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Refactor: replace ifdef JP macro
[hengband/hengband.git] / src / cmd1.c
1 /*!
2  *  @file cmd1.c
3  *  @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
4  *  @date 2014/01/02
5  *  @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research,
9  * and not for profit purposes provided that this copyright and statement
10  * are included in all such copies.  Other copyrights may also apply.
11  * @note
12  * <pre>
13  * The running algorithm:                       -CJS-
14  *
15  * In the diagrams below, the player has just arrived in the
16  * grid marked as '@', and he has just come from a grid marked
17  * as 'o', and he is about to enter the grid marked as 'x'.
18  *
19  * Of course, if the "requested" move was impossible, then you
20  * will of course be blocked, and will stop.
21  *
22  * Overview: You keep moving until something interesting happens.
23  * If you are in an enclosed space, you follow corners. This is
24  * the usual corridor scheme. If you are in an open space, you go
25  * straight, but stop before entering enclosed space. This is
26  * analogous to reaching doorways. If you have enclosed space on
27  * one side only (that is, running along side a wall) stop if
28  * your wall opens out, or your open space closes in. Either case
29  * corresponds to a doorway.
30  *
31  * What happens depends on what you can really SEE. (i.e. if you
32  * have no light, then running along a dark corridor is JUST like
33  * running in a dark room.) The algorithm works equally well in
34  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
35  *
36  * These conditions are kept in static memory:
37  * find_openarea         You are in the open on at least one
38  * side.
39  * find_breakleft        You have a wall on the left, and will
40  * stop if it opens
41  * find_breakright       You have a wall on the right, and will
42  * stop if it opens
43  *
44  * To initialize these conditions, we examine the grids adjacent
45  * to the grid marked 'x', two on each side (marked 'L' and 'R').
46  * If either one of the two grids on a given side is seen to be
47  * closed, then that side is considered to be closed. If both
48  * sides are closed, then it is an enclosed (corridor) run.
49  *
50  * LL           L
51  * @@x          LxR
52  * RR          @@R
53  *
54  * Looking at more than just the immediate squares is
55  * significant. Consider the following case. A run along the
56  * corridor will stop just before entering the center point,
57  * because a choice is clearly established. Running in any of
58  * three available directions will be defined as a corridor run.
59  * Note that a minor hack is inserted to make the angled corridor
60  * entry (with one side blocked near and the other side blocked
61  * further away from the runner) work correctly. The runner moves
62  * diagonally, but then saves the previous direction as being
63  * straight into the gap. Otherwise, the tail end of the other
64  * entry would be perceived as an alternative on the next move.
65  *
66  * \#.\#
67  * \#\#.\#\#
68  * \.\@x..
69  * \#\#.\#\#
70  * \#.\#
71  *
72  * Likewise, a run along a wall, and then into a doorway (two
73  * runs) will work correctly. A single run rightwards from \@ will
74  * stop at 1. Another run right and down will enter the corridor
75  * and make the corner, stopping at the 2.
76  *
77  * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
78  * o@@x       1
79  * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
80  * \#2          \#
81  * \#\#\#\#\#\#\#\#\#\#\#\#\#
82  *
83  * After any move, the function area_affect is called to
84  * determine the new surroundings, and the direction of
85  * subsequent moves. It examines the current player location
86  * (at which the runner has just arrived) and the previous
87  * direction (from which the runner is considered to have come).
88  *
89  * Moving one square in some direction places you adjacent to
90  * three or five new squares (for straight and diagonal moves
91  * respectively) to which you were not previously adjacent,
92  * marked as '!' in the diagrams below.
93  *
94  *   ...!              ...
95  *   .o@@!  (normal)    .o.!  (diagonal)
96  *   ...!  (east)      ..@@!  (south east)
97  *                      !!!
98  *
99  * You STOP if any of the new squares are interesting in any way:
100  * for example, if they contain visible monsters or treasure.
101  *
102  * You STOP if any of the newly adjacent squares seem to be open,
103  * and you are also looking for a break on that side. (that is,
104  * find_openarea AND find_break).
105  *
106  * You STOP if any of the newly adjacent squares do NOT seem to be
107  * open and you are in an open area, and that side was previously
108  * entirely open.
109  *
110  * Corners: If you are not in the open (i.e. you are in a corridor)
111  * and there is only one way to go in the new squares, then turn in
112  * that direction. If there are more than two new ways to go, STOP.
113  * If there are two ways to go, and those ways are separated by a
114  * square which does not seem to be open, then STOP.
115  *
116  * Otherwise, we have a potential corner. There are two new open
117  * squares, which are also adjacent. One of the new squares is
118  * diagonally located, the other is straight on (as in the diagram).
119  * We consider two more squares further out (marked below as ?).
120  *
121  * We assign "option" to the straight-on grid, and "option2" to the
122  * diagonal grid, and "check_dir" to the grid marked 's'.
123  *
124  * \#\#s
125  * @@x?
126  * \#.?
127  *
128  * If they are both seen to be closed, then it is seen that no benefit
129  * is gained from moving straight. It is a known corner.  To cut the
130  * corner, go diagonally, otherwise go straight, but pretend you
131  * stepped diagonally into that next location for a full view next
132  * time. Conversely, if one of the ? squares is not seen to be closed,
133  * then there is a potential choice. We check to see whether it is a
134  * potential corner or an intersection/room entrance.  If the square
135  * two spaces straight ahead, and the space marked with 's' are both
136  * unknown space, then it is a potential corner and enter if
137  * find_examine is set, otherwise must stop because it is not a
138  * corner. (find_examine option is removed and always is TRUE.)
139  * </pre>
140  */
141
142
143 #include "angband.h"
144 #define MAX_VAMPIRIC_DRAIN 50 /*!< 吸血処理の最大回復HP */
145
146
147 /*!
148  * @brief プレイヤーからモンスターへの射撃命中判定 /
149  * Determine if the player "hits" a monster (normal combat).
150  * @param chance 基本命中値
151  * @param m_ptr モンスターの構造体参照ポインタ
152  * @param vis 目標を視界に捕らえているならばTRUEを指定
153  * @param o_name メッセージ表示時のモンスター名
154  * @return 命中と判定された場合TRUEを返す
155  * @note Always miss 5%, always hit 5%, otherwise random.
156  */
157 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
158 {
159         int k, ac;
160         monster_race *r_ptr = &r_info[m_ptr->r_idx];
161         
162         ac = r_ptr->ac;
163         if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
164
165         /* Percentile dice */
166         k = randint0(100);
167         
168         /* Snipers with high-concentration reduce instant miss percentage.*/
169         k += p_ptr->concent;
170         
171         /* Hack -- Instant miss or hit */
172         if (k < 10) return (k < 5);
173
174         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
175                 if (one_in_(20)) return (FALSE);
176
177         /* Never hit */
178         if (chance <= 0) return (FALSE);
179
180         /* Invisible monsters are harder to hit */
181         if (!vis) chance = (chance + 1) / 2;
182
183         /* Power competes against armor */
184         if (randint0(chance) < (ac * 3 / 4))
185         {
186                 if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
187                 {
188                         char m_name[80];
189                         
190                         /* Extract monster name */
191                         monster_desc(m_name, m_ptr, 0);
192                         msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
193                 }
194                 return (FALSE);
195         }
196
197         /* Assume hit */
198         return (TRUE);
199 }
200
201
202
203 /*!
204  * @brief プレイヤーからモンスターへの打撃命中判定 /
205  * Determine if the player "hits" a monster (normal combat).
206  * @param chance 基本命中値
207  * @param ac モンスターのAC
208  * @param vis 目標を視界に捕らえているならばTRUEを指定
209  * @return 命中と判定された場合TRUEを返す
210  * @note Always miss 5%, always hit 5%, otherwise random.
211  */
212 bool test_hit_norm(int chance, int ac, int vis)
213 {
214         int k;
215
216         /* Percentile dice */
217         k = randint0(100);
218
219         /* Hack -- Instant miss or hit */
220         if (k < 10) return (k < 5);
221
222         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
223                 if (one_in_(20)) return (FALSE);
224
225         /* Wimpy attack never hits */
226         if (chance <= 0) return (FALSE);
227
228         /* Penalize invisible targets */
229         if (!vis) chance = (chance + 1) / 2;
230
231         /* Power must defeat armor */
232         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
233
234         /* Assume hit */
235         return (TRUE);
236 }
237
238
239
240 /*!
241  * @brief プレイヤーからモンスターへの射撃クリティカル判定 /
242  * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
243  * @param weight 矢弾の重量
244  * @param plus_ammo 矢弾の命中修正
245  * @param plus_bow 弓の命中修正
246  * @param dam 現在算出中のダメージ値
247  * @return クリティカル修正が入ったダメージ値
248  */
249 s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
250 {
251         int i, k;
252         object_type *j_ptr =  &inventory[INVEN_BOW];
253         
254         /* Extract "shot" power */
255         i = p_ptr->to_h_b + plus_ammo;
256         
257         if (p_ptr->tval_ammo == TV_BOLT)
258                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
259         else
260                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
261
262         
263         /* Snipers can shot more critically with crossbows */
264         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
265         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
266         
267         /* Good bow makes more critical */
268         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
269         
270         /* Critical hit */
271         if (randint1(10000) <= i)
272         {
273                 k = weight * randint1(500);
274
275                 if (k < 900)
276                 {
277                         msg_print(_("手ごたえがあった!", "It was a good hit!"));
278                         dam += (dam / 2);
279                 }
280                 else if (k < 1350)
281                 {
282                         msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
283                         dam *= 2;
284                 }
285                 else
286                 {
287                         msg_print(_("会心の一撃だ!", "It was a superb hit!"));
288                         dam *= 3;
289                 }
290         }
291
292         return (dam);
293 }
294
295
296
297 /*!
298  * @brief プレイヤーからモンスターへの打撃クリティカル判定 /
299  * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
300  * @param weight 矢弾の重量
301  * @param plus 武器の命中修正
302  * @param dam 現在算出中のダメージ値
303  * @param meichuu 打撃の基本命中力
304  * @param mode オプションフラグ
305  * @return クリティカル修正が入ったダメージ値
306  */
307 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
308 {
309         int i, k;
310         
311         /* Extract "blow" power */
312         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
313
314         /* Chance */
315         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
316         {
317                 k = weight + randint1(650);
318                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
319
320                 if (k < 400)
321                 {
322                         msg_print(_("手ごたえがあった!", "It was a good hit!"));
323
324                         dam = 2 * dam + 5;
325                 }
326                 else if (k < 700)
327                 {
328                         msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
329                         dam = 2 * dam + 10;
330                 }
331                 else if (k < 900)
332                 {
333                         msg_print(_("会心の一撃だ!", "It was a superb hit!"));
334                         dam = 3 * dam + 15;
335                 }
336                 else if (k < 1300)
337                 {
338                         msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
339                         dam = 3 * dam + 20;
340                 }
341                 else
342                 {
343                         msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
344                         dam = ((7 * dam) / 2) + 25;
345                 }
346         }
347
348         return (dam);
349 }
350
351
352
353 /*!
354  * @brief プレイヤー攻撃の種族スレイング倍率計算
355  * @param mult 算出前の基本倍率(/10倍)
356  * @param flgs スレイフラグ配列
357  * @param m_ptr 目標モンスターの構造体参照ポインタ
358  * @return スレイング加味後の倍率(/10倍)
359  */
360 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
361 {
362         static const struct slay_table_t {
363                 int slay_flag;
364                 u32b affect_race_flag;
365                 int slay_mult;
366                 size_t flag_offset;
367                 size_t r_flag_offset;
368         } slay_table[] = {
369 #define OFFSET(X) offsetof(monster_race, X)
370                 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
371                 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
372                 {TR_SLAY_EVIL,   RF3_EVIL,   20, OFFSET(flags3), OFFSET(r_flags3)},
373                 {TR_KILL_EVIL,   RF3_EVIL,   35, OFFSET(flags3), OFFSET(r_flags3)},
374                 {TR_SLAY_GOOD,   RF3_GOOD,   20, OFFSET(flags3), OFFSET(r_flags3)},
375                 {TR_KILL_GOOD,   RF3_GOOD,   35, OFFSET(flags3), OFFSET(r_flags3)},
376                 {TR_SLAY_HUMAN,  RF2_HUMAN,  25, OFFSET(flags2), OFFSET(r_flags2)},
377                 {TR_KILL_HUMAN,  RF2_HUMAN,  40, OFFSET(flags2), OFFSET(r_flags2)},
378                 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
379                 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
380                 {TR_SLAY_DEMON,  RF3_DEMON,  30, OFFSET(flags3), OFFSET(r_flags3)},
381                 {TR_KILL_DEMON,  RF3_DEMON,  50, OFFSET(flags3), OFFSET(r_flags3)},
382                 {TR_SLAY_ORC,    RF3_ORC,    30, OFFSET(flags3), OFFSET(r_flags3)},
383                 {TR_KILL_ORC,    RF3_ORC,    50, OFFSET(flags3), OFFSET(r_flags3)},
384                 {TR_SLAY_TROLL,  RF3_TROLL,  30, OFFSET(flags3), OFFSET(r_flags3)},
385                 {TR_KILL_TROLL,  RF3_TROLL,  50, OFFSET(flags3), OFFSET(r_flags3)},
386                 {TR_SLAY_GIANT,  RF3_GIANT,  30, OFFSET(flags3), OFFSET(r_flags3)},
387                 {TR_KILL_GIANT,  RF3_GIANT,  50, OFFSET(flags3), OFFSET(r_flags3)},
388                 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
389                 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
390 #undef OFFSET
391         };
392         int i;
393         monster_race* r_ptr = &r_info[m_ptr->r_idx];
394
395         for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
396         {
397                 const struct slay_table_t* p = &slay_table[i];
398
399                 if ((have_flag(flgs, p->slay_flag)) &&
400                     (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
401                 {
402                         if (is_original_ap_and_seen(m_ptr))
403                         {
404                                 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
405                         }
406
407                         mult = MAX(mult, p->slay_mult);
408                 }
409         }
410
411         return mult;
412 }
413
414 /*!
415  * @brief プレイヤー攻撃の属性スレイング倍率計算
416  * @param mult 算出前の基本倍率(/10倍)
417  * @param flgs スレイフラグ配列
418  * @param m_ptr 目標モンスターの構造体参照ポインタ
419  * @return スレイング加味後の倍率(/10倍)
420  */
421 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
422 {
423         static const struct brand_table_t {
424                 int brand_flag;
425                 u32b resist_mask;
426                 u32b hurt_flag;
427         } brand_table[] = {
428                 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
429                 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
430                 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
431                 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
432                 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U           },
433         };
434         int i;
435         monster_race* r_ptr = &r_info[m_ptr->r_idx];
436
437         for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
438         {
439                 const struct brand_table_t* p = &brand_table[i];
440
441                 if (have_flag(flgs, p->brand_flag))
442                 {
443                         /* Notice immunity */
444                         if (r_ptr->flagsr & p->resist_mask)
445                         {
446                                 if (is_original_ap_and_seen(m_ptr))
447                                 {
448                                         r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
449                                 }
450                         }
451
452                         /* Otherwise, take the damage */
453                         else if (r_ptr->flags3 & p->hurt_flag)
454                         {
455                                 if (is_original_ap_and_seen(m_ptr))
456                                 {
457                                         r_ptr->r_flags3 |= p->hurt_flag;
458                                 }
459
460                                 mult = MAX(mult, 50);
461                         }
462                         else
463                         {
464                                 mult = MAX(mult, 25);
465                         }
466                 }
467         }
468
469         return mult;
470 }
471
472 /*!
473  * @brief ダメージにスレイ要素を加える総合処理ルーチン /
474  * Extract the "total damage" from a given object hitting a given monster.
475  * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
476  * @param tdam 現在算出途中のダメージ値
477  * @param m_ptr 目標モンスターの構造体参照ポインタ
478  * @param mode 剣術のID
479  * @param thrown 射撃処理ならばTRUEを指定する
480  * @return 総合的なスレイを加味したダメージ値
481  * @note
482  * Note that "flasks of oil" do NOT do fire damage, although they\n
483  * certainly could be made to do so.  XXX XXX\n
484  *\n
485  * Note that most brands and slays are x3, except Slay Animal (x2),\n
486  * Slay Evil (x2), and Kill dragon (x5).\n
487  */
488 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
489 {
490         int mult = 10;
491
492         u32b flgs[TR_FLAG_SIZE];
493
494         /* Extract the flags */
495         object_flags(o_ptr, flgs);
496         torch_flags(o_ptr, flgs); /* torches has secret flags */
497
498         if (!thrown)
499         {
500                 /* Magical Swords */
501                 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
502                 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
503                 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
504                 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
505                 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
506         }
507
508         /* Hex - Slay Good (Runesword) */
509         if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
510
511         /* Some "weapons" and "ammo" do extra damage */
512         switch (o_ptr->tval)
513         {
514                 case TV_SHOT:
515                 case TV_ARROW:
516                 case TV_BOLT:
517                 case TV_HAFTED:
518                 case TV_POLEARM:
519                 case TV_SWORD:
520                 case TV_DIGGING:
521                 case TV_LITE:
522                 {
523                         /* Slaying */
524                         mult = mult_slaying(mult, flgs, m_ptr);
525
526                         /* Elemental Brand */
527                         mult = mult_brand(mult, flgs, m_ptr);
528
529                         /* Hissatsu */
530                         if (p_ptr->pclass == CLASS_SAMURAI)
531                         {
532                                 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
533                         }
534
535                         /* Force Weapon */
536                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
537                         {
538                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
539                                 p_ptr->redraw |= (PR_MANA);
540                                 mult = mult * 3 / 2 + 20;
541                         }
542
543                         /* Hack -- The Nothung cause special damage to Fafner */
544                         if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
545                                 mult = 150;
546                         break;
547                 }
548         }
549         if (mult > 150) mult = 150;
550
551         /* Return the total damage */
552         return (tdam * mult / 10);
553 }
554
555
556 /*!
557  * @brief 地形やその上のアイテムの隠された要素を明かす /
558  * Search for hidden things
559  * @param y 対象となるマスのY座標
560  * @param x 対象となるマスのX座標
561  * @return なし
562  */
563 static void discover_hidden_things(int y, int x)
564 {
565         s16b this_o_idx, next_o_idx = 0;
566
567         cave_type *c_ptr;
568
569         /* Access the grid */
570         c_ptr = &cave[y][x];
571
572         /* Invisible trap */
573         if (c_ptr->mimic && is_trap(c_ptr->feat))
574         {
575                 /* Pick a trap */
576                 disclose_grid(y, x);
577
578                 /* Message */
579                 msg_print(_("トラップを発見した。", "You have found a trap."));
580
581                 /* Disturb */
582                 disturb(0, 1);
583         }
584
585         /* Secret door */
586         if (is_hidden_door(c_ptr))
587         {
588                 /* Message */
589                 msg_print(_("隠しドアを発見した。", "You have found a secret door."));
590
591                 /* Disclose */
592                 disclose_grid(y, x);
593
594                 /* Disturb */
595                 disturb(0, 0);
596         }
597
598         /* Scan all objects in the grid */
599         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
600         {
601                 object_type *o_ptr;
602
603                 /* Acquire object */
604                 o_ptr = &o_list[this_o_idx];
605
606                 /* Acquire next object */
607                 next_o_idx = o_ptr->next_o_idx;
608
609                 /* Skip non-chests */
610                 if (o_ptr->tval != TV_CHEST) continue;
611
612                 /* Skip non-trapped chests */
613                 if (!chest_traps[o_ptr->pval]) continue;
614
615                 /* Identify once */
616                 if (!object_is_known(o_ptr))
617                 {
618                         /* Message */
619                         msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!"));
620
621                         /* Know the trap */
622                         object_known(o_ptr);
623
624                         /* Notice it */
625                         disturb(0, 0);
626                 }
627         }
628 }
629
630 /*!
631  * @brief プレイヤーの探索処理判定
632  * @return なし
633  */
634 void search(void)
635 {
636         int i, chance;
637
638         /* Start with base search ability */
639         chance = p_ptr->skill_srh;
640
641         /* Penalize various conditions */
642         if (p_ptr->blind || no_lite()) chance = chance / 10;
643         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
644
645         /* Search the nearby grids, which are always in bounds */
646         for (i = 0; i < 9; ++ i)
647         {
648                 /* Sometimes, notice things */
649                 if (randint0(100) < chance)
650                 {
651                         discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
652                 }
653         }
654 }
655
656
657 /*!
658  * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 /
659  * Helper routine for py_pickup() and py_pickup_floor().
660  * @param o_idx 取得したオブジェクトの参照ID
661  * @return なし
662  * @details
663  * アイテムを拾った際に「2つのケーキを持っている」\n
664  * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n
665  * だが、違和感が\n
666  * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n
667  * にかえてある。そのための配列。\n
668  * Add the given dungeon object to the character's inventory.\n
669  * Delete the object afterwards.\n
670  */
671 void py_pickup_aux(int o_idx)
672 {
673         int slot;
674
675 #ifdef JP
676         char o_name[MAX_NLEN];
677         char old_name[MAX_NLEN];
678         char kazu_str[80];
679         int hirottakazu;
680 #else
681         char o_name[MAX_NLEN];
682 #endif
683
684         object_type *o_ptr;
685
686         o_ptr = &o_list[o_idx];
687
688 #ifdef JP
689         /* Describe the object */
690         object_desc(old_name, o_ptr, OD_NAME_ONLY);
691         object_desc_kosuu(kazu_str, o_ptr);
692         hirottakazu = o_ptr->number;
693 #endif
694         /* Carry the object */
695         slot = inven_carry(o_ptr);
696
697         /* Get the object again */
698         o_ptr = &inventory[slot];
699
700         /* Delete the object */
701         delete_object_idx(o_idx);
702
703         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
704         {
705                 bool old_known = identify_item(o_ptr);
706
707                 /* Auto-inscription/destroy */
708                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
709
710                 /* If it is destroyed, don't pick it up */
711                 if (o_ptr->marked & OM_AUTODESTROY) return;
712         }
713
714         /* Describe the object */
715         object_desc(o_name, o_ptr, 0);
716
717         /* Message */
718 #ifdef JP
719         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
720         {
721                 msg_format("こうして、%sは『クリムゾン』を手に入れた。", player_name);
722                 msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
723                 msg_format("%sに襲いかかる...", player_name);
724         }
725         else
726         {
727                 if (plain_pickup)
728                 {
729                         msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
730                 }
731                 else
732                 {
733                         if (o_ptr->number > hirottakazu) {
734                             msg_format("%s拾って、%s(%c)を持っている。",
735                                kazu_str, o_name, index_to_label(slot));
736                         } else {
737                                 msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
738                         }
739                 }
740         }
741         strcpy(record_o_name, old_name);
742 #else
743         msg_format("You have %s (%c).", o_name, index_to_label(slot));
744         strcpy(record_o_name, o_name);
745 #endif
746         record_turn = turn;
747
748
749         check_find_art_quest_completion(o_ptr);
750 }
751
752
753 /*!
754  * @brief プレイヤーがオブジェクト上に乗った際の表示処理
755  * @param pickup 自動拾い処理を行うならばTRUEとする
756  * @return なし
757  * @details
758  * Player "wants" to pick up an object or gold.
759  * Note that we ONLY handle things that can be picked up.
760  * See "move_player()" for handling of other things.
761  */
762 void carry(bool pickup)
763 {
764         cave_type *c_ptr = &cave[py][px];
765
766         s16b this_o_idx, next_o_idx = 0;
767
768         char    o_name[MAX_NLEN];
769
770         /* Recenter the map around the player */
771         verify_panel();
772
773         /* Update stuff */
774         p_ptr->update |= (PU_MONSTERS);
775
776         /* Redraw map */
777         p_ptr->redraw |= (PR_MAP);
778
779         /* Window stuff */
780         p_ptr->window |= (PW_OVERHEAD);
781
782         /* Handle stuff */
783         handle_stuff();
784
785         /* Automatically pickup/destroy/inscribe items */
786         autopick_pickup_items(c_ptr);
787
788
789 #ifdef ALLOW_EASY_FLOOR
790
791         if (easy_floor)
792         {
793                 py_pickup_floor(pickup);
794                 return;
795         }
796
797 #endif /* ALLOW_EASY_FLOOR */
798
799         /* Scan the pile of objects */
800         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
801         {
802                 object_type *o_ptr;
803
804                 /* Acquire object */
805                 o_ptr = &o_list[this_o_idx];
806
807 #ifdef ALLOW_EASY_SENSE /* TNB */
808
809                 /* Option: Make item sensing easy */
810                 if (easy_sense)
811                 {
812                         /* Sense the object */
813                         (void)sense_object(o_ptr);
814                 }
815
816 #endif /* ALLOW_EASY_SENSE -- TNB */
817
818                 /* Describe the object */
819                 object_desc(o_name, o_ptr, 0);
820
821                 /* Acquire next object */
822                 next_o_idx = o_ptr->next_o_idx;
823
824                 /* Hack -- disturb */
825                 disturb(0, 0);
826
827                 /* Pick up gold */
828                 if (o_ptr->tval == TV_GOLD)
829                 {
830                         int value = (long)o_ptr->pval;
831
832                         /* Delete the gold */
833                         delete_object_idx(this_o_idx);
834
835                         /* Message */
836 #ifdef JP
837                 msg_format(" $%ld の価値がある%sを見つけた。",
838                            (long)value, o_name);
839 #else
840                         msg_format("You collect %ld gold pieces worth of %s.",
841                                    (long)value, o_name);
842 #endif
843
844
845                         sound(SOUND_SELL);
846
847                         /* Collect the gold */
848                         p_ptr->au += value;
849
850                         /* Redraw gold */
851                         p_ptr->redraw |= (PR_GOLD);
852
853                         /* Window stuff */
854                         p_ptr->window |= (PW_PLAYER);
855                 }
856
857                 /* Pick up objects */
858                 else
859                 {
860                         /* Hack - some objects were handled in autopick_pickup_items(). */
861                         if (o_ptr->marked & OM_NOMSG)
862                         {
863                                 /* Clear the flag. */
864                                 o_ptr->marked &= ~OM_NOMSG;
865                         }
866                         /* Describe the object */
867                         else if (!pickup)
868                         {
869                                 msg_format(_("%sがある。", "You see %s."), o_name);
870                         }
871
872                         /* Note that the pack is too full */
873                         else if (!inven_carry_okay(o_ptr))
874                         {
875                                 msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
876                         }
877
878                         /* Pick up the item (if requested and allowed) */
879                         else
880                         {
881                                 int okay = TRUE;
882
883                                 /* Hack -- query every item */
884                                 if (carry_query_flag)
885                                 {
886                                         char out_val[MAX_NLEN+20];
887                                         sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
888                                         okay = get_check(out_val);
889                                 }
890
891                                 /* Attempt to pick up an object. */
892                                 if (okay)
893                                 {
894                                         /* Pick up the object */
895                                         py_pickup_aux(this_o_idx);
896                                 }
897                         }
898                 }
899         }
900 }
901
902
903 /*!
904  * @brief プレイヤーへのトラップ命中判定 /
905  * Determine if a trap affects the player.
906  * @param power 基本回避難度
907  * @return トラップが命中した場合TRUEを返す。
908  * @details
909  * Always miss 5% of the time, Always hit 5% of the time.
910  * Otherwise, match trap power against player armor.
911  */
912 static int check_hit(int power)
913 {
914         int k, ac;
915
916         /* Percentile dice */
917         k = randint0(100);
918
919         /* Hack -- 5% hit, 5% miss */
920         if (k < 10) return (k < 5);
921
922         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
923                 if (one_in_(20)) return (TRUE);
924
925         /* Paranoia -- No power */
926         if (power <= 0) return (FALSE);
927
928         /* Total armor */
929         ac = p_ptr->ac + p_ptr->to_a;
930
931         /* Power competes against Armor */
932         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
933
934         /* Assume miss */
935         return (FALSE);
936 }
937
938
939 /*!
940  * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
941  * @param trap_feat_type トラップの種別ID
942  * @return なし
943  */
944 static void hit_trap_pit(int trap_feat_type)
945 {
946         int dam;
947         cptr trap_name = "";
948         cptr spike_name = "";
949
950         switch (trap_feat_type)
951         {
952         case TRAP_PIT:
953                 trap_name = _("落とし穴", "a pit trap");
954                 break;
955         case TRAP_SPIKED_PIT:
956                 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
957                 spike_name = _("スパイク", "spikes");
958                 break;
959         case TRAP_POISON_PIT:
960                 trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
961                 spike_name = _("毒を塗られたスパイク", "poisonous spikes");
962                 break;
963         default:
964                 return;
965         }
966
967         if (p_ptr->levitation)
968         {
969                 msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
970                 return;
971         }
972
973         msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
974
975         /* Base damage */
976         dam = damroll(2, 6);
977
978         /* Extra spike damage */
979         if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
980             one_in_(2))
981         {
982                 msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
983
984                 dam = dam * 2;
985                 (void)set_cut(p_ptr->cut + randint1(dam));
986
987                 if (trap_feat_type == TRAP_POISON_PIT) {
988                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
989                         {
990                                 msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
991                         }
992                         else
993                         {
994                                 dam = dam * 2;
995                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
996                         }
997                 }
998         }
999
1000         /* Take the damage */
1001         take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
1002 }
1003
1004 /*!
1005  * @brief ダーツ系トラップ(通常ダメージ)の判定とプレイヤーの被害処理
1006  * @return ダーツが命中した場合TRUEを返す
1007  */
1008 static bool hit_trap_dart(void)
1009 {
1010         bool hit = FALSE;
1011
1012         if (check_hit(125))
1013         {
1014                 msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
1015
1016                 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
1017
1018                 if (!CHECK_MULTISHADOW()) hit = TRUE;
1019         }
1020         else
1021         {
1022                 msg_print(_("小さなダーツが飛んできた!が、運良く当たらなかった。", "A small dart barely misses you."));
1023         }
1024
1025         return hit;
1026 }
1027
1028 /*!
1029  * @brief ダーツ系トラップ(通常ダメージ+能力値減少)の判定とプレイヤーの被害処理
1030  * @param stat 低下する能力値ID
1031  * @return なし
1032  */
1033 static void hit_trap_lose_stat(int stat)
1034 {
1035         if (hit_trap_dart())
1036         {
1037                 do_dec_stat(stat);
1038         }
1039 }
1040
1041 /*!
1042  * @brief ダーツ系トラップ(通常ダメージ+減速)の判定とプレイヤーの被害処理
1043  * @return なし
1044  */
1045 static void hit_trap_slow(void)
1046 {
1047         if (hit_trap_dart())
1048         {
1049                 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1050         }
1051 }
1052
1053 /*!
1054  * @brief ダーツ系トラップ(通常ダメージ+状態異常)の判定とプレイヤーの被害処理
1055  * @param trap_message メッセージの補完文字列
1056  * @param resist 状態異常に抵抗する判定が出たならTRUE
1057  * @param set_status 状態異常を指定する関数ポインタ
1058  * @param turn 状態異常の追加ターン量
1059  * @return なし
1060  */
1061 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
1062 {
1063         msg_print(trap_message);
1064
1065         if (!resist)
1066         {
1067                 set_status(turn);
1068         }
1069 }
1070
1071 /*!
1072  * @brief プレイヤーへのトラップ作動処理メインルーチン /
1073  * Handle player hitting a real trap
1074  * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
1075  * @return なし
1076  */
1077 static void hit_trap(bool break_trap)
1078 {
1079         int i, num, dam;
1080         int x = px, y = py;
1081
1082         /* Get the cave grid */
1083         cave_type *c_ptr = &cave[y][x];
1084         feature_type *f_ptr = &f_info[c_ptr->feat];
1085         int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1086         cptr name = _("トラップ", "a trap");
1087
1088         /* Disturb the player */
1089         disturb(0, 1);
1090
1091         cave_alter_feat(y, x, FF_HIT_TRAP);
1092
1093         /* Analyze XXX XXX XXX */
1094         switch (trap_feat_type)
1095         {
1096                 case TRAP_TRAPDOOR:
1097                 {
1098                         if (p_ptr->levitation)
1099                         {
1100                                 msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
1101                         }
1102                         else
1103                         {
1104                                 msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
1105                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1106                                         msg_print(_("くっそ~!", ""));
1107
1108                                 sound(SOUND_FALL);
1109                                 dam = damroll(2, 8);
1110                                 name = _("落とし戸", "a trap door");
1111
1112                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1113
1114                                 /* Still alive and autosave enabled */
1115                                 if (autosave_l && (p_ptr->chp >= 0))
1116                                         do_cmd_save_game(TRUE);
1117
1118                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
1119                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1120
1121                                 /* Leaving */
1122                                 p_ptr->leaving = TRUE;
1123                         }
1124                         break;
1125                 }
1126
1127                 case TRAP_PIT:
1128                 case TRAP_SPIKED_PIT:
1129                 case TRAP_POISON_PIT:
1130                 {
1131                         hit_trap_pit(trap_feat_type);
1132                         break;
1133                 }
1134
1135                 case TRAP_TY_CURSE:
1136                 {
1137                         msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
1138                         num = 2 + randint1(3);
1139                         for (i = 0; i < num; i++)
1140                         {
1141                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1142                         }
1143
1144                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1145                         {
1146                                 bool stop_ty = FALSE;
1147                                 int count = 0;
1148
1149                                 do
1150                                 {
1151                                         stop_ty = activate_ty_curse(stop_ty, &count);
1152                                 }
1153                                 while (one_in_(6));
1154                         }
1155                         break;
1156                 }
1157
1158                 case TRAP_TELEPORT:
1159                 {
1160                         msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
1161                         teleport_player(100, TELEPORT_PASSIVE);
1162                         break;
1163                 }
1164
1165                 case TRAP_FIRE:
1166                 {
1167                         msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
1168                         dam = damroll(4, 6);
1169                         (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
1170                         break;
1171                 }
1172
1173                 case TRAP_ACID:
1174                 {
1175                         msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
1176                         dam = damroll(4, 6);
1177                         (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
1178                         break;
1179                 }
1180
1181                 case TRAP_SLOW:
1182                 {
1183                         hit_trap_slow();
1184                         break;
1185                 }
1186
1187                 case TRAP_LOSE_STR:
1188                 {
1189                         hit_trap_lose_stat(A_STR);
1190                         break;
1191                 }
1192
1193                 case TRAP_LOSE_DEX:
1194                 {
1195                         hit_trap_lose_stat(A_DEX);
1196                         break;
1197                 }
1198
1199                 case TRAP_LOSE_CON:
1200                 {
1201                         hit_trap_lose_stat(A_CON);
1202                         break;
1203                 }
1204
1205                 case TRAP_BLIND:
1206                 {
1207                         hit_trap_set_abnormal_status(
1208                                 _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
1209                                 p_ptr->resist_blind,
1210                                 set_blind, p_ptr->blind + randint0(50) + 25);
1211                         break;
1212                 }
1213
1214                 case TRAP_CONFUSE:
1215                 {
1216                         hit_trap_set_abnormal_status(
1217                                 _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
1218                                 p_ptr->resist_conf,
1219                                 set_confused, p_ptr->confused + randint0(20) + 10);
1220                         break;
1221                 }
1222
1223                 case TRAP_POISON:
1224                 {
1225                         hit_trap_set_abnormal_status(
1226                                 _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
1227                                 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1228                                 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1229                         break;
1230                 }
1231
1232                 case TRAP_SLEEP:
1233                 {
1234                         msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
1235                         if (!p_ptr->free_act)
1236                         {
1237                                 msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
1238
1239                                 if (ironman_nightmare)
1240                                 {
1241                                         msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
1242
1243                                         /* Pick a nightmare */
1244                                         get_mon_num_prep(get_nightmare, NULL);
1245
1246                                         /* Have some nightmares */
1247                                         have_nightmare(get_mon_num(MAX_DEPTH));
1248
1249                                         /* Remove the monster restriction */
1250                                         get_mon_num_prep(NULL, NULL);
1251                                 }
1252                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1253                         }
1254                         break;
1255                 }
1256
1257                 case TRAP_TRAPS:
1258                 {
1259                         msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
1260                         /* Make some new traps */
1261                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1262
1263                         break;
1264                 }
1265
1266                 case TRAP_ALARM:
1267                 {
1268                         msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
1269
1270                         aggravate_monsters(0);
1271
1272                         break;
1273                 }
1274
1275                 case TRAP_OPEN:
1276                 {
1277                         msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
1278                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1279                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1280                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1281                         aggravate_monsters(0);
1282
1283                         break;
1284                 }
1285
1286                 case TRAP_ARMAGEDDON:
1287                 {
1288                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1289                         int evil_idx = 0, good_idx = 0;
1290
1291                         int lev;
1292                         msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
1293
1294                         /* Summon Demons and Angels */
1295                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1296                         {
1297                                 num = levs[MIN(lev/10, 9)];
1298                                 for (i = 0; i < num; i++)
1299                                 {
1300                                         int x1 = rand_spread(x, 7);
1301                                         int y1 = rand_spread(y, 5);
1302
1303                                         /* Skip illegal grids */
1304                                         if (!in_bounds(y1, x1)) continue;
1305
1306                                         /* Require line of projection */
1307                                         if (!projectable(py, px, y1, x1)) continue;
1308
1309                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1310                                                 evil_idx = hack_m_idx_ii;
1311
1312                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1313                                         {
1314                                                 good_idx = hack_m_idx_ii;
1315                                         }
1316
1317                                         /* Let them fight each other */
1318                                         if (evil_idx && good_idx)
1319                                         {
1320                                                 monster_type *evil_ptr = &m_list[evil_idx];
1321                                                 monster_type *good_ptr = &m_list[good_idx];
1322                                                 evil_ptr->target_y = good_ptr->fy;
1323                                                 evil_ptr->target_x = good_ptr->fx;
1324                                                 good_ptr->target_y = evil_ptr->fy;
1325                                                 good_ptr->target_x = evil_ptr->fx;
1326                                         }
1327                                 }
1328                         }
1329                         break;
1330                 }
1331
1332                 case TRAP_PIRANHA:
1333                 {
1334                         msg_print(_("突然壁から水が溢れ出した!ピラニアがいる!", "Suddenly, the room is filled with water with piranhas!"));
1335
1336                         /* Water fills room */
1337                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1338
1339                         /* Summon Piranhas */
1340                         num = 1 + dun_level/20;
1341                         for (i = 0; i < num; i++)
1342                         {
1343                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1344                         }
1345                         break;
1346                 }
1347         }
1348
1349         if (break_trap && is_trap(c_ptr->feat))
1350         {
1351                 cave_alter_feat(y, x, FF_DISARM);
1352                 msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
1353         }
1354 }
1355
1356
1357 /*!
1358  * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
1359  * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
1360  * @param immune ダメージを回避できる免疫フラグ
1361  * @param flags_offset オーラフラグ配列の参照オフセット
1362  * @param r_flags_offset モンスターの耐性配列の参照オフセット
1363  * @param aura_flag オーラフラグ配列
1364  * @param dam_func ダメージ処理を行う関数の参照ポインタ
1365  * @param message オーラダメージを受けた際のメッセージ
1366  * @return なし
1367  */
1368 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1369                                  int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
1370 {
1371         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1372
1373         if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
1374         {
1375                 char mon_name[80];
1376                 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1377
1378                 /* Hack -- Get the "died from" name */
1379                 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1380
1381                 msg_print(message);
1382
1383                 dam_func(aura_damage, mon_name, -1, TRUE);
1384
1385                 if (is_original_ap_and_seen(m_ptr))
1386                 {
1387                         atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
1388                 }
1389
1390                 handle_stuff();
1391         }
1392 }
1393
1394 /*!
1395  * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
1396  * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
1397  * @return なし
1398  */
1399 static void touch_zap_player(monster_type *m_ptr)
1400 {
1401         touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1402                              fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
1403         touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1404                              cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
1405         touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1406                              elec_dam, _("電撃をくらった!", "You get zapped!"));
1407 }
1408
1409
1410 /*!
1411  * @brief プレイヤーの変異要素による打撃処理
1412  * @param m_idx 攻撃目標となったモンスターの参照ID
1413  * @param attack 変異要素による攻撃要素の種類
1414  * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
1415  * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
1416  * @return なし
1417  */
1418 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1419 {
1420         int             k, bonus, chance;
1421         int             n_weight = 0;
1422         monster_type    *m_ptr = &m_list[m_idx];
1423         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1424         char            m_name[80];
1425
1426         int             dss, ddd;
1427
1428         cptr            atk_desc;
1429
1430         switch (attack)
1431         {
1432                 case MUT2_SCOR_TAIL:
1433                         dss = 3;
1434                         ddd = 7;
1435                         n_weight = 5;
1436                         atk_desc = _("尻尾", "tail");
1437
1438                         break;
1439                 case MUT2_HORNS:
1440                         dss = 2;
1441                         ddd = 6;
1442                         n_weight = 15;
1443                         atk_desc = _("角", "horns");
1444
1445                         break;
1446                 case MUT2_BEAK:
1447                         dss = 2;
1448                         ddd = 4;
1449                         n_weight = 5;
1450                         atk_desc = _("クチバシ", "beak");
1451
1452                         break;
1453                 case MUT2_TRUNK:
1454                         dss = 1;
1455                         ddd = 4;
1456                         n_weight = 35;
1457                         atk_desc = _("象の鼻", "trunk");
1458
1459                         break;
1460                 case MUT2_TENTACLES:
1461                         dss = 2;
1462                         ddd = 5;
1463                         n_weight = 5;
1464                         atk_desc = _("触手", "tentacles");
1465
1466                         break;
1467                 default:
1468                         dss = ddd = n_weight = 1;
1469                         atk_desc = _("未定義の部位", "undefined body part");
1470
1471         }
1472
1473         /* Extract monster name (or "it") */
1474         monster_desc(m_name, m_ptr, 0);
1475
1476
1477         /* Calculate the "attack quality" */
1478         bonus = p_ptr->to_h_m;
1479         bonus += (p_ptr->lev * 6 / 5);
1480         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1481
1482         /* Test for hit */
1483         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1484         {
1485                 /* Sound */
1486                 sound(SOUND_HIT);
1487                 msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
1488
1489                 k = damroll(ddd, dss);
1490                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1491
1492                 /* Apply the player damage bonuses */
1493                 k += p_ptr->to_d_m;
1494
1495                 /* No negative damage */
1496                 if (k < 0) k = 0;
1497
1498                 /* Modify the damage */
1499                 k = mon_damage_mod(m_ptr, k, FALSE);
1500
1501                 /* Complex message */
1502                 if (p_ptr->wizard)
1503                 {
1504                         msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp);
1505                 }
1506
1507                 /* Anger the monster */
1508                 if (k > 0) anger_monster(m_ptr);
1509
1510                 /* Damage, check for fear and mdeath */
1511                 switch (attack)
1512                 {
1513                         case MUT2_SCOR_TAIL:
1514                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1515                                 *mdeath = (m_ptr->r_idx == 0);
1516                                 break;
1517                         case MUT2_HORNS:
1518                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1519                                 break;
1520                         case MUT2_BEAK:
1521                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1522                                 break;
1523                         case MUT2_TRUNK:
1524                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1525                                 break;
1526                         case MUT2_TENTACLES:
1527                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1528                                 break;
1529                         default:
1530                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1531                 }
1532
1533                 touch_zap_player(m_ptr);
1534         }
1535         /* Player misses */
1536         else
1537         {
1538                 /* Sound */
1539                 sound(SOUND_MISS);
1540
1541                 /* Message */
1542                 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
1543         }
1544 }
1545
1546
1547 /*!
1548  * @brief プレイヤーの打撃処理サブルーチン /
1549  * Player attacks a (poor, defenseless) creature        -RAK-
1550  * @param y 攻撃目標のY座標
1551  * @param x 攻撃目標のX座標
1552  * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
1553  * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
1554  * @param hand 攻撃を行うための武器を持つ手
1555  * @param mode 発動中の剣術ID
1556  * @return なし
1557  * @details
1558  * If no "weapon" is available, then "punch" the monster one time.
1559  */
1560 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1561 {
1562         int             num = 0, k, bonus, chance, vir;
1563
1564         cave_type       *c_ptr = &cave[y][x];
1565
1566         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1567         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1568
1569         /* Access the weapon */
1570         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1571
1572         char            m_name[80];
1573
1574         bool            success_hit = FALSE;
1575         bool            backstab = FALSE;
1576         bool            vorpal_cut = FALSE;
1577         int             chaos_effect = 0;
1578         bool            stab_fleeing = FALSE;
1579         bool            fuiuchi = FALSE;
1580         bool            monk_attack = FALSE;
1581         bool            do_quake = FALSE;
1582         bool            weak = FALSE;
1583         bool            drain_msg = TRUE;
1584         int             drain_result = 0, drain_heal = 0;
1585         bool            can_drain = FALSE;
1586         int             num_blow;
1587         int             drain_left = MAX_VAMPIRIC_DRAIN;
1588         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1589         bool            is_human = (r_ptr->d_char == 'p');
1590         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1591         bool            zantetsu_mukou, e_j_mukou;
1592
1593         switch (p_ptr->pclass)
1594         {
1595         case CLASS_ROGUE:
1596         case CLASS_NINJA:
1597                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1598                 {
1599                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1600                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1601                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1602                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1603                         if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1604                         {
1605                                 /* Can't backstab creatures that we can't see, right? */
1606                                 backstab = TRUE;
1607                         }
1608                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1609                         {
1610                                 fuiuchi = TRUE;
1611                         }
1612                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1613                         {
1614                                 stab_fleeing = TRUE;
1615                         }
1616                 }
1617                 break;
1618
1619         case CLASS_MONK:
1620         case CLASS_FORCETRAINER:
1621         case CLASS_BERSERKER:
1622                 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1623                 break;
1624         }
1625
1626         if (!o_ptr->k_idx) /* Empty hand */
1627         {
1628                 if ((r_ptr->level + 10) > p_ptr->lev)
1629                 {
1630                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1631                         {
1632                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1633                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
1634                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1635                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
1636                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1637                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
1638                                 else if ((p_ptr->lev > 34))
1639                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1640                                 p_ptr->update |= (PU_BONUS);
1641                         }
1642                 }
1643         }
1644         else if (object_is_melee_weapon(o_ptr))
1645         {
1646                 if ((r_ptr->level + 10) > p_ptr->lev)
1647                 {
1648                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1649                         int sval = inventory[INVEN_RARM+hand].sval;
1650                         int now_exp = p_ptr->weapon_exp[tval][sval];
1651                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1652                         {
1653                                 int amount = 0;
1654                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1655                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1656                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1657                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1658                                 p_ptr->weapon_exp[tval][sval] += amount;
1659                                 p_ptr->update |= (PU_BONUS);
1660                         }
1661                 }
1662         }
1663
1664         /* Disturb the monster */
1665         (void)set_monster_csleep(c_ptr->m_idx, 0);
1666
1667         /* Extract monster name (or "it") */
1668         monster_desc(m_name, m_ptr, 0);
1669
1670         /* Calculate the "attack quality" */
1671         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1672         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1673         if (mode == HISSATSU_IAI) chance += 60;
1674         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1675
1676         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1677
1678         vir = virtue_number(V_VALOUR);
1679         if (vir)
1680         {
1681                 chance += (p_ptr->virtues[vir - 1]/10);
1682         }
1683
1684         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1685         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1686
1687         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1688         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1689         else num_blow = p_ptr->num_blow[hand];
1690
1691         /* Hack -- DOKUBARI always hit once */
1692         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1693
1694         /* Attack once for each legal blow */
1695         while ((num++ < num_blow) && !p_ptr->is_dead)
1696         {
1697                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1698                 {
1699                         int n = 1;
1700
1701                         if (p_ptr->migite && p_ptr->hidarite)
1702                         {
1703                                 n *= 2;
1704                         }
1705                         if (mode == HISSATSU_3DAN)
1706                         {
1707                                 n *= 2;
1708                         }
1709
1710                         success_hit = one_in_(n);
1711                 }
1712                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1713                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1714
1715                 if (mode == HISSATSU_MAJIN)
1716                 {
1717                         if (one_in_(2))
1718                                 success_hit = FALSE;
1719                 }
1720
1721                 /* Test for hit */
1722                 if (success_hit)
1723                 {
1724                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1725
1726                         /* Sound */
1727                         sound(SOUND_HIT);
1728
1729                         /* Message */
1730 #ifdef JP
1731                         if (backstab) msg_format("あなたは冷酷にも眠っている無力な%sを突き刺した!", m_name);
1732                         else if (fuiuchi) msg_format("不意を突いて%sに強烈な一撃を喰らわせた!", m_name);
1733                         else if (stab_fleeing) msg_format("逃げる%sを背中から突き刺した!", m_name);
1734                         else if (!monk_attack) msg_format("%sを攻撃した。", m_name);
1735 #else
1736                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1737                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1738                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
1739                         else if (!monk_attack) msg_format("You hit %s.", m_name);
1740 #endif
1741
1742                         /* Hack -- bare hands do one damage */
1743                         k = 1;
1744
1745                         object_flags(o_ptr, flgs);
1746
1747                         /* Select a chaotic effect (50% chance) */
1748                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1749                         {
1750                                 if (one_in_(10))
1751                                 chg_virtue(V_CHANCE, 1);
1752
1753                                 if (randint1(5) < 3)
1754                                 {
1755                                         /* Vampiric (20%) */
1756                                         chaos_effect = 1;
1757                                 }
1758                                 else if (one_in_(250))
1759                                 {
1760                                         /* Quake (0.12%) */
1761                                         chaos_effect = 2;
1762                                 }
1763                                 else if (!one_in_(10))
1764                                 {
1765                                         /* Confusion (26.892%) */
1766                                         chaos_effect = 3;
1767                                 }
1768                                 else if (one_in_(2))
1769                                 {
1770                                         /* Teleport away (1.494%) */
1771                                         chaos_effect = 4;
1772                                 }
1773                                 else
1774                                 {
1775                                         /* Polymorph (1.494%) */
1776                                         chaos_effect = 5;
1777                                 }
1778                         }
1779
1780                         /* Vampiric drain */
1781                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1782                         {
1783                                 /* Only drain "living" monsters */
1784                                 if (monster_living(r_ptr))
1785                                         can_drain = TRUE;
1786                                 else
1787                                         can_drain = FALSE;
1788                         }
1789
1790                         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1791                                 vorpal_cut = TRUE;
1792                         else vorpal_cut = FALSE;
1793
1794                         if (monk_attack)
1795                         {
1796                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1797                                 int min_level = 1;
1798                                 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1799                                 int resist_stun = 0;
1800                                 int weight = 8;
1801
1802                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1803                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1804                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1805                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1806                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1807                                         resist_stun += 66;
1808
1809                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1810                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1811                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1812                                         max_times = 1;
1813                                 else if (p_ptr->special_defense & KAMAE_GENBU)
1814                                         max_times = 1;
1815                                 else
1816                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1817                                 /* Attempt 'times' */
1818                                 for (times = 0; times < max_times; times++)
1819                                 {
1820                                         do
1821                                         {
1822                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
1823                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1824                                                 else min_level = ma_ptr->min_level;
1825                                         }
1826                                         while ((min_level > p_ptr->lev) ||
1827                                                (randint1(p_ptr->lev) < ma_ptr->chance));
1828
1829                                         /* keep the highest level attack available we found */
1830                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
1831                                             !p_ptr->stun && !p_ptr->confused)
1832                                         {
1833                                                 old_ptr = ma_ptr;
1834
1835                                                 if (p_ptr->wizard && cheat_xtra)
1836                                                 {
1837                                                         msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
1838                                                 }
1839                                         }
1840                                         else
1841                                         {
1842                                                 ma_ptr = old_ptr;
1843                                         }
1844                                 }
1845
1846                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1847                                 else min_level = ma_ptr->min_level;
1848                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1849                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1850
1851                                 if (ma_ptr->effect == MA_KNEE)
1852                                 {
1853                                         if (r_ptr->flags1 & RF1_MALE)
1854                                         {
1855                                                 msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), m_name);
1856                                                 sound(SOUND_PAIN);
1857                                                 special_effect = MA_KNEE;
1858                                         }
1859                                         else
1860                                                 msg_format(ma_ptr->desc, m_name);
1861                                 }
1862
1863                                 else if (ma_ptr->effect == MA_SLOW)
1864                                 {
1865                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1866                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1867                                         {
1868                                                 msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), m_name);
1869                                                 special_effect = MA_SLOW;
1870                                         }
1871                                         else msg_format(ma_ptr->desc, m_name);
1872                                 }
1873                                 else
1874                                 {
1875                                         if (ma_ptr->effect)
1876                                         {
1877                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1878                                         }
1879
1880                                         msg_format(ma_ptr->desc, m_name);
1881                                 }
1882
1883                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1884                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1885                                 {
1886                                         weight += (p_ptr->magic_num1[0]/30);
1887                                         if (weight > 20) weight = 20;
1888                                 }
1889
1890                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1891
1892                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1893                                 {
1894                                         msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
1895                                         stun_effect = 7 + randint1(13);
1896                                         resist_stun /= 3;
1897                                 }
1898
1899                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1900                                 {
1901                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1902                                             (randint1(p_ptr->lev) > r_ptr->level) &&
1903                                             m_ptr->mspeed > 60)
1904                                         {
1905                                                 msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
1906                                                 m_ptr->mspeed -= 10;
1907                                         }
1908                                 }
1909
1910                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1911                                 {
1912                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1913                                         {
1914                                                 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1915                                                 {
1916                                                         msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
1917                                                 }
1918                                                 else
1919                                                 {
1920                                                         msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
1921                                                 }
1922                                         }
1923                                 }
1924                         }
1925
1926                         /* Handle normal weapon */
1927                         else if (o_ptr->k_idx)
1928                         {
1929                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1930                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1931
1932                                 if (backstab)
1933                                 {
1934                                         k *= (3 + (p_ptr->lev / 20));
1935                                 }
1936                                 else if (fuiuchi)
1937                                 {
1938                                         k = k*(5+(p_ptr->lev*2/25))/2;
1939                                 }
1940                                 else if (stab_fleeing)
1941                                 {
1942                                         k = (3 * k) / 2;
1943                                 }
1944
1945                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1946                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1947                                 {
1948                                         do_quake = TRUE;
1949                                 }
1950
1951                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1952                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1953
1954                                 drain_result = k;
1955
1956                                 if (vorpal_cut)
1957                                 {
1958                                         int mult = 2;
1959
1960                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1961                                         {
1962                                                 char chainsword_noise[1024];
1963                                                 if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
1964                                                 {
1965                                                         msg_print(chainsword_noise);
1966                                                 }
1967                                         }
1968
1969                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
1970                                         {
1971                                                 msg_print(_("目にも止まらぬヴォーパルブレード、手錬の早業!", "Your Vorpal Blade goes snicker-snack!"));
1972                                         }
1973                                         else
1974                                         {
1975                                                 msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
1976                                         }
1977
1978                                         /* Try to increase the damage */
1979                                         while (one_in_(vorpal_chance))
1980                                         {
1981                                                 mult++;
1982                                         }
1983
1984                                         k *= mult;
1985
1986                                         /* Ouch! */
1987                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
1988                                         {
1989                                                 msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
1990                                         }
1991                                         else
1992                                         {
1993                                                 switch (mult)
1994                                                 {
1995                                                 case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
1996                                                 case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
1997                                                 case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
1998                                                 case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
1999                                                 case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
2000                                                 case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
2001                                                 default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
2002                                                 }
2003                                         }
2004                                         drain_result = drain_result * 3 / 2;
2005                                 }
2006
2007                                 k += o_ptr->to_d;
2008                                 drain_result += o_ptr->to_d;
2009                         }
2010
2011                         /* Apply the player damage bonuses */
2012                         k += p_ptr->to_d[hand];
2013                         drain_result += p_ptr->to_d[hand];
2014
2015                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2016                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2017                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2018
2019                         /* No negative damage */
2020                         if (k < 0) k = 0;
2021
2022                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2023                         {
2024                                 k = 0;
2025                         }
2026
2027                         if (zantetsu_mukou)
2028                         {
2029                                 msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
2030                                 k = 0;
2031                         }
2032
2033                         if (e_j_mukou)
2034                         {
2035                                 msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
2036                                 k /= 2;
2037                         }
2038
2039                         if (mode == HISSATSU_MINEUCHI)
2040                         {
2041                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2042
2043                                 k = 0;
2044                                 anger_monster(m_ptr);
2045
2046                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2047                                 {
2048                                         /* Get stunned */
2049                                         if (MON_STUNNED(m_ptr))
2050                                         {
2051                                                 msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
2052                                                 tmp /= 2;
2053                                         }
2054                                         else
2055                                         {
2056                                                 msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
2057                                         }
2058
2059                                         /* Apply stun */
2060                                         (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2061                                 }
2062                                 else
2063                                 {
2064                                         msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
2065                                 }
2066                         }
2067
2068                         /* Modify the damage */
2069                         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))));
2070                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2071                         {
2072                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2073                                 {
2074                                         k = m_ptr->hp + 1;
2075                                         msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
2076                                 }
2077                                 else k = 1;
2078                         }
2079                         else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
2080                         {
2081                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2082                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2083                                 {
2084                                         k *= 5;
2085                                         drain_result *= 2;
2086                                         msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
2087                                 }
2088                                 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)))
2089                                 {
2090                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2091                                         {
2092                                                 k = MAX(k*5, m_ptr->hp/2);
2093                                                 drain_result *= 2;
2094                                                 msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
2095                                         }
2096                                         else
2097                                         {
2098                                                 k = m_ptr->hp + 1;
2099                                                 msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
2100                                         }
2101                                 }
2102                         }
2103
2104                         /* Complex message */
2105                         if (p_ptr->wizard || cheat_xtra)
2106                         {
2107                                 msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp);
2108                         }
2109
2110                         if (k <= 0) can_drain = FALSE;
2111
2112                         if (drain_result > m_ptr->hp)
2113                                 drain_result = m_ptr->hp;
2114
2115                         /* Damage, check for fear and death */
2116                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2117                         {
2118                                 *mdeath = TRUE;
2119                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2120                                 {
2121                                         if (p_ptr->migite && p_ptr->hidarite)
2122                                         {
2123                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2124                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2125                                         }
2126                                         else
2127                                         {
2128                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2129                                         }
2130                                 }
2131                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2132                                         msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut...."));
2133                                 break;
2134                         }
2135
2136                         /* Anger the monster */
2137                         if (k > 0) anger_monster(m_ptr);
2138
2139                         touch_zap_player(m_ptr);
2140
2141                         /* Are we draining it?  A little note: If the monster is
2142                         dead, the drain does not work... */
2143
2144                         if (can_drain && (drain_result > 0))
2145                         {
2146                                 if (o_ptr->name1 == ART_MURAMASA)
2147                                 {
2148                                         if (is_human)
2149                                         {
2150                                                 int to_h = o_ptr->to_h;
2151                                                 int to_d = o_ptr->to_d;
2152                                                 int i, flag;
2153
2154                                                 flag = 1;
2155                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2156                                                 if (flag) to_h++;
2157
2158                                                 flag = 1;
2159                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2160                                                 if (flag) to_d++;
2161
2162                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2163                                                 {
2164                                                         msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
2165                                                         o_ptr->to_h = to_h;
2166                                                         o_ptr->to_d = to_d;
2167                                                 }
2168                                         }
2169                                 }
2170                                 else
2171                                 {
2172                                         if (drain_result > 5) /* Did we really hurt it? */
2173                                         {
2174                                                 drain_heal = damroll(2, drain_result / 6);
2175
2176                                                 /* Hex */
2177                                                 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2178
2179                                                 if (cheat_xtra)
2180                                                 {
2181                                                         msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
2182                                                 }
2183
2184                                                 if (drain_left)
2185                                                 {
2186                                                         if (drain_heal < drain_left)
2187                                                         {
2188                                                                 drain_left -= drain_heal;
2189                                                         }
2190                                                         else
2191                                                         {
2192                                                                 drain_heal = drain_left;
2193                                                                 drain_left = 0;
2194                                                         }
2195
2196                                                         if (drain_msg)
2197                                                         {
2198                                                                 msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
2199                                                                 drain_msg = FALSE;
2200                                                         }
2201
2202                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2203
2204                                                         hp_player(drain_heal);
2205                                                         /* We get to keep some of it! */
2206                                                 }
2207                                         }
2208                                 }
2209                                 m_ptr->maxhp -= (k+7)/8;
2210                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2211                                 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2212                                 weak = TRUE;
2213                         }
2214                         can_drain = FALSE;
2215                         drain_result = 0;
2216
2217                         /* Confusion attack */
2218                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2219                         {
2220                                 /* Cancel glowing hands */
2221                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2222                                 {
2223                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2224                                         msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
2225                                         p_ptr->redraw |= (PR_STATUS);
2226
2227                                 }
2228
2229                                 /* Confuse the monster */
2230                                 if (r_ptr->flags3 & RF3_NO_CONF)
2231                                 {
2232                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2233                                         msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
2234
2235                                 }
2236                                 else if (randint0(100) < r_ptr->level)
2237                                 {
2238                                         msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
2239                                 }
2240                                 else
2241                                 {
2242                                         msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
2243                                         (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2244                                 }
2245                         }
2246
2247                         else if (chaos_effect == 4)
2248                         {
2249                                 bool resists_tele = FALSE;
2250
2251                                 if (r_ptr->flagsr & RFR_RES_TELE)
2252                                 {
2253                                         if (r_ptr->flags1 & RF1_UNIQUE)
2254                                         {
2255                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2256                                                 msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
2257                                                 resists_tele = TRUE;
2258                                         }
2259                                         else if (r_ptr->level > randint1(100))
2260                                         {
2261                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2262                                                 msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
2263                                                 resists_tele = TRUE;
2264                                         }
2265                                 }
2266
2267                                 if (!resists_tele)
2268                                 {
2269                                         msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
2270                                         teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2271                                         num = num_blow + 1; /* Can't hit it anymore! */
2272                                         *mdeath = TRUE;
2273                                 }
2274                         }
2275
2276                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2277                         {
2278                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2279                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2280                                 {
2281                                         if (polymorph_monster(y, x))
2282                                         {
2283                                                 msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
2284                                                 *fear = FALSE;
2285                                                 weak = FALSE;
2286                                         }
2287                                         else
2288                                         {
2289                                                 msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
2290                                         }
2291
2292                                         /* Hack -- Get new monster */
2293                                         m_ptr = &m_list[c_ptr->m_idx];
2294
2295                                         /* Oops, we need a different name... */
2296                                         monster_desc(m_name, m_ptr, 0);
2297
2298                                         /* Hack -- Get new race */
2299                                         r_ptr = &r_info[m_ptr->r_idx];
2300                                 }
2301                         }
2302                         else if (o_ptr->name1 == ART_G_HAMMER)
2303                         {
2304                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2305
2306                                 if (m_ptr->hold_o_idx)
2307                                 {
2308                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2309                                         char o_name[MAX_NLEN];
2310
2311                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2312                                         q_ptr->held_m_idx = 0;
2313                                         q_ptr->marked = OM_TOUCHED;
2314                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2315                                         q_ptr->next_o_idx = 0;
2316                                         msg_format(_("%sを奪った。", "You snatched %s."), o_name);
2317                                         inven_carry(q_ptr);
2318                                 }
2319                         }
2320                 }
2321
2322                 /* Player misses */
2323                 else
2324                 {
2325                         backstab = FALSE; /* Clumsy! */
2326                         fuiuchi = FALSE; /* Clumsy! */
2327
2328                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2329                         {
2330                                 u32b flgs[TR_FLAG_SIZE];
2331
2332                                 /* Sound */
2333                                 sound(SOUND_HIT);
2334
2335                                 /* Message */
2336                                 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
2337                                 /* Message */
2338                                 msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
2339
2340                                 /* Extract the flags */
2341                                 object_flags(o_ptr, flgs);
2342
2343                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2344                                 {
2345                                         int mult;
2346                                         switch (p_ptr->mimic_form)
2347                                         {
2348                                         case MIMIC_NONE:
2349                                                 switch (p_ptr->prace)
2350                                                 {
2351                                                         case RACE_YEEK:
2352                                                         case RACE_KLACKON:
2353                                                         case RACE_HUMAN:
2354                                                         case RACE_AMBERITE:
2355                                                         case RACE_DUNADAN:
2356                                                         case RACE_BARBARIAN:
2357                                                         case RACE_BEASTMAN:
2358                                                                 mult = 25;break;
2359                                                         case RACE_HALF_ORC:
2360                                                         case RACE_HALF_TROLL:
2361                                                         case RACE_HALF_OGRE:
2362                                                         case RACE_HALF_GIANT:
2363                                                         case RACE_HALF_TITAN:
2364                                                         case RACE_CYCLOPS:
2365                                                         case RACE_IMP:
2366                                                         case RACE_SKELETON:
2367                                                         case RACE_ZOMBIE:
2368                                                         case RACE_VAMPIRE:
2369                                                         case RACE_SPECTRE:
2370                                                         case RACE_DEMON:
2371                                                         case RACE_DRACONIAN:
2372                                                                 mult = 30;break;
2373                                                         default:
2374                                                                 mult = 10;break;
2375                                                 }
2376                                                 break;
2377                                         case MIMIC_DEMON:
2378                                         case MIMIC_DEMON_LORD:
2379                                         case MIMIC_VAMPIRE:
2380                                                 mult = 30;break;
2381                                         default:
2382                                                 mult = 10;break;
2383                                         }
2384
2385                                         if (p_ptr->align < 0 && mult < 20)
2386                                                 mult = 20;
2387                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2388                                                 mult = 25;
2389                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2390                                                 mult = 25;
2391                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2392                                                 mult = 25;
2393                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2394                                                 mult = 25;
2395                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2396                                                 mult = 25;
2397
2398                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2399                                         {
2400                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2401                                                 p_ptr->redraw |= (PR_MANA);
2402                                                 mult = mult * 3 / 2 + 20;
2403                                         }
2404                                         k *= mult;
2405                                         k /= 10;
2406                                 }
2407
2408                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2409                                 if (one_in_(6))
2410                                 {
2411                                         int mult = 2;
2412                                         msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
2413                                         /* Try to increase the damage */
2414                                         while (one_in_(4))
2415                                         {
2416                                                 mult++;
2417                                         }
2418
2419                                         k *= mult;
2420                                 }
2421                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2422                                 if (k < 0) k = 0;
2423
2424                                 take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
2425                                 redraw_stuff();
2426                         }
2427                         else
2428                         {
2429                                 /* Sound */
2430                                 sound(SOUND_MISS);
2431
2432                                 /* Message */
2433                                 msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
2434                         }
2435                 }
2436                 backstab = FALSE;
2437                 fuiuchi = FALSE;
2438         }
2439
2440
2441         if (weak && !(*mdeath))
2442         {
2443                 msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
2444         }
2445         if (drain_left != MAX_VAMPIRIC_DRAIN)
2446         {
2447                 if (one_in_(4))
2448                 {
2449                         chg_virtue(V_UNLIFE, 1);
2450                 }
2451         }
2452         /* Mega-Hack -- apply earthquake brand */
2453         if (do_quake)
2454         {
2455                 earthquake(py, px, 10);
2456                 if (!cave[y][x].m_idx) *mdeath = TRUE;
2457         }
2458 }
2459
2460 /*!
2461  * @brief プレイヤーの打撃処理メインルーチン
2462  * @param y 攻撃目標のY座標
2463  * @param x 攻撃目標のX座標
2464  * @param mode 発動中の剣術ID
2465  * @return 実際に攻撃処理が行われた場合TRUEを返す。
2466  * @details
2467  * If no "weapon" is available, then "punch" the monster one time.
2468  */
2469 bool py_attack(int y, int x, int mode)
2470 {
2471         bool            fear = FALSE;
2472         bool            mdeath = FALSE;
2473         bool            stormbringer = FALSE;
2474
2475         cave_type       *c_ptr = &cave[y][x];
2476         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
2477         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2478         char            m_name[80];
2479
2480         /* Disturb the player */
2481         disturb(0, 1);
2482
2483         energy_use = 100;
2484
2485         if (!p_ptr->migite && !p_ptr->hidarite &&
2486             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2487         {
2488                 msg_format(_("%s攻撃できない。", "You cannot do attacking."), 
2489                                         (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
2490                 return FALSE;
2491         }
2492
2493         /* Extract monster name (or "it") */
2494         monster_desc(m_name, m_ptr, 0);
2495
2496         if (m_ptr->ml)
2497         {
2498                 /* Auto-Recall if possible and visible */
2499                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2500
2501                 /* Track a new monster */
2502                 health_track(c_ptr->m_idx);
2503         }
2504
2505         if ((r_ptr->flags1 & RF1_FEMALE) &&
2506             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2507         {
2508                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2509                 {
2510                         msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
2511                         return FALSE;
2512                 }
2513         }
2514
2515         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2516         {
2517                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
2518                 return FALSE;
2519         }
2520
2521         /* Stop if friendly */
2522         if (!is_hostile(m_ptr) &&
2523             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2524             p_ptr->shero || !m_ptr->ml))
2525         {
2526                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2527                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2528                 if (stormbringer)
2529                 {
2530                         msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
2531                         chg_virtue(V_INDIVIDUALISM, 1);
2532                         chg_virtue(V_HONOUR, -1);
2533                         chg_virtue(V_JUSTICE, -1);
2534                         chg_virtue(V_COMPASSION, -1);
2535                 }
2536                 else if (p_ptr->pclass != CLASS_BERSERKER)
2537                 {
2538                         if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
2539                         {
2540                                 chg_virtue(V_INDIVIDUALISM, 1);
2541                                 chg_virtue(V_HONOUR, -1);
2542                                 chg_virtue(V_JUSTICE, -1);
2543                                 chg_virtue(V_COMPASSION, -1);
2544                         }
2545                         else
2546                         {
2547                                 msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
2548                                 return FALSE;
2549                         }
2550                 }
2551         }
2552
2553
2554         /* Handle player fear */
2555         if (p_ptr->afraid)
2556         {
2557                 /* Message */
2558                 if (m_ptr->ml)
2559                         msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
2560                 else
2561                         msg_format (_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
2562
2563                 /* Disturb the monster */
2564                 (void)set_monster_csleep(c_ptr->m_idx, 0);
2565
2566                 /* Done */
2567                 return FALSE;
2568         }
2569
2570         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2571         {
2572                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2573                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2574         }
2575
2576         if (p_ptr->migite && p_ptr->hidarite)
2577         {
2578                 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))
2579                 {
2580                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2581                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2582                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2583                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2584                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2585                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2586                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2587                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2588                         p_ptr->update |= (PU_BONUS);
2589                 }
2590         }
2591
2592         /* Gain riding experience */
2593         if (p_ptr->riding)
2594         {
2595                 int cur = p_ptr->skill_exp[GINOU_RIDING];
2596                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2597
2598                 if (cur < max)
2599                 {
2600                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2601                         int targetlevel = r_ptr->level;
2602                         int inc = 0;
2603
2604                         if ((cur / 200 - 5) < targetlevel)
2605                                 inc += 1;
2606
2607                         /* Extra experience */
2608                         if ((cur / 100) < ridinglevel)
2609                         {
2610                                 if ((cur / 100 + 15) < ridinglevel)
2611                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
2612                                 else
2613                                         inc += 1;
2614                         }
2615
2616                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2617
2618                         p_ptr->update |= (PU_BONUS);
2619                 }
2620         }
2621
2622         riding_t_m_idx = c_ptr->m_idx;
2623         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2624         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2625
2626         /* Mutations which yield extra 'natural' attacks */
2627         if (!mdeath)
2628         {
2629                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2630                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2631                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2632                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2633                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2634                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2635                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2636                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2637                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2638                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2639         }
2640
2641         /* Hack -- delay fear messages */
2642         if (fear && m_ptr->ml && !mdeath)
2643         {
2644                 /* Sound */
2645                 sound(SOUND_FLEE);
2646
2647                 /* Message */
2648                 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
2649         }
2650
2651         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2652         {
2653                 set_action(ACTION_NONE);
2654         }
2655
2656         return mdeath;
2657 }
2658
2659
2660 /*!
2661  * @brief パターンによる移動制限処理
2662  * @param c_y プレイヤーの移動元Y座標
2663  * @param c_x プレイヤーの移動元X座標
2664  * @param n_y プレイヤーの移動先Y座標
2665  * @param n_x プレイヤーの移動先X座標
2666  * @return 移動処理が可能である場合(可能な場合に選択した場合)TRUEを返す。
2667  */
2668 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2669 {
2670         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2671         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2672         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2673         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2674         int pattern_type_cur, pattern_type_new;
2675
2676         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2677
2678         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2679         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2680
2681         if (pattern_type_new == PATTERN_TILE_START)
2682         {
2683                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2684                 {
2685                         if (get_check(_("パターンの上を歩き始めると、全てを歩かなければなりません。いいですか?", 
2686                                                         "If you start walking the Pattern, you must walk the whole way. Ok? ")))
2687                                 return TRUE;
2688                         else
2689                                 return FALSE;
2690                 }
2691                 else
2692                         return TRUE;
2693         }
2694         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2695                  (pattern_type_new == PATTERN_TILE_END) ||
2696                  (pattern_type_new == PATTERN_TILE_WRECKED))
2697         {
2698                 if (is_pattern_tile_cur)
2699                 {
2700                         return TRUE;
2701                 }
2702                 else
2703                 {
2704                         msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
2705                                                 "You must start walking the Pattern from the startpoint."));
2706
2707                         return FALSE;
2708                 }
2709         }
2710         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2711                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
2712         {
2713                 return TRUE;
2714         }
2715         else if (pattern_type_cur == PATTERN_TILE_START)
2716         {
2717                 if (is_pattern_tile_new)
2718                         return TRUE;
2719                 else
2720                 {
2721                         msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
2722                         return FALSE;
2723                 }
2724         }
2725         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2726                  (pattern_type_cur == PATTERN_TILE_END) ||
2727                  (pattern_type_cur == PATTERN_TILE_WRECKED))
2728         {
2729                 if (!is_pattern_tile_new)
2730                 {
2731                         msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
2732                         return FALSE;
2733                 }
2734                 else
2735                 {
2736                         return TRUE;
2737                 }
2738         }
2739         else
2740         {
2741                 if (!is_pattern_tile_cur)
2742                 {
2743                         msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
2744                                                 "You must start walking the Pattern from the startpoint."));
2745
2746                         return FALSE;
2747                 }
2748                 else
2749                 {
2750                         byte ok_move = PATTERN_TILE_START;
2751                         switch (pattern_type_cur)
2752                         {
2753                                 case PATTERN_TILE_1:
2754                                         ok_move = PATTERN_TILE_2;
2755                                         break;
2756                                 case PATTERN_TILE_2:
2757                                         ok_move = PATTERN_TILE_3;
2758                                         break;
2759                                 case PATTERN_TILE_3:
2760                                         ok_move = PATTERN_TILE_4;
2761                                         break;
2762                                 case PATTERN_TILE_4:
2763                                         ok_move = PATTERN_TILE_1;
2764                                         break;
2765                                 default:
2766                                         if (p_ptr->wizard)
2767                                                 msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
2768
2769                                         return TRUE; /* Goof-up */
2770                         }
2771
2772                         if ((pattern_type_new == ok_move) ||
2773                             (pattern_type_new == pattern_type_cur))
2774                                 return TRUE;
2775                         else
2776                         {
2777                                 if (!is_pattern_tile_new)
2778                                         msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
2779                                 else
2780                                         msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
2781
2782                                 return FALSE;
2783                         }
2784                 }
2785         }
2786 }
2787
2788
2789 /*!
2790  * @brief プレイヤーが地形踏破可能かを返す
2791  * @param feature 判定したい地形ID
2792  * @param mode 移動に関するオプションフラグ
2793  * @return 移動可能ならばTRUEを返す
2794  */
2795 bool player_can_enter(s16b feature, u16b mode)
2796 {
2797         feature_type *f_ptr = &f_info[feature];
2798
2799         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2800
2801         /* Pattern */
2802         if (have_flag(f_ptr->flags, FF_PATTERN))
2803         {
2804                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2805         }
2806
2807         /* "CAN" flags */
2808         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2809         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2810         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2811
2812         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2813
2814         return TRUE;
2815 }
2816
2817
2818 /*!
2819  * @brief 移動に伴うプレイヤーのステータス変化処理
2820  * @param ny 移動先Y座標
2821  * @param nx 移動先X座標
2822  * @param mpe_mode 移動オプションフラグ
2823  * @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
2824  */
2825 bool move_player_effect(int ny, int nx, u32b mpe_mode)
2826 {
2827         cave_type *c_ptr = &cave[ny][nx];
2828         feature_type *f_ptr = &f_info[c_ptr->feat];
2829
2830         if (!(mpe_mode & MPE_STAYING))
2831         {
2832                 int oy = py;
2833                 int ox = px;
2834                 cave_type *oc_ptr = &cave[oy][ox];
2835                 int om_idx = oc_ptr->m_idx;
2836                 int nm_idx = c_ptr->m_idx;
2837
2838                 /* Move the player */
2839                 py = ny;
2840                 px = nx;
2841
2842                 /* Hack -- For moving monster or riding player's moving */
2843                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
2844                 {
2845                         /* Swap two monsters */
2846                         c_ptr->m_idx = om_idx;
2847                         oc_ptr->m_idx = nm_idx;
2848
2849                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
2850                         {
2851                                 monster_type *om_ptr = &m_list[om_idx];
2852                                 om_ptr->fy = ny;
2853                                 om_ptr->fx = nx;
2854                                 update_mon(om_idx, TRUE);
2855                         }
2856
2857                         if (nm_idx > 0) /* Monster on new spot */
2858                         {
2859                                 monster_type *nm_ptr = &m_list[nm_idx];
2860                                 nm_ptr->fy = oy;
2861                                 nm_ptr->fx = ox;
2862                                 update_mon(nm_idx, TRUE);
2863                         }
2864                 }
2865
2866                 /* Redraw old spot */
2867                 lite_spot(oy, ox);
2868
2869                 /* Redraw new spot */
2870                 lite_spot(ny, nx);
2871
2872                 /* Check for new panel (redraw map) */
2873                 verify_panel();
2874
2875                 if (mpe_mode & MPE_FORGET_FLOW)
2876                 {
2877                         forget_flow();
2878
2879                         /* Mega-Hack -- Forget the view */
2880                         p_ptr->update |= (PU_UN_VIEW);
2881
2882                         /* Redraw map */
2883                         p_ptr->redraw |= (PR_MAP);
2884                 }
2885
2886                 /* Update stuff */
2887                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
2888
2889                 /* Window stuff */
2890                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2891
2892                 /* Remove "unsafe" flag */
2893                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
2894
2895                 /* For get everything when requested hehe I'm *NASTY* */
2896                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
2897
2898                 /* Handle stuff */
2899                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
2900
2901                 if (p_ptr->pclass == CLASS_NINJA)
2902                 {
2903                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
2904                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
2905                 }
2906
2907                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
2908                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
2909                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
2910                 {
2911                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
2912                         set_action(ACTION_NONE);
2913                 }
2914         }
2915
2916         if (mpe_mode & MPE_ENERGY_USE)
2917         {
2918                 if (music_singing(MUSIC_WALL))
2919                 {
2920                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
2921                                 PROJECT_KILL | PROJECT_ITEM, -1);
2922
2923                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
2924                 }
2925
2926                 /* Spontaneous Searching */
2927                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
2928                 {
2929                         search();
2930                 }
2931
2932                 /* Continuous Searching */
2933                 if (p_ptr->action == ACTION_SEARCH)
2934                 {
2935                         search();
2936                 }
2937         }
2938
2939         /* Handle "objects" */
2940         if (!(mpe_mode & MPE_DONT_PICKUP))
2941         {
2942                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
2943         }
2944
2945         /* Handle "store doors" */
2946         if (have_flag(f_ptr->flags, FF_STORE))
2947         {
2948                 /* Disturb */
2949                 disturb(0, 1);
2950
2951                 energy_use = 0;
2952                 /* Hack -- Enter store */
2953                 command_new = SPECIAL_KEY_STORE;
2954         }
2955
2956         /* Handle "building doors" -KMW- */
2957         else if (have_flag(f_ptr->flags, FF_BLDG))
2958         {
2959                 /* Disturb */
2960                 disturb(0, 1);
2961
2962                 energy_use = 0;
2963                 /* Hack -- Enter building */
2964                 command_new = SPECIAL_KEY_BUILDING;
2965         }
2966
2967         /* Handle quest areas -KMW- */
2968         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
2969         {
2970                 /* Disturb */
2971                 disturb(0, 1);
2972
2973                 energy_use = 0;
2974                 /* Hack -- Enter quest level */
2975                 command_new = SPECIAL_KEY_QUEST;
2976         }
2977
2978         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
2979         {
2980                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
2981                 {
2982                         complete_quest(p_ptr->inside_quest);
2983                 }
2984
2985                 leave_quest_check();
2986
2987                 p_ptr->inside_quest = c_ptr->special;
2988                 dun_level = 0;
2989                 p_ptr->oldpx = 0;
2990                 p_ptr->oldpy = 0;
2991
2992                 p_ptr->leaving = TRUE;
2993         }
2994
2995         /* Set off a trap */
2996         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
2997         {
2998                 /* Disturb */
2999                 disturb(0, 1);
3000
3001                 /* Hidden trap */
3002                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3003                 {
3004                         /* Message */
3005                         msg_print(_("トラップだ!", "You found a trap!"));
3006
3007                         /* Pick a trap */
3008                         disclose_grid(py, px);
3009                 }
3010
3011                 /* Hit the trap */
3012                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3013
3014                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3015         }
3016
3017         /* Warn when leaving trap detected region */
3018         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3019             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3020         {
3021                 /* No duplicate warning */
3022                 p_ptr->dtrap = FALSE;
3023
3024                 /* You are just on the edge */
3025                 if (!(c_ptr->info & CAVE_UNSAFE))
3026                 {
3027                         if (alert_trap_detect)
3028                         {
3029                                 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
3030                         }
3031
3032                         if (disturb_trap_detect) disturb(0, 1);
3033                 }
3034         }
3035
3036         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3037 }
3038
3039 /*!
3040  * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す
3041  * @param feat 地形ID
3042  * @return トラップが自動的に無効ならばTRUEを返す
3043  */
3044 bool trap_can_be_ignored(int feat)
3045 {
3046         feature_type *f_ptr = &f_info[feat];
3047
3048         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3049
3050         switch (f_ptr->subtype)
3051         {
3052         case TRAP_TRAPDOOR:
3053         case TRAP_PIT:
3054         case TRAP_SPIKED_PIT:
3055         case TRAP_POISON_PIT:
3056                 if (p_ptr->levitation) return TRUE;
3057                 break;
3058         case TRAP_TELEPORT:
3059                 if (p_ptr->anti_tele) return TRUE;
3060                 break;
3061         case TRAP_FIRE:
3062                 if (p_ptr->immune_fire) return TRUE;
3063                 break;
3064         case TRAP_ACID:
3065                 if (p_ptr->immune_acid) return TRUE;
3066                 break;
3067         case TRAP_BLIND:
3068                 if (p_ptr->resist_blind) return TRUE;
3069                 break;
3070         case TRAP_CONFUSE:
3071                 if (p_ptr->resist_conf) return TRUE;
3072                 break;
3073         case TRAP_POISON:
3074                 if (p_ptr->resist_pois) return TRUE;
3075                 break;
3076         case TRAP_SLEEP:
3077                 if (p_ptr->free_act) return TRUE;
3078                 break;
3079         }
3080
3081         return FALSE;
3082 }
3083
3084
3085 /*
3086  * Determine if a "boundary" grid is "floor mimic"
3087  */
3088 #define boundary_floor(C, F, MF) \
3089         ((C)->mimic && permanent_wall(F) && \
3090          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3091          have_flag((MF)->flags, FF_PROJECT) && \
3092          !have_flag((MF)->flags, FF_OPEN))
3093
3094
3095 /*!
3096  * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す /
3097  * Move player in the given direction, with the given "pickup" flag.
3098  * @param dir 移動方向ID
3099  * @param do_pickup 罠解除を試みながらの移動ならばTRUE
3100  * @param break_trap トラップ粉砕処理を行うならばTRUE
3101  * @return 実際に移動が行われたならばTRUEを返す。
3102  * @note
3103  * This routine should (probably) always induce energy expenditure.\n
3104  * @details
3105  * Note that moving will *always* take a turn, and will *always* hit\n
3106  * any monster which might be in the destination grid.  Previously,\n
3107  * moving into walls was "free" and did NOT hit invisible monsters.\n
3108  */
3109 void move_player(int dir, bool do_pickup, bool break_trap)
3110 {
3111         /* Find the result of moving */
3112         int y = py + ddy[dir];
3113         int x = px + ddx[dir];
3114
3115         /* Examine the destination */
3116         cave_type *c_ptr = &cave[y][x];
3117
3118         feature_type *f_ptr = &f_info[c_ptr->feat];
3119
3120         monster_type *m_ptr;
3121
3122         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3123         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3124
3125         char m_name[80];
3126
3127         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3128         bool p_can_kill_walls = FALSE;
3129         bool stormbringer = FALSE;
3130
3131         bool oktomove = TRUE;
3132         bool do_past = FALSE;
3133
3134         /* Exit the area */
3135         if (!dun_level && !p_ptr->wild_mode &&
3136                 ((x == 0) || (x == MAX_WID - 1) ||
3137                  (y == 0) || (y == MAX_HGT - 1)))
3138         {
3139                 /* Can the player enter the grid? */
3140                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3141                 {
3142                         /* Hack: move to new area */
3143                         if ((y == 0) && (x == 0))
3144                         {
3145                                 p_ptr->wilderness_y--;
3146                                 p_ptr->wilderness_x--;
3147                                 p_ptr->oldpy = cur_hgt - 2;
3148                                 p_ptr->oldpx = cur_wid - 2;
3149                                 ambush_flag = FALSE;
3150                         }
3151
3152                         else if ((y == 0) && (x == MAX_WID - 1))
3153                         {
3154                                 p_ptr->wilderness_y--;
3155                                 p_ptr->wilderness_x++;
3156                                 p_ptr->oldpy = cur_hgt - 2;
3157                                 p_ptr->oldpx = 1;
3158                                 ambush_flag = FALSE;
3159                         }
3160
3161                         else if ((y == MAX_HGT - 1) && (x == 0))
3162                         {
3163                                 p_ptr->wilderness_y++;
3164                                 p_ptr->wilderness_x--;
3165                                 p_ptr->oldpy = 1;
3166                                 p_ptr->oldpx = cur_wid - 2;
3167                                 ambush_flag = FALSE;
3168                         }
3169
3170                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3171                         {
3172                                 p_ptr->wilderness_y++;
3173                                 p_ptr->wilderness_x++;
3174                                 p_ptr->oldpy = 1;
3175                                 p_ptr->oldpx = 1;
3176                                 ambush_flag = FALSE;
3177                         }
3178
3179                         else if (y == 0)
3180                         {
3181                                 p_ptr->wilderness_y--;
3182                                 p_ptr->oldpy = cur_hgt - 2;
3183                                 p_ptr->oldpx = x;
3184                                 ambush_flag = FALSE;
3185                         }
3186
3187                         else if (y == MAX_HGT - 1)
3188                         {
3189                                 p_ptr->wilderness_y++;
3190                                 p_ptr->oldpy = 1;
3191                                 p_ptr->oldpx = x;
3192                                 ambush_flag = FALSE;
3193                         }
3194
3195                         else if (x == 0)
3196                         {
3197                                 p_ptr->wilderness_x--;
3198                                 p_ptr->oldpx = cur_wid - 2;
3199                                 p_ptr->oldpy = y;
3200                                 ambush_flag = FALSE;
3201                         }
3202
3203                         else if (x == MAX_WID - 1)
3204                         {
3205                                 p_ptr->wilderness_x++;
3206                                 p_ptr->oldpx = 1;
3207                                 p_ptr->oldpy = y;
3208                                 ambush_flag = FALSE;
3209                         }
3210
3211                         p_ptr->leaving = TRUE;
3212                         energy_use = 100;
3213
3214                         return;
3215                 }
3216
3217                 /* "Blocked" message appears later */
3218                 /* oktomove = FALSE; */
3219                 p_can_enter = FALSE;
3220         }
3221
3222         /* Get the monster */
3223         m_ptr = &m_list[c_ptr->m_idx];
3224
3225
3226         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3227         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3228
3229         /* Player can not walk through "walls"... */
3230         /* unless in Shadow Form */
3231         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3232                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3233                 !have_flag(f_ptr->flags, FF_PERMANENT);
3234
3235         /* Hack -- attack monsters */
3236         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3237         {
3238                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3239
3240                 /* Attack -- only if we can see it OR it is not in a wall */
3241                 if (!is_hostile(m_ptr) &&
3242                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3243                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3244                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3245                 {
3246                         /* Disturb the monster */
3247                         (void)set_monster_csleep(c_ptr->m_idx, 0);
3248
3249                         /* Extract monster name (or "it") */
3250                         monster_desc(m_name, m_ptr, 0);
3251
3252                         if (m_ptr->ml)
3253                         {
3254                                 /* Auto-Recall if possible and visible */
3255                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3256
3257                                 /* Track a new monster */
3258                                 health_track(c_ptr->m_idx);
3259                         }
3260
3261                         /* displace? */
3262                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3263                         {
3264                                 py_attack(y, x, 0);
3265                                 oktomove = FALSE;
3266                         }
3267                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3268                         {
3269                                 do_past = TRUE;
3270                         }
3271                         else
3272                         {
3273                                 msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
3274                                 energy_use = 0;
3275                                 oktomove = FALSE;
3276                         }
3277
3278                         /* now continue on to 'movement' */
3279                 }
3280                 else
3281                 {
3282                         py_attack(y, x, 0);
3283                         oktomove = FALSE;
3284                 }
3285         }
3286
3287         if (oktomove && p_ptr->riding)
3288         {
3289                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3290                 {
3291                         msg_print(_("動けない!", "Can't move!"));
3292                         energy_use = 0;
3293                         oktomove = FALSE;
3294                         disturb(0, 1);
3295                 }
3296                 else if (MON_MONFEAR(riding_m_ptr))
3297                 {
3298                         char m_name[80];
3299
3300                         /* Acquire the monster name */
3301                         monster_desc(m_name, riding_m_ptr, 0);
3302
3303                         /* Dump a message */
3304                         msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), m_name);
3305                         oktomove = FALSE;
3306                         disturb(0, 1);
3307                 }
3308                 else if (p_ptr->riding_ryoute)
3309                 {
3310                         oktomove = FALSE;
3311                         disturb(0, 1);
3312                 }
3313                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3314                 {
3315                         /* Allow moving */
3316                 }
3317                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3318                 {
3319                         /* Allow moving */
3320                 }
3321                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3322                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3323                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3324                 {
3325                         msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
3326                         energy_use = 0;
3327                         oktomove = FALSE;
3328                         disturb(0, 1);
3329                 }
3330                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3331                 {
3332                         msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3333                         energy_use = 0;
3334                         oktomove = FALSE;
3335                         disturb(0, 1);
3336                 }
3337                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3338                 {
3339                         msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(c_ptr)].name);
3340                         energy_use = 0;
3341                         oktomove = FALSE;
3342                         disturb(0, 1);
3343                 }
3344
3345                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3346                 {
3347                         char m_name[80];
3348                         monster_desc(m_name, riding_m_ptr, 0);
3349                         msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"),m_name);
3350                         oktomove = FALSE;
3351                         disturb(0, 1);
3352                 }
3353         }
3354
3355         if (!oktomove)
3356         {
3357         }
3358
3359         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3360         {
3361                 msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(c_ptr)].name);
3362                 energy_use = 0;
3363                 running = 0;
3364                 oktomove = FALSE;
3365         }
3366
3367         /*
3368          * Player can move through trees and
3369          * has effective -10 speed
3370          * Rangers can move without penality
3371          */
3372         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3373         {
3374                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3375         }
3376
3377 #ifdef ALLOW_EASY_DISARM /* TNB */
3378
3379         /* Disarm a visible trap */
3380         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3381         {
3382                 if (!trap_can_be_ignored(c_ptr->feat))
3383                 {
3384                         (void)do_cmd_disarm_aux(y, x, dir);
3385                         return;
3386                 }
3387         }
3388
3389 #endif /* ALLOW_EASY_DISARM -- TNB */
3390
3391         /* Player can not walk through "walls" unless in wraith form...*/
3392         else if (!p_can_enter && !p_can_kill_walls)
3393         {
3394                 /* Feature code (applying "mimic" field) */
3395                 s16b feat = get_feat_mimic(c_ptr);
3396                 feature_type *mimic_f_ptr = &f_info[feat];
3397                 cptr name = f_name + mimic_f_ptr->name;
3398
3399                 oktomove = FALSE;
3400
3401                 /* Notice things in the dark */
3402                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3403                 {
3404                         /* Boundary floor mimic */
3405                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3406                         {
3407                                 msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
3408                         }
3409
3410                         /* Wall (or secret door) */
3411                         else
3412                         {
3413 #ifdef JP
3414                                 msg_format("%sが行く手をはばんでいるようだ。", name);
3415 #else
3416                                 msg_format("You feel %s %s blocking your way.",
3417                                         is_a_vowel(name[0]) ? "an" : "a", name);
3418 #endif
3419
3420                                 c_ptr->info |= (CAVE_MARK);
3421                                 lite_spot(y, x);
3422                         }
3423                 }
3424
3425                 /* Notice things */
3426                 else
3427                 {
3428                         /* Boundary floor mimic */
3429                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3430                         {
3431                                 msg_print(_("それ以上先には進めない。", "You cannot go any more."));
3432                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3433                                         energy_use = 0;
3434                         }
3435
3436                         /* Wall (or secret door) */
3437                         else
3438                         {
3439 #ifdef ALLOW_EASY_OPEN
3440                                 /* Closed doors */
3441                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3442 #endif /* ALLOW_EASY_OPEN */
3443
3444 #ifdef JP
3445                                 msg_format("%sが行く手をはばんでいる。", name);
3446 #else
3447                                 msg_format("There is %s %s blocking your way.",
3448                                         is_a_vowel(name[0]) ? "an" : "a", name);
3449 #endif
3450
3451                                 /*
3452                                  * Well, it makes sense that you lose time bumping into
3453                                  * a wall _if_ you are confused, stunned or blind; but
3454                                  * typing mistakes should not cost you a turn...
3455                                  */
3456                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3457                                         energy_use = 0;
3458                         }
3459                 }
3460
3461                 /* Disturb the player */
3462                 disturb(0, 1);
3463
3464                 /* Sound */
3465                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3466         }
3467
3468         /* Normal movement */
3469         if (oktomove && !pattern_seq(py, px, y, x))
3470         {
3471                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3472                 {
3473                         energy_use = 0;
3474                 }
3475
3476                 /* To avoid a loop with running */
3477                 disturb(0, 1);
3478
3479                 oktomove = FALSE;
3480         }
3481
3482         /* Normal movement */
3483         if (oktomove)
3484         {
3485                 u32b mpe_mode = MPE_ENERGY_USE;
3486
3487                 if (p_ptr->warning)
3488                 {
3489                         if (!process_warning(x, y))
3490                         {
3491                                 energy_use = 25;
3492                                 return;
3493                         }
3494                 }
3495
3496                 if (do_past)
3497                 {
3498                         msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
3499                 }
3500
3501                 /* Change oldpx and oldpy to place the player well when going back to big mode */
3502                 if (p_ptr->wild_mode)
3503                 {
3504                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
3505                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
3506                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3507                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
3508                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
3509                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3510                 }
3511
3512                 if (p_can_kill_walls)
3513                 {
3514                         cave_alter_feat(y, x, FF_HURT_DISI);
3515
3516                         /* Update some things -- similar to GF_KILL_WALL */
3517                         p_ptr->update |= (PU_FLOW);
3518                 }
3519
3520                 /* Sound */
3521                 /* sound(SOUND_WALK); */
3522
3523 #ifdef ALLOW_EASY_DISARM /* TNB */
3524
3525                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3526
3527 #else /* ALLOW_EASY_DISARM -- TNB */
3528
3529                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3530
3531 #endif /* ALLOW_EASY_DISARM -- TNB */
3532
3533                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3534
3535                 /* Move the player */
3536                 (void)move_player_effect(y, x, mpe_mode);
3537         }
3538 }
3539
3540
3541 static bool ignore_avoid_run;
3542
3543 /*!
3544  * @brief ダッシュ移動処理中、移動先のマスが既知の壁かどうかを判定する /
3545  * Hack -- Check for a "known wall" (see below)
3546  * @param dir 想定する移動方向ID
3547  * @param y 移動元のY座標
3548  * @param x 移動元のX座標
3549  * @return 移動先が既知の壁ならばTRUE
3550  */
3551 static int see_wall(int dir, int y, int x)
3552 {
3553         cave_type   *c_ptr;
3554
3555         /* Get the new location */
3556         y += ddy[dir];
3557         x += ddx[dir];
3558
3559         /* Illegal grids are not known walls */
3560         if (!in_bounds2(y, x)) return (FALSE);
3561
3562         /* Access grid */
3563         c_ptr = &cave[y][x];
3564
3565         /* Must be known to the player */
3566         if (c_ptr->info & (CAVE_MARK))
3567         {
3568                 /* Feature code (applying "mimic" field) */
3569                 s16b         feat = get_feat_mimic(c_ptr);
3570                 feature_type *f_ptr = &f_info[feat];
3571
3572                 /* Wall grids are known walls */
3573                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3574
3575                 /* Don't run on a tree unless explicitly requested */
3576                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3577                         return TRUE;
3578
3579                 /* Don't run in a wall */
3580                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3581                         return !have_flag(f_ptr->flags, FF_DOOR);
3582         }
3583
3584         return FALSE;
3585 }
3586
3587
3588 /*!
3589  * @brief ダッシュ移動処理中、移動先のマスか未知の地形かどうかを判定する /
3590  * Hack -- Check for an "unknown corner" (see below)
3591  * @param dir 想定する移動方向ID
3592  * @param y 移動元のY座標
3593  * @param x 移動元のX座標
3594  * @return 移動先が未知の地形ならばTRUE
3595  */
3596 static int see_nothing(int dir, int y, int x)
3597 {
3598         /* Get the new location */
3599         y += ddy[dir];
3600         x += ddx[dir];
3601
3602         /* Illegal grids are unknown */
3603         if (!in_bounds2(y, x)) return (TRUE);
3604
3605         /* Memorized grids are always known */
3606         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3607
3608         /* Viewable door/wall grids are known */
3609         if (player_can_see_bold(y, x)) return (FALSE);
3610
3611         /* Default */
3612         return (TRUE);
3613 }
3614
3615
3616
3617
3618
3619
3620 /*
3621  * Hack -- allow quick "cycling" through the legal directions
3622  */
3623 static byte cycle[] =
3624 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
3625
3626 /*
3627  * Hack -- map each direction into the "middle" of the "cycle[]" array
3628  */
3629 static byte chome[] =
3630 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
3631
3632 /*
3633  * The direction we are running
3634  */
3635 static byte find_current;
3636
3637 /*
3638  * The direction we came from
3639  */
3640 static byte find_prevdir;
3641
3642 /*
3643  * We are looking for open area
3644  */
3645 static bool find_openarea;
3646
3647 /*
3648  * We are looking for a break
3649  */
3650 static bool find_breakright;
3651 static bool find_breakleft;
3652
3653
3654
3655 /*!
3656  * @brief ダッシュ処理の導入 /
3657  * Initialize the running algorithm for a new direction.
3658  * @param dir 導入の移動先
3659  * @details
3660  * Diagonal Corridor -- allow diaginal entry into corridors.\n
3661  *\n
3662  * Blunt Corridor -- If there is a wall two spaces ahead and\n
3663  * we seem to be in a corridor, then force a turn into the side\n
3664  * corridor, must be moving straight into a corridor here. ???\n
3665  *\n
3666  * Diagonal Corridor    Blunt Corridor (?)\n
3667  *       \# \#                  \#\n
3668  *       \#x\#                  \@x\#\n
3669  *       \@\@p.                  p\n
3670  */
3671 static void run_init(int dir)
3672 {
3673         int             row, col, deepleft, deepright;
3674         int             i, shortleft, shortright;
3675
3676
3677         /* Save the direction */
3678         find_current = dir;
3679
3680         /* Assume running straight */
3681         find_prevdir = dir;
3682
3683         /* Assume looking for open area */
3684         find_openarea = TRUE;
3685
3686         /* Assume not looking for breaks */
3687         find_breakright = find_breakleft = FALSE;
3688
3689         /* Assume no nearby walls */
3690         deepleft = deepright = FALSE;
3691         shortright = shortleft = FALSE;
3692
3693         p_ptr->run_py = py;
3694         p_ptr->run_px = px;
3695
3696         /* Find the destination grid */
3697         row = py + ddy[dir];
3698         col = px + ddx[dir];
3699
3700         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
3701
3702         /* Extract cycle index */
3703         i = chome[dir];
3704
3705         /* Check for walls */
3706         if (see_wall(cycle[i+1], py, px))
3707         {
3708                 find_breakleft = TRUE;
3709                 shortleft = TRUE;
3710         }
3711         else if (see_wall(cycle[i+1], row, col))
3712         {
3713                 find_breakleft = TRUE;
3714                 deepleft = TRUE;
3715         }
3716
3717         /* Check for walls */
3718         if (see_wall(cycle[i-1], py, px))
3719         {
3720                 find_breakright = TRUE;
3721                 shortright = TRUE;
3722         }
3723         else if (see_wall(cycle[i-1], row, col))
3724         {
3725                 find_breakright = TRUE;
3726                 deepright = TRUE;
3727         }
3728
3729         /* Looking for a break */
3730         if (find_breakleft && find_breakright)
3731         {
3732                 /* Not looking for open area */
3733                 find_openarea = FALSE;
3734
3735                 /* Hack -- allow angled corridor entry */
3736                 if (dir & 0x01)
3737                 {
3738                         if (deepleft && !deepright)
3739                         {
3740                                 find_prevdir = cycle[i - 1];
3741                         }
3742                         else if (deepright && !deepleft)
3743                         {
3744                                 find_prevdir = cycle[i + 1];
3745                         }
3746                 }
3747
3748                 /* Hack -- allow blunt corridor entry */
3749                 else if (see_wall(cycle[i], row, col))
3750                 {
3751                         if (shortleft && !shortright)
3752                         {
3753                                 find_prevdir = cycle[i - 2];
3754                         }
3755                         else if (shortright && !shortleft)
3756                         {
3757                                 find_prevdir = cycle[i + 2];
3758                         }
3759                 }
3760         }
3761 }
3762
3763
3764 /*!
3765  * @brief ダッシュ移動が継続できるかどうかの判定 /
3766  * Update the current "run" path
3767  * @return
3768  * ダッシュ移動が継続できるならばTRUEを返す。
3769  * Return TRUE if the running should be stopped
3770  */
3771 static bool run_test(void)
3772 {
3773         int         prev_dir, new_dir, check_dir = 0;
3774         int         row, col;
3775         int         i, max, inv;
3776         int         option = 0, option2 = 0;
3777         cave_type   *c_ptr;
3778         s16b        feat;
3779         feature_type *f_ptr;
3780
3781         /* Where we came from */
3782         prev_dir = find_prevdir;
3783
3784
3785         /* Range of newly adjacent grids */
3786         max = (prev_dir & 0x01) + 1;
3787
3788         /* break run when leaving trap detected region */
3789         if ((disturb_trap_detect || alert_trap_detect)
3790             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
3791         {
3792                 /* No duplicate warning */
3793                 p_ptr->dtrap = FALSE;
3794
3795                 /* You are just on the edge */
3796                 if (!(cave[py][px].info & CAVE_UNSAFE))
3797                 {
3798                         if (alert_trap_detect)
3799                         {
3800                                 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
3801                         }
3802
3803                         if (disturb_trap_detect)
3804                         {
3805                                 /* Break Run */
3806                                 return(TRUE);
3807                         }
3808                 }
3809         }
3810
3811         /* Look at every newly adjacent square. */
3812         for (i = -max; i <= max; i++)
3813         {
3814                 s16b this_o_idx, next_o_idx = 0;
3815
3816                 /* New direction */
3817                 new_dir = cycle[chome[prev_dir] + i];
3818
3819                 /* New location */
3820                 row = py + ddy[new_dir];
3821                 col = px + ddx[new_dir];
3822
3823                 /* Access grid */
3824                 c_ptr = &cave[row][col];
3825
3826                 /* Feature code (applying "mimic" field) */
3827                 feat = get_feat_mimic(c_ptr);
3828                 f_ptr = &f_info[feat];
3829
3830                 /* Visible monsters abort running */
3831                 if (c_ptr->m_idx)
3832                 {
3833                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
3834
3835                         /* Visible monster */
3836                         if (m_ptr->ml) return (TRUE);
3837                 }
3838
3839                 /* Visible objects abort running */
3840                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3841                 {
3842                         object_type *o_ptr;
3843
3844                         /* Acquire object */
3845                         o_ptr = &o_list[this_o_idx];
3846
3847                         /* Acquire next object */
3848                         next_o_idx = o_ptr->next_o_idx;
3849
3850                         /* Visible object */
3851                         if (o_ptr->marked & OM_FOUND) return (TRUE);
3852                 }
3853
3854                 /* Assume unknown */
3855                 inv = TRUE;
3856
3857                 /* Check memorized grids */
3858                 if (c_ptr->info & (CAVE_MARK))
3859                 {
3860                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
3861
3862                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
3863                         {
3864                                 /* Open doors */
3865                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
3866                                 {
3867                                         /* Option -- ignore */
3868                                         notice = FALSE;
3869                                 }
3870
3871                                 /* Stairs */
3872                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
3873                                 {
3874                                         /* Option -- ignore */
3875                                         notice = FALSE;
3876                                 }
3877
3878                                 /* Lava */
3879                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
3880                                 {
3881                                         /* Ignore */
3882                                         notice = FALSE;
3883                                 }
3884
3885                                 /* Deep water */
3886                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
3887                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
3888                                 {
3889                                         /* Ignore */
3890                                         notice = FALSE;
3891                                 }
3892                         }
3893
3894                         /* Interesting feature */
3895                         if (notice) return (TRUE);
3896
3897                         /* The grid is "visible" */
3898                         inv = FALSE;
3899                 }
3900
3901                 /* Analyze unknown grids and floors considering mimic */
3902                 if (inv || !see_wall(0, row, col))
3903                 {
3904                         /* Looking for open area */
3905                         if (find_openarea)
3906                         {
3907                                 /* Nothing */
3908                         }
3909
3910                         /* The first new direction. */
3911                         else if (!option)
3912                         {
3913                                 option = new_dir;
3914                         }
3915
3916                         /* Three new directions. Stop running. */
3917                         else if (option2)
3918                         {
3919                                 return (TRUE);
3920                         }
3921
3922                         /* Two non-adjacent new directions.  Stop running. */
3923                         else if (option != cycle[chome[prev_dir] + i - 1])
3924                         {
3925                                 return (TRUE);
3926                         }
3927
3928                         /* Two new (adjacent) directions (case 1) */
3929                         else if (new_dir & 0x01)
3930                         {
3931                                 check_dir = cycle[chome[prev_dir] + i - 2];
3932                                 option2 = new_dir;
3933                         }
3934
3935                         /* Two new (adjacent) directions (case 2) */
3936                         else
3937                         {
3938                                 check_dir = cycle[chome[prev_dir] + i + 1];
3939                                 option2 = option;
3940                                 option = new_dir;
3941                         }
3942                 }
3943
3944                 /* Obstacle, while looking for open area */
3945                 else
3946                 {
3947                         if (find_openarea)
3948                         {
3949                                 if (i < 0)
3950                                 {
3951                                         /* Break to the right */
3952                                         find_breakright = TRUE;
3953                                 }
3954
3955                                 else if (i > 0)
3956                                 {
3957                                         /* Break to the left */
3958                                         find_breakleft = TRUE;
3959                                 }
3960                         }
3961                 }
3962         }
3963
3964         /* Looking for open area */
3965         if (find_openarea)
3966         {
3967                 /* Hack -- look again */
3968                 for (i = -max; i < 0; i++)
3969                 {
3970                         /* Unknown grid or non-wall */
3971                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
3972                         {
3973                                 /* Looking to break right */
3974                                 if (find_breakright)
3975                                 {
3976                                         return (TRUE);
3977                                 }
3978                         }
3979
3980                         /* Obstacle */
3981                         else
3982                         {
3983                                 /* Looking to break left */
3984                                 if (find_breakleft)
3985                                 {
3986                                         return (TRUE);
3987                                 }
3988                         }
3989                 }
3990
3991                 /* Hack -- look again */
3992                 for (i = max; i > 0; i--)
3993                 {
3994                         /* Unknown grid or non-wall */
3995                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
3996                         {
3997                                 /* Looking to break left */
3998                                 if (find_breakleft)
3999                                 {
4000                                         return (TRUE);
4001                                 }
4002                         }
4003
4004                         /* Obstacle */
4005                         else
4006                         {
4007                                 /* Looking to break right */
4008                                 if (find_breakright)
4009                                 {
4010                                         return (TRUE);
4011                                 }
4012                         }
4013                 }
4014         }
4015
4016         /* Not looking for open area */
4017         else
4018         {
4019                 /* No options */
4020                 if (!option)
4021                 {
4022                         return (TRUE);
4023                 }
4024
4025                 /* One option */
4026                 else if (!option2)
4027                 {
4028                         /* Primary option */
4029                         find_current = option;
4030
4031                         /* No other options */
4032                         find_prevdir = option;
4033                 }
4034
4035                 /* Two options, examining corners */
4036                 else if (!find_cut)
4037                 {
4038                         /* Primary option */
4039                         find_current = option;
4040
4041                         /* Hack -- allow curving */
4042                         find_prevdir = option2;
4043                 }
4044
4045                 /* Two options, pick one */
4046                 else
4047                 {
4048                         /* Get next location */
4049                         row = py + ddy[option];
4050                         col = px + ddx[option];
4051
4052                         /* Don't see that it is closed off. */
4053                         /* This could be a potential corner or an intersection. */
4054                         if (!see_wall(option, row, col) ||
4055                             !see_wall(check_dir, row, col))
4056                         {
4057                                 /* Can not see anything ahead and in the direction we */
4058                                 /* are turning, assume that it is a potential corner. */
4059                                 if (see_nothing(option, row, col) &&
4060                                     see_nothing(option2, row, col))
4061                                 {
4062                                         find_current = option;
4063                                         find_prevdir = option2;
4064                                 }
4065
4066                                 /* STOP: we are next to an intersection or a room */
4067                                 else
4068                                 {
4069                                         return (TRUE);
4070                                 }
4071                         }
4072
4073                         /* This corner is seen to be enclosed; we cut the corner. */
4074                         else if (find_cut)
4075                         {
4076                                 find_current = option2;
4077                                 find_prevdir = option2;
4078                         }
4079
4080                         /* This corner is seen to be enclosed, and we */
4081                         /* deliberately go the long way. */
4082                         else
4083                         {
4084                                 find_current = option;
4085                                 find_prevdir = option2;
4086                         }
4087                 }
4088         }
4089
4090         /* About to hit a known wall, stop */
4091         if (see_wall(find_current, py, px))
4092         {
4093                 return (TRUE);
4094         }
4095
4096         /* Failure */
4097         return (FALSE);
4098 }
4099
4100
4101
4102 /*!
4103  * @brief 継続的なダッシュ処理 /
4104  * Take one step along the current "run" path
4105  * @param dir 移動を試みる方向ID
4106  * @return なし
4107  */
4108 void run_step(int dir)
4109 {
4110         /* Start running */
4111         if (dir)
4112         {
4113                 /* Ignore AVOID_RUN on a first step */
4114                 ignore_avoid_run = TRUE;
4115
4116                 /* Hack -- do not start silly run */
4117                 if (see_wall(dir, py, px))
4118                 {
4119                         /* Message */
4120                         msg_print(_("その方向には走れません。", "You cannot run in that direction."));
4121
4122                         /* Disturb */
4123                         disturb(0, 0);
4124
4125                         /* Done */
4126                         return;
4127                 }
4128
4129                 /* Initialize */
4130                 run_init(dir);
4131         }
4132
4133         /* Keep running */
4134         else
4135         {
4136                 /* Update run */
4137                 if (run_test())
4138                 {
4139                         /* Disturb */
4140                         disturb(0, 0);
4141
4142                         /* Done */
4143                         return;
4144                 }
4145         }
4146
4147         /* Decrease the run counter */
4148         if (--running <= 0) return;
4149
4150         /* Take time */
4151         energy_use = 100;
4152
4153         /* Move the player, using the "pickup" flag */
4154 #ifdef ALLOW_EASY_DISARM /* TNB */
4155
4156         move_player(find_current, FALSE, FALSE);
4157
4158 #else /* ALLOW_EASY_DISARM -- TNB */
4159
4160         move_player(find_current, always_pickup, FALSE);
4161
4162 #endif /* ALLOW_EASY_DISARM -- TNB */
4163
4164         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4165         {
4166                 p_ptr->run_py = 0;
4167                 p_ptr->run_px = 0;
4168                 disturb(0, 0);
4169         }
4170 }
4171
4172
4173 #ifdef TRAVEL
4174
4175 /*!
4176  * @brief トラベル機能の判定処理 /
4177  * Test for traveling
4178  * @param prev_dir 前回移動を行った元の方角ID
4179  * @return なし
4180  */
4181 static int travel_test(int prev_dir)
4182 {
4183         int new_dir = 0;
4184         int i, max;
4185         const cave_type *c_ptr;
4186         int cost;
4187
4188         /* Cannot travel when blind */
4189         if (p_ptr->blind || no_lite())
4190         {
4191                 msg_print(_("目が見えない!", "You cannot see!"));
4192                 return (0);
4193         }
4194
4195         /* break run when leaving trap detected region */
4196         if ((disturb_trap_detect || alert_trap_detect)
4197             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4198         {
4199                 /* No duplicate warning */
4200                 p_ptr->dtrap = FALSE;
4201
4202                 /* You are just on the edge */
4203                 if (!(cave[py][px].info & CAVE_UNSAFE))
4204                 {
4205                         if (alert_trap_detect)
4206                         {
4207                                 msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
4208                         }
4209
4210                         if (disturb_trap_detect)
4211                         {
4212                                 /* Break Run */
4213                                 return (0);
4214                         }
4215                 }
4216         }
4217
4218         /* Range of newly adjacent grids */
4219         max = (prev_dir & 0x01) + 1;
4220
4221         /* Look at every newly adjacent square. */
4222         for (i = -max; i <= max; i++)
4223         {
4224                 /* New direction */
4225                 int dir = cycle[chome[prev_dir] + i];
4226
4227                 /* New location */
4228                 int row = py + ddy[dir];
4229                 int col = px + ddx[dir];
4230
4231                 /* Access grid */
4232                 c_ptr = &cave[row][col];
4233
4234                 /* Visible monsters abort running */
4235                 if (c_ptr->m_idx)
4236                 {
4237                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4238
4239                         /* Visible monster */
4240                         if (m_ptr->ml) return (0);
4241                 }
4242
4243         }
4244
4245         /* Travel cost of current grid */
4246         cost = travel.cost[py][px];
4247
4248         /* Determine travel direction */
4249         for (i = 0; i < 8; ++ i) {
4250                 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4251
4252                 if (dir_cost < cost)
4253                 {
4254                         new_dir = ddd[i];
4255                         cost = dir_cost;
4256                 }
4257         }
4258
4259         if (!new_dir) return (0);
4260
4261         /* Access newly move grid */
4262         c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4263
4264         /* Close door abort traveling */
4265         if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4266
4267         /* Visible and unignorable trap abort tarveling */
4268         if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4269
4270         /* Move new grid */
4271         return (new_dir);
4272 }
4273
4274
4275 /*!
4276  * @brief トラベル機能の実装 /
4277  * Travel command
4278  * @return なし
4279  */
4280 void travel_step(void)
4281 {
4282         /* Get travel direction */
4283         travel.dir = travel_test(travel.dir);
4284
4285         /* disturb */
4286         if (!travel.dir)
4287         {
4288                 if (travel.run == 255)
4289                 {
4290                         msg_print(_("道筋が見つかりません!", "No route is found!"));
4291                         travel.y = travel.x = 0;
4292                 }
4293                 disturb(0, 1);
4294                 return;
4295         }
4296
4297         energy_use = 100;
4298
4299         move_player(travel.dir, always_pickup, FALSE);
4300
4301         if ((py == travel.y) && (px == travel.x))
4302         {
4303                 travel.run = 0;
4304                 travel.y = travel.x = 0;
4305         }
4306         else if (travel.run > 0)
4307                 travel.run--;
4308
4309         /* Travel Delay */
4310         Term_xtra(TERM_XTRA_DELAY, delay_factor);
4311 }
4312 #endif