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Fix stupid mistake in offset calculation macro
[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
92
93         /* Snipers can shot more critically with crossbows */
94         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
95         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
96
97         /* Critical hit */
98         if (randint1(5000) <= i)
99         {
100                 k = weight * randint1(500);
101
102                 if (k < 900)
103                 {
104 #ifdef JP
105                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
106 #else
107                         msg_print("It was a good hit!");
108 #endif
109
110                         dam += (dam / 2);
111                 }
112                 else if (k < 1350)
113                 {
114 #ifdef JP
115                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
116 #else
117                         msg_print("It was a great hit!");
118 #endif
119
120                         dam *= 2;
121                 }
122                 else
123                 {
124 #ifdef JP
125                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
126 #else
127                         msg_print("It was a superb hit!");
128 #endif
129
130                         dam *= 3;
131                 }
132         }
133
134         return (dam);
135 }
136
137
138
139 /*
140  * Critical hits (by player)
141  *
142  * Factor in weapon weight, total plusses, player level.
143  */
144 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
145 {
146         int i, k;
147
148         /* Extract "blow" power */
149         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
150
151         /* Chance */
152         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
153         {
154                 k = weight + randint1(650);
155                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156
157                 if (k < 400)
158                 {
159 #ifdef JP
160                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
161 #else
162                         msg_print("It was a good hit!");
163 #endif
164
165                         dam = 2 * dam + 5;
166                 }
167                 else if (k < 700)
168                 {
169 #ifdef JP
170                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
171 #else
172                         msg_print("It was a great hit!");
173 #endif
174
175                         dam = 2 * dam + 10;
176                 }
177                 else if (k < 900)
178                 {
179 #ifdef JP
180                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
181 #else
182                         msg_print("It was a superb hit!");
183 #endif
184
185                         dam = 3 * dam + 15;
186                 }
187                 else if (k < 1300)
188                 {
189 #ifdef JP
190                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
191 #else
192                         msg_print("It was a *GREAT* hit!");
193 #endif
194
195                         dam = 3 * dam + 20;
196                 }
197                 else
198                 {
199 #ifdef JP
200                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
201 #else
202                         msg_print("It was a *SUPERB* hit!");
203 #endif
204
205                         dam = ((7 * dam) / 2) + 25;
206                 }
207         }
208
209         return (dam);
210 }
211
212
213
214 static const struct slay_table_t {
215         int slay_flag;
216         u32b affect_race_flag;
217         int slay_mult;
218         size_t flag_offset;
219         size_t r_flag_offset;
220 } slay_table[] = {
221 #define OFFSET(X) offsetof(struct monster_race, X)
222         {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
223         {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
224         {TR_SLAY_EVIL,   RF3_EVIL,   20, OFFSET(flags3), OFFSET(r_flags3)},
225         {TR_KILL_EVIL,   RF3_EVIL,   35, OFFSET(flags3), OFFSET(r_flags3)},
226         {TR_SLAY_HUMAN,  RF2_HUMAN,  25, OFFSET(flags2), OFFSET(r_flags2)},
227         {TR_KILL_HUMAN,  RF2_HUMAN,  40, OFFSET(flags2), OFFSET(r_flags2)},
228         {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
229         {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
230         {TR_SLAY_DEMON,  RF3_DEMON,  30, OFFSET(flags3), OFFSET(r_flags3)},
231         {TR_KILL_DEMON,  RF3_DEMON,  50, OFFSET(flags3), OFFSET(r_flags3)},
232         {TR_SLAY_ORC,    RF3_ORC,    30, OFFSET(flags3), OFFSET(r_flags3)},
233         {TR_KILL_ORC,    RF3_ORC,    50, OFFSET(flags3), OFFSET(r_flags3)},
234         {TR_SLAY_TROLL,  RF3_TROLL,  30, OFFSET(flags3), OFFSET(r_flags3)},
235         {TR_KILL_TROLL,  RF3_TROLL,  50, OFFSET(flags3), OFFSET(r_flags3)},
236         {TR_SLAY_GIANT,  RF3_GIANT,  30, OFFSET(flags3), OFFSET(r_flags3)},
237         {TR_KILL_GIANT,  RF3_GIANT,  50, OFFSET(flags3), OFFSET(r_flags3)},
238         {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
239         {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
240 #undef OFFSET
241 };
242
243 static const struct brand_table_t {
244         int brand_flag;
245         u32b resist_mask;
246         u32b hurt_flag;
247 } brand_table[] = {
248         {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
249         {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
250         {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
251         {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
252         {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U           },
253 };
254
255 /*
256  * Extract the "total damage" from a given object hitting a given monster.
257  *
258  * Note that "flasks of oil" do NOT do fire damage, although they
259  * certainly could be made to do so.  XXX XXX
260  *
261  * Note that most brands and slays are x3, except Slay Animal (x2),
262  * Slay Evil (x2), and Kill dragon (x5).
263  */
264 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
265 {
266         int mult = 10;
267
268         monster_race *r_ptr = &r_info[m_ptr->r_idx];
269
270         u32b flgs[TR_FLAG_SIZE];
271
272         /* Extract the flags */
273         object_flags(o_ptr, flgs);
274         torch_flags(o_ptr, flgs); /* torches has secret flags */
275
276         if (!thrown)
277         {
278                 /* Magical Swords */
279                 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
280                 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
281                 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
282                 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
283                 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
284         }
285
286         /* Some "weapons" and "ammo" do extra damage */
287         switch (o_ptr->tval)
288         {
289                 case TV_SHOT:
290                 case TV_ARROW:
291                 case TV_BOLT:
292                 case TV_HAFTED:
293                 case TV_POLEARM:
294                 case TV_SWORD:
295                 case TV_DIGGING:
296                 case TV_LITE:
297                 {
298                         int i;
299
300                         /* Slaying */
301                         for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
302                         {
303                                 const struct slay_table_t* p = &slay_table[i];
304
305                                 if ((have_flag(flgs, p->slay_flag)) &&
306                                     (*(u32b*)(((char*)r_ptr) + p->flag_offset) & p->affect_race_flag))
307                                 {
308                                         if (is_original_ap_and_seen(m_ptr))
309                                         {
310                                                 *(u32b*)(((char*)r_ptr) + p->r_flag_offset) |= p->affect_race_flag;
311                                         }
312
313                                         if (mult < p->slay_mult) mult = p->slay_mult;
314                                 }
315                         }
316
317                         /* Hack -- The Nothung cause special damage to Fafner */
318                         if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
319                                 mult = 150;
320
321                         /* Hex - Slay Good (Runesword) */
322                         if (hex_spelling(HEX_RUNESWORD) &&
323                             (r_ptr->flags3 & RF3_GOOD))
324                         {
325                                 if (is_original_ap_and_seen(m_ptr))
326                                 {
327                                         r_ptr->r_flags3 |= RF3_GOOD;
328                                 }
329
330                                 if (mult < 20) mult = 20;
331                         }
332
333                         /* Elemental Brand */
334                         for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
335                         {
336                                 const struct brand_table_t* p = &brand_table[i];
337
338                                 if (have_flag(flgs, p->brand_flag))
339                                 {
340                                         /* Notice immunity */
341                                         if (r_ptr->flagsr & p->resist_mask)
342                                         {
343                                                 if (is_original_ap_and_seen(m_ptr))
344                                                 {
345                                                         r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
346                                                 }
347                                         }
348
349                                         /* Otherwise, take the damage */
350                                         else if (r_ptr->flags3 & p->hurt_flag)
351                                         {
352                                                 if (mult < 50) mult = 50;
353                                                 if (is_original_ap_and_seen(m_ptr))
354                                                 {
355                                                         r_ptr->r_flags3 |= p->hurt_flag;
356                                                 }
357                                         }
358                                         else if (mult < 25) mult = 25;
359                                 }
360                         }
361
362                         /* Hissatsu */
363                         if (p_ptr->pclass == CLASS_SAMURAI)
364                         {
365                                 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
366                         }
367
368                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
369                         {
370                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
371                                 p_ptr->redraw |= (PR_MANA);
372                                 mult = mult * 3 / 2 + 20;
373                         }
374                         break;
375                 }
376         }
377         if (mult > 150) mult = 150;
378
379         /* Return the total damage */
380         return (tdam * mult / 10);
381 }
382
383
384 /*
385  * Search for hidden things
386  */
387 void search(void)
388 {
389         int y, x, chance;
390
391         s16b this_o_idx, next_o_idx = 0;
392
393         cave_type *c_ptr;
394
395
396         /* Start with base search ability */
397         chance = p_ptr->skill_srh;
398
399         /* Penalize various conditions */
400         if (p_ptr->blind || no_lite()) chance = chance / 10;
401         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
402
403         /* Search the nearby grids, which are always in bounds */
404         for (y = (py - 1); y <= (py + 1); y++)
405         {
406                 for (x = (px - 1); x <= (px + 1); x++)
407                 {
408                         /* Sometimes, notice things */
409                         if (randint0(100) < chance)
410                         {
411                                 /* Access the grid */
412                                 c_ptr = &cave[y][x];
413
414                                 /* Invisible trap */
415                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
416                                 {
417                                         /* Pick a trap */
418                                         disclose_grid(y, x);
419
420                                         /* Message */
421 #ifdef JP
422                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
423 #else
424                                         msg_print("You have found a trap.");
425 #endif
426
427                                         /* Disturb */
428                                         disturb(0, 1);
429                                 }
430
431                                 /* Secret door */
432                                 if (is_hidden_door(c_ptr))
433                                 {
434                                         /* Message */
435 #ifdef JP
436                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
437 #else
438                                         msg_print("You have found a secret door.");
439 #endif
440
441                                         /* Disclose */
442                                         disclose_grid(y, x);
443
444                                         /* Disturb */
445                                         disturb(0, 0);
446                                 }
447
448                                 /* Scan all objects in the grid */
449                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
450                                 {
451                                         object_type *o_ptr;
452
453                                         /* Acquire object */
454                                         o_ptr = &o_list[this_o_idx];
455
456                                         /* Acquire next object */
457                                         next_o_idx = o_ptr->next_o_idx;
458
459                                         /* Skip non-chests */
460                                         if (o_ptr->tval != TV_CHEST) continue;
461
462                                         /* Skip non-trapped chests */
463                                         if (!chest_traps[o_ptr->pval]) continue;
464
465                                         /* Identify once */
466                                         if (!object_is_known(o_ptr))
467                                         {
468                                                 /* Message */
469 #ifdef JP
470                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
471 #else
472                                                 msg_print("You have discovered a trap on the chest!");
473 #endif
474
475                                                 /* Know the trap */
476                                                 object_known(o_ptr);
477
478                                                 /* Notice it */
479                                                 disturb(0, 0);
480                                         }
481                                 }
482                         }
483                 }
484         }
485 }
486
487
488 /*
489  * Helper routine for py_pickup() and py_pickup_floor().
490  *
491  * Add the given dungeon object to the character's inventory.
492  *
493  * Delete the object afterwards.
494  */
495 void py_pickup_aux(int o_idx)
496 {
497         int slot, i;
498
499 #ifdef JP
500 /*
501  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
502  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
503  * ¤À¤¬¡¢°ãÏ´¶¤¬
504  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
505  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
506  */
507         char o_name[MAX_NLEN];
508         char old_name[MAX_NLEN];
509         char kazu_str[80];
510         int hirottakazu;
511 #else
512         char o_name[MAX_NLEN];
513 #endif
514
515         object_type *o_ptr;
516
517         o_ptr = &o_list[o_idx];
518
519 #ifdef JP
520         /* Describe the object */
521         object_desc(old_name, o_ptr, OD_NAME_ONLY);
522         object_desc_kosuu(kazu_str, o_ptr);
523         hirottakazu = o_ptr->number;
524 #endif
525         /* Carry the object */
526         slot = inven_carry(o_ptr);
527
528         /* Get the object again */
529         o_ptr = &inventory[slot];
530
531         /* Delete the object */
532         delete_object_idx(o_idx);
533
534         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
535         {
536                 bool old_known = identify_item(o_ptr);
537
538                 /* Auto-inscription/destroy */
539                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
540
541                 /* If it is destroyed, don't pick it up */
542                 if (o_ptr->marked & OM_AUTODESTROY) return;
543         }
544
545         /* Describe the object */
546         object_desc(o_name, o_ptr, 0);
547
548         /* Message */
549 #ifdef JP
550         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
551         {
552                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
553                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
554                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
555         }
556         else
557         {
558                 if (plain_pickup)
559                 {
560                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
561                 }
562                 else
563                 {
564                         if (o_ptr->number > hirottakazu) {
565                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
566                                kazu_str, o_name, index_to_label(slot));
567                         } else {
568                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
569                         }
570                 }
571         }
572         strcpy(record_o_name, old_name);
573 #else
574         msg_format("You have %s (%c).", o_name, index_to_label(slot));
575         strcpy(record_o_name, o_name);
576 #endif
577         record_turn = turn;
578
579
580         /* Check if completed a quest */
581         for (i = 0; i < max_quests; i++)
582         {
583                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
584                     (quest[i].status == QUEST_STATUS_TAKEN) &&
585                            (quest[i].k_idx == o_ptr->name1))
586                 {
587                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
588                         quest[i].status = QUEST_STATUS_COMPLETED;
589                         quest[i].complev = (byte)p_ptr->lev;
590 #ifdef JP
591                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
592 #else
593                         msg_print("You completed your quest!");
594 #endif
595
596                         msg_print(NULL);
597                 }
598         }
599 }
600
601
602 /*
603  * Player "wants" to pick up an object or gold.
604  * Note that we ONLY handle things that can be picked up.
605  * See "move_player()" for handling of other things.
606  */
607 void carry(bool pickup)
608 {
609         cave_type *c_ptr = &cave[py][px];
610
611         s16b this_o_idx, next_o_idx = 0;
612
613         char    o_name[MAX_NLEN];
614
615         /* Recenter the map around the player */
616         verify_panel();
617
618         /* Update stuff */
619         p_ptr->update |= (PU_MONSTERS);
620
621         /* Redraw map */
622         p_ptr->redraw |= (PR_MAP);
623
624         /* Window stuff */
625         p_ptr->window |= (PW_OVERHEAD);
626
627         /* Handle stuff */
628         handle_stuff();
629
630         /* Automatically pickup/destroy/inscribe items */
631         autopick_pickup_items(c_ptr);
632
633
634 #ifdef ALLOW_EASY_FLOOR
635
636         if (easy_floor)
637         {
638                 py_pickup_floor(pickup);
639                 return;
640         }
641
642 #endif /* ALLOW_EASY_FLOOR */
643
644         /* Scan the pile of objects */
645         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
646         {
647                 object_type *o_ptr;
648
649                 /* Acquire object */
650                 o_ptr = &o_list[this_o_idx];
651
652 #ifdef ALLOW_EASY_SENSE /* TNB */
653
654                 /* Option: Make item sensing easy */
655                 if (easy_sense)
656                 {
657                         /* Sense the object */
658                         (void)sense_object(o_ptr);
659                 }
660
661 #endif /* ALLOW_EASY_SENSE -- TNB */
662
663                 /* Describe the object */
664                 object_desc(o_name, o_ptr, 0);
665
666                 /* Acquire next object */
667                 next_o_idx = o_ptr->next_o_idx;
668
669                 /* Hack -- disturb */
670                 disturb(0, 0);
671
672                 /* Pick up gold */
673                 if (o_ptr->tval == TV_GOLD)
674                 {
675                         int value = (long)o_ptr->pval;
676
677                         /* Delete the gold */
678                         delete_object_idx(this_o_idx);
679
680                         /* Message */
681 #ifdef JP
682                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
683                            (long)value, o_name);
684 #else
685                         msg_format("You collect %ld gold pieces worth of %s.",
686                                    (long)value, o_name);
687 #endif
688
689
690                         sound(SOUND_SELL);
691
692                         /* Collect the gold */
693                         p_ptr->au += value;
694
695                         /* Redraw gold */
696                         p_ptr->redraw |= (PR_GOLD);
697
698                         /* Window stuff */
699                         p_ptr->window |= (PW_PLAYER);
700                 }
701
702                 /* Pick up objects */
703                 else
704                 {
705                         /* Hack - some objects were handled in autopick_pickup_items(). */
706                         if (o_ptr->marked & OM_NOMSG)
707                         {
708                                 /* Clear the flag. */
709                                 o_ptr->marked &= ~OM_NOMSG;
710                         }
711                         /* Describe the object */
712                         else if (!pickup)
713                         {
714 #ifdef JP
715                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
716 #else
717                                 msg_format("You see %s.", o_name);
718 #endif
719
720                         }
721
722                         /* Note that the pack is too full */
723                         else if (!inven_carry_okay(o_ptr))
724                         {
725 #ifdef JP
726                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
727 #else
728                                 msg_format("You have no room for %s.", o_name);
729 #endif
730
731                         }
732
733                         /* Pick up the item (if requested and allowed) */
734                         else
735                         {
736                                 int okay = TRUE;
737
738                                 /* Hack -- query every item */
739                                 if (carry_query_flag)
740                                 {
741                                         char out_val[MAX_NLEN+20];
742 #ifdef JP
743                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
744 #else
745                                         sprintf(out_val, "Pick up %s? ", o_name);
746 #endif
747
748                                         okay = get_check(out_val);
749                                 }
750
751                                 /* Attempt to pick up an object. */
752                                 if (okay)
753                                 {
754                                         /* Pick up the object */
755                                         py_pickup_aux(this_o_idx);
756                                 }
757                         }
758                 }
759         }
760 }
761
762
763 /*
764  * Determine if a trap affects the player.
765  * Always miss 5% of the time, Always hit 5% of the time.
766  * Otherwise, match trap power against player armor.
767  */
768 static int check_hit(int power)
769 {
770         int k, ac;
771
772         /* Percentile dice */
773         k = randint0(100);
774
775         /* Hack -- 5% hit, 5% miss */
776         if (k < 10) return (k < 5);
777
778         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
779                 if (one_in_(20)) return (TRUE);
780
781         /* Paranoia -- No power */
782         if (power <= 0) return (FALSE);
783
784         /* Total armor */
785         ac = p_ptr->ac + p_ptr->to_a;
786
787         /* Power competes against Armor */
788         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
789
790         /* Assume miss */
791         return (FALSE);
792 }
793
794
795
796 /*
797  * Handle player hitting a real trap
798  */
799 static void hit_trap(bool break_trap)
800 {
801         int i, num, dam;
802         int x = px, y = py;
803
804         /* Get the cave grid */
805         cave_type *c_ptr = &cave[y][x];
806         feature_type *f_ptr = &f_info[c_ptr->feat];
807         int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
808
809 #ifdef JP
810         cptr name = "¥È¥é¥Ã¥×";
811 #else
812         cptr name = "a trap";
813 #endif
814
815         /* Disturb the player */
816         disturb(0, 1);
817
818         cave_alter_feat(y, x, FF_HIT_TRAP);
819
820         /* Analyze XXX XXX XXX */
821         switch (trap_feat_type)
822         {
823                 case TRAP_TRAPDOOR:
824                 {
825                         if (p_ptr->levitation)
826                         {
827 #ifdef JP
828                                 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
829 #else
830                                 msg_print("You fly over a trap door.");
831 #endif
832
833                         }
834                         else
835                         {
836 #ifdef JP
837                                 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
838                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
839                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
840 #else
841                                 msg_print("You have fallen through a trap door!");
842 #endif
843
844                                 sound(SOUND_FALL);
845                                 dam = damroll(2, 8);
846 #ifdef JP
847                                 name = "Íî¤È¤·¸Í";
848 #else
849                                 name = "a trap door";
850 #endif
851
852                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
853
854                                 /* Still alive and autosave enabled */
855                                 if (autosave_l && (p_ptr->chp >= 0))
856                                         do_cmd_save_game(TRUE);
857
858 #ifdef JP
859                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
860 #else
861                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
862 #endif
863                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
864
865                                 /* Leaving */
866                                 p_ptr->leaving = TRUE;
867                         }
868                         break;
869                 }
870
871                 case TRAP_PIT:
872                 {
873                         if (p_ptr->levitation)
874                         {
875 #ifdef JP
876                                 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
877 #else
878                                 msg_print("You fly over a pit trap.");
879 #endif
880
881                         }
882                         else
883                         {
884 #ifdef JP
885                                 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
886 #else
887                                 msg_print("You have fallen into a pit!");
888 #endif
889
890                                 dam = damroll(2, 6);
891 #ifdef JP
892                                 name = "Íî¤È¤··ê";
893 #else
894                                 name = "a pit trap";
895 #endif
896
897                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
898                         }
899                         break;
900                 }
901
902                 case TRAP_SPIKED_PIT:
903                 {
904                         if (p_ptr->levitation)
905                         {
906 #ifdef JP
907                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
908 #else
909                                 msg_print("You fly over a spiked pit.");
910 #endif
911
912                         }
913                         else
914                         {
915 #ifdef JP
916                                 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
917 #else
918                                 msg_print("You fall into a spiked pit!");
919 #endif
920
921
922                                 /* Base damage */
923 #ifdef JP
924                                 name = "Íî¤È¤··ê";
925 #else
926                                 name = "a pit trap";
927 #endif
928
929                                 dam = damroll(2, 6);
930
931                                 /* Extra spike damage */
932                                 if (randint0(100) < 50)
933                                 {
934 #ifdef JP
935                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
936 #else
937                                         msg_print("You are impaled!");
938 #endif
939
940
941 #ifdef JP
942                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
943 #else
944                                         name = "a spiked pit";
945 #endif
946
947                                         dam = dam * 2;
948                                         (void)set_cut(p_ptr->cut + randint1(dam));
949                                 }
950
951                                 /* Take the damage */
952                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
953                         }
954                         break;
955                 }
956
957                 case TRAP_POISON_PIT:
958                 {
959                         if (p_ptr->levitation)
960                         {
961 #ifdef JP
962                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
963 #else
964                                 msg_print("You fly over a spiked pit.");
965 #endif
966
967                         }
968                         else
969                         {
970 #ifdef JP
971                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
972 #else
973                                 msg_print("You fall into a spiked pit!");
974 #endif
975
976
977                                 /* Base damage */
978                                 dam = damroll(2, 6);
979
980 #ifdef JP
981                                 name = "Íî¤È¤··ê";
982 #else
983                                 name = "a pit trap";
984 #endif
985
986
987                                 /* Extra spike damage */
988                                 if (randint0(100) < 50)
989                                 {
990 #ifdef JP
991                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
992 #else
993                                         msg_print("You are impaled on poisonous spikes!");
994 #endif
995
996
997 #ifdef JP
998                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
999 #else
1000                                         name = "a spiked pit";
1001 #endif
1002
1003
1004                                         dam = dam * 2;
1005                                         (void)set_cut(p_ptr->cut + randint1(dam));
1006
1007                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1008                                         {
1009 #ifdef JP
1010                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1011 #else
1012                                                 msg_print("The poison does not affect you!");
1013 #endif
1014
1015                                         }
1016
1017                                         else
1018                                         {
1019                                                 dam = dam * 2;
1020                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1021                                         }
1022                                 }
1023
1024                                 /* Take the damage */
1025                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1026                         }
1027
1028                         break;
1029                 }
1030
1031                 case TRAP_TY_CURSE:
1032                 {
1033 #ifdef JP
1034                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1035 #else
1036                         msg_print("There is a flash of shimmering light!");
1037 #endif
1038
1039                         num = 2 + randint1(3);
1040                         for (i = 0; i < num; i++)
1041                         {
1042                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1043                         }
1044
1045                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1046                         {
1047                                 bool stop_ty = FALSE;
1048                                 int count = 0;
1049
1050                                 do
1051                                 {
1052                                         stop_ty = activate_ty_curse(stop_ty, &count);
1053                                 }
1054                                 while (one_in_(6));
1055                         }
1056                         break;
1057                 }
1058
1059                 case TRAP_TELEPORT:
1060                 {
1061 #ifdef JP
1062                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1063 #else
1064                         msg_print("You hit a teleport trap!");
1065 #endif
1066
1067                         teleport_player(100, TELEPORT_PASSIVE);
1068                         break;
1069                 }
1070
1071                 case TRAP_FIRE:
1072                 {
1073 #ifdef JP
1074                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1075 #else
1076                         msg_print("You are enveloped in flames!");
1077 #endif
1078
1079                         dam = damroll(4, 6);
1080 #ifdef JP
1081                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1082 #else
1083                         (void)fire_dam(dam, "a fire trap", -1);
1084 #endif
1085
1086                         break;
1087                 }
1088
1089                 case TRAP_ACID:
1090                 {
1091 #ifdef JP
1092                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1093 #else
1094                         msg_print("You are splashed with acid!");
1095 #endif
1096
1097                         dam = damroll(4, 6);
1098 #ifdef JP
1099                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1100 #else
1101                         (void)acid_dam(dam, "an acid trap", -1);
1102 #endif
1103
1104                         break;
1105                 }
1106
1107                 case TRAP_SLOW:
1108                 {
1109                         if (check_hit(125))
1110                         {
1111 #ifdef JP
1112                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1113 #else
1114                                 msg_print("A small dart hits you!");
1115 #endif
1116
1117                                 dam = damroll(1, 4);
1118 #ifdef JP
1119                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1120 #else
1121                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1122 #endif
1123
1124                                 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1125                         }
1126                         else
1127                         {
1128 #ifdef JP
1129                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1130 #else
1131                                 msg_print("A small dart barely misses you.");
1132 #endif
1133
1134                         }
1135                         break;
1136                 }
1137
1138                 case TRAP_LOSE_STR:
1139                 {
1140                         if (check_hit(125))
1141                         {
1142 #ifdef JP
1143                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1144 #else
1145                                 msg_print("A small dart hits you!");
1146 #endif
1147
1148                                 dam = damroll(1, 4);
1149 #ifdef JP
1150                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1151 #else
1152                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1153 #endif
1154
1155                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1156                         }
1157                         else
1158                         {
1159 #ifdef JP
1160                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1161 #else
1162                                 msg_print("A small dart barely misses you.");
1163 #endif
1164
1165                         }
1166                         break;
1167                 }
1168
1169                 case TRAP_LOSE_DEX:
1170                 {
1171                         if (check_hit(125))
1172                         {
1173 #ifdef JP
1174                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1175 #else
1176                                 msg_print("A small dart hits you!");
1177 #endif
1178
1179                                 dam = damroll(1, 4);
1180 #ifdef JP
1181                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1182 #else
1183                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1184 #endif
1185
1186                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1187                         }
1188                         else
1189                         {
1190 #ifdef JP
1191                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1192 #else
1193                                 msg_print("A small dart barely misses you.");
1194 #endif
1195
1196                         }
1197                         break;
1198                 }
1199
1200                 case TRAP_LOSE_CON:
1201                 {
1202                         if (check_hit(125))
1203                         {
1204 #ifdef JP
1205                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1206 #else
1207                                 msg_print("A small dart hits you!");
1208 #endif
1209
1210                                 dam = damroll(1, 4);
1211 #ifdef JP
1212                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1213 #else
1214                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1215 #endif
1216
1217                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1218                         }
1219                         else
1220                         {
1221 #ifdef JP
1222                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1223 #else
1224                                 msg_print("A small dart barely misses you.");
1225 #endif
1226
1227                         }
1228                         break;
1229                 }
1230
1231                 case TRAP_BLIND:
1232                 {
1233 #ifdef JP
1234                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1235 #else
1236                         msg_print("A black gas surrounds you!");
1237 #endif
1238
1239                         if (!p_ptr->resist_blind)
1240                         {
1241                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1242                         }
1243                         break;
1244                 }
1245
1246                 case TRAP_CONFUSE:
1247                 {
1248 #ifdef JP
1249                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1250 #else
1251                         msg_print("A gas of scintillating colors surrounds you!");
1252 #endif
1253
1254                         if (!p_ptr->resist_conf)
1255                         {
1256                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1257                         }
1258                         break;
1259                 }
1260
1261                 case TRAP_POISON:
1262                 {
1263 #ifdef JP
1264                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1265 #else
1266                         msg_print("A pungent green gas surrounds you!");
1267 #endif
1268
1269                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1270                         {
1271                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1272                         }
1273                         break;
1274                 }
1275
1276                 case TRAP_SLEEP:
1277                 {
1278 #ifdef JP
1279                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1280 #else
1281                         msg_print("A strange white mist surrounds you!");
1282 #endif
1283
1284                         if (!p_ptr->free_act)
1285                         {
1286 #ifdef JP
1287 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1288 #else
1289                                 msg_print("You fall asleep.");
1290 #endif
1291
1292
1293                                 if (ironman_nightmare)
1294                                 {
1295 #ifdef JP
1296 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1297 #else
1298                                         msg_print("A horrible vision enters your mind.");
1299 #endif
1300
1301
1302                                         /* Pick a nightmare */
1303                                         get_mon_num_prep(get_nightmare, NULL);
1304
1305                                         /* Have some nightmares */
1306                                         have_nightmare(get_mon_num(MAX_DEPTH));
1307
1308                                         /* Remove the monster restriction */
1309                                         get_mon_num_prep(NULL, NULL);
1310                                 }
1311                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1312                         }
1313                         break;
1314                 }
1315
1316                 case TRAP_TRAPS:
1317                 {
1318 #ifdef JP
1319 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1320 #else
1321                         msg_print("There is a bright flash of light!");
1322 #endif
1323
1324                         /* Make some new traps */
1325                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1326
1327                         break;
1328                 }
1329
1330                 case TRAP_ALARM:
1331                 {
1332 #ifdef JP
1333                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1334 #else
1335                         msg_print("An alarm sounds!");
1336 #endif
1337
1338                         aggravate_monsters(0);
1339
1340                         break;
1341                 }
1342
1343                 case TRAP_OPEN:
1344                 {
1345 #ifdef JP
1346                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1347 #else
1348                         msg_print("Suddenly, surrounding walls are opened!");
1349 #endif
1350                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1351                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1352                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1353                         aggravate_monsters(0);
1354
1355                         break;
1356                 }
1357
1358                 case TRAP_ARMAGEDDON:
1359                 {
1360                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1361                         int evil_idx = 0, good_idx = 0;
1362
1363                         int lev;
1364 #ifdef JP
1365                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1366 #else
1367                         msg_print("Suddenly, you are surrounded by immotal beings!");
1368 #endif
1369
1370                         /* Summon Demons and Angels */
1371                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1372                         {
1373                                 num = levs[MIN(lev/10, 9)];
1374                                 for (i = 0; i < num; i++)
1375                                 {
1376                                         int x1 = rand_spread(x, 7);
1377                                         int y1 = rand_spread(y, 5);
1378
1379                                         /* Skip illegal grids */
1380                                         if (!in_bounds(y1, x1)) continue;
1381
1382                                         /* Require line of projection */
1383                                         if (!projectable(py, px, y1, x1)) continue;
1384
1385                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1386                                                 evil_idx = hack_m_idx_ii;
1387
1388                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1389                                         {
1390                                                 good_idx = hack_m_idx_ii;
1391                                         }
1392
1393                                         /* Let them fight each other */
1394                                         if (evil_idx && good_idx)
1395                                         {
1396                                                 monster_type *evil_ptr = &m_list[evil_idx];
1397                                                 monster_type *good_ptr = &m_list[good_idx];
1398                                                 evil_ptr->target_y = good_ptr->fy;
1399                                                 evil_ptr->target_x = good_ptr->fx;
1400                                                 good_ptr->target_y = evil_ptr->fy;
1401                                                 good_ptr->target_x = evil_ptr->fx;
1402                                         }
1403                                 }
1404                         }
1405                         break;
1406                 }
1407
1408                 case TRAP_PIRANHA:
1409                 {
1410 #ifdef JP
1411                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1412 #else
1413                         msg_print("Suddenly, the room is filled with water with piranhas!");
1414 #endif
1415
1416                         /* Water fills room */
1417                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1418
1419                         /* Summon Piranhas */
1420                         num = 1 + dun_level/20;
1421                         for (i = 0; i < num; i++)
1422                         {
1423                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1424                         }
1425                         break;
1426                 }
1427         }
1428
1429         if (break_trap && is_trap(c_ptr->feat))
1430         {
1431                 cave_alter_feat(y, x, FF_DISARM);
1432 #ifdef JP
1433                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1434 #else
1435                 msg_print("You destroyed the trap.");
1436 #endif
1437         }
1438 }
1439
1440
1441 static void touch_zap_player(monster_type *m_ptr)
1442 {
1443         int aura_damage = 0;
1444         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1445
1446         if (r_ptr->flags2 & RF2_AURA_FIRE)
1447         {
1448                 if (!p_ptr->immune_fire)
1449                 {
1450                         char aura_dam[80];
1451
1452                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1453
1454                         /* Hack -- Get the "died from" name */
1455                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1456
1457 #ifdef JP
1458                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1459 #else
1460                         msg_print("You are suddenly very hot!");
1461 #endif
1462
1463                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1464                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1465                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1466
1467                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1468                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1469                         handle_stuff();
1470                 }
1471         }
1472
1473         if (r_ptr->flags3 & RF3_AURA_COLD)
1474         {
1475                 if (!p_ptr->immune_cold)
1476                 {
1477                         char aura_dam[80];
1478
1479                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1480
1481                         /* Hack -- Get the "died from" name */
1482                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1483
1484 #ifdef JP
1485                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1486 #else
1487                         msg_print("You are suddenly very cold!");
1488 #endif
1489
1490                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1491                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1492
1493                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1494                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1495                         handle_stuff();
1496                 }
1497         }
1498
1499         if (r_ptr->flags2 & RF2_AURA_ELEC)
1500         {
1501                 if (!p_ptr->immune_elec)
1502                 {
1503                         char aura_dam[80];
1504
1505                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1506
1507                         /* Hack -- Get the "died from" name */
1508                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1509
1510                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1511                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1512                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1513
1514 #ifdef JP
1515                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1516 #else
1517                         msg_print("You get zapped!");
1518 #endif
1519
1520                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1521                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1522                         handle_stuff();
1523                 }
1524         }
1525 }
1526
1527
1528 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1529 {
1530         int             k, bonus, chance;
1531         int             n_weight = 0;
1532         monster_type    *m_ptr = &m_list[m_idx];
1533         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1534         char            m_name[80];
1535
1536         int             dss, ddd;
1537
1538         cptr            atk_desc;
1539
1540         switch (attack)
1541         {
1542                 case MUT2_SCOR_TAIL:
1543                         dss = 3;
1544                         ddd = 7;
1545                         n_weight = 5;
1546 #ifdef JP
1547                         atk_desc = "¿¬Èø";
1548 #else
1549                         atk_desc = "tail";
1550 #endif
1551
1552                         break;
1553                 case MUT2_HORNS:
1554                         dss = 2;
1555                         ddd = 6;
1556                         n_weight = 15;
1557 #ifdef JP
1558                         atk_desc = "³Ñ";
1559 #else
1560                         atk_desc = "horns";
1561 #endif
1562
1563                         break;
1564                 case MUT2_BEAK:
1565                         dss = 2;
1566                         ddd = 4;
1567                         n_weight = 5;
1568 #ifdef JP
1569                         atk_desc = "¥¯¥Á¥Ð¥·";
1570 #else
1571                         atk_desc = "beak";
1572 #endif
1573
1574                         break;
1575                 case MUT2_TRUNK:
1576                         dss = 1;
1577                         ddd = 4;
1578                         n_weight = 35;
1579 #ifdef JP
1580                         atk_desc = "¾Ý¤ÎÉ¡";
1581 #else
1582                         atk_desc = "trunk";
1583 #endif
1584
1585                         break;
1586                 case MUT2_TENTACLES:
1587                         dss = 2;
1588                         ddd = 5;
1589                         n_weight = 5;
1590 #ifdef JP
1591                         atk_desc = "¿¨¼ê";
1592 #else
1593                         atk_desc = "tentacles";
1594 #endif
1595
1596                         break;
1597                 default:
1598                         dss = ddd = n_weight = 1;
1599 #ifdef JP
1600                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1601 #else
1602                         atk_desc = "undefined body part";
1603 #endif
1604
1605         }
1606
1607         /* Extract monster name (or "it") */
1608         monster_desc(m_name, m_ptr, 0);
1609
1610
1611         /* Calculate the "attack quality" */
1612         bonus = p_ptr->to_h_m;
1613         bonus += (p_ptr->lev * 6 / 5);
1614         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1615
1616         /* Test for hit */
1617         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1618         {
1619                 /* Sound */
1620                 sound(SOUND_HIT);
1621
1622 #ifdef JP
1623                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1624 #else
1625                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1626 #endif
1627
1628
1629                 k = damroll(ddd, dss);
1630                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1631
1632                 /* Apply the player damage bonuses */
1633                 k += p_ptr->to_d_m;
1634
1635                 /* No negative damage */
1636                 if (k < 0) k = 0;
1637
1638                 /* Modify the damage */
1639                 k = mon_damage_mod(m_ptr, k, FALSE);
1640
1641                 /* Complex message */
1642                 if (p_ptr->wizard)
1643                 {
1644 #ifdef JP
1645                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1646 #else
1647                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1648 #endif
1649
1650                 }
1651
1652                 /* Anger the monster */
1653                 if (k > 0) anger_monster(m_ptr);
1654
1655                 /* Damage, check for fear and mdeath */
1656                 switch (attack)
1657                 {
1658                         case MUT2_SCOR_TAIL:
1659                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1660                                 *mdeath = (m_ptr->r_idx == 0);
1661                                 break;
1662                         case MUT2_HORNS:
1663                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1664                                 break;
1665                         case MUT2_BEAK:
1666                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1667                                 break;
1668                         case MUT2_TRUNK:
1669                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1670                                 break;
1671                         case MUT2_TENTACLES:
1672                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1673                                 break;
1674                         default:
1675                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1676                 }
1677
1678                 touch_zap_player(m_ptr);
1679         }
1680         /* Player misses */
1681         else
1682         {
1683                 /* Sound */
1684                 sound(SOUND_MISS);
1685
1686                 /* Message */
1687 #ifdef JP
1688                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1689 #else
1690                 msg_format("You miss %s.", m_name);
1691 #endif
1692
1693         }
1694 }
1695
1696
1697
1698 /*
1699  * Player attacks a (poor, defenseless) creature        -RAK-
1700  *
1701  * If no "weapon" is available, then "punch" the monster one time.
1702  */
1703 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1704 {
1705         int             num = 0, k, bonus, chance, vir;
1706
1707         cave_type       *c_ptr = &cave[y][x];
1708
1709         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1710         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1711
1712         /* Access the weapon */
1713         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1714
1715         char            m_name[80];
1716
1717         bool            success_hit = FALSE;
1718         bool            backstab = FALSE;
1719         bool            vorpal_cut = FALSE;
1720         int             chaos_effect = 0;
1721         bool            stab_fleeing = FALSE;
1722         bool            fuiuchi = FALSE;
1723         bool            monk_attack = FALSE;
1724         bool            do_quake = FALSE;
1725         bool            weak = FALSE;
1726         bool            drain_msg = TRUE;
1727         int             drain_result = 0, drain_heal = 0;
1728         bool            can_drain = FALSE;
1729         int             num_blow;
1730         int             drain_left = MAX_VAMPIRIC_DRAIN;
1731         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1732         bool            is_human = (r_ptr->d_char == 'p');
1733         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1734         bool            zantetsu_mukou, e_j_mukou;
1735
1736         switch (p_ptr->pclass)
1737         {
1738         case CLASS_ROGUE:
1739         case CLASS_NINJA:
1740                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1741                 {
1742                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1743                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1744                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1745                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1746                         if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1747                         {
1748                                 /* Can't backstab creatures that we can't see, right? */
1749                                 backstab = TRUE;
1750                         }
1751                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1752                         {
1753                                 fuiuchi = TRUE;
1754                         }
1755                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1756                         {
1757                                 stab_fleeing = TRUE;
1758                         }
1759                 }
1760                 break;
1761
1762         case CLASS_MONK:
1763         case CLASS_FORCETRAINER:
1764         case CLASS_BERSERKER:
1765                 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1766                 break;
1767         }
1768
1769         if (!o_ptr->k_idx) /* Empty hand */
1770         {
1771                 if ((r_ptr->level + 10) > p_ptr->lev)
1772                 {
1773                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1774                         {
1775                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1776                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
1777                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1778                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
1779                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1780                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
1781                                 else if ((p_ptr->lev > 34))
1782                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1783                                 p_ptr->update |= (PU_BONUS);
1784                         }
1785                 }
1786         }
1787         else if (object_is_melee_weapon(o_ptr))
1788         {
1789                 if ((r_ptr->level + 10) > p_ptr->lev)
1790                 {
1791                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1792                         int sval = inventory[INVEN_RARM+hand].sval;
1793                         int now_exp = p_ptr->weapon_exp[tval][sval];
1794                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1795                         {
1796                                 int amount = 0;
1797                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1798                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1799                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1800                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1801                                 p_ptr->weapon_exp[tval][sval] += amount;
1802                                 p_ptr->update |= (PU_BONUS);
1803                         }
1804                 }
1805         }
1806
1807         /* Disturb the monster */
1808         (void)set_monster_csleep(c_ptr->m_idx, 0);
1809
1810         /* Extract monster name (or "it") */
1811         monster_desc(m_name, m_ptr, 0);
1812
1813         /* Calculate the "attack quality" */
1814         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1815         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1816         if (mode == HISSATSU_IAI) chance += 60;
1817         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1818
1819         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1820
1821         vir = virtue_number(V_VALOUR);
1822         if (vir)
1823         {
1824                 chance += (p_ptr->virtues[vir - 1]/10);
1825         }
1826
1827         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1828         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1829
1830         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1831         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1832         else num_blow = p_ptr->num_blow[hand];
1833
1834         /* Hack -- DOKUBARI always hit once */
1835         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1836
1837         /* Attack once for each legal blow */
1838         while ((num++ < num_blow) && !p_ptr->is_dead)
1839         {
1840                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1841                 {
1842                         int n = 1;
1843
1844                         if (p_ptr->migite && p_ptr->hidarite)
1845                         {
1846                                 n *= 2;
1847                         }
1848                         if (mode == HISSATSU_3DAN)
1849                         {
1850                                 n *= 2;
1851                         }
1852
1853                         success_hit = one_in_(n);
1854                 }
1855                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1856                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1857
1858                 if (mode == HISSATSU_MAJIN)
1859                 {
1860                         if (one_in_(2))
1861                                 success_hit = FALSE;
1862                 }
1863
1864                 /* Test for hit */
1865                 if (success_hit)
1866                 {
1867                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1868
1869                         /* Sound */
1870                         sound(SOUND_HIT);
1871
1872                         /* Message */
1873 #ifdef JP
1874                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
1875                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1876                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
1877                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1878 #else
1879                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1880                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1881                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
1882                         else if (!monk_attack) msg_format("You hit %s.", m_name);
1883 #endif
1884
1885                         /* Hack -- bare hands do one damage */
1886                         k = 1;
1887
1888                         object_flags(o_ptr, flgs);
1889
1890                         /* Select a chaotic effect (50% chance) */
1891                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1892                         {
1893                                 if (one_in_(10))
1894                                 chg_virtue(V_CHANCE, 1);
1895
1896                                 if (randint1(5) < 3)
1897                                 {
1898                                         /* Vampiric (20%) */
1899                                         chaos_effect = 1;
1900                                 }
1901                                 else if (one_in_(250))
1902                                 {
1903                                         /* Quake (0.12%) */
1904                                         chaos_effect = 2;
1905                                 }
1906                                 else if (!one_in_(10))
1907                                 {
1908                                         /* Confusion (26.892%) */
1909                                         chaos_effect = 3;
1910                                 }
1911                                 else if (one_in_(2))
1912                                 {
1913                                         /* Teleport away (1.494%) */
1914                                         chaos_effect = 4;
1915                                 }
1916                                 else
1917                                 {
1918                                         /* Polymorph (1.494%) */
1919                                         chaos_effect = 5;
1920                                 }
1921                         }
1922
1923                         /* Vampiric drain */
1924                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1925                         {
1926                                 /* Only drain "living" monsters */
1927                                 if (monster_living(r_ptr))
1928                                         can_drain = TRUE;
1929                                 else
1930                                         can_drain = FALSE;
1931                         }
1932
1933                         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1934                                 vorpal_cut = TRUE;
1935                         else vorpal_cut = FALSE;
1936
1937                         if (monk_attack)
1938                         {
1939                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1940                                 int min_level = 1;
1941                                 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1942                                 int resist_stun = 0;
1943                                 int weight = 8;
1944
1945                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1946                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1947                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1948                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1949                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1950                                         resist_stun += 66;
1951
1952                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1953                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1954                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1955                                         max_times = 1;
1956                                 else if (p_ptr->special_defense & KAMAE_GENBU)
1957                                         max_times = 1;
1958                                 else
1959                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1960                                 /* Attempt 'times' */
1961                                 for (times = 0; times < max_times; times++)
1962                                 {
1963                                         do
1964                                         {
1965                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
1966                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1967                                                 else min_level = ma_ptr->min_level;
1968                                         }
1969                                         while ((min_level > p_ptr->lev) ||
1970                                                (randint1(p_ptr->lev) < ma_ptr->chance));
1971
1972                                         /* keep the highest level attack available we found */
1973                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
1974                                             !p_ptr->stun && !p_ptr->confused)
1975                                         {
1976                                                 old_ptr = ma_ptr;
1977
1978                                                 if (p_ptr->wizard && cheat_xtra)
1979                                                 {
1980 #ifdef JP
1981                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1982 #else
1983                                                         msg_print("Attack re-selected.");
1984 #endif
1985                                                 }
1986                                         }
1987                                         else
1988                                         {
1989                                                 ma_ptr = old_ptr;
1990                                         }
1991                                 }
1992
1993                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1994                                 else min_level = ma_ptr->min_level;
1995                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1996                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1997
1998                                 if (ma_ptr->effect == MA_KNEE)
1999                                 {
2000                                         if (r_ptr->flags1 & RF1_MALE)
2001                                         {
2002 #ifdef JP
2003                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2004 #else
2005                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2006 #endif
2007
2008                                                 sound(SOUND_PAIN);
2009                                                 special_effect = MA_KNEE;
2010                                         }
2011                                         else
2012                                                 msg_format(ma_ptr->desc, m_name);
2013                                 }
2014
2015                                 else if (ma_ptr->effect == MA_SLOW)
2016                                 {
2017                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2018                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2019                                         {
2020 #ifdef JP
2021                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2022 #else
2023                                                 msg_format("You kick %s in the ankle.", m_name);
2024 #endif
2025
2026                                                 special_effect = MA_SLOW;
2027                                         }
2028                                         else msg_format(ma_ptr->desc, m_name);
2029                                 }
2030                                 else
2031                                 {
2032                                         if (ma_ptr->effect)
2033                                         {
2034                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2035                                         }
2036
2037                                         msg_format(ma_ptr->desc, m_name);
2038                                 }
2039
2040                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2041                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2042                                 {
2043                                         weight += (p_ptr->magic_num1[0]/30);
2044                                         if (weight > 20) weight = 20;
2045                                 }
2046
2047                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2048
2049                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2050                                 {
2051 #ifdef JP
2052                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2053 #else
2054                                         msg_format("%^s moans in agony!", m_name);
2055 #endif
2056
2057                                         stun_effect = 7 + randint1(13);
2058                                         resist_stun /= 3;
2059                                 }
2060
2061                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2062                                 {
2063                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2064                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2065                                             m_ptr->mspeed > 60)
2066                                         {
2067 #ifdef JP
2068                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2069 #else
2070                                                 msg_format("%^s starts limping slower.", m_name);
2071 #endif
2072
2073                                                 m_ptr->mspeed -= 10;
2074                                         }
2075                                 }
2076
2077                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2078                                 {
2079                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2080                                         {
2081                                                 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2082                                                 {
2083 #ifdef JP
2084                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2085 #else
2086                                                         msg_format("%^s is stunned.", m_name);
2087 #endif
2088                                                 }
2089                                                 else
2090                                                 {
2091 #ifdef JP
2092                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2093 #else
2094                                                         msg_format("%^s is more stunned.", m_name);
2095 #endif
2096                                                 }
2097                                         }
2098                                 }
2099                         }
2100
2101                         /* Handle normal weapon */
2102                         else if (o_ptr->k_idx)
2103                         {
2104                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2105                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2106
2107                                 if (backstab)
2108                                 {
2109                                         k *= (3 + (p_ptr->lev / 20));
2110                                 }
2111                                 else if (fuiuchi)
2112                                 {
2113                                         k = k*(5+(p_ptr->lev*2/25))/2;
2114                                 }
2115                                 else if (stab_fleeing)
2116                                 {
2117                                         k = (3 * k) / 2;
2118                                 }
2119
2120                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2121                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2122                                 {
2123                                         do_quake = TRUE;
2124                                 }
2125
2126                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2127                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2128
2129                                 drain_result = k;
2130
2131                                 if (vorpal_cut)
2132                                 {
2133                                         int mult = 2;
2134
2135                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2136                                         {
2137                                                 char chainsword_noise[1024];
2138 #ifdef JP
2139                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2140 #else
2141                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2142 #endif
2143                                                 {
2144                                                         msg_print(chainsword_noise);
2145                                                 }
2146                                         }
2147
2148                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2149                                         {
2150 #ifdef JP
2151                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2152 #else
2153                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2154 #endif
2155                                         }
2156                                         else
2157                                         {
2158 #ifdef JP
2159                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2160 #else
2161                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2162 #endif
2163                                         }
2164
2165                                         /* Try to increase the damage */
2166                                         while (one_in_(vorpal_chance))
2167                                         {
2168                                                 mult++;
2169                                         }
2170
2171                                         k *= mult;
2172
2173                                         /* Ouch! */
2174                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2175                                         {
2176 #ifdef JP
2177                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2178 #else
2179                                                 msg_format("You cut %s in half!", m_name);
2180 #endif
2181                                         }
2182                                         else
2183                                         {
2184                                                 switch (mult)
2185                                                 {
2186 #ifdef JP
2187                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2188                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2189                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2190                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2191                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2192                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2193                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2194 #else
2195                                                 case 2: msg_format("You gouge %s!", m_name); break;
2196                                                 case 3: msg_format("You maim %s!", m_name); break;
2197                                                 case 4: msg_format("You carve %s!", m_name); break;
2198                                                 case 5: msg_format("You cleave %s!", m_name); break;
2199                                                 case 6: msg_format("You smite %s!", m_name); break;
2200                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2201                                                 default: msg_format("You shred %s!", m_name); break;
2202 #endif
2203                                                 }
2204                                         }
2205                                         drain_result = drain_result * 3 / 2;
2206                                 }
2207
2208                                 k += o_ptr->to_d;
2209                                 drain_result += o_ptr->to_d;
2210                         }
2211
2212                         /* Apply the player damage bonuses */
2213                         k += p_ptr->to_d[hand];
2214                         drain_result += p_ptr->to_d[hand];
2215
2216                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2217                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2218                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2219
2220                         /* No negative damage */
2221                         if (k < 0) k = 0;
2222
2223                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2224                         {
2225                                 k = 0;
2226                         }
2227
2228                         if (zantetsu_mukou)
2229                         {
2230 #ifdef JP
2231                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2232 #else
2233                                 msg_print("You cannot cut such a elastic thing!");
2234 #endif
2235                                 k = 0;
2236                         }
2237
2238                         if (e_j_mukou)
2239                         {
2240 #ifdef JP
2241                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2242 #else
2243                                 msg_print("Spiders are difficult for you to deal with!");
2244 #endif
2245                                 k /= 2;
2246                         }
2247
2248                         if (mode == HISSATSU_MINEUCHI)
2249                         {
2250                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2251
2252                                 k = 0;
2253                                 anger_monster(m_ptr);
2254
2255                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2256                                 {
2257                                         /* Get stunned */
2258                                         if (MON_STUNNED(m_ptr))
2259                                         {
2260 #ifdef JP
2261                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2262 #else
2263                                                 msg_format("%s is more dazed.", m_name);
2264 #endif
2265
2266                                                 tmp /= 2;
2267                                         }
2268                                         else
2269                                         {
2270 #ifdef JP
2271                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2272 #else
2273                                                 msg_format("%s is dazed.", m_name);
2274 #endif
2275                                         }
2276
2277                                         /* Apply stun */
2278                                         (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2279                                 }
2280                                 else
2281                                 {
2282 #ifdef JP
2283                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2284 #else
2285                                         msg_format("%s is not effected.", m_name);
2286 #endif
2287                                 }
2288                         }
2289
2290                         /* Modify the damage */
2291                         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))));
2292                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2293                         {
2294                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2295                                 {
2296                                         k = m_ptr->hp + 1;
2297 #ifdef JP
2298                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2299 #else
2300                                         msg_format("You hit %s on a fatal spot!", m_name);
2301 #endif
2302                                 }
2303                                 else k = 1;
2304                         }
2305                         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)))
2306                         {
2307                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2308                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2309                                 {
2310                                         k *= 5;
2311                                         drain_result *= 2;
2312 #ifdef JP
2313                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2314 #else
2315                                         msg_format("You critically injured %s!", m_name);
2316 #endif
2317                                 }
2318                                 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)))
2319                                 {
2320                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2321                                         {
2322                                                 k = MAX(k*5, m_ptr->hp/2);
2323                                                 drain_result *= 2;
2324 #ifdef JP
2325                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2326 #else
2327                                                 msg_format("You fatally injured %s!", m_name);
2328 #endif
2329                                         }
2330                                         else
2331                                         {
2332                                                 k = m_ptr->hp + 1;
2333 #ifdef JP
2334                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2335 #else
2336                                                 msg_format("You hit %s on a fatal spot!", m_name);
2337 #endif
2338                                         }
2339                                 }
2340                         }
2341
2342                         /* Complex message */
2343                         if (p_ptr->wizard || cheat_xtra)
2344                         {
2345 #ifdef JP
2346                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2347 #else
2348                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2349 #endif
2350                         }
2351
2352                         if (k <= 0) can_drain = FALSE;
2353
2354                         if (drain_result > m_ptr->hp)
2355                                 drain_result = m_ptr->hp;
2356
2357                         /* Damage, check for fear and death */
2358                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2359                         {
2360                                 *mdeath = TRUE;
2361                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2362                                 {
2363                                         if (p_ptr->migite && p_ptr->hidarite)
2364                                         {
2365                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2366                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2367                                         }
2368                                         else
2369                                         {
2370                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2371                                         }
2372                                 }
2373                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2374 #ifdef JP
2375                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2376 #else
2377                                         msg_print("Sigh... Another trifling thing I've cut....");
2378 #endif
2379                                 break;
2380                         }
2381
2382                         /* Anger the monster */
2383                         if (k > 0) anger_monster(m_ptr);
2384
2385                         touch_zap_player(m_ptr);
2386
2387                         /* Are we draining it?  A little note: If the monster is
2388                         dead, the drain does not work... */
2389
2390                         if (can_drain && (drain_result > 0))
2391                         {
2392                                 if (o_ptr->name1 == ART_MURAMASA)
2393                                 {
2394                                         if (is_human)
2395                                         {
2396                                                 int to_h = o_ptr->to_h;
2397                                                 int to_d = o_ptr->to_d;
2398                                                 int i, flag;
2399
2400                                                 flag = 1;
2401                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2402                                                 if (flag) to_h++;
2403
2404                                                 flag = 1;
2405                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2406                                                 if (flag) to_d++;
2407
2408                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2409                                                 {
2410 #ifdef JP
2411                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2412 #else
2413                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2414 #endif
2415                                                         o_ptr->to_h = to_h;
2416                                                         o_ptr->to_d = to_d;
2417                                                 }
2418                                         }
2419                                 }
2420                                 else
2421                                 {
2422                                         if (drain_result > 5) /* Did we really hurt it? */
2423                                         {
2424                                                 drain_heal = damroll(2, drain_result / 6);
2425
2426                                                 /* Hex */
2427                                                 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2428
2429                                                 if (cheat_xtra)
2430                                                 {
2431 #ifdef JP
2432                                                         msg_format("Draining left: %d", drain_left);
2433 #else
2434                                                         msg_format("Draining left: %d", drain_left);
2435 #endif
2436
2437                                                 }
2438
2439                                                 if (drain_left)
2440                                                 {
2441                                                         if (drain_heal < drain_left)
2442                                                         {
2443                                                                 drain_left -= drain_heal;
2444                                                         }
2445                                                         else
2446                                                         {
2447                                                                 drain_heal = drain_left;
2448                                                                 drain_left = 0;
2449                                                         }
2450
2451                                                         if (drain_msg)
2452                                                         {
2453 #ifdef JP
2454                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2455 #else
2456                                                                 msg_format("Your weapon drains life from %s!", m_name);
2457 #endif
2458
2459                                                                 drain_msg = FALSE;
2460                                                         }
2461
2462                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2463
2464                                                         hp_player(drain_heal);
2465                                                         /* We get to keep some of it! */
2466                                                 }
2467                                         }
2468                                 }
2469                                 m_ptr->maxhp -= (k+7)/8;
2470                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2471                                 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2472                                 weak = TRUE;
2473                         }
2474                         can_drain = FALSE;
2475                         drain_result = 0;
2476
2477                         /* Confusion attack */
2478                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2479                         {
2480                                 /* Cancel glowing hands */
2481                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2482                                 {
2483                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2484 #ifdef JP
2485                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2486 #else
2487                                         msg_print("Your hands stop glowing.");
2488 #endif
2489                                         p_ptr->redraw |= (PR_STATUS);
2490
2491                                 }
2492
2493                                 /* Confuse the monster */
2494                                 if (r_ptr->flags3 & RF3_NO_CONF)
2495                                 {
2496                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2497
2498 #ifdef JP
2499                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2500 #else
2501                                         msg_format("%^s is unaffected.", m_name);
2502 #endif
2503
2504                                 }
2505                                 else if (randint0(100) < r_ptr->level)
2506                                 {
2507 #ifdef JP
2508                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2509 #else
2510                                         msg_format("%^s is unaffected.", m_name);
2511 #endif
2512
2513                                 }
2514                                 else
2515                                 {
2516 #ifdef JP
2517                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2518 #else
2519                                         msg_format("%^s appears confused.", m_name);
2520 #endif
2521
2522                                         (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2523                                 }
2524                         }
2525
2526                         else if (chaos_effect == 4)
2527                         {
2528                                 bool resists_tele = FALSE;
2529
2530                                 if (r_ptr->flagsr & RFR_RES_TELE)
2531                                 {
2532                                         if (r_ptr->flags1 & RF1_UNIQUE)
2533                                         {
2534                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2535 #ifdef JP
2536                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2537 #else
2538                                                 msg_format("%^s is unaffected!", m_name);
2539 #endif
2540
2541                                                 resists_tele = TRUE;
2542                                         }
2543                                         else if (r_ptr->level > randint1(100))
2544                                         {
2545                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2546 #ifdef JP
2547                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2548 #else
2549                                                 msg_format("%^s resists!", m_name);
2550 #endif
2551
2552                                                 resists_tele = TRUE;
2553                                         }
2554                                 }
2555
2556                                 if (!resists_tele)
2557                                 {
2558 #ifdef JP
2559                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2560 #else
2561                                         msg_format("%^s disappears!", m_name);
2562 #endif
2563
2564                                         teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2565                                         num = num_blow + 1; /* Can't hit it anymore! */
2566                                         *mdeath = TRUE;
2567                                 }
2568                         }
2569
2570                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2571                         {
2572                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2573                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2574                                 {
2575                                         if (polymorph_monster(y, x))
2576                                         {
2577 #ifdef JP
2578                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2579 #else
2580                                                 msg_format("%^s changes!", m_name);
2581 #endif
2582
2583                                                 *fear = FALSE;
2584                                                 weak = FALSE;
2585                                         }
2586                                         else
2587                                         {
2588 #ifdef JP
2589                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2590 #else
2591                                                 msg_format("%^s is unaffected.", m_name);
2592 #endif
2593                                         }
2594
2595                                         /* Hack -- Get new monster */
2596                                         m_ptr = &m_list[c_ptr->m_idx];
2597
2598                                         /* Oops, we need a different name... */
2599                                         monster_desc(m_name, m_ptr, 0);
2600
2601                                         /* Hack -- Get new race */
2602                                         r_ptr = &r_info[m_ptr->r_idx];
2603                                 }
2604                         }
2605                         else if (o_ptr->name1 == ART_G_HAMMER)
2606                         {
2607                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2608
2609                                 if (m_ptr->hold_o_idx)
2610                                 {
2611                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2612                                         char o_name[MAX_NLEN];
2613
2614                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2615                                         q_ptr->held_m_idx = 0;
2616                                         q_ptr->marked = OM_TOUCHED;
2617                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2618                                         q_ptr->next_o_idx = 0;
2619 #ifdef JP
2620                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2621 #else
2622                                         msg_format("You snatched %s.", o_name);
2623 #endif
2624                                         inven_carry(q_ptr);
2625                                 }
2626                         }
2627                 }
2628
2629                 /* Player misses */
2630                 else
2631                 {
2632                         backstab = FALSE; /* Clumsy! */
2633                         fuiuchi = FALSE; /* Clumsy! */
2634
2635                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2636                         {
2637                                 u32b flgs[TR_FLAG_SIZE];
2638
2639                                 /* Sound */
2640                                 sound(SOUND_HIT);
2641
2642                                 /* Message */
2643 #ifdef JP
2644                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2645 #else
2646                                 msg_format("You miss %s.", m_name);
2647 #endif
2648                                 /* Message */
2649 #ifdef JP
2650                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2651 #else
2652                                 msg_print("Your scythe returns to you!");
2653 #endif
2654
2655                                 /* Extract the flags */
2656                                 object_flags(o_ptr, flgs);
2657
2658                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2659                                 {
2660                                         int mult;
2661                                         switch (p_ptr->mimic_form)
2662                                         {
2663                                         case MIMIC_NONE:
2664                                                 switch (p_ptr->prace)
2665                                                 {
2666                                                         case RACE_YEEK:
2667                                                         case RACE_KLACKON:
2668                                                         case RACE_HUMAN:
2669                                                         case RACE_AMBERITE:
2670                                                         case RACE_DUNADAN:
2671                                                         case RACE_BARBARIAN:
2672                                                         case RACE_BEASTMAN:
2673                                                                 mult = 25;break;
2674                                                         case RACE_HALF_ORC:
2675                                                         case RACE_HALF_TROLL:
2676                                                         case RACE_HALF_OGRE:
2677                                                         case RACE_HALF_GIANT:
2678                                                         case RACE_HALF_TITAN:
2679                                                         case RACE_CYCLOPS:
2680                                                         case RACE_IMP:
2681                                                         case RACE_SKELETON:
2682                                                         case RACE_ZOMBIE:
2683                                                         case RACE_VAMPIRE:
2684                                                         case RACE_SPECTRE:
2685                                                         case RACE_DEMON:
2686                                                         case RACE_DRACONIAN:
2687                                                                 mult = 30;break;
2688                                                         default:
2689                                                                 mult = 10;break;
2690                                                 }
2691                                                 break;
2692                                         case MIMIC_DEMON:
2693                                         case MIMIC_DEMON_LORD:
2694                                         case MIMIC_VAMPIRE:
2695                                                 mult = 30;break;
2696                                         default:
2697                                                 mult = 10;break;
2698                                         }
2699
2700                                         if (p_ptr->align < 0 && mult < 20)
2701                                                 mult = 20;
2702                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2703                                                 mult = 25;
2704                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2705                                                 mult = 25;
2706                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2707                                                 mult = 25;
2708                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2709                                                 mult = 25;
2710                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2711                                                 mult = 25;
2712
2713                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2714                                         {
2715                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2716                                                 p_ptr->redraw |= (PR_MANA);
2717                                                 mult = mult * 3 / 2 + 20;
2718                                         }
2719                                         k *= mult;
2720                                         k /= 10;
2721                                 }
2722
2723                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2724                                 if (one_in_(6))
2725                                 {
2726                                         int mult = 2;
2727 #ifdef JP
2728                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2729 #else
2730                                         msg_format("Your weapon cuts deep into yourself!");
2731 #endif
2732                                         /* Try to increase the damage */
2733                                         while (one_in_(4))
2734                                         {
2735                                                 mult++;
2736                                         }
2737
2738                                         k *= mult;
2739                                 }
2740                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2741
2742                                 if (k < 0) k = 0;
2743
2744 #ifdef JP
2745                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2746 #else
2747                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2748 #endif
2749
2750                                 redraw_stuff();
2751                         }
2752                         else
2753                         {
2754                                 /* Sound */
2755                                 sound(SOUND_MISS);
2756
2757                                 /* Message */
2758 #ifdef JP
2759                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2760 #else
2761                                 msg_format("You miss %s.", m_name);
2762 #endif
2763                         }
2764                 }
2765                 backstab = FALSE;
2766                 fuiuchi = FALSE;
2767         }
2768
2769
2770         if (weak && !(*mdeath))
2771         {
2772 #ifdef JP
2773                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2774 #else
2775                 msg_format("%^s seems weakened.", m_name);
2776 #endif
2777         }
2778         if (drain_left != MAX_VAMPIRIC_DRAIN)
2779         {
2780                 if (one_in_(4))
2781                 {
2782                         chg_virtue(V_UNLIFE, 1);
2783                 }
2784         }
2785         /* Mega-Hack -- apply earthquake brand */
2786         if (do_quake)
2787         {
2788                 earthquake(py, px, 10);
2789                 if (!cave[y][x].m_idx) *mdeath = TRUE;
2790         }
2791 }
2792
2793 bool py_attack(int y, int x, int mode)
2794 {
2795         bool            fear = FALSE;
2796         bool            mdeath = FALSE;
2797         bool            stormbringer = FALSE;
2798
2799         cave_type       *c_ptr = &cave[y][x];
2800         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
2801         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2802         char            m_name[80];
2803
2804         /* Disturb the player */
2805         disturb(0, 1);
2806
2807         energy_use = 100;
2808
2809         if (!p_ptr->migite && !p_ptr->hidarite &&
2810             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2811         {
2812 #ifdef JP
2813                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2814 #else
2815                 msg_print("You cannot do attacking.");
2816 #endif
2817                 return FALSE;
2818         }
2819
2820         /* Extract monster name (or "it") */
2821         monster_desc(m_name, m_ptr, 0);
2822
2823         if (m_ptr->ml)
2824         {
2825                 /* Auto-Recall if possible and visible */
2826                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2827
2828                 /* Track a new monster */
2829                 health_track(c_ptr->m_idx);
2830         }
2831
2832         if ((r_ptr->flags1 & RF1_FEMALE) &&
2833             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2834         {
2835                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2836                 {
2837 #ifdef JP
2838                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2839 #else
2840                         msg_print("I can not attack women!");
2841 #endif
2842                         return FALSE;
2843                 }
2844         }
2845
2846         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2847         {
2848 #ifdef JP
2849                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2850 #else
2851                 msg_print("Something prevent you from attacking.");
2852 #endif
2853                 return FALSE;
2854         }
2855
2856         /* Stop if friendly */
2857         if (!is_hostile(m_ptr) &&
2858             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2859             p_ptr->shero || !m_ptr->ml))
2860         {
2861                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2862                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2863                 if (stormbringer)
2864                 {
2865 #ifdef JP
2866                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2867 #else
2868                         msg_format("Your black blade greedily attacks %s!", m_name);
2869 #endif
2870                         chg_virtue(V_INDIVIDUALISM, 1);
2871                         chg_virtue(V_HONOUR, -1);
2872                         chg_virtue(V_JUSTICE, -1);
2873                         chg_virtue(V_COMPASSION, -1);
2874                 }
2875                 else if (p_ptr->pclass != CLASS_BERSERKER)
2876                 {
2877 #ifdef JP
2878                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2879 #else
2880                         if (get_check("Really hit it? "))
2881 #endif
2882                         {
2883                                 chg_virtue(V_INDIVIDUALISM, 1);
2884                                 chg_virtue(V_HONOUR, -1);
2885                                 chg_virtue(V_JUSTICE, -1);
2886                                 chg_virtue(V_COMPASSION, -1);
2887                         }
2888                         else
2889                         {
2890 #ifdef JP
2891                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2892 #else
2893                                 msg_format("You stop to avoid hitting %s.", m_name);
2894 #endif
2895                                 return FALSE;
2896                         }
2897                 }
2898         }
2899
2900
2901         /* Handle player fear */
2902         if (p_ptr->afraid)
2903         {
2904                 /* Message */
2905                 if (m_ptr->ml)
2906 #ifdef JP
2907                         msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
2908 #else
2909                         msg_format("You are too afraid to attack %s!", m_name);
2910 #endif
2911
2912                 else
2913 #ifdef JP
2914                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2915 #else
2916                         msg_format ("There is something scary in your way!");
2917 #endif
2918
2919                 /* Disturb the monster */
2920                 (void)set_monster_csleep(c_ptr->m_idx, 0);
2921
2922                 /* Done */
2923                 return FALSE;
2924         }
2925
2926         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2927         {
2928                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2929                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2930         }
2931
2932         if (p_ptr->migite && p_ptr->hidarite)
2933         {
2934                 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))
2935                 {
2936                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2937                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2938                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2939                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2940                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2941                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2942                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2943                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2944                         p_ptr->update |= (PU_BONUS);
2945                 }
2946         }
2947
2948         /* Gain riding experience */
2949         if (p_ptr->riding)
2950         {
2951                 int cur = p_ptr->skill_exp[GINOU_RIDING];
2952                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2953
2954                 if (cur < max)
2955                 {
2956                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2957                         int targetlevel = r_ptr->level;
2958                         int inc = 0;
2959
2960                         if ((cur / 200 - 5) < targetlevel)
2961                                 inc += 1;
2962
2963                         /* Extra experience */
2964                         if ((cur / 100) < ridinglevel)
2965                         {
2966                                 if ((cur / 100 + 15) < ridinglevel)
2967                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
2968                                 else
2969                                         inc += 1;
2970                         }
2971
2972                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2973
2974                         p_ptr->update |= (PU_BONUS);
2975                 }
2976         }
2977
2978         riding_t_m_idx = c_ptr->m_idx;
2979         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2980         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2981
2982         /* Mutations which yield extra 'natural' attacks */
2983         if (!mdeath)
2984         {
2985                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2986                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2987                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2988                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2989                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2990                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2991                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2992                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2993                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2994                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2995         }
2996
2997         /* Hack -- delay fear messages */
2998         if (fear && m_ptr->ml && !mdeath)
2999         {
3000                 /* Sound */
3001                 sound(SOUND_FLEE);
3002
3003                 /* Message */
3004 #ifdef JP
3005                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3006 #else
3007                 msg_format("%^s flees in terror!", m_name);
3008 #endif
3009
3010         }
3011
3012         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3013         {
3014                 set_action(ACTION_NONE);
3015         }
3016
3017         return mdeath;
3018 }
3019
3020
3021 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3022 {
3023         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3024         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3025         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3026         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3027         int pattern_type_cur, pattern_type_new;
3028
3029         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3030
3031         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3032         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3033
3034         if (pattern_type_new == PATTERN_TILE_START)
3035         {
3036                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3037                 {
3038 #ifdef JP
3039                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3040 #else
3041                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3042 #endif
3043                                 return TRUE;
3044                         else
3045                                 return FALSE;
3046                 }
3047                 else
3048                         return TRUE;
3049         }
3050         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3051                  (pattern_type_new == PATTERN_TILE_END) ||
3052                  (pattern_type_new == PATTERN_TILE_WRECKED))
3053         {
3054                 if (is_pattern_tile_cur)
3055                 {
3056                         return TRUE;
3057                 }
3058                 else
3059                 {
3060 #ifdef JP
3061                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3062 #else
3063                         msg_print("You must start walking the Pattern from the startpoint.");
3064 #endif
3065
3066                         return FALSE;
3067                 }
3068         }
3069         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3070                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3071         {
3072                 return TRUE;
3073         }
3074         else if (pattern_type_cur == PATTERN_TILE_START)
3075         {
3076                 if (is_pattern_tile_new)
3077                         return TRUE;
3078                 else
3079                 {
3080 #ifdef JP
3081                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3082 #else
3083                         msg_print("You must walk the Pattern in correct order.");
3084 #endif
3085
3086                         return FALSE;
3087                 }
3088         }
3089         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3090                  (pattern_type_cur == PATTERN_TILE_END) ||
3091                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3092         {
3093                 if (!is_pattern_tile_new)
3094                 {
3095 #ifdef JP
3096                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3097 #else
3098                         msg_print("You may not step off from the Pattern.");
3099 #endif
3100
3101                         return FALSE;
3102                 }
3103                 else
3104                 {
3105                         return TRUE;
3106                 }
3107         }
3108         else
3109         {
3110                 if (!is_pattern_tile_cur)
3111                 {
3112 #ifdef JP
3113                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3114 #else
3115                         msg_print("You must start walking the Pattern from the startpoint.");
3116 #endif
3117
3118                         return FALSE;
3119                 }
3120                 else
3121                 {
3122                         byte ok_move = PATTERN_TILE_START;
3123                         switch (pattern_type_cur)
3124                         {
3125                                 case PATTERN_TILE_1:
3126                                         ok_move = PATTERN_TILE_2;
3127                                         break;
3128                                 case PATTERN_TILE_2:
3129                                         ok_move = PATTERN_TILE_3;
3130                                         break;
3131                                 case PATTERN_TILE_3:
3132                                         ok_move = PATTERN_TILE_4;
3133                                         break;
3134                                 case PATTERN_TILE_4:
3135                                         ok_move = PATTERN_TILE_1;
3136                                         break;
3137                                 default:
3138                                         if (p_ptr->wizard)
3139 #ifdef JP
3140                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3141 #else
3142                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3143 #endif
3144
3145                                         return TRUE; /* Goof-up */
3146                         }
3147
3148                         if ((pattern_type_new == ok_move) ||
3149                             (pattern_type_new == pattern_type_cur))
3150                                 return TRUE;
3151                         else
3152                         {
3153                                 if (!is_pattern_tile_new)
3154 #ifdef JP
3155                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3156 #else
3157                                         msg_print("You may not step off from the Pattern.");
3158 #endif
3159                                 else
3160 #ifdef JP
3161                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3162 #else
3163                                         msg_print("You must walk the Pattern in correct order.");
3164 #endif
3165
3166                                 return FALSE;
3167                         }
3168                 }
3169         }
3170 }
3171
3172
3173 bool player_can_enter(s16b feature, u16b mode)
3174 {
3175         feature_type *f_ptr = &f_info[feature];
3176
3177         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3178
3179         /* Pattern */
3180         if (have_flag(f_ptr->flags, FF_PATTERN))
3181         {
3182                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3183         }
3184
3185         /* "CAN" flags */
3186         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3187         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3188         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3189
3190         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3191
3192         return TRUE;
3193 }
3194
3195
3196 /*
3197  * Move the player
3198  */
3199 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3200 {
3201         cave_type *c_ptr = &cave[ny][nx];
3202         feature_type *f_ptr = &f_info[c_ptr->feat];
3203
3204         if (!(mpe_mode & MPE_STAYING))
3205         {
3206                 int oy = py;
3207                 int ox = px;
3208                 cave_type *oc_ptr = &cave[oy][ox];
3209                 int om_idx = oc_ptr->m_idx;
3210                 int nm_idx = c_ptr->m_idx;
3211
3212                 /* Move the player */
3213                 py = ny;
3214                 px = nx;
3215
3216                 /* Hack -- For moving monster or riding player's moving */
3217                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3218                 {
3219                         /* Swap two monsters */
3220                         c_ptr->m_idx = om_idx;
3221                         oc_ptr->m_idx = nm_idx;
3222
3223                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3224                         {
3225                                 monster_type *om_ptr = &m_list[om_idx];
3226                                 om_ptr->fy = ny;
3227                                 om_ptr->fx = nx;
3228                                 update_mon(om_idx, TRUE);
3229                         }
3230
3231                         if (nm_idx > 0) /* Monster on new spot */
3232                         {
3233                                 monster_type *nm_ptr = &m_list[nm_idx];
3234                                 nm_ptr->fy = oy;
3235                                 nm_ptr->fx = ox;
3236                                 update_mon(nm_idx, TRUE);
3237                         }
3238                 }
3239
3240                 /* Redraw old spot */
3241                 lite_spot(oy, ox);
3242
3243                 /* Redraw new spot */
3244                 lite_spot(ny, nx);
3245
3246                 /* Check for new panel (redraw map) */
3247                 verify_panel();
3248
3249                 if (mpe_mode & MPE_FORGET_FLOW)
3250                 {
3251                         forget_flow();
3252
3253                         /* Mega-Hack -- Forget the view */
3254                         p_ptr->update |= (PU_UN_VIEW);
3255
3256                         /* Redraw map */
3257                         p_ptr->redraw |= (PR_MAP);
3258                 }
3259
3260                 /* Update stuff */
3261                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3262
3263                 /* Window stuff */
3264                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3265
3266                 /* Remove "unsafe" flag */
3267                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3268
3269                 /* For get everything when requested hehe I'm *NASTY* */
3270                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3271
3272                 /* Handle stuff */
3273                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3274
3275                 if (p_ptr->pclass == CLASS_NINJA)
3276                 {
3277                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3278                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3279                 }
3280
3281                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3282                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
3283                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3284                 {
3285 #ifdef JP
3286                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3287 #else
3288                         msg_print("You cannot run in here.");
3289 #endif
3290                         set_action(ACTION_NONE);
3291                 }
3292         }
3293
3294         if (mpe_mode & MPE_ENERGY_USE)
3295         {
3296                 if (music_singing(MUSIC_WALL))
3297                 {
3298                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3299                                 PROJECT_KILL | PROJECT_ITEM, -1);
3300
3301                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3302                 }
3303
3304                 /* Spontaneous Searching */
3305                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3306                 {
3307                         search();
3308                 }
3309
3310                 /* Continuous Searching */
3311                 if (p_ptr->action == ACTION_SEARCH)
3312                 {
3313                         search();
3314                 }
3315         }
3316
3317         /* Handle "objects" */
3318         if (!(mpe_mode & MPE_DONT_PICKUP))
3319         {
3320                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3321         }
3322
3323         /* Handle "store doors" */
3324         if (have_flag(f_ptr->flags, FF_STORE))
3325         {
3326                 /* Disturb */
3327                 disturb(0, 1);
3328
3329                 energy_use = 0;
3330                 /* Hack -- Enter store */
3331                 command_new = SPECIAL_KEY_STORE;
3332         }
3333
3334         /* Handle "building doors" -KMW- */
3335         else if (have_flag(f_ptr->flags, FF_BLDG))
3336         {
3337                 /* Disturb */
3338                 disturb(0, 1);
3339
3340                 energy_use = 0;
3341                 /* Hack -- Enter building */
3342                 command_new = SPECIAL_KEY_BUILDING;
3343         }
3344
3345         /* Handle quest areas -KMW- */
3346         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3347         {
3348                 /* Disturb */
3349                 disturb(0, 1);
3350
3351                 energy_use = 0;
3352                 /* Hack -- Enter quest level */
3353                 command_new = SPECIAL_KEY_QUEST;
3354         }
3355
3356         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3357         {
3358                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3359                 {
3360                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3361                         quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3362                         quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3363 #ifdef JP
3364                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3365 #else
3366                         msg_print("You accomplished your quest!");
3367 #endif
3368
3369                         msg_print(NULL);
3370                 }
3371
3372                 leave_quest_check();
3373
3374                 p_ptr->inside_quest = c_ptr->special;
3375                 dun_level = 0;
3376                 p_ptr->oldpx = 0;
3377                 p_ptr->oldpy = 0;
3378
3379                 p_ptr->leaving = TRUE;
3380         }
3381
3382         /* Set off a trap */
3383         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3384         {
3385                 /* Disturb */
3386                 disturb(0, 1);
3387
3388                 /* Hidden trap */
3389                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3390                 {
3391                         /* Message */
3392 #ifdef JP
3393                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3394 #else
3395                         msg_print("You found a trap!");
3396 #endif
3397
3398                         /* Pick a trap */
3399                         disclose_grid(py, px);
3400                 }
3401
3402                 /* Hit the trap */
3403                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3404
3405                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3406         }
3407
3408         /* Warn when leaving trap detected region */
3409         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3410             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3411         {
3412                 /* No duplicate warning */
3413                 p_ptr->dtrap = FALSE;
3414
3415                 /* You are just on the edge */
3416                 if (!(c_ptr->info & CAVE_UNSAFE))
3417                 {
3418                         if (alert_trap_detect)
3419                         {
3420 #ifdef JP
3421                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3422 #else
3423                                 msg_print("*Leaving trap detect region!*");
3424 #endif
3425                         }
3426
3427                         if (disturb_trap_detect) disturb(0, 1);
3428                 }
3429         }
3430
3431         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3432 }
3433
3434
3435 bool trap_can_be_ignored(int feat)
3436 {
3437         feature_type *f_ptr = &f_info[feat];
3438
3439         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3440
3441         switch (f_ptr->subtype)
3442         {
3443         case TRAP_TRAPDOOR:
3444         case TRAP_PIT:
3445         case TRAP_SPIKED_PIT:
3446         case TRAP_POISON_PIT:
3447                 if (p_ptr->levitation) return TRUE;
3448                 break;
3449         case TRAP_TELEPORT:
3450                 if (p_ptr->anti_tele) return TRUE;
3451                 break;
3452         case TRAP_FIRE:
3453                 if (p_ptr->immune_fire) return TRUE;
3454                 break;
3455         case TRAP_ACID:
3456                 if (p_ptr->immune_acid) return TRUE;
3457                 break;
3458         case TRAP_BLIND:
3459                 if (p_ptr->resist_blind) return TRUE;
3460                 break;
3461         case TRAP_CONFUSE:
3462                 if (p_ptr->resist_conf) return TRUE;
3463                 break;
3464         case TRAP_POISON:
3465                 if (p_ptr->resist_pois) return TRUE;
3466                 break;
3467         case TRAP_SLEEP:
3468                 if (p_ptr->free_act) return TRUE;
3469                 break;
3470         }
3471
3472         return FALSE;
3473 }
3474
3475
3476 /*
3477  * Determine if a "boundary" grid is "floor mimic"
3478  */
3479 #define boundary_floor(C, F, MF) \
3480         ((C)->mimic && permanent_wall(F) && \
3481          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3482          have_flag((MF)->flags, FF_PROJECT) && \
3483          !have_flag((MF)->flags, FF_OPEN))
3484
3485 /*
3486  * Move player in the given direction, with the given "pickup" flag.
3487  *
3488  * This routine should (probably) always induce energy expenditure.
3489  *
3490  * Note that moving will *always* take a turn, and will *always* hit
3491  * any monster which might be in the destination grid.  Previously,
3492  * moving into walls was "free" and did NOT hit invisible monsters.
3493  */
3494 void move_player(int dir, bool do_pickup, bool break_trap)
3495 {
3496         /* Find the result of moving */
3497         int y = py + ddy[dir];
3498         int x = px + ddx[dir];
3499
3500         /* Examine the destination */
3501         cave_type *c_ptr = &cave[y][x];
3502
3503         feature_type *f_ptr = &f_info[c_ptr->feat];
3504
3505         monster_type *m_ptr;
3506
3507         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3508         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3509
3510         char m_name[80];
3511
3512         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3513         bool p_can_kill_walls = FALSE;
3514         bool stormbringer = FALSE;
3515
3516         bool oktomove = TRUE;
3517         bool do_past = FALSE;
3518
3519         /* Exit the area */
3520         if (!dun_level && !p_ptr->wild_mode &&
3521                 ((x == 0) || (x == MAX_WID - 1) ||
3522                  (y == 0) || (y == MAX_HGT - 1)))
3523         {
3524                 /* Can the player enter the grid? */
3525                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3526                 {
3527                         /* Hack: move to new area */
3528                         if ((y == 0) && (x == 0))
3529                         {
3530                                 p_ptr->wilderness_y--;
3531                                 p_ptr->wilderness_x--;
3532                                 p_ptr->oldpy = cur_hgt - 2;
3533                                 p_ptr->oldpx = cur_wid - 2;
3534                                 ambush_flag = FALSE;
3535                         }
3536
3537                         else if ((y == 0) && (x == MAX_WID - 1))
3538                         {
3539                                 p_ptr->wilderness_y--;
3540                                 p_ptr->wilderness_x++;
3541                                 p_ptr->oldpy = cur_hgt - 2;
3542                                 p_ptr->oldpx = 1;
3543                                 ambush_flag = FALSE;
3544                         }
3545
3546                         else if ((y == MAX_HGT - 1) && (x == 0))
3547                         {
3548                                 p_ptr->wilderness_y++;
3549                                 p_ptr->wilderness_x--;
3550                                 p_ptr->oldpy = 1;
3551                                 p_ptr->oldpx = cur_wid - 2;
3552                                 ambush_flag = FALSE;
3553                         }
3554
3555                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3556                         {
3557                                 p_ptr->wilderness_y++;
3558                                 p_ptr->wilderness_x++;
3559                                 p_ptr->oldpy = 1;
3560                                 p_ptr->oldpx = 1;
3561                                 ambush_flag = FALSE;
3562                         }
3563
3564                         else if (y == 0)
3565                         {
3566                                 p_ptr->wilderness_y--;
3567                                 p_ptr->oldpy = cur_hgt - 2;
3568                                 p_ptr->oldpx = x;
3569                                 ambush_flag = FALSE;
3570                         }
3571
3572                         else if (y == MAX_HGT - 1)
3573                         {
3574                                 p_ptr->wilderness_y++;
3575                                 p_ptr->oldpy = 1;
3576                                 p_ptr->oldpx = x;
3577                                 ambush_flag = FALSE;
3578                         }
3579
3580                         else if (x == 0)
3581                         {
3582                                 p_ptr->wilderness_x--;
3583                                 p_ptr->oldpx = cur_wid - 2;
3584                                 p_ptr->oldpy = y;
3585                                 ambush_flag = FALSE;
3586                         }
3587
3588                         else if (x == MAX_WID - 1)
3589                         {
3590                                 p_ptr->wilderness_x++;
3591                                 p_ptr->oldpx = 1;
3592                                 p_ptr->oldpy = y;
3593                                 ambush_flag = FALSE;
3594                         }
3595
3596                         p_ptr->leaving = TRUE;
3597                         energy_use = 100;
3598
3599                         return;
3600                 }
3601
3602                 /* "Blocked" message appears later */
3603                 /* oktomove = FALSE; */
3604                 p_can_enter = FALSE;
3605         }
3606
3607         /* Get the monster */
3608         m_ptr = &m_list[c_ptr->m_idx];
3609
3610
3611         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3612         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3613
3614         /* Player can not walk through "walls"... */
3615         /* unless in Shadow Form */
3616         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3617                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3618                 !have_flag(f_ptr->flags, FF_PERMANENT);
3619
3620         /* Hack -- attack monsters */
3621         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3622         {
3623                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3624
3625                 /* Attack -- only if we can see it OR it is not in a wall */
3626                 if (!is_hostile(m_ptr) &&
3627                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3628                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3629                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3630                 {
3631                         /* Disturb the monster */
3632                         (void)set_monster_csleep(c_ptr->m_idx, 0);
3633
3634                         /* Extract monster name (or "it") */
3635                         monster_desc(m_name, m_ptr, 0);
3636
3637                         if (m_ptr->ml)
3638                         {
3639                                 /* Auto-Recall if possible and visible */
3640                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3641
3642                                 /* Track a new monster */
3643                                 health_track(c_ptr->m_idx);
3644                         }
3645
3646                         /* displace? */
3647                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3648                         {
3649                                 py_attack(y, x, 0);
3650                                 oktomove = FALSE;
3651                         }
3652                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3653                         {
3654                                 do_past = TRUE;
3655                         }
3656                         else
3657                         {
3658 #ifdef JP
3659                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3660 #else
3661                                 msg_format("%^s is in your way!", m_name);
3662 #endif
3663
3664                                 energy_use = 0;
3665                                 oktomove = FALSE;
3666                         }
3667
3668                         /* now continue on to 'movement' */
3669                 }
3670                 else
3671                 {
3672                         py_attack(y, x, 0);
3673                         oktomove = FALSE;
3674                 }
3675         }
3676
3677         if (oktomove && p_ptr->riding)
3678         {
3679                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3680                 {
3681 #ifdef JP
3682                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3683 #else
3684                         msg_print("Can't move!");
3685 #endif
3686                         energy_use = 0;
3687                         oktomove = FALSE;
3688                         disturb(0, 1);
3689                 }
3690                 else if (MON_MONFEAR(riding_m_ptr))
3691                 {
3692                         char m_name[80];
3693
3694                         /* Acquire the monster name */
3695                         monster_desc(m_name, riding_m_ptr, 0);
3696
3697                         /* Dump a message */
3698 #ifdef JP
3699                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3700 #else
3701                         msg_format("%^s is too scared to control.", m_name);
3702 #endif
3703                         oktomove = FALSE;
3704                         disturb(0, 1);
3705                 }
3706                 else if (p_ptr->riding_ryoute)
3707                 {
3708                         oktomove = FALSE;
3709                         disturb(0, 1);
3710                 }
3711                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3712                 {
3713                         /* Allow moving */
3714                 }
3715                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3716                 {
3717                         /* Allow moving */
3718                 }
3719                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3720                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3721                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3722                 {
3723 #ifdef JP
3724                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3725 #else
3726                         msg_print("Can't swim.");
3727 #endif
3728                         energy_use = 0;
3729                         oktomove = FALSE;
3730                         disturb(0, 1);
3731                 }
3732                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3733                 {
3734 #ifdef JP
3735                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3736 #else
3737                         msg_print("Can't land.");
3738 #endif
3739                         energy_use = 0;
3740                         oktomove = FALSE;
3741                         disturb(0, 1);
3742                 }
3743                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3744                 {
3745 #ifdef JP
3746                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3747 #else
3748                         msg_print("Too hot to go through.");
3749 #endif
3750                         energy_use = 0;
3751                         oktomove = FALSE;
3752                         disturb(0, 1);
3753                 }
3754
3755                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3756                 {
3757                         char m_name[80];
3758                         monster_desc(m_name, riding_m_ptr, 0);
3759 #ifdef JP
3760                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3761 #else
3762                         msg_format("You cannot control stunned %s!",m_name);
3763 #endif
3764                         oktomove = FALSE;
3765                         disturb(0, 1);
3766                 }
3767         }
3768
3769         if (!oktomove)
3770         {
3771         }
3772
3773         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3774         {
3775 #ifdef JP
3776                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3777 #else
3778                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3779 #endif
3780
3781                 energy_use = 0;
3782                 running = 0;
3783                 oktomove = FALSE;
3784         }
3785
3786         /*
3787          * Player can move through trees and
3788          * has effective -10 speed
3789          * Rangers can move without penality
3790          */
3791         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3792         {
3793                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3794         }
3795
3796 #ifdef ALLOW_EASY_DISARM /* TNB */
3797
3798         /* Disarm a visible trap */
3799         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3800         {
3801                 if (!trap_can_be_ignored(c_ptr->feat))
3802                 {
3803                         (void)do_cmd_disarm_aux(y, x, dir);
3804                         return;
3805                 }
3806         }
3807
3808 #endif /* ALLOW_EASY_DISARM -- TNB */
3809
3810         /* Player can not walk through "walls" unless in wraith form...*/
3811         else if (!p_can_enter && !p_can_kill_walls)
3812         {
3813                 /* Feature code (applying "mimic" field) */
3814                 s16b feat = get_feat_mimic(c_ptr);
3815                 feature_type *mimic_f_ptr = &f_info[feat];
3816                 cptr name = f_name + mimic_f_ptr->name;
3817
3818                 oktomove = FALSE;
3819
3820                 /* Notice things in the dark */
3821                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3822                 {
3823                         /* Boundary floor mimic */
3824                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3825                         {
3826 #ifdef JP
3827                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3828 #else
3829                                 msg_print("You feel you cannot go any more.");
3830 #endif
3831                         }
3832
3833                         /* Wall (or secret door) */
3834                         else
3835                         {
3836 #ifdef JP
3837                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3838 #else
3839                                 msg_format("You feel %s %s blocking your way.",
3840                                         is_a_vowel(name[0]) ? "an" : "a", name);
3841 #endif
3842
3843                                 c_ptr->info |= (CAVE_MARK);
3844                                 lite_spot(y, x);
3845                         }
3846                 }
3847
3848                 /* Notice things */
3849                 else
3850                 {
3851                         /* Boundary floor mimic */
3852                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3853                         {
3854 #ifdef JP
3855                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3856 #else
3857                                 msg_print("You cannot go any more.");
3858 #endif
3859
3860                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3861                                         energy_use = 0;
3862                         }
3863
3864                         /* Wall (or secret door) */
3865                         else
3866                         {
3867 #ifdef ALLOW_EASY_OPEN
3868                                 /* Closed doors */
3869                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3870 #endif /* ALLOW_EASY_OPEN */
3871
3872 #ifdef JP
3873                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3874 #else
3875                                 msg_format("There is %s %s blocking your way.",
3876                                         is_a_vowel(name[0]) ? "an" : "a", name);
3877 #endif
3878
3879                                 /*
3880                                  * Well, it makes sense that you lose time bumping into
3881                                  * a wall _if_ you are confused, stunned or blind; but
3882                                  * typing mistakes should not cost you a turn...
3883                                  */
3884                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3885                                         energy_use = 0;
3886                         }
3887                 }
3888
3889                 /* Disturb the player */
3890                 disturb(0, 1);
3891
3892                 /* Sound */
3893                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3894         }
3895
3896         /* Normal movement */
3897         if (oktomove && !pattern_seq(py, px, y, x))
3898         {
3899                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3900                 {
3901                         energy_use = 0;
3902                 }
3903
3904                 /* To avoid a loop with running */
3905                 disturb(0, 1);
3906
3907                 oktomove = FALSE;
3908         }
3909
3910         /* Normal movement */
3911         if (oktomove)
3912         {
3913                 u32b mpe_mode = MPE_ENERGY_USE;
3914
3915                 if (p_ptr->warning)
3916                 {
3917                         if (!process_warning(x, y))
3918                         {
3919                                 energy_use = 25;
3920                                 return;
3921                         }
3922                 }
3923
3924                 if (do_past)
3925                 {
3926 #ifdef JP
3927                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3928 #else
3929                         msg_format("You push past %s.", m_name);
3930 #endif
3931                 }
3932
3933                 /* Change oldpx and oldpy to place the player well when going back to big mode */
3934                 if (p_ptr->wild_mode)
3935                 {
3936                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
3937                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
3938                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3939                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
3940                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
3941                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3942                 }
3943
3944                 if (p_can_kill_walls)
3945                 {
3946                         cave_alter_feat(y, x, FF_HURT_DISI);
3947
3948                         /* Update some things -- similar to GF_KILL_WALL */
3949                         p_ptr->update |= (PU_FLOW);
3950                 }
3951
3952                 /* Sound */
3953                 /* sound(SOUND_WALK); */
3954
3955 #ifdef ALLOW_EASY_DISARM /* TNB */
3956
3957                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3958
3959 #else /* ALLOW_EASY_DISARM -- TNB */
3960
3961                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3962
3963 #endif /* ALLOW_EASY_DISARM -- TNB */
3964
3965                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3966
3967                 /* Move the player */
3968                 (void)move_player_effect(y, x, mpe_mode);
3969         }
3970 }
3971
3972
3973 static bool ignore_avoid_run;
3974
3975 /*
3976  * Hack -- Check for a "known wall" (see below)
3977  */
3978 static int see_wall(int dir, int y, int x)
3979 {
3980         cave_type   *c_ptr;
3981
3982         /* Get the new location */
3983         y += ddy[dir];
3984         x += ddx[dir];
3985
3986         /* Illegal grids are not known walls */
3987         if (!in_bounds2(y, x)) return (FALSE);
3988
3989         /* Access grid */
3990         c_ptr = &cave[y][x];
3991
3992         /* Must be known to the player */
3993         if (c_ptr->info & (CAVE_MARK))
3994         {
3995                 /* Feature code (applying "mimic" field) */
3996                 s16b         feat = get_feat_mimic(c_ptr);
3997                 feature_type *f_ptr = &f_info[feat];
3998
3999                 /* Wall grids are known walls */
4000                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4001
4002                 /* Don't run on a tree unless explicitly requested */
4003                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4004                         return TRUE;
4005
4006                 /* Don't run in a wall */
4007                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4008                         return !have_flag(f_ptr->flags, FF_DOOR);
4009         }
4010
4011         return FALSE;
4012 }
4013
4014
4015 /*
4016  * Hack -- Check for an "unknown corner" (see below)
4017  */
4018 static int see_nothing(int dir, int y, int x)
4019 {
4020         /* Get the new location */
4021         y += ddy[dir];
4022         x += ddx[dir];
4023
4024         /* Illegal grids are unknown */
4025         if (!in_bounds2(y, x)) return (TRUE);
4026
4027         /* Memorized grids are always known */
4028         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4029
4030         /* Viewable door/wall grids are known */
4031         if (player_can_see_bold(y, x)) return (FALSE);
4032
4033         /* Default */
4034         return (TRUE);
4035 }
4036
4037
4038
4039
4040
4041 /*
4042  * The running algorithm:                       -CJS-
4043  *
4044  * In the diagrams below, the player has just arrived in the
4045  * grid marked as '@', and he has just come from a grid marked
4046  * as 'o', and he is about to enter the grid marked as 'x'.
4047  *
4048  * Of course, if the "requested" move was impossible, then you
4049  * will of course be blocked, and will stop.
4050  *
4051  * Overview: You keep moving until something interesting happens.
4052  * If you are in an enclosed space, you follow corners. This is
4053  * the usual corridor scheme. If you are in an open space, you go
4054  * straight, but stop before entering enclosed space. This is
4055  * analogous to reaching doorways. If you have enclosed space on
4056  * one side only (that is, running along side a wall) stop if
4057  * your wall opens out, or your open space closes in. Either case
4058  * corresponds to a doorway.
4059  *
4060  * What happens depends on what you can really SEE. (i.e. if you
4061  * have no light, then running along a dark corridor is JUST like
4062  * running in a dark room.) The algorithm works equally well in
4063  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4064  *
4065  * These conditions are kept in static memory:
4066  * find_openarea         You are in the open on at least one
4067  * side.
4068  * find_breakleft        You have a wall on the left, and will
4069  * stop if it opens
4070  * find_breakright       You have a wall on the right, and will
4071  * stop if it opens
4072  *
4073  * To initialize these conditions, we examine the grids adjacent
4074  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4075  * If either one of the two grids on a given side is seen to be
4076  * closed, then that side is considered to be closed. If both
4077  * sides are closed, then it is an enclosed (corridor) run.
4078  *
4079  * LL           L
4080  * @x          LxR
4081  * RR          @R
4082  *
4083  * Looking at more than just the immediate squares is
4084  * significant. Consider the following case. A run along the
4085  * corridor will stop just before entering the center point,
4086  * because a choice is clearly established. Running in any of
4087  * three available directions will be defined as a corridor run.
4088  * Note that a minor hack is inserted to make the angled corridor
4089  * entry (with one side blocked near and the other side blocked
4090  * further away from the runner) work correctly. The runner moves
4091  * diagonally, but then saves the previous direction as being
4092  * straight into the gap. Otherwise, the tail end of the other
4093  * entry would be perceived as an alternative on the next move.
4094  *
4095  * #.#
4096  * ##.##
4097  * .@x..
4098  * ##.##
4099  * #.#
4100  *
4101  * Likewise, a run along a wall, and then into a doorway (two
4102  * runs) will work correctly. A single run rightwards from @ will
4103  * stop at 1. Another run right and down will enter the corridor
4104  * and make the corner, stopping at the 2.
4105  *
4106  * ##################
4107  * o@x       1
4108  * ########### ######
4109  * #2          #
4110  * #############
4111  *
4112  * After any move, the function area_affect is called to
4113  * determine the new surroundings, and the direction of
4114  * subsequent moves. It examines the current player location
4115  * (at which the runner has just arrived) and the previous
4116  * direction (from which the runner is considered to have come).
4117  *
4118  * Moving one square in some direction places you adjacent to
4119  * three or five new squares (for straight and diagonal moves
4120  * respectively) to which you were not previously adjacent,
4121  * marked as '!' in the diagrams below.
4122  *
4123  *   ...!              ...
4124  *   .o@!  (normal)    .o.!  (diagonal)
4125  *   ...!  (east)      ..@!  (south east)
4126  *                      !!!
4127  *
4128  * You STOP if any of the new squares are interesting in any way:
4129  * for example, if they contain visible monsters or treasure.
4130  *
4131  * You STOP if any of the newly adjacent squares seem to be open,
4132  * and you are also looking for a break on that side. (that is,
4133  * find_openarea AND find_break).
4134  *
4135  * You STOP if any of the newly adjacent squares do NOT seem to be
4136  * open and you are in an open area, and that side was previously
4137  * entirely open.
4138  *
4139  * Corners: If you are not in the open (i.e. you are in a corridor)
4140  * and there is only one way to go in the new squares, then turn in
4141  * that direction. If there are more than two new ways to go, STOP.
4142  * If there are two ways to go, and those ways are separated by a
4143  * square which does not seem to be open, then STOP.
4144  *
4145  * Otherwise, we have a potential corner. There are two new open
4146  * squares, which are also adjacent. One of the new squares is
4147  * diagonally located, the other is straight on (as in the diagram).
4148  * We consider two more squares further out (marked below as ?).
4149  *
4150  * We assign "option" to the straight-on grid, and "option2" to the
4151  * diagonal grid, and "check_dir" to the grid marked 's'.
4152  *
4153  * ##s
4154  * @x?
4155  * #.?
4156  *
4157  * If they are both seen to be closed, then it is seen that no benefit
4158  * is gained from moving straight. It is a known corner.  To cut the
4159  * corner, go diagonally, otherwise go straight, but pretend you
4160  * stepped diagonally into that next location for a full view next
4161  * time. Conversely, if one of the ? squares is not seen to be closed,
4162  * then there is a potential choice. We check to see whether it is a
4163  * potential corner or an intersection/room entrance.  If the square
4164  * two spaces straight ahead, and the space marked with 's' are both
4165  * unknown space, then it is a potential corner and enter if
4166  * find_examine is set, otherwise must stop because it is not a
4167  * corner. (find_examine option is removed and always is TRUE.)
4168  */
4169
4170
4171
4172
4173 /*
4174  * Hack -- allow quick "cycling" through the legal directions
4175  */
4176 static byte cycle[] =
4177 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4178
4179 /*
4180  * Hack -- map each direction into the "middle" of the "cycle[]" array
4181  */
4182 static byte chome[] =
4183 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4184
4185 /*
4186  * The direction we are running
4187  */
4188 static byte find_current;
4189
4190 /*
4191  * The direction we came from
4192  */
4193 static byte find_prevdir;
4194
4195 /*
4196  * We are looking for open area
4197  */
4198 static bool find_openarea;
4199
4200 /*
4201  * We are looking for a break
4202  */
4203 static bool find_breakright;
4204 static bool find_breakleft;
4205
4206
4207
4208 /*
4209  * Initialize the running algorithm for a new direction.
4210  *
4211  * Diagonal Corridor -- allow diaginal entry into corridors.
4212  *
4213  * Blunt Corridor -- If there is a wall two spaces ahead and
4214  * we seem to be in a corridor, then force a turn into the side
4215  * corridor, must be moving straight into a corridor here. ???
4216  *
4217  * Diagonal Corridor    Blunt Corridor (?)
4218  *       # #                  #
4219  *       #x#                 @x#
4220  *       @p.                  p
4221  */
4222 static void run_init(int dir)
4223 {
4224         int             row, col, deepleft, deepright;
4225         int             i, shortleft, shortright;
4226
4227
4228         /* Save the direction */
4229         find_current = dir;
4230
4231         /* Assume running straight */
4232         find_prevdir = dir;
4233
4234         /* Assume looking for open area */
4235         find_openarea = TRUE;
4236
4237         /* Assume not looking for breaks */
4238         find_breakright = find_breakleft = FALSE;
4239
4240         /* Assume no nearby walls */
4241         deepleft = deepright = FALSE;
4242         shortright = shortleft = FALSE;
4243
4244         p_ptr->run_py = py;
4245         p_ptr->run_px = px;
4246
4247         /* Find the destination grid */
4248         row = py + ddy[dir];
4249         col = px + ddx[dir];
4250
4251         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4252
4253         /* Extract cycle index */
4254         i = chome[dir];
4255
4256         /* Check for walls */
4257         if (see_wall(cycle[i+1], py, px))
4258         {
4259                 find_breakleft = TRUE;
4260                 shortleft = TRUE;
4261         }
4262         else if (see_wall(cycle[i+1], row, col))
4263         {
4264                 find_breakleft = TRUE;
4265                 deepleft = TRUE;
4266         }
4267
4268         /* Check for walls */
4269         if (see_wall(cycle[i-1], py, px))
4270         {
4271                 find_breakright = TRUE;
4272                 shortright = TRUE;
4273         }
4274         else if (see_wall(cycle[i-1], row, col))
4275         {
4276                 find_breakright = TRUE;
4277                 deepright = TRUE;
4278         }
4279
4280         /* Looking for a break */
4281         if (find_breakleft && find_breakright)
4282         {
4283                 /* Not looking for open area */
4284                 find_openarea = FALSE;
4285
4286                 /* Hack -- allow angled corridor entry */
4287                 if (dir & 0x01)
4288                 {
4289                         if (deepleft && !deepright)
4290                         {
4291                                 find_prevdir = cycle[i - 1];
4292                         }
4293                         else if (deepright && !deepleft)
4294                         {
4295                                 find_prevdir = cycle[i + 1];
4296                         }
4297                 }
4298
4299                 /* Hack -- allow blunt corridor entry */
4300                 else if (see_wall(cycle[i], row, col))
4301                 {
4302                         if (shortleft && !shortright)
4303                         {
4304                                 find_prevdir = cycle[i - 2];
4305                         }
4306                         else if (shortright && !shortleft)
4307                         {
4308                                 find_prevdir = cycle[i + 2];
4309                         }
4310                 }
4311         }
4312 }
4313
4314
4315 /*
4316  * Update the current "run" path
4317  *
4318  * Return TRUE if the running should be stopped
4319  */
4320 static bool run_test(void)
4321 {
4322         int         prev_dir, new_dir, check_dir = 0;
4323         int         row, col;
4324         int         i, max, inv;
4325         int         option = 0, option2 = 0;
4326         cave_type   *c_ptr;
4327         s16b        feat;
4328         feature_type *f_ptr;
4329
4330         /* Where we came from */
4331         prev_dir = find_prevdir;
4332
4333
4334         /* Range of newly adjacent grids */
4335         max = (prev_dir & 0x01) + 1;
4336
4337         /* break run when leaving trap detected region */
4338         if ((disturb_trap_detect || alert_trap_detect)
4339             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4340         {
4341                 /* No duplicate warning */
4342                 p_ptr->dtrap = FALSE;
4343
4344                 /* You are just on the edge */
4345                 if (!(cave[py][px].info & CAVE_UNSAFE))
4346                 {
4347                         if (alert_trap_detect)
4348                         {
4349 #ifdef JP
4350                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4351 #else
4352                                 msg_print("*Leaving trap detect region!*");
4353 #endif
4354                         }
4355
4356                         if (disturb_trap_detect)
4357                         {
4358                                 /* Break Run */
4359                                 return(TRUE);
4360                         }
4361                 }
4362         }
4363
4364         /* Look at every newly adjacent square. */
4365         for (i = -max; i <= max; i++)
4366         {
4367                 s16b this_o_idx, next_o_idx = 0;
4368
4369                 /* New direction */
4370                 new_dir = cycle[chome[prev_dir] + i];
4371
4372                 /* New location */
4373                 row = py + ddy[new_dir];
4374                 col = px + ddx[new_dir];
4375
4376                 /* Access grid */
4377                 c_ptr = &cave[row][col];
4378
4379                 /* Feature code (applying "mimic" field) */
4380                 feat = get_feat_mimic(c_ptr);
4381                 f_ptr = &f_info[feat];
4382
4383                 /* Visible monsters abort running */
4384                 if (c_ptr->m_idx)
4385                 {
4386                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4387
4388                         /* Visible monster */
4389                         if (m_ptr->ml) return (TRUE);
4390                 }
4391
4392                 /* Visible objects abort running */
4393                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4394                 {
4395                         object_type *o_ptr;
4396
4397                         /* Acquire object */
4398                         o_ptr = &o_list[this_o_idx];
4399
4400                         /* Acquire next object */
4401                         next_o_idx = o_ptr->next_o_idx;
4402
4403                         /* Visible object */
4404                         if (o_ptr->marked & OM_FOUND) return (TRUE);
4405                 }
4406
4407                 /* Assume unknown */
4408                 inv = TRUE;
4409
4410                 /* Check memorized grids */
4411                 if (c_ptr->info & (CAVE_MARK))
4412                 {
4413                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4414
4415                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4416                         {
4417                                 /* Open doors */
4418                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4419                                 {
4420                                         /* Option -- ignore */
4421                                         notice = FALSE;
4422                                 }
4423
4424                                 /* Stairs */
4425                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4426                                 {
4427                                         /* Option -- ignore */
4428                                         notice = FALSE;
4429                                 }
4430
4431                                 /* Lava */
4432                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4433                                 {
4434                                         /* Ignore */
4435                                         notice = FALSE;
4436                                 }
4437
4438                                 /* Deep water */
4439                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4440                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4441                                 {
4442                                         /* Ignore */
4443                                         notice = FALSE;
4444                                 }
4445                         }
4446
4447                         /* Interesting feature */
4448                         if (notice) return (TRUE);
4449
4450                         /* The grid is "visible" */
4451                         inv = FALSE;
4452                 }
4453
4454                 /* Analyze unknown grids and floors considering mimic */
4455                 if (inv || !see_wall(0, row, col))
4456                 {
4457                         /* Looking for open area */
4458                         if (find_openarea)
4459                         {
4460                                 /* Nothing */
4461                         }
4462
4463                         /* The first new direction. */
4464                         else if (!option)
4465                         {
4466                                 option = new_dir;
4467                         }
4468
4469                         /* Three new directions. Stop running. */
4470                         else if (option2)
4471                         {
4472                                 return (TRUE);
4473                         }
4474
4475                         /* Two non-adjacent new directions.  Stop running. */
4476                         else if (option != cycle[chome[prev_dir] + i - 1])
4477                         {
4478                                 return (TRUE);
4479                         }
4480
4481                         /* Two new (adjacent) directions (case 1) */
4482                         else if (new_dir & 0x01)
4483                         {
4484                                 check_dir = cycle[chome[prev_dir] + i - 2];
4485                                 option2 = new_dir;
4486                         }
4487
4488                         /* Two new (adjacent) directions (case 2) */
4489                         else
4490                         {
4491                                 check_dir = cycle[chome[prev_dir] + i + 1];
4492                                 option2 = option;
4493                                 option = new_dir;
4494                         }
4495                 }
4496
4497                 /* Obstacle, while looking for open area */
4498                 else
4499                 {
4500                         if (find_openarea)
4501                         {
4502                                 if (i < 0)
4503                                 {
4504                                         /* Break to the right */
4505                                         find_breakright = TRUE;
4506                                 }
4507
4508                                 else if (i > 0)
4509                                 {
4510                                         /* Break to the left */
4511                                         find_breakleft = TRUE;
4512                                 }
4513                         }
4514                 }
4515         }
4516
4517         /* Looking for open area */
4518         if (find_openarea)
4519         {
4520                 /* Hack -- look again */
4521                 for (i = -max; i < 0; i++)
4522                 {
4523                         /* Unknown grid or non-wall */
4524                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4525                         {
4526                                 /* Looking to break right */
4527                                 if (find_breakright)
4528                                 {
4529                                         return (TRUE);
4530                                 }
4531                         }
4532
4533                         /* Obstacle */
4534                         else
4535                         {
4536                                 /* Looking to break left */
4537                                 if (find_breakleft)
4538                                 {
4539                                         return (TRUE);
4540                                 }
4541                         }
4542                 }
4543
4544                 /* Hack -- look again */
4545                 for (i = max; i > 0; i--)
4546                 {
4547                         /* Unknown grid or non-wall */
4548                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4549                         {
4550                                 /* Looking to break left */
4551                                 if (find_breakleft)
4552                                 {
4553                                         return (TRUE);
4554                                 }
4555                         }
4556
4557                         /* Obstacle */
4558                         else
4559                         {
4560                                 /* Looking to break right */
4561                                 if (find_breakright)
4562                                 {
4563                                         return (TRUE);
4564                                 }
4565                         }
4566                 }
4567         }
4568
4569         /* Not looking for open area */
4570         else
4571         {
4572                 /* No options */
4573                 if (!option)
4574                 {
4575                         return (TRUE);
4576                 }
4577
4578                 /* One option */
4579                 else if (!option2)
4580                 {
4581                         /* Primary option */
4582                         find_current = option;
4583
4584                         /* No other options */
4585                         find_prevdir = option;
4586                 }
4587
4588                 /* Two options, examining corners */
4589                 else if (!find_cut)
4590                 {
4591                         /* Primary option */
4592                         find_current = option;
4593
4594                         /* Hack -- allow curving */
4595                         find_prevdir = option2;
4596                 }
4597
4598                 /* Two options, pick one */
4599                 else
4600                 {
4601                         /* Get next location */
4602                         row = py + ddy[option];
4603                         col = px + ddx[option];
4604
4605                         /* Don't see that it is closed off. */
4606                         /* This could be a potential corner or an intersection. */
4607                         if (!see_wall(option, row, col) ||
4608                             !see_wall(check_dir, row, col))
4609                         {
4610                                 /* Can not see anything ahead and in the direction we */
4611                                 /* are turning, assume that it is a potential corner. */
4612                                 if (see_nothing(option, row, col) &&
4613                                     see_nothing(option2, row, col))
4614                                 {
4615                                         find_current = option;
4616                                         find_prevdir = option2;
4617                                 }
4618
4619                                 /* STOP: we are next to an intersection or a room */
4620                                 else
4621                                 {
4622                                         return (TRUE);
4623                                 }
4624                         }
4625
4626                         /* This corner is seen to be enclosed; we cut the corner. */
4627                         else if (find_cut)
4628                         {
4629                                 find_current = option2;
4630                                 find_prevdir = option2;
4631                         }
4632
4633                         /* This corner is seen to be enclosed, and we */
4634                         /* deliberately go the long way. */
4635                         else
4636                         {
4637                                 find_current = option;
4638                                 find_prevdir = option2;
4639                         }
4640                 }
4641         }
4642
4643         /* About to hit a known wall, stop */
4644         if (see_wall(find_current, py, px))
4645         {
4646                 return (TRUE);
4647         }
4648
4649         /* Failure */
4650         return (FALSE);
4651 }
4652
4653
4654
4655 /*
4656  * Take one step along the current "run" path
4657  */
4658 void run_step(int dir)
4659 {
4660         /* Start running */
4661         if (dir)
4662         {
4663                 /* Ignore AVOID_RUN on a first step */
4664                 ignore_avoid_run = TRUE;
4665
4666                 /* Hack -- do not start silly run */
4667                 if (see_wall(dir, py, px))
4668                 {
4669                         /* Message */
4670 #ifdef JP
4671                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4672 #else
4673                         msg_print("You cannot run in that direction.");
4674 #endif
4675
4676                         /* Disturb */
4677                         disturb(0, 0);
4678
4679                         /* Done */
4680                         return;
4681                 }
4682
4683                 /* Initialize */
4684                 run_init(dir);
4685         }
4686
4687         /* Keep running */
4688         else
4689         {
4690                 /* Update run */
4691                 if (run_test())
4692                 {
4693                         /* Disturb */
4694                         disturb(0, 0);
4695
4696                         /* Done */
4697                         return;
4698                 }
4699         }
4700
4701         /* Decrease the run counter */
4702         if (--running <= 0) return;
4703
4704         /* Take time */
4705         energy_use = 100;
4706
4707         /* Move the player, using the "pickup" flag */
4708 #ifdef ALLOW_EASY_DISARM /* TNB */
4709
4710         move_player(find_current, FALSE, FALSE);
4711
4712 #else /* ALLOW_EASY_DISARM -- TNB */
4713
4714         move_player(find_current, always_pickup, FALSE);
4715
4716 #endif /* ALLOW_EASY_DISARM -- TNB */
4717
4718         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4719         {
4720                 p_ptr->run_py = 0;
4721                 p_ptr->run_px = 0;
4722                 disturb(0, 0);
4723         }
4724 }
4725
4726
4727 #ifdef TRAVEL
4728 /*
4729  * Test for traveling
4730  */
4731 static int travel_test(int prev_dir)
4732 {
4733         int new_dir = 0;
4734         int i, max;
4735         const cave_type *c_ptr;
4736         int cost;
4737
4738         /* Cannot travel when blind */
4739         if (p_ptr->blind || no_lite())
4740         {
4741                 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4742                 return (0);
4743         }
4744
4745         /* break run when leaving trap detected region */
4746         if ((disturb_trap_detect || alert_trap_detect)
4747             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4748         {
4749                 /* No duplicate warning */
4750                 p_ptr->dtrap = FALSE;
4751
4752                 /* You are just on the edge */
4753                 if (!(cave[py][px].info & CAVE_UNSAFE))
4754                 {
4755                         if (alert_trap_detect)
4756                         {
4757 #ifdef JP
4758                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4759 #else
4760                                 msg_print("*Leaving trap detect region!*");
4761 #endif
4762                         }
4763
4764                         if (disturb_trap_detect)
4765                         {
4766                                 /* Break Run */
4767                                 return (0);
4768                         }
4769                 }
4770         }
4771
4772         /* Range of newly adjacent grids */
4773         max = (prev_dir & 0x01) + 1;
4774
4775         /* Look at every newly adjacent square. */
4776         for (i = -max; i <= max; i++)
4777         {
4778                 /* New direction */
4779                 int dir = cycle[chome[prev_dir] + i];
4780
4781                 /* New location */
4782                 int row = py + ddy[dir];
4783                 int col = px + ddx[dir];
4784
4785                 /* Access grid */
4786                 c_ptr = &cave[row][col];
4787
4788                 /* Visible monsters abort running */
4789                 if (c_ptr->m_idx)
4790                 {
4791                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4792
4793                         /* Visible monster */
4794                         if (m_ptr->ml) return (0);
4795                 }
4796
4797         }
4798
4799         /* Travel cost of current grid */
4800         cost = travel.cost[py][px];
4801
4802         /* Determine travel direction */
4803         for (i = 0; i < 8; ++ i) {
4804                 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4805
4806                 if (dir_cost < cost)
4807                 {
4808                         new_dir = ddd[i];
4809                         cost = dir_cost;
4810                 }
4811         }
4812
4813         if (!new_dir) return (0);
4814
4815         /* Access newly move grid */
4816         c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4817
4818         /* Close door abort traveling */
4819         if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4820
4821         /* Visible and unignorable trap abort tarveling */
4822         if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4823
4824         /* Move new grid */
4825         return (new_dir);
4826 }
4827
4828
4829 /*
4830  * Travel command
4831  */
4832 void travel_step(void)
4833 {
4834         /* Get travel direction */
4835         travel.dir = travel_test(travel.dir);
4836
4837         /* disturb */
4838         if (!travel.dir)
4839         {
4840                 if (travel.run == 255)
4841                 {
4842 #ifdef JP
4843                         msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4844 #else
4845                         msg_print("No route is found!");
4846 #endif
4847                 }
4848                 disturb(0, 1);
4849                 return;
4850         }
4851
4852         energy_use = 100;
4853
4854         move_player(travel.dir, always_pickup, FALSE);
4855
4856         if ((py == travel.y) && (px == travel.x))
4857                 travel.run = 0;
4858         else if (travel.run > 0)
4859                 travel.run--;
4860
4861         /* Travel Delay */
4862         Term_xtra(TERM_XTRA_DELAY, delay_factor);
4863 }
4864 #endif