4291  * further away from the runner) work correctly. The runner moves
4292  * diagonally, but then saves the previous direction as being
4293  * straight into the gap. Otherwise, the tail end of the other
4294  * entry would be perceived as an alternative on the next move.
4295  *
4296  * #.#
4297  * ##.##
4298  * .@x..
4299  * ##.##
4300  * #.#
4301  *
4302  * Likewise, a run along a wall, and then into a doorway (two
4303  * runs) will work correctly. A single run rightwards from @ will
4304  * stop at 1. Another run right and down will enter the corridor
4305  * and make the corner, stopping at the 2.
4306  *
4307  * ##################
4308  * o@x       1
4309  * ########### ######
4310  * #2          #
4311  * #############
4312  *
4313  * After any move, the function area_affect is called to
4314  * determine the new surroundings, and the direction of
4315  * subsequent moves. It examines the current player location
4316  * (at which the runner has just arrived) and the previous
4317  * direction (from which the runner is considered to have come).
4318  *
4319  * Moving one square in some direction places you adjacent to
4320  * three or five new squares (for straight and diagonal moves
4321  * respectively) to which you were not previously adjacent,
4322  * marked as '!' in the diagrams below.
4323  *
4324  *   ...!              ...
4325  *   .o@!  (normal)    .o.!  (diagonal)
4326  *   ...!  (east)      ..@!  (south east)
4327  *                      !!!
4328  *
4329  * You STOP if any of the new squares are interesting in any way:
4330  * for example, if they contain visible monsters or treasure.
4331  *
4332  * You STOP if any of the newly adjacent squares seem to be open,
4333  * and you are also looking for a break on that side. (that is,
4334  * find_openarea AND find_break).
4335  *
4336  * You STOP if any of the newly adjacent squares do NOT seem to be
4337  * open and you are in an open area, and that side was previously
4338  * entirely open.
4339  *
4340  * Corners: If you are not in the open (i.e. you are in a corridor)
4341  * and there is only one way to go in the new squares, then turn in
4342  * that direction. If there are more than two new ways to go, STOP.
4343  * If there are two ways to go, and those ways are separated by a
4344  * square which does not seem to be open, then STOP.
4345  *
4346  * Otherwise, we have a potential corner. There are two new open
4347  * squares, which are also adjacent. One of the new squares is
4348  * diagonally located, the other is straight on (as in the diagram).
4349  * We consider two more squares further out (marked below as ?).
4350  *
4351  * We assign "option" to the straight-on grid, and "option2" to the
4352  * diagonal grid, and "check_dir" to the grid marked 's'.
4353  *
4354  * ##s
4355  * @x?
4356  * #.?
4357  *
4358  * If they are both seen to be closed, then it is seen that no benefit
4359  * is gained from moving straight. It is a known corner.  To cut the
4360  * corner, go diagonally, otherwise go straight, but pretend you
4361  * stepped diagonally into that next location for a full view next
4362  * time. Conversely, if one of the ? squares is not seen to be closed,
4363  * then there is a potential choice. We check to see whether it is a
4364  * potential corner or an intersection/room entrance.  If the square
4365  * two spaces straight ahead, and the space marked with 's' are both
4366  * unknown space, then it is a potential corner and enter if
4367  * find_examine is set, otherwise must stop because it is not a
4368  * corner. (find_examine option is removed and always is TRUE.)
4369  */
4370
4371
4372
4373
4374 /*
4375  * Hack -- allow quick "cycling" through the legal directions
4376  */
4377 static byte cycle[] =
4378 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4379
4380 /*
4381  * Hack -- map each direction into the "middle" of the "cycle[]" array
4382  */
4383 static byte chome[] =
4384 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4385
4386 /*
4387  * The direction we are running
4388  */
4389 static byte find_current;
4390
4391 /*
4392  * The direction we came from
4393  */
4394 static byte find_prevdir;
4395
4396 /*
4397  * We are looking for open area
4398  */
4399 static bool find_openarea;
4400
4401 /*
4402  * We are looking for a break
4403  */
4404 static bool find_breakright;
4405 static bool find_breakleft;
4406
4407
4408
4409 /*
4410  * Initialize the running algorithm for a new direction.
4411  *
4412  * Diagonal Corridor -- allow diaginal entry into corridors.
4413  *
4414  * Blunt Corridor -- If there is a wall two spaces ahead and
4415  * we seem to be in a corridor, then force a turn into the side
4416  * corridor, must be moving straight into a corridor here. ???
4417  *
4418  * Diagonal Corridor    Blunt Corridor (?)
4419  *       # #                  #
4420  *       #x#                 @x#
4421  *       @p.                  p
4422  */
4423 static void run_init(int dir)
4424 {
4425         int             row, col, deepleft, deepright;
4426         int             i, shortleft, shortright;
4427
4428
4429         /* Save the direction */
4430         find_current = dir;
4431
4432         /* Assume running straight */
4433         find_prevdir = dir;
4434
4435         /* Assume looking for open area */
4436         find_openarea = TRUE;
4437
4438         /* Assume not looking for breaks */
4439         find_breakright = find_breakleft = FALSE;
4440
4441         /* Assume no nearby walls */
4442         deepleft = deepright = FALSE;
4443         shortright = shortleft = FALSE;
4444
4445         p_ptr->run_py = py;
4446         p_ptr->run_px = px;
4447
4448         /* Find the destination grid */
4449         row = py + ddy[dir];
4450         col = px + ddx[dir];
4451
4452         use_avoid_run = !have_flag(f_flags_bold(row, col), FF_AVOID_RUN);
4453
4454         /* Extract cycle index */
4455         i = chome[dir];
4456
4457         /* Check for walls */
4458         if (see_wall(cycle[i+1], py, px))
4459         {
4460                 find_breakleft = TRUE;
4461                 shortleft = TRUE;
4462         }
4463         else if (see_wall(cycle[i+1], row, col))
4464         {
4465                 find_breakleft = TRUE;
4466                 deepleft = TRUE;
4467         }
4468
4469         /* Check for walls */
4470         if (see_wall(cycle[i-1], py, px))
4471         {
4472                 find_breakright = TRUE;
4473                 shortright = TRUE;
4474         }
4475         else if (see_wall(cycle[i-1], row, col))
4476         {
4477                 find_breakright = TRUE;
4478                 deepright = TRUE;
4479         }
4480
4481         /* Looking for a break */
4482         if (find_breakleft && find_breakright)
4483         {
4484                 /* Not looking for open area */
4485                 find_openarea = FALSE;
4486
4487                 /* Hack -- allow angled corridor entry */
4488                 if (dir & 0x01)
4489                 {
4490                         if (deepleft && !deepright)
4491                         {
4492                                 find_prevdir = cycle[i - 1];
4493                         }
4494                         else if (deepright && !deepleft)
4495                         {
4496                                 find_prevdir = cycle[i + 1];
4497                         }
4498                 }
4499
4500                 /* Hack -- allow blunt corridor entry */
4501                 else if (see_wall(cycle[i], row, col))
4502                 {
4503                         if (shortleft && !shortright)
4504                         {
4505                                 find_prevdir = cycle[i - 2];
4506                         }
4507                         else if (shortright && !shortleft)
4508                         {
4509                                 find_prevdir = cycle[i + 2];
4510                         }
4511                 }
4512         }
4513 }
4514
4515
4516 /*
4517  * Update the current "run" path
4518  *
4519  * Return TRUE if the running should be stopped
4520  */
4521 static bool run_test(void)
4522 {
4523         int         prev_dir, new_dir, check_dir = 0;
4524         int         row, col;
4525         int         i, max, inv;
4526         int         option = 0, option2 = 0;
4527         cave_type   *c_ptr;
4528         s16b        feat;
4529         feature_type *f_ptr;
4530
4531         /* Where we came from */
4532         prev_dir = find_prevdir;
4533
4534
4535         /* Range of newly adjacent grids */
4536         max = (prev_dir & 0x01) + 1;
4537
4538         /* break run when leaving trap detected region */
4539         if ((disturb_trap_detect || alert_trap_detect)
4540             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4541         {
4542                 /* No duplicate warning */
4543                 p_ptr->dtrap = FALSE;
4544
4545                 /* You are just on the edge */
4546                 if (!(cave[py][px].info & CAVE_UNSAFE))
4547                 {
4548                         if (alert_trap_detect)
4549                         {
4550 #ifdef JP
4551                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4552 #else
4553                                 msg_print("*Leaving trap detect region!*");
4554 #endif
4555                         }
4556
4557                         if (disturb_trap_detect)
4558                         {
4559                                 /* Break Run */
4560                                 return(TRUE);
4561                         }
4562                 }
4563         }
4564
4565         /* Look at every newly adjacent square. */
4566         for (i = -max; i <= max; i++)
4567         {
4568                 s16b this_o_idx, next_o_idx = 0;
4569
4570                 /* New direction */
4571                 new_dir = cycle[chome[prev_dir] + i];
4572
4573                 /* New location */
4574                 row = py + ddy[new_dir];
4575                 col = px + ddx[new_dir];
4576
4577                 /* Access grid */
4578                 c_ptr = &cave[row][col];
4579
4580                 /* Feature code (applying "mimic" field) */
4581                 feat = get_feat_mimic(c_ptr);
4582                 f_ptr = &f_info[feat];
4583
4584                 /* Visible monsters abort running */
4585                 if (c_ptr->m_idx)
4586                 {
4587                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4588
4589                         /* Visible monster */
4590                         if (m_ptr->ml) return (TRUE);
4591                 }
4592
4593                 /* Visible objects abort running */
4594                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4595                 {
4596                         object_type *o_ptr;
4597
4598                         /* Acquire object */
4599                         o_ptr = &o_list[this_o_idx];
4600
4601                         /* Acquire next object */
4602                         next_o_idx = o_ptr->next_o_idx;
4603
4604                         /* Visible object */
4605                         if (o_ptr->marked) return (TRUE);
4606                 }
4607
4608                 /* Assume unknown */
4609                 inv = TRUE;
4610
4611                 /* Check memorized grids */
4612                 if (c_ptr->info & (CAVE_MARK))
4613                 {
4614                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4615
4616                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4617                         {
4618                                 /* Open doors */
4619                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4620                                 {
4621                                         /* Option -- ignore */
4622                                         notice = FALSE;
4623                                 }
4624
4625                                 /* Stairs */
4626                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4627                                 {
4628                                         /* Option -- ignore */
4629                                         notice = FALSE;
4630                                 }
4631
4632                                 /* Lava */
4633                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4634                                 {
4635                                         /* Ignore */
4636                                         notice = FALSE;
4637                                 }
4638
4639                                 /* Deep water */
4640                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4641                                          (p_ptr->ffall || p_ptr->can_swim ||
4642                                           p_ptr->total_weight <= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2)))
4643                                 {
4644                                         /* Ignore */
4645                                         notice = FALSE;
4646                                 }
4647                         }
4648
4649                         /* Interesting feature */
4650                         if (notice) return (TRUE);
4651
4652                         /* The grid is "visible" */
4653                         inv = FALSE;
4654                 }
4655
4656                 /* Analyze unknown grids and floors considering mimic */
4657                 if (inv || !see_wall(0, row, col))
4658                 {
4659                         /* Looking for open area */
4660                         if (find_openarea)
4661                         {
4662                                 /* Nothing */
4663                         }
4664
4665                         /* The first new direction. */
4666                         else if (!option)
4667                         {
4668                                 option = new_dir;
4669                         }
4670
4671                         /* Three new directions. Stop running. */
4672                         else if (option2)
4673                         {
4674                                 return (TRUE);
4675                         }
4676
4677                         /* Two non-adjacent new directions.  Stop running. */
4678                         else if (option != cycle[chome[prev_dir] + i - 1])
4679                         {
4680                                 return (TRUE);
4681                         }
4682
4683                         /* Two new (adjacent) directions (case 1) */
4684                         else if (new_dir & 0x01)
4685                         {
4686                                 check_dir = cycle[chome[prev_dir] + i - 2];
4687                                 option2 = new_dir;
4688                         }
4689
4690                         /* Two new (adjacent) directions (case 2) */
4691                         else
4692                         {
4693                                 check_dir = cycle[chome[prev_dir] + i + 1];
4694                                 option2 = option;
4695                                 option = new_dir;
4696                         }
4697                 }
4698
4699                 /* Obstacle, while looking for open area */
4700                 else
4701                 {
4702                         if (find_openarea)
4703                         {
4704                                 if (i < 0)
4705                                 {
4706                                         /* Break to the right */
4707                                         find_breakright = TRUE;
4708                                 }
4709
4710                                 else if (i > 0)
4711                                 {
4712                                         /* Break to the left */
4713                                         find_breakleft = TRUE;
4714                                 }
4715                         }
4716                 }
4717         }
4718
4719         /* Looking for open area */
4720         if (find_openarea)
4721         {
4722                 /* Hack -- look again */
4723                 for (i = -max; i < 0; i++)
4724                 {
4725                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4726                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4727                         {
4728                                 /* Looking to break right */
4729                                 if (find_breakright)
4730                                 {
4731                                         return (TRUE);
4732                                 }
4733                         }
4734
4735                         /* Obstacle */
4736                         else
4737                         {
4738                                 /* Looking to break left */
4739                                 if (find_breakleft)
4740                                 {
4741                                         return (TRUE);
4742                                 }
4743                         }
4744                 }
4745
4746                 /* Hack -- look again */
4747                 for (i = max; i > 0; i--)
4748                 {
4749                         /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
4750                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4751                         {
4752                                 /* Looking to break left */
4753                                 if (find_breakleft)
4754                                 {
4755                                         return (TRUE);
4756                                 }
4757                         }
4758
4759                         /* Obstacle */
4760                         else
4761                         {
4762                                 /* Looking to break right */
4763                                 if (find_breakright)
4764                                 {
4765                                         return (TRUE);
4766                                 }
4767                         }
4768                 }
4769         }
4770
4771         /* Not looking for open area */
4772         else
4773         {
4774                 /* No options */
4775                 if (!option)
4776                 {
4777                         return (TRUE);
4778                 }
4779
4780                 /* One option */
4781                 else if (!option2)
4782                 {
4783                         /* Primary option */
4784                         find_current = option;
4785
4786                         /* No other options */
4787                         find_prevdir = option;
4788                 }
4789
4790                 /* Two options, examining corners */
4791                 else if (!find_cut)
4792                 {
4793                         /* Primary option */
4794                         find_current = option;
4795
4796                         /* Hack -- allow curving */
4797                         find_prevdir = option2;
4798                 }
4799
4800                 /* Two options, pick one */
4801                 else
4802                 {
4803                         /* Get next location */
4804                         row = py + ddy[option];
4805                         col = px + ddx[option];
4806
4807                         /* Don't see that it is closed off. */
4808                         /* This could be a potential corner or an intersection. */
4809                         if (!see_wall(option, row, col) ||
4810                             !see_wall(check_dir, row, col))
4811                         {
4812                                 /* Can not see anything ahead and in the direction we */
4813                                 /* are turning, assume that it is a potential corner. */
4814                                 if (see_nothing(option, row, col) &&
4815                                     see_nothing(option2, row, col))
4816                                 {
4817                                         find_current = option;
4818                                         find_prevdir = option2;
4819                                 }
4820
4821                                 /* STOP: we are next to an intersection or a room */
4822                                 else
4823                                 {
4824                                         return (TRUE);
4825                                 }
4826                         }
4827
4828                         /* This corner is seen to be enclosed; we cut the corner. */
4829                         else if (find_cut)
4830                         {
4831                                 find_current = option2;
4832                                 find_prevdir = option2;
4833                         }
4834
4835                         /* This corner is seen to be enclosed, and we */
4836                         /* deliberately go the long way. */
4837                         else
4838                         {
4839                                 find_current = option;
4840                                 find_prevdir = option2;
4841                         }
4842                 }
4843         }
4844
4845         /* About to hit a known wall, stop */
4846         if (see_wall(find_current, py, px))
4847         {
4848                 return (TRUE);
4849         }
4850
4851         /* Failure */
4852         return (FALSE);
4853 }
4854
4855
4856
4857 /*
4858  * Take one step along the current "run" path
4859  */
4860 void run_step(int dir)
4861 {
4862         /* Start running */
4863         if (dir)
4864         {
4865                 use_avoid_run = FALSE;
4866
4867                 /* Hack -- do not start silly run */
4868                 if (see_wall(dir, py, px))
4869                 {
4870                         /* Message */
4871 #ifdef JP
4872                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4873 #else
4874                         msg_print("You cannot run in that direction.");
4875 #endif
4876
4877                         /* Disturb */
4878                         disturb(0, 0);
4879
4880                         /* Done */
4881                         return;
4882                 }
4883
4884                 /* Initialize */
4885                 run_init(dir);
4886         }
4887
4888         /* Keep running */
4889         else
4890         {
4891                 /* Update run */
4892                 if (run_test())
4893                 {
4894                         /* Disturb */
4895                         disturb(0, 0);
4896
4897                         /* Done */
4898                         return;
4899                 }
4900         }
4901
4902         /* Decrease the run counter */
4903         if (--running <= 0) return;
4904
4905         /* Take time */
4906         energy_use = 100;
4907
4908         /* Move the player, using the "pickup" flag */
4909 #ifdef ALLOW_EASY_DISARM /* TNB */
4910
4911         move_player(find_current, FALSE, FALSE);
4912
4913 #else /* ALLOW_EASY_DISARM -- TNB */
4914
4915         move_player(find_current, always_pickup, FALSE);
4916
4917 #endif /* ALLOW_EASY_DISARM -- TNB */
4918
4919         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4920         {
4921                 p_ptr->run_py = 0;
4922                 p_ptr->run_px = 0;
4923                 disturb(0, 0);
4924         }
4925 }