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1 /*!
2  *  @file cmd1.c
3  *  @brief ¥×¥ì¥¤¥ä¡¼¤Î¥³¥Þ¥ó¥É½èÍý1 / Movement commands (part 1)
4  *  @date 2014/01/02
5  *  @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research,
9  * and not for profit purposes provided that this copyright and statement
10  * are included in all such copies.  Other copyrights may also apply.
11  */
12
13
14 #include "angband.h"
15 #define MAX_VAMPIRIC_DRAIN 50 /*!< µÛ·ì½èÍý¤ÎºÇÂç²óÉüHP */
16
17
18 /*!
19  * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼Í·âÌ¿ÃæȽÄê /
20  * Determine if the player "hits" a monster (normal combat).
21  * @param chance ´ðËÜÌ¿ÃæÃÍ
22  * @param m_ptr ¥â¥ó¥¹¥¿¡¼¤Î»²¾ÈID
23  * @param vis ÌÜɸ¤ò»ë³¦¤ËÊá¤é¤¨¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE¤ò»ØÄê
24  * @param o_name ¥á¥Ã¥»¡¼¥¸É½¼¨»þ¤Î¥â¥ó¥¹¥¿¡¼Ì¾
25  * @return Ì¿Ãæ¤ÈȽÄꤵ¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
26  * @note Always miss 5%, always hit 5%, otherwise random.
27  */
28 bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
29 {
30         int k, ac;
31         monster_race *r_ptr = &r_info[m_ptr->r_idx];
32         
33         ac = r_ptr->ac;
34         if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
35
36         /* Percentile dice */
37         k = randint0(100);
38         
39         /* Snipers with high-concentration reduce instant miss percentage.*/
40         k += p_ptr->concent;
41         
42         /* Hack -- Instant miss or hit */
43         if (k < 10) return (k < 5);
44
45         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
46                 if (one_in_(20)) return (FALSE);
47
48         /* Never hit */
49         if (chance <= 0) return (FALSE);
50
51         /* Invisible monsters are harder to hit */
52         if (!vis) chance = (chance + 1) / 2;
53
54         /* Power competes against armor */
55         if (randint0(chance) < (ac * 3 / 4))
56         {
57                 if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
58                 {
59                         char m_name[80];
60                         
61                         /* Extract monster name */
62                         monster_desc(m_name, m_ptr, 0);
63                         msg_format(_("%s¤Ï%s¤ò»Â¤ê¼Î¤Æ¤¿¡ª", "%s cuts down %s!"), m_name, o_name);
64                 }
65                 return (FALSE);
66         }
67
68         /* Assume hit */
69         return (TRUE);
70 }
71
72
73
74 /*!
75  * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤ÎÂÇ·âÌ¿ÃæȽÄê /
76  * Determine if the player "hits" a monster (normal combat).
77  * @param chance ´ðËÜÌ¿ÃæÃÍ
78  * @param m_ptr ¥â¥ó¥¹¥¿¡¼¤Î»²¾ÈID
79  * @param vis ÌÜɸ¤ò»ë³¦¤ËÊá¤é¤¨¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE¤ò»ØÄê
80  * @return Ì¿Ãæ¤ÈȽÄꤵ¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
81  * @note Always miss 5%, always hit 5%, otherwise random.
82  */
83 bool test_hit_norm(int chance, int ac, int vis)
84 {
85         int k;
86
87         /* Percentile dice */
88         k = randint0(100);
89
90         /* Hack -- Instant miss or hit */
91         if (k < 10) return (k < 5);
92
93         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
94                 if (one_in_(20)) return (FALSE);
95
96         /* Wimpy attack never hits */
97         if (chance <= 0) return (FALSE);
98
99         /* Penalize invisible targets */
100         if (!vis) chance = (chance + 1) / 2;
101
102         /* Power must defeat armor */
103         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
104
105         /* Assume hit */
106         return (TRUE);
107 }
108
109
110
111 /*!
112  * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼Í·â¥¯¥ê¥Æ¥£¥«¥ëȽÄê /
113  * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
114  * @param weight ÌðÃƤνÅÎÌ
115  * @param plus_ammo ÌðÃƤÎÌ¿Ã潤Àµ
116  * @param plus_bow µÝ¤ÎÌ¿Ã潤Àµ
117  * @param dam ¸½ºß»»½ÐÃæ¤Î¥À¥á¡¼¥¸ÃÍ
118  * @return ¥¯¥ê¥Æ¥£¥«¥ë½¤Àµ¤¬Æþ¤Ã¤¿¥À¥á¡¼¥¸ÃÍ
119  */
120 s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
121 {
122         int i, k;
123         object_type *j_ptr =  &inventory[INVEN_BOW];
124         
125         /* Extract "shot" power */
126         i = p_ptr->to_h_b + plus_ammo;
127         
128         if (p_ptr->tval_ammo == TV_BOLT)
129                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
130         else
131                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
132
133         
134         /* Snipers can shot more critically with crossbows */
135         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
136         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
137         
138         /* Good bow makes more critical */
139         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
140         
141         /* Critical hit */
142         if (randint1(10000) <= i)
143         {
144                 k = weight * randint1(500);
145
146                 if (k < 900)
147                 {
148 #ifdef JP
149                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
150 #else
151                         msg_print("It was a good hit!");
152 #endif
153
154                         dam += (dam / 2);
155                 }
156                 else if (k < 1350)
157                 {
158 #ifdef JP
159                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
160 #else
161                         msg_print("It was a great hit!");
162 #endif
163
164                         dam *= 2;
165                 }
166                 else
167                 {
168 #ifdef JP
169                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
170 #else
171                         msg_print("It was a superb hit!");
172 #endif
173
174                         dam *= 3;
175                 }
176         }
177
178         return (dam);
179 }
180
181
182
183 /*!
184  * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤ÎÂǷ⥯¥ê¥Æ¥£¥«¥ëȽÄê /
185  * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
186  * @param weight ÌðÃƤνÅÎÌ
187  * @param plus Éð´ï¤ÎÌ¿Ã潤Àµ
188  * @param dam ¸½ºß»»½ÐÃæ¤Î¥À¥á¡¼¥¸ÃÍ
189  * @param meichuu ÂÇ·â¤Î´ðËÜÌ¿ÃæÎÏ
190  * @param mode ¥ª¥×¥·¥ç¥ó¥Õ¥é¥°
191  * @return ¥¯¥ê¥Æ¥£¥«¥ë½¤Àµ¤¬Æþ¤Ã¤¿¥À¥á¡¼¥¸ÃÍ
192  */
193 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
194 {
195         int i, k;
196         
197         /* Extract "blow" power */
198         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
199
200         /* Chance */
201         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
202         {
203                 k = weight + randint1(650);
204                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
205
206                 if (k < 400)
207                 {
208 #ifdef JP
209                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
210 #else
211                         msg_print("It was a good hit!");
212 #endif
213
214                         dam = 2 * dam + 5;
215                 }
216                 else if (k < 700)
217                 {
218 #ifdef JP
219                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
220 #else
221                         msg_print("It was a great hit!");
222 #endif
223
224                         dam = 2 * dam + 10;
225                 }
226                 else if (k < 900)
227                 {
228 #ifdef JP
229                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
230 #else
231                         msg_print("It was a superb hit!");
232 #endif
233
234                         dam = 3 * dam + 15;
235                 }
236                 else if (k < 1300)
237                 {
238 #ifdef JP
239                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
240 #else
241                         msg_print("It was a *GREAT* hit!");
242 #endif
243
244                         dam = 3 * dam + 20;
245                 }
246                 else
247                 {
248 #ifdef JP
249                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
250 #else
251                         msg_print("It was a *SUPERB* hit!");
252 #endif
253
254                         dam = ((7 * dam) / 2) + 25;
255                 }
256         }
257
258         return (dam);
259 }
260
261
262
263 static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
264 {
265         static const struct slay_table_t {
266                 int slay_flag;
267                 u32b affect_race_flag;
268                 int slay_mult;
269                 size_t flag_offset;
270                 size_t r_flag_offset;
271         } slay_table[] = {
272 #define OFFSET(X) offsetof(monster_race, X)
273                 {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
274                 {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
275                 {TR_SLAY_EVIL,   RF3_EVIL,   20, OFFSET(flags3), OFFSET(r_flags3)},
276                 {TR_KILL_EVIL,   RF3_EVIL,   35, OFFSET(flags3), OFFSET(r_flags3)},
277                 {TR_SLAY_GOOD,   RF3_GOOD,   20, OFFSET(flags3), OFFSET(r_flags3)},
278                 {TR_KILL_GOOD,   RF3_GOOD,   35, OFFSET(flags3), OFFSET(r_flags3)},
279                 {TR_SLAY_HUMAN,  RF2_HUMAN,  25, OFFSET(flags2), OFFSET(r_flags2)},
280                 {TR_KILL_HUMAN,  RF2_HUMAN,  40, OFFSET(flags2), OFFSET(r_flags2)},
281                 {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
282                 {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
283                 {TR_SLAY_DEMON,  RF3_DEMON,  30, OFFSET(flags3), OFFSET(r_flags3)},
284                 {TR_KILL_DEMON,  RF3_DEMON,  50, OFFSET(flags3), OFFSET(r_flags3)},
285                 {TR_SLAY_ORC,    RF3_ORC,    30, OFFSET(flags3), OFFSET(r_flags3)},
286                 {TR_KILL_ORC,    RF3_ORC,    50, OFFSET(flags3), OFFSET(r_flags3)},
287                 {TR_SLAY_TROLL,  RF3_TROLL,  30, OFFSET(flags3), OFFSET(r_flags3)},
288                 {TR_KILL_TROLL,  RF3_TROLL,  50, OFFSET(flags3), OFFSET(r_flags3)},
289                 {TR_SLAY_GIANT,  RF3_GIANT,  30, OFFSET(flags3), OFFSET(r_flags3)},
290                 {TR_KILL_GIANT,  RF3_GIANT,  50, OFFSET(flags3), OFFSET(r_flags3)},
291                 {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
292                 {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
293 #undef OFFSET
294         };
295         int i;
296         monster_race* r_ptr = &r_info[m_ptr->r_idx];
297
298         for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
299         {
300                 const struct slay_table_t* p = &slay_table[i];
301
302                 if ((have_flag(flgs, p->slay_flag)) &&
303                     (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
304                 {
305                         if (is_original_ap_and_seen(m_ptr))
306                         {
307                                 atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
308                         }
309
310                         mult = MAX(mult, p->slay_mult);
311                 }
312         }
313
314         return mult;
315 }
316
317 static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
318 {
319         static const struct brand_table_t {
320                 int brand_flag;
321                 u32b resist_mask;
322                 u32b hurt_flag;
323         } brand_table[] = {
324                 {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
325                 {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
326                 {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
327                 {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
328                 {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U           },
329         };
330         int i;
331         monster_race* r_ptr = &r_info[m_ptr->r_idx];
332
333         for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
334         {
335                 const struct brand_table_t* p = &brand_table[i];
336
337                 if (have_flag(flgs, p->brand_flag))
338                 {
339                         /* Notice immunity */
340                         if (r_ptr->flagsr & p->resist_mask)
341                         {
342                                 if (is_original_ap_and_seen(m_ptr))
343                                 {
344                                         r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
345                                 }
346                         }
347
348                         /* Otherwise, take the damage */
349                         else if (r_ptr->flags3 & p->hurt_flag)
350                         {
351                                 if (is_original_ap_and_seen(m_ptr))
352                                 {
353                                         r_ptr->r_flags3 |= p->hurt_flag;
354                                 }
355
356                                 mult = MAX(mult, 50);
357                         }
358                         else
359                         {
360                                 mult = MAX(mult, 25);
361                         }
362                 }
363         }
364
365         return mult;
366 }
367 /*
368  * Extract the "total damage" from a given object hitting a given monster.
369  *
370  * Note that "flasks of oil" do NOT do fire damage, although they
371  * certainly could be made to do so.  XXX XXX
372  *
373  * Note that most brands and slays are x3, except Slay Animal (x2),
374  * Slay Evil (x2), and Kill dragon (x5).
375  */
376 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
377 {
378         int mult = 10;
379
380         u32b flgs[TR_FLAG_SIZE];
381
382         /* Extract the flags */
383         object_flags(o_ptr, flgs);
384         torch_flags(o_ptr, flgs); /* torches has secret flags */
385
386         if (!thrown)
387         {
388                 /* Magical Swords */
389                 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
390                 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
391                 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
392                 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
393                 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
394         }
395
396         /* Hex - Slay Good (Runesword) */
397         if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
398
399         /* Some "weapons" and "ammo" do extra damage */
400         switch (o_ptr->tval)
401         {
402                 case TV_SHOT:
403                 case TV_ARROW:
404                 case TV_BOLT:
405                 case TV_HAFTED:
406                 case TV_POLEARM:
407                 case TV_SWORD:
408                 case TV_DIGGING:
409                 case TV_LITE:
410                 {
411                         /* Slaying */
412                         mult = mult_slaying(mult, flgs, m_ptr);
413
414                         /* Elemental Brand */
415                         mult = mult_brand(mult, flgs, m_ptr);
416
417                         /* Hissatsu */
418                         if (p_ptr->pclass == CLASS_SAMURAI)
419                         {
420                                 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
421                         }
422
423                         /* Force Weapon */
424                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
425                         {
426                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
427                                 p_ptr->redraw |= (PR_MANA);
428                                 mult = mult * 3 / 2 + 20;
429                         }
430
431                         /* Hack -- The Nothung cause special damage to Fafner */
432                         if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
433                                 mult = 150;
434                         break;
435                 }
436         }
437         if (mult > 150) mult = 150;
438
439         /* Return the total damage */
440         return (tdam * mult / 10);
441 }
442
443
444 /*
445  * Search for hidden things
446  */
447 static void discover_hidden_things(int y, int x)
448 {
449         s16b this_o_idx, next_o_idx = 0;
450
451         cave_type *c_ptr;
452
453         /* Access the grid */
454         c_ptr = &cave[y][x];
455
456         /* Invisible trap */
457         if (c_ptr->mimic && is_trap(c_ptr->feat))
458         {
459                 /* Pick a trap */
460                 disclose_grid(y, x);
461
462                 /* Message */
463                 msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
464
465                 /* Disturb */
466                 disturb(0, 1);
467         }
468
469         /* Secret door */
470         if (is_hidden_door(c_ptr))
471         {
472                 /* Message */
473                 msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
474
475                 /* Disclose */
476                 disclose_grid(y, x);
477
478                 /* Disturb */
479                 disturb(0, 0);
480         }
481
482         /* Scan all objects in the grid */
483         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
484         {
485                 object_type *o_ptr;
486
487                 /* Acquire object */
488                 o_ptr = &o_list[this_o_idx];
489
490                 /* Acquire next object */
491                 next_o_idx = o_ptr->next_o_idx;
492
493                 /* Skip non-chests */
494                 if (o_ptr->tval != TV_CHEST) continue;
495
496                 /* Skip non-trapped chests */
497                 if (!chest_traps[o_ptr->pval]) continue;
498
499                 /* Identify once */
500                 if (!object_is_known(o_ptr))
501                 {
502                         /* Message */
503                         msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
504
505                         /* Know the trap */
506                         object_known(o_ptr);
507
508                         /* Notice it */
509                         disturb(0, 0);
510                 }
511         }
512 }
513
514 void search(void)
515 {
516         int i, chance;
517
518         /* Start with base search ability */
519         chance = p_ptr->skill_srh;
520
521         /* Penalize various conditions */
522         if (p_ptr->blind || no_lite()) chance = chance / 10;
523         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
524
525         /* Search the nearby grids, which are always in bounds */
526         for (i = 0; i < 9; ++ i)
527         {
528                 /* Sometimes, notice things */
529                 if (randint0(100) < chance)
530                 {
531                         discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
532                 }
533         }
534 }
535
536
537 /*
538  * Helper routine for py_pickup() and py_pickup_floor().
539  *
540  * Add the given dungeon object to the character's inventory.
541  *
542  * Delete the object afterwards.
543  */
544 void py_pickup_aux(int o_idx)
545 {
546         int slot;
547
548 #ifdef JP
549 /*
550  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
551  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
552  * ¤À¤¬¡¢°ãÏ´¶¤¬
553  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
554  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
555  */
556         char o_name[MAX_NLEN];
557         char old_name[MAX_NLEN];
558         char kazu_str[80];
559         int hirottakazu;
560 #else
561         char o_name[MAX_NLEN];
562 #endif
563
564         object_type *o_ptr;
565
566         o_ptr = &o_list[o_idx];
567
568 #ifdef JP
569         /* Describe the object */
570         object_desc(old_name, o_ptr, OD_NAME_ONLY);
571         object_desc_kosuu(kazu_str, o_ptr);
572         hirottakazu = o_ptr->number;
573 #endif
574         /* Carry the object */
575         slot = inven_carry(o_ptr);
576
577         /* Get the object again */
578         o_ptr = &inventory[slot];
579
580         /* Delete the object */
581         delete_object_idx(o_idx);
582
583         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
584         {
585                 bool old_known = identify_item(o_ptr);
586
587                 /* Auto-inscription/destroy */
588                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
589
590                 /* If it is destroyed, don't pick it up */
591                 if (o_ptr->marked & OM_AUTODESTROY) return;
592         }
593
594         /* Describe the object */
595         object_desc(o_name, o_ptr, 0);
596
597         /* Message */
598 #ifdef JP
599         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
600         {
601                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
602                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
603                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
604         }
605         else
606         {
607                 if (plain_pickup)
608                 {
609                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
610                 }
611                 else
612                 {
613                         if (o_ptr->number > hirottakazu) {
614                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
615                                kazu_str, o_name, index_to_label(slot));
616                         } else {
617                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
618                         }
619                 }
620         }
621         strcpy(record_o_name, old_name);
622 #else
623         msg_format("You have %s (%c).", o_name, index_to_label(slot));
624         strcpy(record_o_name, o_name);
625 #endif
626         record_turn = turn;
627
628
629         check_find_art_quest_completion(o_ptr);
630 }
631
632
633 /*
634  * Player "wants" to pick up an object or gold.
635  * Note that we ONLY handle things that can be picked up.
636  * See "move_player()" for handling of other things.
637  */
638 void carry(bool pickup)
639 {
640         cave_type *c_ptr = &cave[py][px];
641
642         s16b this_o_idx, next_o_idx = 0;
643
644         char    o_name[MAX_NLEN];
645
646         /* Recenter the map around the player */
647         verify_panel();
648
649         /* Update stuff */
650         p_ptr->update |= (PU_MONSTERS);
651
652         /* Redraw map */
653         p_ptr->redraw |= (PR_MAP);
654
655         /* Window stuff */
656         p_ptr->window |= (PW_OVERHEAD);
657
658         /* Handle stuff */
659         handle_stuff();
660
661         /* Automatically pickup/destroy/inscribe items */
662         autopick_pickup_items(c_ptr);
663
664
665 #ifdef ALLOW_EASY_FLOOR
666
667         if (easy_floor)
668         {
669                 py_pickup_floor(pickup);
670                 return;
671         }
672
673 #endif /* ALLOW_EASY_FLOOR */
674
675         /* Scan the pile of objects */
676         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
677         {
678                 object_type *o_ptr;
679
680                 /* Acquire object */
681                 o_ptr = &o_list[this_o_idx];
682
683 #ifdef ALLOW_EASY_SENSE /* TNB */
684
685                 /* Option: Make item sensing easy */
686                 if (easy_sense)
687                 {
688                         /* Sense the object */
689                         (void)sense_object(o_ptr);
690                 }
691
692 #endif /* ALLOW_EASY_SENSE -- TNB */
693
694                 /* Describe the object */
695                 object_desc(o_name, o_ptr, 0);
696
697                 /* Acquire next object */
698                 next_o_idx = o_ptr->next_o_idx;
699
700                 /* Hack -- disturb */
701                 disturb(0, 0);
702
703                 /* Pick up gold */
704                 if (o_ptr->tval == TV_GOLD)
705                 {
706                         int value = (long)o_ptr->pval;
707
708                         /* Delete the gold */
709                         delete_object_idx(this_o_idx);
710
711                         /* Message */
712 #ifdef JP
713                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
714                            (long)value, o_name);
715 #else
716                         msg_format("You collect %ld gold pieces worth of %s.",
717                                    (long)value, o_name);
718 #endif
719
720
721                         sound(SOUND_SELL);
722
723                         /* Collect the gold */
724                         p_ptr->au += value;
725
726                         /* Redraw gold */
727                         p_ptr->redraw |= (PR_GOLD);
728
729                         /* Window stuff */
730                         p_ptr->window |= (PW_PLAYER);
731                 }
732
733                 /* Pick up objects */
734                 else
735                 {
736                         /* Hack - some objects were handled in autopick_pickup_items(). */
737                         if (o_ptr->marked & OM_NOMSG)
738                         {
739                                 /* Clear the flag. */
740                                 o_ptr->marked &= ~OM_NOMSG;
741                         }
742                         /* Describe the object */
743                         else if (!pickup)
744                         {
745 #ifdef JP
746                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
747 #else
748                                 msg_format("You see %s.", o_name);
749 #endif
750
751                         }
752
753                         /* Note that the pack is too full */
754                         else if (!inven_carry_okay(o_ptr))
755                         {
756 #ifdef JP
757                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
758 #else
759                                 msg_format("You have no room for %s.", o_name);
760 #endif
761
762                         }
763
764                         /* Pick up the item (if requested and allowed) */
765                         else
766                         {
767                                 int okay = TRUE;
768
769                                 /* Hack -- query every item */
770                                 if (carry_query_flag)
771                                 {
772                                         char out_val[MAX_NLEN+20];
773 #ifdef JP
774                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
775 #else
776                                         sprintf(out_val, "Pick up %s? ", o_name);
777 #endif
778
779                                         okay = get_check(out_val);
780                                 }
781
782                                 /* Attempt to pick up an object. */
783                                 if (okay)
784                                 {
785                                         /* Pick up the object */
786                                         py_pickup_aux(this_o_idx);
787                                 }
788                         }
789                 }
790         }
791 }
792
793
794 /*
795  * Determine if a trap affects the player.
796  * Always miss 5% of the time, Always hit 5% of the time.
797  * Otherwise, match trap power against player armor.
798  */
799 static int check_hit(int power)
800 {
801         int k, ac;
802
803         /* Percentile dice */
804         k = randint0(100);
805
806         /* Hack -- 5% hit, 5% miss */
807         if (k < 10) return (k < 5);
808
809         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
810                 if (one_in_(20)) return (TRUE);
811
812         /* Paranoia -- No power */
813         if (power <= 0) return (FALSE);
814
815         /* Total armor */
816         ac = p_ptr->ac + p_ptr->to_a;
817
818         /* Power competes against Armor */
819         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
820
821         /* Assume miss */
822         return (FALSE);
823 }
824
825
826
827 static void hit_trap_pit(int trap_feat_type)
828 {
829         int dam;
830         cptr trap_name = "";
831         cptr spike_name = "";
832
833         switch (trap_feat_type)
834         {
835         case TRAP_PIT:
836                 trap_name = _("Íî¤È¤··ê", "a pit trap");
837                 break;
838         case TRAP_SPIKED_PIT:
839                 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
840                 spike_name = _("¥¹¥Ñ¥¤¥¯", "spikes");
841                 break;
842         case TRAP_POISON_PIT:
843                 trap_name = _("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê", "a spiked pit");
844                 spike_name = _("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯", "poisonous spikes");
845                 break;
846         default:
847                 return;
848         }
849
850         if (p_ptr->levitation)
851         {
852                 msg_format(_("%s¤òÈô¤Ó±Û¤¨¤¿¡£", "You fly over %s."), trap_name);
853                 return;
854         }
855
856         msg_format(_("%s¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", "You have fallen into %s!"), trap_name);
857
858         /* Base damage */
859         dam = damroll(2, 6);
860
861         /* Extra spike damage */
862         if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
863             one_in_(2))
864         {
865                 msg_format(_("%s¤¬»É¤µ¤Ã¤¿¡ª", "You are impaled on %s!"), spike_name);
866
867                 dam = dam * 2;
868                 (void)set_cut(p_ptr->cut + randint1(dam));
869
870                 if (trap_feat_type == TRAP_POISON_PIT) {
871                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
872                         {
873                                 msg_print(_("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª", "The poison does not affect you!"));
874                         }
875                         else
876                         {
877                                 dam = dam * 2;
878                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
879                         }
880                 }
881         }
882
883         /* Take the damage */
884         take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
885 }
886
887 static bool hit_trap_dart(void)
888 {
889         bool hit = FALSE;
890
891         if (check_hit(125))
892         {
893                 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª", "A small dart hits you!"));
894
895                 take_hit(DAMAGE_ATTACK, damroll(1, 4), _("¥À¡¼¥Ä¤Îæ«", "a dart trap"), -1);
896
897                 if (!CHECK_MULTISHADOW()) hit = TRUE;
898         }
899         else
900         {
901                 msg_print(_("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£", "A small dart barely misses you."));
902         }
903
904         return hit;
905 }
906
907 static void hit_trap_lose_stat(int stat)
908 {
909         if (hit_trap_dart())
910         {
911                 do_dec_stat(stat);
912         }
913 }
914
915 static void hit_trap_slow(void)
916 {
917         if (hit_trap_dart())
918         {
919                 set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
920         }
921 }
922
923 static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
924 {
925         msg_print(trap_message);
926
927         if (!resist)
928         {
929                 set_status(turn);
930         }
931 }
932
933 /*
934  * Handle player hitting a real trap
935  */
936 static void hit_trap(bool break_trap)
937 {
938         int i, num, dam;
939         int x = px, y = py;
940
941         /* Get the cave grid */
942         cave_type *c_ptr = &cave[y][x];
943         feature_type *f_ptr = &f_info[c_ptr->feat];
944         int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
945
946 #ifdef JP
947         cptr name = "¥È¥é¥Ã¥×";
948 #else
949         cptr name = "a trap";
950 #endif
951
952         /* Disturb the player */
953         disturb(0, 1);
954
955         cave_alter_feat(y, x, FF_HIT_TRAP);
956
957         /* Analyze XXX XXX XXX */
958         switch (trap_feat_type)
959         {
960                 case TRAP_TRAPDOOR:
961                 {
962                         if (p_ptr->levitation)
963                         {
964 #ifdef JP
965                                 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
966 #else
967                                 msg_print("You fly over a trap door.");
968 #endif
969
970                         }
971                         else
972                         {
973 #ifdef JP
974                                 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
975                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
976                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
977 #else
978                                 msg_print("You have fallen through a trap door!");
979 #endif
980
981                                 sound(SOUND_FALL);
982                                 dam = damroll(2, 8);
983 #ifdef JP
984                                 name = "Íî¤È¤·¸Í";
985 #else
986                                 name = "a trap door";
987 #endif
988
989                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
990
991                                 /* Still alive and autosave enabled */
992                                 if (autosave_l && (p_ptr->chp >= 0))
993                                         do_cmd_save_game(TRUE);
994
995 #ifdef JP
996                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
997 #else
998                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
999 #endif
1000                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1001
1002                                 /* Leaving */
1003                                 p_ptr->leaving = TRUE;
1004                         }
1005                         break;
1006                 }
1007
1008                 case TRAP_PIT:
1009                 case TRAP_SPIKED_PIT:
1010                 case TRAP_POISON_PIT:
1011                 {
1012                         hit_trap_pit(trap_feat_type);
1013                         break;
1014                 }
1015
1016                 case TRAP_TY_CURSE:
1017                 {
1018 #ifdef JP
1019                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1020 #else
1021                         msg_print("There is a flash of shimmering light!");
1022 #endif
1023
1024                         num = 2 + randint1(3);
1025                         for (i = 0; i < num; i++)
1026                         {
1027                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1028                         }
1029
1030                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1031                         {
1032                                 bool stop_ty = FALSE;
1033                                 int count = 0;
1034
1035                                 do
1036                                 {
1037                                         stop_ty = activate_ty_curse(stop_ty, &count);
1038                                 }
1039                                 while (one_in_(6));
1040                         }
1041                         break;
1042                 }
1043
1044                 case TRAP_TELEPORT:
1045                 {
1046 #ifdef JP
1047                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1048 #else
1049                         msg_print("You hit a teleport trap!");
1050 #endif
1051
1052                         teleport_player(100, TELEPORT_PASSIVE);
1053                         break;
1054                 }
1055
1056                 case TRAP_FIRE:
1057                 {
1058 #ifdef JP
1059                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1060 #else
1061                         msg_print("You are enveloped in flames!");
1062 #endif
1063
1064                         dam = damroll(4, 6);
1065 #ifdef JP
1066                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
1067 #else
1068                         (void)fire_dam(dam, "a fire trap", -1, FALSE);
1069 #endif
1070
1071                         break;
1072                 }
1073
1074                 case TRAP_ACID:
1075                 {
1076 #ifdef JP
1077                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1078 #else
1079                         msg_print("You are splashed with acid!");
1080 #endif
1081
1082                         dam = damroll(4, 6);
1083 #ifdef JP
1084                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
1085 #else
1086                         (void)acid_dam(dam, "an acid trap", -1, FALSE);
1087 #endif
1088
1089                         break;
1090                 }
1091
1092                 case TRAP_SLOW:
1093                 {
1094                         hit_trap_slow();
1095                         break;
1096                 }
1097
1098                 case TRAP_LOSE_STR:
1099                 {
1100                         hit_trap_lose_stat(A_STR);
1101                         break;
1102                 }
1103
1104                 case TRAP_LOSE_DEX:
1105                 {
1106                         hit_trap_lose_stat(A_DEX);
1107                         break;
1108                 }
1109
1110                 case TRAP_LOSE_CON:
1111                 {
1112                         hit_trap_lose_stat(A_CON);
1113                         break;
1114                 }
1115
1116                 case TRAP_BLIND:
1117                 {
1118                         hit_trap_set_abnormal_status(
1119                                 _("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A black gas surrounds you!"),
1120                                 p_ptr->resist_blind,
1121                                 set_blind, p_ptr->blind + randint0(50) + 25);
1122                         break;
1123                 }
1124
1125                 case TRAP_CONFUSE:
1126                 {
1127                         hit_trap_set_abnormal_status(
1128                                 _("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A gas of scintillating colors surrounds you!"),
1129                                 p_ptr->resist_conf,
1130                                 set_confused, p_ptr->confused + randint0(20) + 10);
1131                         break;
1132                 }
1133
1134                 case TRAP_POISON:
1135                 {
1136                         hit_trap_set_abnormal_status(
1137                                 _("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª", "A pungent green gas surrounds you!"),
1138                                 p_ptr->resist_pois || IS_OPPOSE_POIS(),
1139                                 set_poisoned, p_ptr->poisoned + randint0(20) + 10);
1140                         break;
1141                 }
1142
1143                 case TRAP_SLEEP:
1144                 {
1145 #ifdef JP
1146                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1147 #else
1148                         msg_print("A strange white mist surrounds you!");
1149 #endif
1150
1151                         if (!p_ptr->free_act)
1152                         {
1153 #ifdef JP
1154 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1155 #else
1156                                 msg_print("You fall asleep.");
1157 #endif
1158
1159
1160                                 if (ironman_nightmare)
1161                                 {
1162 #ifdef JP
1163 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1164 #else
1165                                         msg_print("A horrible vision enters your mind.");
1166 #endif
1167
1168
1169                                         /* Pick a nightmare */
1170                                         get_mon_num_prep(get_nightmare, NULL);
1171
1172                                         /* Have some nightmares */
1173                                         have_nightmare(get_mon_num(MAX_DEPTH));
1174
1175                                         /* Remove the monster restriction */
1176                                         get_mon_num_prep(NULL, NULL);
1177                                 }
1178                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1179                         }
1180                         break;
1181                 }
1182
1183                 case TRAP_TRAPS:
1184                 {
1185 #ifdef JP
1186 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1187 #else
1188                         msg_print("There is a bright flash of light!");
1189 #endif
1190
1191                         /* Make some new traps */
1192                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1193
1194                         break;
1195                 }
1196
1197                 case TRAP_ALARM:
1198                 {
1199 #ifdef JP
1200                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1201 #else
1202                         msg_print("An alarm sounds!");
1203 #endif
1204
1205                         aggravate_monsters(0);
1206
1207                         break;
1208                 }
1209
1210                 case TRAP_OPEN:
1211                 {
1212 #ifdef JP
1213                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1214 #else
1215                         msg_print("Suddenly, surrounding walls are opened!");
1216 #endif
1217                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1218                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1219                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1220                         aggravate_monsters(0);
1221
1222                         break;
1223                 }
1224
1225                 case TRAP_ARMAGEDDON:
1226                 {
1227                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1228                         int evil_idx = 0, good_idx = 0;
1229
1230                         int lev;
1231 #ifdef JP
1232                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1233 #else
1234                         msg_print("Suddenly, you are surrounded by immotal beings!");
1235 #endif
1236
1237                         /* Summon Demons and Angels */
1238                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1239                         {
1240                                 num = levs[MIN(lev/10, 9)];
1241                                 for (i = 0; i < num; i++)
1242                                 {
1243                                         int x1 = rand_spread(x, 7);
1244                                         int y1 = rand_spread(y, 5);
1245
1246                                         /* Skip illegal grids */
1247                                         if (!in_bounds(y1, x1)) continue;
1248
1249                                         /* Require line of projection */
1250                                         if (!projectable(py, px, y1, x1)) continue;
1251
1252                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1253                                                 evil_idx = hack_m_idx_ii;
1254
1255                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1256                                         {
1257                                                 good_idx = hack_m_idx_ii;
1258                                         }
1259
1260                                         /* Let them fight each other */
1261                                         if (evil_idx && good_idx)
1262                                         {
1263                                                 monster_type *evil_ptr = &m_list[evil_idx];
1264                                                 monster_type *good_ptr = &m_list[good_idx];
1265                                                 evil_ptr->target_y = good_ptr->fy;
1266                                                 evil_ptr->target_x = good_ptr->fx;
1267                                                 good_ptr->target_y = evil_ptr->fy;
1268                                                 good_ptr->target_x = evil_ptr->fx;
1269                                         }
1270                                 }
1271                         }
1272                         break;
1273                 }
1274
1275                 case TRAP_PIRANHA:
1276                 {
1277 #ifdef JP
1278                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1279 #else
1280                         msg_print("Suddenly, the room is filled with water with piranhas!");
1281 #endif
1282
1283                         /* Water fills room */
1284                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1285
1286                         /* Summon Piranhas */
1287                         num = 1 + dun_level/20;
1288                         for (i = 0; i < num; i++)
1289                         {
1290                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1291                         }
1292                         break;
1293                 }
1294         }
1295
1296         if (break_trap && is_trap(c_ptr->feat))
1297         {
1298                 cave_alter_feat(y, x, FF_DISARM);
1299 #ifdef JP
1300                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1301 #else
1302                 msg_print("You destroyed the trap.");
1303 #endif
1304         }
1305 }
1306
1307
1308 static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
1309                                  int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
1310 {
1311         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1312
1313         if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
1314         {
1315                 char mon_name[80];
1316                 int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1317
1318                 /* Hack -- Get the "died from" name */
1319                 monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1320
1321                 msg_print(message);
1322
1323                 dam_func(aura_damage, mon_name, -1, TRUE);
1324
1325                 if (is_original_ap_and_seen(m_ptr))
1326                 {
1327                         atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
1328                 }
1329
1330                 handle_stuff();
1331         }
1332 }
1333
1334 static void touch_zap_player(monster_type *m_ptr)
1335 {
1336         touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
1337                              fire_dam, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very hot!"));
1338         touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
1339                              cold_dam, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very cold!"));
1340         touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
1341                              elec_dam, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
1342 }
1343
1344
1345 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1346 {
1347         int             k, bonus, chance;
1348         int             n_weight = 0;
1349         monster_type    *m_ptr = &m_list[m_idx];
1350         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1351         char            m_name[80];
1352
1353         int             dss, ddd;
1354
1355         cptr            atk_desc;
1356
1357         switch (attack)
1358         {
1359                 case MUT2_SCOR_TAIL:
1360                         dss = 3;
1361                         ddd = 7;
1362                         n_weight = 5;
1363 #ifdef JP
1364                         atk_desc = "¿¬Èø";
1365 #else
1366                         atk_desc = "tail";
1367 #endif
1368
1369                         break;
1370                 case MUT2_HORNS:
1371                         dss = 2;
1372                         ddd = 6;
1373                         n_weight = 15;
1374 #ifdef JP
1375                         atk_desc = "³Ñ";
1376 #else
1377                         atk_desc = "horns";
1378 #endif
1379
1380                         break;
1381                 case MUT2_BEAK:
1382                         dss = 2;
1383                         ddd = 4;
1384                         n_weight = 5;
1385 #ifdef JP
1386                         atk_desc = "¥¯¥Á¥Ð¥·";
1387 #else
1388                         atk_desc = "beak";
1389 #endif
1390
1391                         break;
1392                 case MUT2_TRUNK:
1393                         dss = 1;
1394                         ddd = 4;
1395                         n_weight = 35;
1396 #ifdef JP
1397                         atk_desc = "¾Ý¤ÎÉ¡";
1398 #else
1399                         atk_desc = "trunk";
1400 #endif
1401
1402                         break;
1403                 case MUT2_TENTACLES:
1404                         dss = 2;
1405                         ddd = 5;
1406                         n_weight = 5;
1407 #ifdef JP
1408                         atk_desc = "¿¨¼ê";
1409 #else
1410                         atk_desc = "tentacles";
1411 #endif
1412
1413                         break;
1414                 default:
1415                         dss = ddd = n_weight = 1;
1416 #ifdef JP
1417                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1418 #else
1419                         atk_desc = "undefined body part";
1420 #endif
1421
1422         }
1423
1424         /* Extract monster name (or "it") */
1425         monster_desc(m_name, m_ptr, 0);
1426
1427
1428         /* Calculate the "attack quality" */
1429         bonus = p_ptr->to_h_m;
1430         bonus += (p_ptr->lev * 6 / 5);
1431         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1432
1433         /* Test for hit */
1434         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1435         {
1436                 /* Sound */
1437                 sound(SOUND_HIT);
1438
1439 #ifdef JP
1440                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1441 #else
1442                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1443 #endif
1444
1445
1446                 k = damroll(ddd, dss);
1447                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1448
1449                 /* Apply the player damage bonuses */
1450                 k += p_ptr->to_d_m;
1451
1452                 /* No negative damage */
1453                 if (k < 0) k = 0;
1454
1455                 /* Modify the damage */
1456                 k = mon_damage_mod(m_ptr, k, FALSE);
1457
1458                 /* Complex message */
1459                 if (p_ptr->wizard)
1460                 {
1461 #ifdef JP
1462                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1463 #else
1464                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1465 #endif
1466
1467                 }
1468
1469                 /* Anger the monster */
1470                 if (k > 0) anger_monster(m_ptr);
1471
1472                 /* Damage, check for fear and mdeath */
1473                 switch (attack)
1474                 {
1475                         case MUT2_SCOR_TAIL:
1476                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1477                                 *mdeath = (m_ptr->r_idx == 0);
1478                                 break;
1479                         case MUT2_HORNS:
1480                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1481                                 break;
1482                         case MUT2_BEAK:
1483                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1484                                 break;
1485                         case MUT2_TRUNK:
1486                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1487                                 break;
1488                         case MUT2_TENTACLES:
1489                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1490                                 break;
1491                         default:
1492                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1493                 }
1494
1495                 touch_zap_player(m_ptr);
1496         }
1497         /* Player misses */
1498         else
1499         {
1500                 /* Sound */
1501                 sound(SOUND_MISS);
1502
1503                 /* Message */
1504 #ifdef JP
1505                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1506 #else
1507                 msg_format("You miss %s.", m_name);
1508 #endif
1509
1510         }
1511 }
1512
1513
1514
1515 /*
1516  * Player attacks a (poor, defenseless) creature        -RAK-
1517  *
1518  * If no "weapon" is available, then "punch" the monster one time.
1519  */
1520 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1521 {
1522         int             num = 0, k, bonus, chance, vir;
1523
1524         cave_type       *c_ptr = &cave[y][x];
1525
1526         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1527         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1528
1529         /* Access the weapon */
1530         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1531
1532         char            m_name[80];
1533
1534         bool            success_hit = FALSE;
1535         bool            backstab = FALSE;
1536         bool            vorpal_cut = FALSE;
1537         int             chaos_effect = 0;
1538         bool            stab_fleeing = FALSE;
1539         bool            fuiuchi = FALSE;
1540         bool            monk_attack = FALSE;
1541         bool            do_quake = FALSE;
1542         bool            weak = FALSE;
1543         bool            drain_msg = TRUE;
1544         int             drain_result = 0, drain_heal = 0;
1545         bool            can_drain = FALSE;
1546         int             num_blow;
1547         int             drain_left = MAX_VAMPIRIC_DRAIN;
1548         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1549         bool            is_human = (r_ptr->d_char == 'p');
1550         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1551         bool            zantetsu_mukou, e_j_mukou;
1552
1553         switch (p_ptr->pclass)
1554         {
1555         case CLASS_ROGUE:
1556         case CLASS_NINJA:
1557                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1558                 {
1559                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1560                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1561                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1562                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1563                         if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1564                         {
1565                                 /* Can't backstab creatures that we can't see, right? */
1566                                 backstab = TRUE;
1567                         }
1568                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1569                         {
1570                                 fuiuchi = TRUE;
1571                         }
1572                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1573                         {
1574                                 stab_fleeing = TRUE;
1575                         }
1576                 }
1577                 break;
1578
1579         case CLASS_MONK:
1580         case CLASS_FORCETRAINER:
1581         case CLASS_BERSERKER:
1582                 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
1583                 break;
1584         }
1585
1586         if (!o_ptr->k_idx) /* Empty hand */
1587         {
1588                 if ((r_ptr->level + 10) > p_ptr->lev)
1589                 {
1590                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
1591                         {
1592                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
1593                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
1594                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
1595                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
1596                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
1597                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
1598                                 else if ((p_ptr->lev > 34))
1599                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
1600                                 p_ptr->update |= (PU_BONUS);
1601                         }
1602                 }
1603         }
1604         else if (object_is_melee_weapon(o_ptr))
1605         {
1606                 if ((r_ptr->level + 10) > p_ptr->lev)
1607                 {
1608                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
1609                         int sval = inventory[INVEN_RARM+hand].sval;
1610                         int now_exp = p_ptr->weapon_exp[tval][sval];
1611                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
1612                         {
1613                                 int amount = 0;
1614                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
1615                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
1616                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
1617                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
1618                                 p_ptr->weapon_exp[tval][sval] += amount;
1619                                 p_ptr->update |= (PU_BONUS);
1620                         }
1621                 }
1622         }
1623
1624         /* Disturb the monster */
1625         (void)set_monster_csleep(c_ptr->m_idx, 0);
1626
1627         /* Extract monster name (or "it") */
1628         monster_desc(m_name, m_ptr, 0);
1629
1630         /* Calculate the "attack quality" */
1631         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
1632         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1633         if (mode == HISSATSU_IAI) chance += 60;
1634         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
1635
1636         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
1637
1638         vir = virtue_number(V_VALOUR);
1639         if (vir)
1640         {
1641                 chance += (p_ptr->virtues[vir - 1]/10);
1642         }
1643
1644         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
1645         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
1646
1647         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
1648         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
1649         else num_blow = p_ptr->num_blow[hand];
1650
1651         /* Hack -- DOKUBARI always hit once */
1652         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
1653
1654         /* Attack once for each legal blow */
1655         while ((num++ < num_blow) && !p_ptr->is_dead)
1656         {
1657                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
1658                 {
1659                         int n = 1;
1660
1661                         if (p_ptr->migite && p_ptr->hidarite)
1662                         {
1663                                 n *= 2;
1664                         }
1665                         if (mode == HISSATSU_3DAN)
1666                         {
1667                                 n *= 2;
1668                         }
1669
1670                         success_hit = one_in_(n);
1671                 }
1672                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
1673                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
1674
1675                 if (mode == HISSATSU_MAJIN)
1676                 {
1677                         if (one_in_(2))
1678                                 success_hit = FALSE;
1679                 }
1680
1681                 /* Test for hit */
1682                 if (success_hit)
1683                 {
1684                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
1685
1686                         /* Sound */
1687                         sound(SOUND_HIT);
1688
1689                         /* Message */
1690 #ifdef JP
1691                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
1692                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
1693                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
1694                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
1695 #else
1696                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
1697                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
1698                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
1699                         else if (!monk_attack) msg_format("You hit %s.", m_name);
1700 #endif
1701
1702                         /* Hack -- bare hands do one damage */
1703                         k = 1;
1704
1705                         object_flags(o_ptr, flgs);
1706
1707                         /* Select a chaotic effect (50% chance) */
1708                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
1709                         {
1710                                 if (one_in_(10))
1711                                 chg_virtue(V_CHANCE, 1);
1712
1713                                 if (randint1(5) < 3)
1714                                 {
1715                                         /* Vampiric (20%) */
1716                                         chaos_effect = 1;
1717                                 }
1718                                 else if (one_in_(250))
1719                                 {
1720                                         /* Quake (0.12%) */
1721                                         chaos_effect = 2;
1722                                 }
1723                                 else if (!one_in_(10))
1724                                 {
1725                                         /* Confusion (26.892%) */
1726                                         chaos_effect = 3;
1727                                 }
1728                                 else if (one_in_(2))
1729                                 {
1730                                         /* Teleport away (1.494%) */
1731                                         chaos_effect = 4;
1732                                 }
1733                                 else
1734                                 {
1735                                         /* Polymorph (1.494%) */
1736                                         chaos_effect = 5;
1737                                 }
1738                         }
1739
1740                         /* Vampiric drain */
1741                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
1742                         {
1743                                 /* Only drain "living" monsters */
1744                                 if (monster_living(r_ptr))
1745                                         can_drain = TRUE;
1746                                 else
1747                                         can_drain = FALSE;
1748                         }
1749
1750                         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
1751                                 vorpal_cut = TRUE;
1752                         else vorpal_cut = FALSE;
1753
1754                         if (monk_attack)
1755                         {
1756                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
1757                                 int min_level = 1;
1758                                 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
1759                                 int resist_stun = 0;
1760                                 int weight = 8;
1761
1762                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
1763                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
1764                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
1765                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
1766                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
1767                                         resist_stun += 66;
1768
1769                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
1770                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
1771                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
1772                                         max_times = 1;
1773                                 else if (p_ptr->special_defense & KAMAE_GENBU)
1774                                         max_times = 1;
1775                                 else
1776                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
1777                                 /* Attempt 'times' */
1778                                 for (times = 0; times < max_times; times++)
1779                                 {
1780                                         do
1781                                         {
1782                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
1783                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
1784                                                 else min_level = ma_ptr->min_level;
1785                                         }
1786                                         while ((min_level > p_ptr->lev) ||
1787                                                (randint1(p_ptr->lev) < ma_ptr->chance));
1788
1789                                         /* keep the highest level attack available we found */
1790                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
1791                                             !p_ptr->stun && !p_ptr->confused)
1792                                         {
1793                                                 old_ptr = ma_ptr;
1794
1795                                                 if (p_ptr->wizard && cheat_xtra)
1796                                                 {
1797 #ifdef JP
1798                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
1799 #else
1800                                                         msg_print("Attack re-selected.");
1801 #endif
1802                                                 }
1803                                         }
1804                                         else
1805                                         {
1806                                                 ma_ptr = old_ptr;
1807                                         }
1808                                 }
1809
1810                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
1811                                 else min_level = ma_ptr->min_level;
1812                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
1813                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
1814
1815                                 if (ma_ptr->effect == MA_KNEE)
1816                                 {
1817                                         if (r_ptr->flags1 & RF1_MALE)
1818                                         {
1819 #ifdef JP
1820                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1821 #else
1822                                                 msg_format("You hit %s in the groin with your knee!", m_name);
1823 #endif
1824
1825                                                 sound(SOUND_PAIN);
1826                                                 special_effect = MA_KNEE;
1827                                         }
1828                                         else
1829                                                 msg_format(ma_ptr->desc, m_name);
1830                                 }
1831
1832                                 else if (ma_ptr->effect == MA_SLOW)
1833                                 {
1834                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
1835                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
1836                                         {
1837 #ifdef JP
1838                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
1839 #else
1840                                                 msg_format("You kick %s in the ankle.", m_name);
1841 #endif
1842
1843                                                 special_effect = MA_SLOW;
1844                                         }
1845                                         else msg_format(ma_ptr->desc, m_name);
1846                                 }
1847                                 else
1848                                 {
1849                                         if (ma_ptr->effect)
1850                                         {
1851                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
1852                                         }
1853
1854                                         msg_format(ma_ptr->desc, m_name);
1855                                 }
1856
1857                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
1858                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
1859                                 {
1860                                         weight += (p_ptr->magic_num1[0]/30);
1861                                         if (weight > 20) weight = 20;
1862                                 }
1863
1864                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
1865
1866                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1867                                 {
1868 #ifdef JP
1869                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
1870 #else
1871                                         msg_format("%^s moans in agony!", m_name);
1872 #endif
1873
1874                                         stun_effect = 7 + randint1(13);
1875                                         resist_stun /= 3;
1876                                 }
1877
1878                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1879                                 {
1880                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
1881                                             (randint1(p_ptr->lev) > r_ptr->level) &&
1882                                             m_ptr->mspeed > 60)
1883                                         {
1884 #ifdef JP
1885                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
1886 #else
1887                                                 msg_format("%^s starts limping slower.", m_name);
1888 #endif
1889
1890                                                 m_ptr->mspeed -= 10;
1891                                         }
1892                                 }
1893
1894                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
1895                                 {
1896                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
1897                                         {
1898                                                 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
1899                                                 {
1900 #ifdef JP
1901                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1902 #else
1903                                                         msg_format("%^s is stunned.", m_name);
1904 #endif
1905                                                 }
1906                                                 else
1907                                                 {
1908 #ifdef JP
1909                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
1910 #else
1911                                                         msg_format("%^s is more stunned.", m_name);
1912 #endif
1913                                                 }
1914                                         }
1915                                 }
1916                         }
1917
1918                         /* Handle normal weapon */
1919                         else if (o_ptr->k_idx)
1920                         {
1921                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
1922                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
1923
1924                                 if (backstab)
1925                                 {
1926                                         k *= (3 + (p_ptr->lev / 20));
1927                                 }
1928                                 else if (fuiuchi)
1929                                 {
1930                                         k = k*(5+(p_ptr->lev*2/25))/2;
1931                                 }
1932                                 else if (stab_fleeing)
1933                                 {
1934                                         k = (3 * k) / 2;
1935                                 }
1936
1937                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
1938                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
1939                                 {
1940                                         do_quake = TRUE;
1941                                 }
1942
1943                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
1944                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
1945
1946                                 drain_result = k;
1947
1948                                 if (vorpal_cut)
1949                                 {
1950                                         int mult = 2;
1951
1952                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
1953                                         {
1954                                                 char chainsword_noise[1024];
1955 #ifdef JP
1956                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
1957 #else
1958                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
1959 #endif
1960                                                 {
1961                                                         msg_print(chainsword_noise);
1962                                                 }
1963                                         }
1964
1965                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
1966                                         {
1967 #ifdef JP
1968                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
1969 #else
1970                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
1971 #endif
1972                                         }
1973                                         else
1974                                         {
1975 #ifdef JP
1976                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
1977 #else
1978                                                 msg_format("Your weapon cuts deep into %s!", m_name);
1979 #endif
1980                                         }
1981
1982                                         /* Try to increase the damage */
1983                                         while (one_in_(vorpal_chance))
1984                                         {
1985                                                 mult++;
1986                                         }
1987
1988                                         k *= mult;
1989
1990                                         /* Ouch! */
1991                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
1992                                         {
1993 #ifdef JP
1994                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
1995 #else
1996                                                 msg_format("You cut %s in half!", m_name);
1997 #endif
1998                                         }
1999                                         else
2000                                         {
2001                                                 switch (mult)
2002                                                 {
2003 #ifdef JP
2004                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2005                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2006                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2007                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2008                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2009                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2010                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2011 #else
2012                                                 case 2: msg_format("You gouge %s!", m_name); break;
2013                                                 case 3: msg_format("You maim %s!", m_name); break;
2014                                                 case 4: msg_format("You carve %s!", m_name); break;
2015                                                 case 5: msg_format("You cleave %s!", m_name); break;
2016                                                 case 6: msg_format("You smite %s!", m_name); break;
2017                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2018                                                 default: msg_format("You shred %s!", m_name); break;
2019 #endif
2020                                                 }
2021                                         }
2022                                         drain_result = drain_result * 3 / 2;
2023                                 }
2024
2025                                 k += o_ptr->to_d;
2026                                 drain_result += o_ptr->to_d;
2027                         }
2028
2029                         /* Apply the player damage bonuses */
2030                         k += p_ptr->to_d[hand];
2031                         drain_result += p_ptr->to_d[hand];
2032
2033                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2034                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2035                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2036
2037                         /* No negative damage */
2038                         if (k < 0) k = 0;
2039
2040                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2041                         {
2042                                 k = 0;
2043                         }
2044
2045                         if (zantetsu_mukou)
2046                         {
2047 #ifdef JP
2048                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2049 #else
2050                                 msg_print("You cannot cut such a elastic thing!");
2051 #endif
2052                                 k = 0;
2053                         }
2054
2055                         if (e_j_mukou)
2056                         {
2057 #ifdef JP
2058                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2059 #else
2060                                 msg_print("Spiders are difficult for you to deal with!");
2061 #endif
2062                                 k /= 2;
2063                         }
2064
2065                         if (mode == HISSATSU_MINEUCHI)
2066                         {
2067                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2068
2069                                 k = 0;
2070                                 anger_monster(m_ptr);
2071
2072                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2073                                 {
2074                                         /* Get stunned */
2075                                         if (MON_STUNNED(m_ptr))
2076                                         {
2077 #ifdef JP
2078                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2079 #else
2080                                                 msg_format("%s is more dazed.", m_name);
2081 #endif
2082
2083                                                 tmp /= 2;
2084                                         }
2085                                         else
2086                                         {
2087 #ifdef JP
2088                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2089 #else
2090                                                 msg_format("%s is dazed.", m_name);
2091 #endif
2092                                         }
2093
2094                                         /* Apply stun */
2095                                         (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2096                                 }
2097                                 else
2098                                 {
2099 #ifdef JP
2100                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2101 #else
2102                                         msg_format("%s is not effected.", m_name);
2103 #endif
2104                                 }
2105                         }
2106
2107                         /* Modify the damage */
2108                         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))));
2109                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2110                         {
2111                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2112                                 {
2113                                         k = m_ptr->hp + 1;
2114 #ifdef JP
2115                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2116 #else
2117                                         msg_format("You hit %s on a fatal spot!", m_name);
2118 #endif
2119                                 }
2120                                 else k = 1;
2121                         }
2122                         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)))
2123                         {
2124                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2125                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2126                                 {
2127                                         k *= 5;
2128                                         drain_result *= 2;
2129 #ifdef JP
2130                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2131 #else
2132                                         msg_format("You critically injured %s!", m_name);
2133 #endif
2134                                 }
2135                                 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)))
2136                                 {
2137                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2138                                         {
2139                                                 k = MAX(k*5, m_ptr->hp/2);
2140                                                 drain_result *= 2;
2141 #ifdef JP
2142                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2143 #else
2144                                                 msg_format("You fatally injured %s!", m_name);
2145 #endif
2146                                         }
2147                                         else
2148                                         {
2149                                                 k = m_ptr->hp + 1;
2150 #ifdef JP
2151                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2152 #else
2153                                                 msg_format("You hit %s on a fatal spot!", m_name);
2154 #endif
2155                                         }
2156                                 }
2157                         }
2158
2159                         /* Complex message */
2160                         if (p_ptr->wizard || cheat_xtra)
2161                         {
2162 #ifdef JP
2163                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2164 #else
2165                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2166 #endif
2167                         }
2168
2169                         if (k <= 0) can_drain = FALSE;
2170
2171                         if (drain_result > m_ptr->hp)
2172                                 drain_result = m_ptr->hp;
2173
2174                         /* Damage, check for fear and death */
2175                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2176                         {
2177                                 *mdeath = TRUE;
2178                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2179                                 {
2180                                         if (p_ptr->migite && p_ptr->hidarite)
2181                                         {
2182                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2183                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2184                                         }
2185                                         else
2186                                         {
2187                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2188                                         }
2189                                 }
2190                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2191 #ifdef JP
2192                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2193 #else
2194                                         msg_print("Sigh... Another trifling thing I've cut....");
2195 #endif
2196                                 break;
2197                         }
2198
2199                         /* Anger the monster */
2200                         if (k > 0) anger_monster(m_ptr);
2201
2202                         touch_zap_player(m_ptr);
2203
2204                         /* Are we draining it?  A little note: If the monster is
2205                         dead, the drain does not work... */
2206
2207                         if (can_drain && (drain_result > 0))
2208                         {
2209                                 if (o_ptr->name1 == ART_MURAMASA)
2210                                 {
2211                                         if (is_human)
2212                                         {
2213                                                 int to_h = o_ptr->to_h;
2214                                                 int to_d = o_ptr->to_d;
2215                                                 int i, flag;
2216
2217                                                 flag = 1;
2218                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2219                                                 if (flag) to_h++;
2220
2221                                                 flag = 1;
2222                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2223                                                 if (flag) to_d++;
2224
2225                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2226                                                 {
2227 #ifdef JP
2228                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2229 #else
2230                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2231 #endif
2232                                                         o_ptr->to_h = to_h;
2233                                                         o_ptr->to_d = to_d;
2234                                                 }
2235                                         }
2236                                 }
2237                                 else
2238                                 {
2239                                         if (drain_result > 5) /* Did we really hurt it? */
2240                                         {
2241                                                 drain_heal = damroll(2, drain_result / 6);
2242
2243                                                 /* Hex */
2244                                                 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2245
2246                                                 if (cheat_xtra)
2247                                                 {
2248 #ifdef JP
2249                                                         msg_format("Draining left: %d", drain_left);
2250 #else
2251                                                         msg_format("Draining left: %d", drain_left);
2252 #endif
2253
2254                                                 }
2255
2256                                                 if (drain_left)
2257                                                 {
2258                                                         if (drain_heal < drain_left)
2259                                                         {
2260                                                                 drain_left -= drain_heal;
2261                                                         }
2262                                                         else
2263                                                         {
2264                                                                 drain_heal = drain_left;
2265                                                                 drain_left = 0;
2266                                                         }
2267
2268                                                         if (drain_msg)
2269                                                         {
2270 #ifdef JP
2271                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2272 #else
2273                                                                 msg_format("Your weapon drains life from %s!", m_name);
2274 #endif
2275
2276                                                                 drain_msg = FALSE;
2277                                                         }
2278
2279                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2280
2281                                                         hp_player(drain_heal);
2282                                                         /* We get to keep some of it! */
2283                                                 }
2284                                         }
2285                                 }
2286                                 m_ptr->maxhp -= (k+7)/8;
2287                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2288                                 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2289                                 weak = TRUE;
2290                         }
2291                         can_drain = FALSE;
2292                         drain_result = 0;
2293
2294                         /* Confusion attack */
2295                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2296                         {
2297                                 /* Cancel glowing hands */
2298                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2299                                 {
2300                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2301 #ifdef JP
2302                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2303 #else
2304                                         msg_print("Your hands stop glowing.");
2305 #endif
2306                                         p_ptr->redraw |= (PR_STATUS);
2307
2308                                 }
2309
2310                                 /* Confuse the monster */
2311                                 if (r_ptr->flags3 & RF3_NO_CONF)
2312                                 {
2313                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2314
2315 #ifdef JP
2316                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2317 #else
2318                                         msg_format("%^s is unaffected.", m_name);
2319 #endif
2320
2321                                 }
2322                                 else if (randint0(100) < r_ptr->level)
2323                                 {
2324 #ifdef JP
2325                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2326 #else
2327                                         msg_format("%^s is unaffected.", m_name);
2328 #endif
2329
2330                                 }
2331                                 else
2332                                 {
2333 #ifdef JP
2334                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2335 #else
2336                                         msg_format("%^s appears confused.", m_name);
2337 #endif
2338
2339                                         (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2340                                 }
2341                         }
2342
2343                         else if (chaos_effect == 4)
2344                         {
2345                                 bool resists_tele = FALSE;
2346
2347                                 if (r_ptr->flagsr & RFR_RES_TELE)
2348                                 {
2349                                         if (r_ptr->flags1 & RF1_UNIQUE)
2350                                         {
2351                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2352 #ifdef JP
2353                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2354 #else
2355                                                 msg_format("%^s is unaffected!", m_name);
2356 #endif
2357
2358                                                 resists_tele = TRUE;
2359                                         }
2360                                         else if (r_ptr->level > randint1(100))
2361                                         {
2362                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2363 #ifdef JP
2364                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2365 #else
2366                                                 msg_format("%^s resists!", m_name);
2367 #endif
2368
2369                                                 resists_tele = TRUE;
2370                                         }
2371                                 }
2372
2373                                 if (!resists_tele)
2374                                 {
2375 #ifdef JP
2376                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2377 #else
2378                                         msg_format("%^s disappears!", m_name);
2379 #endif
2380
2381                                         teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2382                                         num = num_blow + 1; /* Can't hit it anymore! */
2383                                         *mdeath = TRUE;
2384                                 }
2385                         }
2386
2387                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2388                         {
2389                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2390                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2391                                 {
2392                                         if (polymorph_monster(y, x))
2393                                         {
2394 #ifdef JP
2395                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2396 #else
2397                                                 msg_format("%^s changes!", m_name);
2398 #endif
2399
2400                                                 *fear = FALSE;
2401                                                 weak = FALSE;
2402                                         }
2403                                         else
2404                                         {
2405 #ifdef JP
2406                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2407 #else
2408                                                 msg_format("%^s is unaffected.", m_name);
2409 #endif
2410                                         }
2411
2412                                         /* Hack -- Get new monster */
2413                                         m_ptr = &m_list[c_ptr->m_idx];
2414
2415                                         /* Oops, we need a different name... */
2416                                         monster_desc(m_name, m_ptr, 0);
2417
2418                                         /* Hack -- Get new race */
2419                                         r_ptr = &r_info[m_ptr->r_idx];
2420                                 }
2421                         }
2422                         else if (o_ptr->name1 == ART_G_HAMMER)
2423                         {
2424                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2425
2426                                 if (m_ptr->hold_o_idx)
2427                                 {
2428                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2429                                         char o_name[MAX_NLEN];
2430
2431                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2432                                         q_ptr->held_m_idx = 0;
2433                                         q_ptr->marked = OM_TOUCHED;
2434                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2435                                         q_ptr->next_o_idx = 0;
2436 #ifdef JP
2437                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2438 #else
2439                                         msg_format("You snatched %s.", o_name);
2440 #endif
2441                                         inven_carry(q_ptr);
2442                                 }
2443                         }
2444                 }
2445
2446                 /* Player misses */
2447                 else
2448                 {
2449                         backstab = FALSE; /* Clumsy! */
2450                         fuiuchi = FALSE; /* Clumsy! */
2451
2452                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2453                         {
2454                                 u32b flgs[TR_FLAG_SIZE];
2455
2456                                 /* Sound */
2457                                 sound(SOUND_HIT);
2458
2459                                 /* Message */
2460 #ifdef JP
2461                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2462 #else
2463                                 msg_format("You miss %s.", m_name);
2464 #endif
2465                                 /* Message */
2466 #ifdef JP
2467                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2468 #else
2469                                 msg_print("Your scythe returns to you!");
2470 #endif
2471
2472                                 /* Extract the flags */
2473                                 object_flags(o_ptr, flgs);
2474
2475                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2476                                 {
2477                                         int mult;
2478                                         switch (p_ptr->mimic_form)
2479                                         {
2480                                         case MIMIC_NONE:
2481                                                 switch (p_ptr->prace)
2482                                                 {
2483                                                         case RACE_YEEK:
2484                                                         case RACE_KLACKON:
2485                                                         case RACE_HUMAN:
2486                                                         case RACE_AMBERITE:
2487                                                         case RACE_DUNADAN:
2488                                                         case RACE_BARBARIAN:
2489                                                         case RACE_BEASTMAN:
2490                                                                 mult = 25;break;
2491                                                         case RACE_HALF_ORC:
2492                                                         case RACE_HALF_TROLL:
2493                                                         case RACE_HALF_OGRE:
2494                                                         case RACE_HALF_GIANT:
2495                                                         case RACE_HALF_TITAN:
2496                                                         case RACE_CYCLOPS:
2497                                                         case RACE_IMP:
2498                                                         case RACE_SKELETON:
2499                                                         case RACE_ZOMBIE:
2500                                                         case RACE_VAMPIRE:
2501                                                         case RACE_SPECTRE:
2502                                                         case RACE_DEMON:
2503                                                         case RACE_DRACONIAN:
2504                                                                 mult = 30;break;
2505                                                         default:
2506                                                                 mult = 10;break;
2507                                                 }
2508                                                 break;
2509                                         case MIMIC_DEMON:
2510                                         case MIMIC_DEMON_LORD:
2511                                         case MIMIC_VAMPIRE:
2512                                                 mult = 30;break;
2513                                         default:
2514                                                 mult = 10;break;
2515                                         }
2516
2517                                         if (p_ptr->align < 0 && mult < 20)
2518                                                 mult = 20;
2519                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2520                                                 mult = 25;
2521                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2522                                                 mult = 25;
2523                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2524                                                 mult = 25;
2525                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2526                                                 mult = 25;
2527                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2528                                                 mult = 25;
2529
2530                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2531                                         {
2532                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2533                                                 p_ptr->redraw |= (PR_MANA);
2534                                                 mult = mult * 3 / 2 + 20;
2535                                         }
2536                                         k *= mult;
2537                                         k /= 10;
2538                                 }
2539
2540                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2541                                 if (one_in_(6))
2542                                 {
2543                                         int mult = 2;
2544 #ifdef JP
2545                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2546 #else
2547                                         msg_format("Your weapon cuts deep into yourself!");
2548 #endif
2549                                         /* Try to increase the damage */
2550                                         while (one_in_(4))
2551                                         {
2552                                                 mult++;
2553                                         }
2554
2555                                         k *= mult;
2556                                 }
2557                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2558
2559                                 if (k < 0) k = 0;
2560
2561 #ifdef JP
2562                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2563 #else
2564                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2565 #endif
2566
2567                                 redraw_stuff();
2568                         }
2569                         else
2570                         {
2571                                 /* Sound */
2572                                 sound(SOUND_MISS);
2573
2574                                 /* Message */
2575 #ifdef JP
2576                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2577 #else
2578                                 msg_format("You miss %s.", m_name);
2579 #endif
2580                         }
2581                 }
2582                 backstab = FALSE;
2583                 fuiuchi = FALSE;
2584         }
2585
2586
2587         if (weak && !(*mdeath))
2588         {
2589 #ifdef JP
2590                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
2591 #else
2592                 msg_format("%^s seems weakened.", m_name);
2593 #endif
2594         }
2595         if (drain_left != MAX_VAMPIRIC_DRAIN)
2596         {
2597                 if (one_in_(4))
2598                 {
2599                         chg_virtue(V_UNLIFE, 1);
2600                 }
2601         }
2602         /* Mega-Hack -- apply earthquake brand */
2603         if (do_quake)
2604         {
2605                 earthquake(py, px, 10);
2606                 if (!cave[y][x].m_idx) *mdeath = TRUE;
2607         }
2608 }
2609
2610 bool py_attack(int y, int x, int mode)
2611 {
2612         bool            fear = FALSE;
2613         bool            mdeath = FALSE;
2614         bool            stormbringer = FALSE;
2615
2616         cave_type       *c_ptr = &cave[y][x];
2617         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
2618         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2619         char            m_name[80];
2620
2621         /* Disturb the player */
2622         disturb(0, 1);
2623
2624         energy_use = 100;
2625
2626         if (!p_ptr->migite && !p_ptr->hidarite &&
2627             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
2628         {
2629 #ifdef JP
2630                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
2631 #else
2632                 msg_print("You cannot do attacking.");
2633 #endif
2634                 return FALSE;
2635         }
2636
2637         /* Extract monster name (or "it") */
2638         monster_desc(m_name, m_ptr, 0);
2639
2640         if (m_ptr->ml)
2641         {
2642                 /* Auto-Recall if possible and visible */
2643                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
2644
2645                 /* Track a new monster */
2646                 health_track(c_ptr->m_idx);
2647         }
2648
2649         if ((r_ptr->flags1 & RF1_FEMALE) &&
2650             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
2651         {
2652                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
2653                 {
2654 #ifdef JP
2655                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
2656 #else
2657                         msg_print("I can not attack women!");
2658 #endif
2659                         return FALSE;
2660                 }
2661         }
2662
2663         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2664         {
2665 #ifdef JP
2666                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2667 #else
2668                 msg_print("Something prevent you from attacking.");
2669 #endif
2670                 return FALSE;
2671         }
2672
2673         /* Stop if friendly */
2674         if (!is_hostile(m_ptr) &&
2675             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
2676             p_ptr->shero || !m_ptr->ml))
2677         {
2678                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2679                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
2680                 if (stormbringer)
2681                 {
2682 #ifdef JP
2683                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
2684 #else
2685                         msg_format("Your black blade greedily attacks %s!", m_name);
2686 #endif
2687                         chg_virtue(V_INDIVIDUALISM, 1);
2688                         chg_virtue(V_HONOUR, -1);
2689                         chg_virtue(V_JUSTICE, -1);
2690                         chg_virtue(V_COMPASSION, -1);
2691                 }
2692                 else if (p_ptr->pclass != CLASS_BERSERKER)
2693                 {
2694 #ifdef JP
2695                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
2696 #else
2697                         if (get_check("Really hit it? "))
2698 #endif
2699                         {
2700                                 chg_virtue(V_INDIVIDUALISM, 1);
2701                                 chg_virtue(V_HONOUR, -1);
2702                                 chg_virtue(V_JUSTICE, -1);
2703                                 chg_virtue(V_COMPASSION, -1);
2704                         }
2705                         else
2706                         {
2707 #ifdef JP
2708                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
2709 #else
2710                                 msg_format("You stop to avoid hitting %s.", m_name);
2711 #endif
2712                                 return FALSE;
2713                         }
2714                 }
2715         }
2716
2717
2718         /* Handle player fear */
2719         if (p_ptr->afraid)
2720         {
2721                 /* Message */
2722                 if (m_ptr->ml)
2723 #ifdef JP
2724                         msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
2725 #else
2726                         msg_format("You are too afraid to attack %s!", m_name);
2727 #endif
2728
2729                 else
2730 #ifdef JP
2731                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
2732 #else
2733                         msg_format ("There is something scary in your way!");
2734 #endif
2735
2736                 /* Disturb the monster */
2737                 (void)set_monster_csleep(c_ptr->m_idx, 0);
2738
2739                 /* Done */
2740                 return FALSE;
2741         }
2742
2743         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
2744         {
2745                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
2746                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
2747         }
2748
2749         if (p_ptr->migite && p_ptr->hidarite)
2750         {
2751                 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))
2752                 {
2753                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
2754                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
2755                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
2756                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
2757                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
2758                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2759                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
2760                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
2761                         p_ptr->update |= (PU_BONUS);
2762                 }
2763         }
2764
2765         /* Gain riding experience */
2766         if (p_ptr->riding)
2767         {
2768                 int cur = p_ptr->skill_exp[GINOU_RIDING];
2769                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
2770
2771                 if (cur < max)
2772                 {
2773                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
2774                         int targetlevel = r_ptr->level;
2775                         int inc = 0;
2776
2777                         if ((cur / 200 - 5) < targetlevel)
2778                                 inc += 1;
2779
2780                         /* Extra experience */
2781                         if ((cur / 100) < ridinglevel)
2782                         {
2783                                 if ((cur / 100 + 15) < ridinglevel)
2784                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
2785                                 else
2786                                         inc += 1;
2787                         }
2788
2789                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
2790
2791                         p_ptr->update |= (PU_BONUS);
2792                 }
2793         }
2794
2795         riding_t_m_idx = c_ptr->m_idx;
2796         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
2797         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
2798
2799         /* Mutations which yield extra 'natural' attacks */
2800         if (!mdeath)
2801         {
2802                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
2803                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
2804                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
2805                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
2806                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
2807                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
2808                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
2809                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
2810                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
2811                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
2812         }
2813
2814         /* Hack -- delay fear messages */
2815         if (fear && m_ptr->ml && !mdeath)
2816         {
2817                 /* Sound */
2818                 sound(SOUND_FLEE);
2819
2820                 /* Message */
2821 #ifdef JP
2822                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
2823 #else
2824                 msg_format("%^s flees in terror!", m_name);
2825 #endif
2826
2827         }
2828
2829         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
2830         {
2831                 set_action(ACTION_NONE);
2832         }
2833
2834         return mdeath;
2835 }
2836
2837
2838 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
2839 {
2840         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
2841         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
2842         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
2843         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
2844         int pattern_type_cur, pattern_type_new;
2845
2846         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
2847
2848         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
2849         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
2850
2851         if (pattern_type_new == PATTERN_TILE_START)
2852         {
2853                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
2854                 {
2855 #ifdef JP
2856                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
2857 #else
2858                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
2859 #endif
2860                                 return TRUE;
2861                         else
2862                                 return FALSE;
2863                 }
2864                 else
2865                         return TRUE;
2866         }
2867         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
2868                  (pattern_type_new == PATTERN_TILE_END) ||
2869                  (pattern_type_new == PATTERN_TILE_WRECKED))
2870         {
2871                 if (is_pattern_tile_cur)
2872                 {
2873                         return TRUE;
2874                 }
2875                 else
2876                 {
2877 #ifdef JP
2878                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2879 #else
2880                         msg_print("You must start walking the Pattern from the startpoint.");
2881 #endif
2882
2883                         return FALSE;
2884                 }
2885         }
2886         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
2887                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
2888         {
2889                 return TRUE;
2890         }
2891         else if (pattern_type_cur == PATTERN_TILE_START)
2892         {
2893                 if (is_pattern_tile_new)
2894                         return TRUE;
2895                 else
2896                 {
2897 #ifdef JP
2898                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2899 #else
2900                         msg_print("You must walk the Pattern in correct order.");
2901 #endif
2902
2903                         return FALSE;
2904                 }
2905         }
2906         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
2907                  (pattern_type_cur == PATTERN_TILE_END) ||
2908                  (pattern_type_cur == PATTERN_TILE_WRECKED))
2909         {
2910                 if (!is_pattern_tile_new)
2911                 {
2912 #ifdef JP
2913                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2914 #else
2915                         msg_print("You may not step off from the Pattern.");
2916 #endif
2917
2918                         return FALSE;
2919                 }
2920                 else
2921                 {
2922                         return TRUE;
2923                 }
2924         }
2925         else
2926         {
2927                 if (!is_pattern_tile_cur)
2928                 {
2929 #ifdef JP
2930                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
2931 #else
2932                         msg_print("You must start walking the Pattern from the startpoint.");
2933 #endif
2934
2935                         return FALSE;
2936                 }
2937                 else
2938                 {
2939                         byte ok_move = PATTERN_TILE_START;
2940                         switch (pattern_type_cur)
2941                         {
2942                                 case PATTERN_TILE_1:
2943                                         ok_move = PATTERN_TILE_2;
2944                                         break;
2945                                 case PATTERN_TILE_2:
2946                                         ok_move = PATTERN_TILE_3;
2947                                         break;
2948                                 case PATTERN_TILE_3:
2949                                         ok_move = PATTERN_TILE_4;
2950                                         break;
2951                                 case PATTERN_TILE_4:
2952                                         ok_move = PATTERN_TILE_1;
2953                                         break;
2954                                 default:
2955                                         if (p_ptr->wizard)
2956 #ifdef JP
2957                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
2958 #else
2959                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
2960 #endif
2961
2962                                         return TRUE; /* Goof-up */
2963                         }
2964
2965                         if ((pattern_type_new == ok_move) ||
2966                             (pattern_type_new == pattern_type_cur))
2967                                 return TRUE;
2968                         else
2969                         {
2970                                 if (!is_pattern_tile_new)
2971 #ifdef JP
2972                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
2973 #else
2974                                         msg_print("You may not step off from the Pattern.");
2975 #endif
2976                                 else
2977 #ifdef JP
2978                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
2979 #else
2980                                         msg_print("You must walk the Pattern in correct order.");
2981 #endif
2982
2983                                 return FALSE;
2984                         }
2985                 }
2986         }
2987 }
2988
2989
2990 bool player_can_enter(s16b feature, u16b mode)
2991 {
2992         feature_type *f_ptr = &f_info[feature];
2993
2994         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2995
2996         /* Pattern */
2997         if (have_flag(f_ptr->flags, FF_PATTERN))
2998         {
2999                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3000         }
3001
3002         /* "CAN" flags */
3003         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3004         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3005         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3006
3007         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3008
3009         return TRUE;
3010 }
3011
3012
3013 /*
3014  * Move the player
3015  */
3016 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3017 {
3018         cave_type *c_ptr = &cave[ny][nx];
3019         feature_type *f_ptr = &f_info[c_ptr->feat];
3020
3021         if (!(mpe_mode & MPE_STAYING))
3022         {
3023                 int oy = py;
3024                 int ox = px;
3025                 cave_type *oc_ptr = &cave[oy][ox];
3026                 int om_idx = oc_ptr->m_idx;
3027                 int nm_idx = c_ptr->m_idx;
3028
3029                 /* Move the player */
3030                 py = ny;
3031                 px = nx;
3032
3033                 /* Hack -- For moving monster or riding player's moving */
3034                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3035                 {
3036                         /* Swap two monsters */
3037                         c_ptr->m_idx = om_idx;
3038                         oc_ptr->m_idx = nm_idx;
3039
3040                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3041                         {
3042                                 monster_type *om_ptr = &m_list[om_idx];
3043                                 om_ptr->fy = ny;
3044                                 om_ptr->fx = nx;
3045                                 update_mon(om_idx, TRUE);
3046                         }
3047
3048                         if (nm_idx > 0) /* Monster on new spot */
3049                         {
3050                                 monster_type *nm_ptr = &m_list[nm_idx];
3051                                 nm_ptr->fy = oy;
3052                                 nm_ptr->fx = ox;
3053                                 update_mon(nm_idx, TRUE);
3054                         }
3055                 }
3056
3057                 /* Redraw old spot */
3058                 lite_spot(oy, ox);
3059
3060                 /* Redraw new spot */
3061                 lite_spot(ny, nx);
3062
3063                 /* Check for new panel (redraw map) */
3064                 verify_panel();
3065
3066                 if (mpe_mode & MPE_FORGET_FLOW)
3067                 {
3068                         forget_flow();
3069
3070                         /* Mega-Hack -- Forget the view */
3071                         p_ptr->update |= (PU_UN_VIEW);
3072
3073                         /* Redraw map */
3074                         p_ptr->redraw |= (PR_MAP);
3075                 }
3076
3077                 /* Update stuff */
3078                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3079
3080                 /* Window stuff */
3081                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3082
3083                 /* Remove "unsafe" flag */
3084                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3085
3086                 /* For get everything when requested hehe I'm *NASTY* */
3087                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3088
3089                 /* Handle stuff */
3090                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3091
3092                 if (p_ptr->pclass == CLASS_NINJA)
3093                 {
3094                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3095                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3096                 }
3097
3098                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3099                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
3100                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3101                 {
3102 #ifdef JP
3103                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3104 #else
3105                         msg_print("You cannot run in here.");
3106 #endif
3107                         set_action(ACTION_NONE);
3108                 }
3109         }
3110
3111         if (mpe_mode & MPE_ENERGY_USE)
3112         {
3113                 if (music_singing(MUSIC_WALL))
3114                 {
3115                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3116                                 PROJECT_KILL | PROJECT_ITEM, -1);
3117
3118                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3119                 }
3120
3121                 /* Spontaneous Searching */
3122                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3123                 {
3124                         search();
3125                 }
3126
3127                 /* Continuous Searching */
3128                 if (p_ptr->action == ACTION_SEARCH)
3129                 {
3130                         search();
3131                 }
3132         }
3133
3134         /* Handle "objects" */
3135         if (!(mpe_mode & MPE_DONT_PICKUP))
3136         {
3137                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3138         }
3139
3140         /* Handle "store doors" */
3141         if (have_flag(f_ptr->flags, FF_STORE))
3142         {
3143                 /* Disturb */
3144                 disturb(0, 1);
3145
3146                 energy_use = 0;
3147                 /* Hack -- Enter store */
3148                 command_new = SPECIAL_KEY_STORE;
3149         }
3150
3151         /* Handle "building doors" -KMW- */
3152         else if (have_flag(f_ptr->flags, FF_BLDG))
3153         {
3154                 /* Disturb */
3155                 disturb(0, 1);
3156
3157                 energy_use = 0;
3158                 /* Hack -- Enter building */
3159                 command_new = SPECIAL_KEY_BUILDING;
3160         }
3161
3162         /* Handle quest areas -KMW- */
3163         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3164         {
3165                 /* Disturb */
3166                 disturb(0, 1);
3167
3168                 energy_use = 0;
3169                 /* Hack -- Enter quest level */
3170                 command_new = SPECIAL_KEY_QUEST;
3171         }
3172
3173         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3174         {
3175                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3176                 {
3177                         complete_quest(p_ptr->inside_quest);
3178                 }
3179
3180                 leave_quest_check();
3181
3182                 p_ptr->inside_quest = c_ptr->special;
3183                 dun_level = 0;
3184                 p_ptr->oldpx = 0;
3185                 p_ptr->oldpy = 0;
3186
3187                 p_ptr->leaving = TRUE;
3188         }
3189
3190         /* Set off a trap */
3191         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3192         {
3193                 /* Disturb */
3194                 disturb(0, 1);
3195
3196                 /* Hidden trap */
3197                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3198                 {
3199                         /* Message */
3200 #ifdef JP
3201                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3202 #else
3203                         msg_print("You found a trap!");
3204 #endif
3205
3206                         /* Pick a trap */
3207                         disclose_grid(py, px);
3208                 }
3209
3210                 /* Hit the trap */
3211                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3212
3213                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3214         }
3215
3216         /* Warn when leaving trap detected region */
3217         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3218             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3219         {
3220                 /* No duplicate warning */
3221                 p_ptr->dtrap = FALSE;
3222
3223                 /* You are just on the edge */
3224                 if (!(c_ptr->info & CAVE_UNSAFE))
3225                 {
3226                         if (alert_trap_detect)
3227                         {
3228 #ifdef JP
3229                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3230 #else
3231                                 msg_print("*Leaving trap detect region!*");
3232 #endif
3233                         }
3234
3235                         if (disturb_trap_detect) disturb(0, 1);
3236                 }
3237         }
3238
3239         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3240 }
3241
3242
3243 bool trap_can_be_ignored(int feat)
3244 {
3245         feature_type *f_ptr = &f_info[feat];
3246
3247         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3248
3249         switch (f_ptr->subtype)
3250         {
3251         case TRAP_TRAPDOOR:
3252         case TRAP_PIT:
3253         case TRAP_SPIKED_PIT:
3254         case TRAP_POISON_PIT:
3255                 if (p_ptr->levitation) return TRUE;
3256                 break;
3257         case TRAP_TELEPORT:
3258                 if (p_ptr->anti_tele) return TRUE;
3259                 break;
3260         case TRAP_FIRE:
3261                 if (p_ptr->immune_fire) return TRUE;
3262                 break;
3263         case TRAP_ACID:
3264                 if (p_ptr->immune_acid) return TRUE;
3265                 break;
3266         case TRAP_BLIND:
3267                 if (p_ptr->resist_blind) return TRUE;
3268                 break;
3269         case TRAP_CONFUSE:
3270                 if (p_ptr->resist_conf) return TRUE;
3271                 break;
3272         case TRAP_POISON:
3273                 if (p_ptr->resist_pois) return TRUE;
3274                 break;
3275         case TRAP_SLEEP:
3276                 if (p_ptr->free_act) return TRUE;
3277                 break;
3278         }
3279
3280         return FALSE;
3281 }
3282
3283
3284 /*
3285  * Determine if a "boundary" grid is "floor mimic"
3286  */
3287 #define boundary_floor(C, F, MF) \
3288         ((C)->mimic && permanent_wall(F) && \
3289          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3290          have_flag((MF)->flags, FF_PROJECT) && \
3291          !have_flag((MF)->flags, FF_OPEN))
3292
3293 /*
3294  * Move player in the given direction, with the given "pickup" flag.
3295  *
3296  * This routine should (probably) always induce energy expenditure.
3297  *
3298  * Note that moving will *always* take a turn, and will *always* hit
3299  * any monster which might be in the destination grid.  Previously,
3300  * moving into walls was "free" and did NOT hit invisible monsters.
3301  */
3302 void move_player(int dir, bool do_pickup, bool break_trap)
3303 {
3304         /* Find the result of moving */
3305         int y = py + ddy[dir];
3306         int x = px + ddx[dir];
3307
3308         /* Examine the destination */
3309         cave_type *c_ptr = &cave[y][x];
3310
3311         feature_type *f_ptr = &f_info[c_ptr->feat];
3312
3313         monster_type *m_ptr;
3314
3315         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3316         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3317
3318         char m_name[80];
3319
3320         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3321         bool p_can_kill_walls = FALSE;
3322         bool stormbringer = FALSE;
3323
3324         bool oktomove = TRUE;
3325         bool do_past = FALSE;
3326
3327         /* Exit the area */
3328         if (!dun_level && !p_ptr->wild_mode &&
3329                 ((x == 0) || (x == MAX_WID - 1) ||
3330                  (y == 0) || (y == MAX_HGT - 1)))
3331         {
3332                 /* Can the player enter the grid? */
3333                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3334                 {
3335                         /* Hack: move to new area */
3336                         if ((y == 0) && (x == 0))
3337                         {
3338                                 p_ptr->wilderness_y--;
3339                                 p_ptr->wilderness_x--;
3340                                 p_ptr->oldpy = cur_hgt - 2;
3341                                 p_ptr->oldpx = cur_wid - 2;
3342                                 ambush_flag = FALSE;
3343                         }
3344
3345                         else if ((y == 0) && (x == MAX_WID - 1))
3346                         {
3347                                 p_ptr->wilderness_y--;
3348                                 p_ptr->wilderness_x++;
3349                                 p_ptr->oldpy = cur_hgt - 2;
3350                                 p_ptr->oldpx = 1;
3351                                 ambush_flag = FALSE;
3352                         }
3353
3354                         else if ((y == MAX_HGT - 1) && (x == 0))
3355                         {
3356                                 p_ptr->wilderness_y++;
3357                                 p_ptr->wilderness_x--;
3358                                 p_ptr->oldpy = 1;
3359                                 p_ptr->oldpx = cur_wid - 2;
3360                                 ambush_flag = FALSE;
3361                         }
3362
3363                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3364                         {
3365                                 p_ptr->wilderness_y++;
3366                                 p_ptr->wilderness_x++;
3367                                 p_ptr->oldpy = 1;
3368                                 p_ptr->oldpx = 1;
3369                                 ambush_flag = FALSE;
3370                         }
3371
3372                         else if (y == 0)
3373                         {
3374                                 p_ptr->wilderness_y--;
3375                                 p_ptr->oldpy = cur_hgt - 2;
3376                                 p_ptr->oldpx = x;
3377                                 ambush_flag = FALSE;
3378                         }
3379
3380                         else if (y == MAX_HGT - 1)
3381                         {
3382                                 p_ptr->wilderness_y++;
3383                                 p_ptr->oldpy = 1;
3384                                 p_ptr->oldpx = x;
3385                                 ambush_flag = FALSE;
3386                         }
3387
3388                         else if (x == 0)
3389                         {
3390                                 p_ptr->wilderness_x--;
3391                                 p_ptr->oldpx = cur_wid - 2;
3392                                 p_ptr->oldpy = y;
3393                                 ambush_flag = FALSE;
3394                         }
3395
3396                         else if (x == MAX_WID - 1)
3397                         {
3398                                 p_ptr->wilderness_x++;
3399                                 p_ptr->oldpx = 1;
3400                                 p_ptr->oldpy = y;
3401                                 ambush_flag = FALSE;
3402                         }
3403
3404                         p_ptr->leaving = TRUE;
3405                         energy_use = 100;
3406
3407                         return;
3408                 }
3409
3410                 /* "Blocked" message appears later */
3411                 /* oktomove = FALSE; */
3412                 p_can_enter = FALSE;
3413         }
3414
3415         /* Get the monster */
3416         m_ptr = &m_list[c_ptr->m_idx];
3417
3418
3419         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3420         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3421
3422         /* Player can not walk through "walls"... */
3423         /* unless in Shadow Form */
3424         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3425                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3426                 !have_flag(f_ptr->flags, FF_PERMANENT);
3427
3428         /* Hack -- attack monsters */
3429         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3430         {
3431                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3432
3433                 /* Attack -- only if we can see it OR it is not in a wall */
3434                 if (!is_hostile(m_ptr) &&
3435                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3436                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3437                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3438                 {
3439                         /* Disturb the monster */
3440                         (void)set_monster_csleep(c_ptr->m_idx, 0);
3441
3442                         /* Extract monster name (or "it") */
3443                         monster_desc(m_name, m_ptr, 0);
3444
3445                         if (m_ptr->ml)
3446                         {
3447                                 /* Auto-Recall if possible and visible */
3448                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3449
3450                                 /* Track a new monster */
3451                                 health_track(c_ptr->m_idx);
3452                         }
3453
3454                         /* displace? */
3455                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3456                         {
3457                                 py_attack(y, x, 0);
3458                                 oktomove = FALSE;
3459                         }
3460                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3461                         {
3462                                 do_past = TRUE;
3463                         }
3464                         else
3465                         {
3466 #ifdef JP
3467                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3468 #else
3469                                 msg_format("%^s is in your way!", m_name);
3470 #endif
3471
3472                                 energy_use = 0;
3473                                 oktomove = FALSE;
3474                         }
3475
3476                         /* now continue on to 'movement' */
3477                 }
3478                 else
3479                 {
3480                         py_attack(y, x, 0);
3481                         oktomove = FALSE;
3482                 }
3483         }
3484
3485         if (oktomove && p_ptr->riding)
3486         {
3487                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3488                 {
3489 #ifdef JP
3490                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3491 #else
3492                         msg_print("Can't move!");
3493 #endif
3494                         energy_use = 0;
3495                         oktomove = FALSE;
3496                         disturb(0, 1);
3497                 }
3498                 else if (MON_MONFEAR(riding_m_ptr))
3499                 {
3500                         char m_name[80];
3501
3502                         /* Acquire the monster name */
3503                         monster_desc(m_name, riding_m_ptr, 0);
3504
3505                         /* Dump a message */
3506 #ifdef JP
3507                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3508 #else
3509                         msg_format("%^s is too scared to control.", m_name);
3510 #endif
3511                         oktomove = FALSE;
3512                         disturb(0, 1);
3513                 }
3514                 else if (p_ptr->riding_ryoute)
3515                 {
3516                         oktomove = FALSE;
3517                         disturb(0, 1);
3518                 }
3519                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3520                 {
3521                         /* Allow moving */
3522                 }
3523                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3524                 {
3525                         /* Allow moving */
3526                 }
3527                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3528                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3529                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3530                 {
3531 #ifdef JP
3532                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3533 #else
3534                         msg_print("Can't swim.");
3535 #endif
3536                         energy_use = 0;
3537                         oktomove = FALSE;
3538                         disturb(0, 1);
3539                 }
3540                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3541                 {
3542 #ifdef JP
3543                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3544 #else
3545                         msg_print("Can't land.");
3546 #endif
3547                         energy_use = 0;
3548                         oktomove = FALSE;
3549                         disturb(0, 1);
3550                 }
3551                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3552                 {
3553 #ifdef JP
3554                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3555 #else
3556                         msg_print("Too hot to go through.");
3557 #endif
3558                         energy_use = 0;
3559                         oktomove = FALSE;
3560                         disturb(0, 1);
3561                 }
3562
3563                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3564                 {
3565                         char m_name[80];
3566                         monster_desc(m_name, riding_m_ptr, 0);
3567 #ifdef JP
3568                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3569 #else
3570                         msg_format("You cannot control stunned %s!",m_name);
3571 #endif
3572                         oktomove = FALSE;
3573                         disturb(0, 1);
3574                 }
3575         }
3576
3577         if (!oktomove)
3578         {
3579         }
3580
3581         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
3582         {
3583 #ifdef JP
3584                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3585 #else
3586                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
3587 #endif
3588
3589                 energy_use = 0;
3590                 running = 0;
3591                 oktomove = FALSE;
3592         }
3593
3594         /*
3595          * Player can move through trees and
3596          * has effective -10 speed
3597          * Rangers can move without penality
3598          */
3599         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
3600         {
3601                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
3602         }
3603
3604 #ifdef ALLOW_EASY_DISARM /* TNB */
3605
3606         /* Disarm a visible trap */
3607         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
3608         {
3609                 if (!trap_can_be_ignored(c_ptr->feat))
3610                 {
3611                         (void)do_cmd_disarm_aux(y, x, dir);
3612                         return;
3613                 }
3614         }
3615
3616 #endif /* ALLOW_EASY_DISARM -- TNB */
3617
3618         /* Player can not walk through "walls" unless in wraith form...*/
3619         else if (!p_can_enter && !p_can_kill_walls)
3620         {
3621                 /* Feature code (applying "mimic" field) */
3622                 s16b feat = get_feat_mimic(c_ptr);
3623                 feature_type *mimic_f_ptr = &f_info[feat];
3624                 cptr name = f_name + mimic_f_ptr->name;
3625
3626                 oktomove = FALSE;
3627
3628                 /* Notice things in the dark */
3629                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3630                 {
3631                         /* Boundary floor mimic */
3632                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3633                         {
3634 #ifdef JP
3635                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
3636 #else
3637                                 msg_print("You feel you cannot go any more.");
3638 #endif
3639                         }
3640
3641                         /* Wall (or secret door) */
3642                         else
3643                         {
3644 #ifdef JP
3645                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
3646 #else
3647                                 msg_format("You feel %s %s blocking your way.",
3648                                         is_a_vowel(name[0]) ? "an" : "a", name);
3649 #endif
3650
3651                                 c_ptr->info |= (CAVE_MARK);
3652                                 lite_spot(y, x);
3653                         }
3654                 }
3655
3656                 /* Notice things */
3657                 else
3658                 {
3659                         /* Boundary floor mimic */
3660                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
3661                         {
3662 #ifdef JP
3663                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
3664 #else
3665                                 msg_print("You cannot go any more.");
3666 #endif
3667
3668                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3669                                         energy_use = 0;
3670                         }
3671
3672                         /* Wall (or secret door) */
3673                         else
3674                         {
3675 #ifdef ALLOW_EASY_OPEN
3676                                 /* Closed doors */
3677                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
3678 #endif /* ALLOW_EASY_OPEN */
3679
3680 #ifdef JP
3681                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
3682 #else
3683                                 msg_format("There is %s %s blocking your way.",
3684                                         is_a_vowel(name[0]) ? "an" : "a", name);
3685 #endif
3686
3687                                 /*
3688                                  * Well, it makes sense that you lose time bumping into
3689                                  * a wall _if_ you are confused, stunned or blind; but
3690                                  * typing mistakes should not cost you a turn...
3691                                  */
3692                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3693                                         energy_use = 0;
3694                         }
3695                 }
3696
3697                 /* Disturb the player */
3698                 disturb(0, 1);
3699
3700                 /* Sound */
3701                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
3702         }
3703
3704         /* Normal movement */
3705         if (oktomove && !pattern_seq(py, px, y, x))
3706         {
3707                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
3708                 {
3709                         energy_use = 0;
3710                 }
3711
3712                 /* To avoid a loop with running */
3713                 disturb(0, 1);
3714
3715                 oktomove = FALSE;
3716         }
3717
3718         /* Normal movement */
3719         if (oktomove)
3720         {
3721                 u32b mpe_mode = MPE_ENERGY_USE;
3722
3723                 if (p_ptr->warning)
3724                 {
3725                         if (!process_warning(x, y))
3726                         {
3727                                 energy_use = 25;
3728                                 return;
3729                         }
3730                 }
3731
3732                 if (do_past)
3733                 {
3734 #ifdef JP
3735                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
3736 #else
3737                         msg_format("You push past %s.", m_name);
3738 #endif
3739                 }
3740
3741                 /* Change oldpx and oldpy to place the player well when going back to big mode */
3742                 if (p_ptr->wild_mode)
3743                 {
3744                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
3745                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
3746                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
3747                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
3748                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
3749                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
3750                 }
3751
3752                 if (p_can_kill_walls)
3753                 {
3754                         cave_alter_feat(y, x, FF_HURT_DISI);
3755
3756                         /* Update some things -- similar to GF_KILL_WALL */
3757                         p_ptr->update |= (PU_FLOW);
3758                 }
3759
3760                 /* Sound */
3761                 /* sound(SOUND_WALK); */
3762
3763 #ifdef ALLOW_EASY_DISARM /* TNB */
3764
3765                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
3766
3767 #else /* ALLOW_EASY_DISARM -- TNB */
3768
3769                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
3770
3771 #endif /* ALLOW_EASY_DISARM -- TNB */
3772
3773                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
3774
3775                 /* Move the player */
3776                 (void)move_player_effect(y, x, mpe_mode);
3777         }
3778 }
3779
3780
3781 static bool ignore_avoid_run;
3782
3783 /*
3784  * Hack -- Check for a "known wall" (see below)
3785  */
3786 static int see_wall(int dir, int y, int x)
3787 {
3788         cave_type   *c_ptr;
3789
3790         /* Get the new location */
3791         y += ddy[dir];
3792         x += ddx[dir];
3793
3794         /* Illegal grids are not known walls */
3795         if (!in_bounds2(y, x)) return (FALSE);
3796
3797         /* Access grid */
3798         c_ptr = &cave[y][x];
3799
3800         /* Must be known to the player */
3801         if (c_ptr->info & (CAVE_MARK))
3802         {
3803                 /* Feature code (applying "mimic" field) */
3804                 s16b         feat = get_feat_mimic(c_ptr);
3805                 feature_type *f_ptr = &f_info[feat];
3806
3807                 /* Wall grids are known walls */
3808                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
3809
3810                 /* Don't run on a tree unless explicitly requested */
3811                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
3812                         return TRUE;
3813
3814                 /* Don't run in a wall */
3815                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
3816                         return !have_flag(f_ptr->flags, FF_DOOR);
3817         }
3818
3819         return FALSE;
3820 }
3821
3822
3823 /*
3824  * Hack -- Check for an "unknown corner" (see below)
3825  */
3826 static int see_nothing(int dir, int y, int x)
3827 {
3828         /* Get the new location */
3829         y += ddy[dir];
3830         x += ddx[dir];
3831
3832         /* Illegal grids are unknown */
3833         if (!in_bounds2(y, x)) return (TRUE);
3834
3835         /* Memorized grids are always known */
3836         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
3837
3838         /* Viewable door/wall grids are known */
3839         if (player_can_see_bold(y, x)) return (FALSE);
3840
3841         /* Default */
3842         return (TRUE);
3843 }
3844
3845
3846
3847
3848
3849 /*
3850  * The running algorithm:                       -CJS-
3851  *
3852  * In the diagrams below, the player has just arrived in the
3853  * grid marked as '@', and he has just come from a grid marked
3854  * as 'o', and he is about to enter the grid marked as 'x'.
3855  *
3856  * Of course, if the "requested" move was impossible, then you
3857  * will of course be blocked, and will stop.
3858  *
3859  * Overview: You keep moving until something interesting happens.
3860  * If you are in an enclosed space, you follow corners. This is
3861  * the usual corridor scheme. If you are in an open space, you go
3862  * straight, but stop before entering enclosed space. This is
3863  * analogous to reaching doorways. If you have enclosed space on
3864  * one side only (that is, running along side a wall) stop if
3865  * your wall opens out, or your open space closes in. Either case
3866  * corresponds to a doorway.
3867  *
3868  * What happens depends on what you can really SEE. (i.e. if you
3869  * have no light, then running along a dark corridor is JUST like
3870  * running in a dark room.) The algorithm works equally well in
3871  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
3872  *
3873  * These conditions are kept in static memory:
3874  * find_openarea         You are in the open on at least one
3875  * side.
3876  * find_breakleft        You have a wall on the left, and will
3877  * stop if it opens
3878  * find_breakright       You have a wall on the right, and will
3879  * stop if it opens
3880  *
3881  * To initialize these conditions, we examine the grids adjacent
3882  * to the grid marked 'x', two on each side (marked 'L' and 'R').
3883  * If either one of the two grids on a given side is seen to be
3884  * closed, then that side is considered to be closed. If both
3885  * sides are closed, then it is an enclosed (corridor) run.
3886  *
3887  * LL           L
3888  * @x          LxR
3889  * RR          @R
3890  *
3891  * Looking at more than just the immediate squares is
3892  * significant. Consider the following case. A run along the
3893  * corridor will stop just before entering the center point,
3894  * because a choice is clearly established. Running in any of
3895  * three available directions will be defined as a corridor run.
3896  * Note that a minor hack is inserted to make the angled corridor
3897  * entry (with one side blocked near and the other side blocked
3898  * further away from the runner) work correctly. The runner moves
3899  * diagonally, but then saves the previous direction as being
3900  * straight into the gap. Otherwise, the tail end of the other
3901  * entry would be perceived as an alternative on the next move.
3902  *
3903  * #.#
3904  * ##.##
3905  * .@x..
3906  * ##.##
3907  * #.#
3908  *
3909  * Likewise, a run along a wall, and then into a doorway (two
3910  * runs) will work correctly. A single run rightwards from @ will
3911  * stop at 1. Another run right and down will enter the corridor
3912  * and make the corner, stopping at the 2.
3913  *
3914  * ##################
3915  * o@x       1
3916  * ########### ######
3917  * #2          #
3918  * #############
3919  *
3920  * After any move, the function area_affect is called to
3921  * determine the new surroundings, and the direction of
3922  * subsequent moves. It examines the current player location
3923  * (at which the runner has just arrived) and the previous
3924  * direction (from which the runner is considered to have come).
3925  *
3926  * Moving one square in some direction places you adjacent to
3927  * three or five new squares (for straight and diagonal moves
3928  * respectively) to which you were not previously adjacent,
3929  * marked as '!' in the diagrams below.
3930  *
3931  *   ...!              ...
3932  *   .o@!  (normal)    .o.!  (diagonal)
3933  *   ...!  (east)      ..@!  (south east)
3934  *                      !!!
3935  *
3936  * You STOP if any of the new squares are interesting in any way:
3937  * for example, if they contain visible monsters or treasure.
3938  *
3939  * You STOP if any of the newly adjacent squares seem to be open,
3940  * and you are also looking for a break on that side. (that is,
3941  * find_openarea AND find_break).
3942  *
3943  * You STOP if any of the newly adjacent squares do NOT seem to be
3944  * open and you are in an open area, and that side was previously
3945  * entirely open.
3946  *
3947  * Corners: If you are not in the open (i.e. you are in a corridor)
3948  * and there is only one way to go in the new squares, then turn in
3949  * that direction. If there are more than two new ways to go, STOP.
3950  * If there are two ways to go, and those ways are separated by a
3951  * square which does not seem to be open, then STOP.
3952  *
3953  * Otherwise, we have a potential corner. There are two new open
3954  * squares, which are also adjacent. One of the new squares is
3955  * diagonally located, the other is straight on (as in the diagram).
3956  * We consider two more squares further out (marked below as ?).
3957  *
3958  * We assign "option" to the straight-on grid, and "option2" to the
3959  * diagonal grid, and "check_dir" to the grid marked 's'.
3960  *
3961  * ##s
3962  * @x?
3963  * #.?
3964  *
3965  * If they are both seen to be closed, then it is seen that no benefit
3966  * is gained from moving straight. It is a known corner.  To cut the
3967  * corner, go diagonally, otherwise go straight, but pretend you
3968  * stepped diagonally into that next location for a full view next
3969  * time. Conversely, if one of the ? squares is not seen to be closed,
3970  * then there is a potential choice. We check to see whether it is a
3971  * potential corner or an intersection/room entrance.  If the square
3972  * two spaces straight ahead, and the space marked with 's' are both
3973  * unknown space, then it is a potential corner and enter if
3974  * find_examine is set, otherwise must stop because it is not a
3975  * corner. (find_examine option is removed and always is TRUE.)
3976  */
3977
3978
3979
3980
3981 /*
3982  * Hack -- allow quick "cycling" through the legal directions
3983  */
3984 static byte cycle[] =
3985 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
3986
3987 /*
3988  * Hack -- map each direction into the "middle" of the "cycle[]" array
3989  */
3990 static byte chome[] =
3991 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
3992
3993 /*
3994  * The direction we are running
3995  */
3996 static byte find_current;
3997
3998 /*
3999  * The direction we came from
4000  */
4001 static byte find_prevdir;
4002
4003 /*
4004  * We are looking for open area
4005  */
4006 static bool find_openarea;
4007
4008 /*
4009  * We are looking for a break
4010  */
4011 static bool find_breakright;
4012 static bool find_breakleft;
4013
4014
4015
4016 /*
4017  * Initialize the running algorithm for a new direction.
4018  *
4019  * Diagonal Corridor -- allow diaginal entry into corridors.
4020  *
4021  * Blunt Corridor -- If there is a wall two spaces ahead and
4022  * we seem to be in a corridor, then force a turn into the side
4023  * corridor, must be moving straight into a corridor here. ???
4024  *
4025  * Diagonal Corridor    Blunt Corridor (?)
4026  *       # #                  #
4027  *       #x#                 @x#
4028  *       @p.                  p
4029  */
4030 static void run_init(int dir)
4031 {
4032         int             row, col, deepleft, deepright;
4033         int             i, shortleft, shortright;
4034
4035
4036         /* Save the direction */
4037         find_current = dir;
4038
4039         /* Assume running straight */
4040         find_prevdir = dir;
4041
4042         /* Assume looking for open area */
4043         find_openarea = TRUE;
4044
4045         /* Assume not looking for breaks */
4046         find_breakright = find_breakleft = FALSE;
4047
4048         /* Assume no nearby walls */
4049         deepleft = deepright = FALSE;
4050         shortright = shortleft = FALSE;
4051
4052         p_ptr->run_py = py;
4053         p_ptr->run_px = px;
4054
4055         /* Find the destination grid */
4056         row = py + ddy[dir];
4057         col = px + ddx[dir];
4058
4059         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4060
4061         /* Extract cycle index */
4062         i = chome[dir];
4063
4064         /* Check for walls */
4065         if (see_wall(cycle[i+1], py, px))
4066         {
4067                 find_breakleft = TRUE;
4068                 shortleft = TRUE;
4069         }
4070         else if (see_wall(cycle[i+1], row, col))
4071         {
4072                 find_breakleft = TRUE;
4073                 deepleft = TRUE;
4074         }
4075
4076         /* Check for walls */
4077         if (see_wall(cycle[i-1], py, px))
4078         {
4079                 find_breakright = TRUE;
4080                 shortright = TRUE;
4081         }
4082         else if (see_wall(cycle[i-1], row, col))
4083         {
4084                 find_breakright = TRUE;
4085                 deepright = TRUE;
4086         }
4087
4088         /* Looking for a break */
4089         if (find_breakleft && find_breakright)
4090         {
4091                 /* Not looking for open area */
4092                 find_openarea = FALSE;
4093
4094                 /* Hack -- allow angled corridor entry */
4095                 if (dir & 0x01)
4096                 {
4097                         if (deepleft && !deepright)
4098                         {
4099                                 find_prevdir = cycle[i - 1];
4100                         }
4101                         else if (deepright && !deepleft)
4102                         {
4103                                 find_prevdir = cycle[i + 1];
4104                         }
4105                 }
4106
4107                 /* Hack -- allow blunt corridor entry */
4108                 else if (see_wall(cycle[i], row, col))
4109                 {
4110                         if (shortleft && !shortright)
4111                         {
4112                                 find_prevdir = cycle[i - 2];
4113                         }
4114                         else if (shortright && !shortleft)
4115                         {
4116                                 find_prevdir = cycle[i + 2];
4117                         }
4118                 }
4119         }
4120 }
4121
4122
4123 /*
4124  * Update the current "run" path
4125  *
4126  * Return TRUE if the running should be stopped
4127  */
4128 static bool run_test(void)
4129 {
4130         int         prev_dir, new_dir, check_dir = 0;
4131         int         row, col;
4132         int         i, max, inv;
4133         int         option = 0, option2 = 0;
4134         cave_type   *c_ptr;
4135         s16b        feat;
4136         feature_type *f_ptr;
4137
4138         /* Where we came from */
4139         prev_dir = find_prevdir;
4140
4141
4142         /* Range of newly adjacent grids */
4143         max = (prev_dir & 0x01) + 1;
4144
4145         /* break run when leaving trap detected region */
4146         if ((disturb_trap_detect || alert_trap_detect)
4147             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4148         {
4149                 /* No duplicate warning */
4150                 p_ptr->dtrap = FALSE;
4151
4152                 /* You are just on the edge */
4153                 if (!(cave[py][px].info & CAVE_UNSAFE))
4154                 {
4155                         if (alert_trap_detect)
4156                         {
4157 #ifdef JP
4158                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4159 #else
4160                                 msg_print("*Leaving trap detect region!*");
4161 #endif
4162                         }
4163
4164                         if (disturb_trap_detect)
4165                         {
4166                                 /* Break Run */
4167                                 return(TRUE);
4168                         }
4169                 }
4170         }
4171
4172         /* Look at every newly adjacent square. */
4173         for (i = -max; i <= max; i++)
4174         {
4175                 s16b this_o_idx, next_o_idx = 0;
4176
4177                 /* New direction */
4178                 new_dir = cycle[chome[prev_dir] + i];
4179
4180                 /* New location */
4181                 row = py + ddy[new_dir];
4182                 col = px + ddx[new_dir];
4183
4184                 /* Access grid */
4185                 c_ptr = &cave[row][col];
4186
4187                 /* Feature code (applying "mimic" field) */
4188                 feat = get_feat_mimic(c_ptr);
4189                 f_ptr = &f_info[feat];
4190
4191                 /* Visible monsters abort running */
4192                 if (c_ptr->m_idx)
4193                 {
4194                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4195
4196                         /* Visible monster */
4197                         if (m_ptr->ml) return (TRUE);
4198                 }
4199
4200                 /* Visible objects abort running */
4201                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4202                 {
4203                         object_type *o_ptr;
4204
4205                         /* Acquire object */
4206                         o_ptr = &o_list[this_o_idx];
4207
4208                         /* Acquire next object */
4209                         next_o_idx = o_ptr->next_o_idx;
4210
4211                         /* Visible object */
4212                         if (o_ptr->marked & OM_FOUND) return (TRUE);
4213                 }
4214
4215                 /* Assume unknown */
4216                 inv = TRUE;
4217
4218                 /* Check memorized grids */
4219                 if (c_ptr->info & (CAVE_MARK))
4220                 {
4221                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4222
4223                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4224                         {
4225                                 /* Open doors */
4226                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4227                                 {
4228                                         /* Option -- ignore */
4229                                         notice = FALSE;
4230                                 }
4231
4232                                 /* Stairs */
4233                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4234                                 {
4235                                         /* Option -- ignore */
4236                                         notice = FALSE;
4237                                 }
4238
4239                                 /* Lava */
4240                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4241                                 {
4242                                         /* Ignore */
4243                                         notice = FALSE;
4244                                 }
4245
4246                                 /* Deep water */
4247                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4248                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4249                                 {
4250                                         /* Ignore */
4251                                         notice = FALSE;
4252                                 }
4253                         }
4254
4255                         /* Interesting feature */
4256                         if (notice) return (TRUE);
4257
4258                         /* The grid is "visible" */
4259                         inv = FALSE;
4260                 }
4261
4262                 /* Analyze unknown grids and floors considering mimic */
4263                 if (inv || !see_wall(0, row, col))
4264                 {
4265                         /* Looking for open area */
4266                         if (find_openarea)
4267                         {
4268                                 /* Nothing */
4269                         }
4270
4271                         /* The first new direction. */
4272                         else if (!option)
4273                         {
4274                                 option = new_dir;
4275                         }
4276
4277                         /* Three new directions. Stop running. */
4278                         else if (option2)
4279                         {
4280                                 return (TRUE);
4281                         }
4282
4283                         /* Two non-adjacent new directions.  Stop running. */
4284                         else if (option != cycle[chome[prev_dir] + i - 1])
4285                         {
4286                                 return (TRUE);
4287                         }
4288
4289                         /* Two new (adjacent) directions (case 1) */
4290                         else if (new_dir & 0x01)
4291                         {
4292                                 check_dir = cycle[chome[prev_dir] + i - 2];
4293                                 option2 = new_dir;
4294                         }
4295
4296                         /* Two new (adjacent) directions (case 2) */
4297                         else
4298                         {
4299                                 check_dir = cycle[chome[prev_dir] + i + 1];
4300                                 option2 = option;
4301                                 option = new_dir;
4302                         }
4303                 }
4304
4305                 /* Obstacle, while looking for open area */
4306                 else
4307                 {
4308                         if (find_openarea)
4309                         {
4310                                 if (i < 0)
4311                                 {
4312                                         /* Break to the right */
4313                                         find_breakright = TRUE;
4314                                 }
4315
4316                                 else if (i > 0)
4317                                 {
4318                                         /* Break to the left */
4319                                         find_breakleft = TRUE;
4320                                 }
4321                         }
4322                 }
4323         }
4324
4325         /* Looking for open area */
4326         if (find_openarea)
4327         {
4328                 /* Hack -- look again */
4329                 for (i = -max; i < 0; i++)
4330                 {
4331                         /* Unknown grid or non-wall */
4332                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4333                         {
4334                                 /* Looking to break right */
4335                                 if (find_breakright)
4336                                 {
4337                                         return (TRUE);
4338                                 }
4339                         }
4340
4341                         /* Obstacle */
4342                         else
4343                         {
4344                                 /* Looking to break left */
4345                                 if (find_breakleft)
4346                                 {
4347                                         return (TRUE);
4348                                 }
4349                         }
4350                 }
4351
4352                 /* Hack -- look again */
4353                 for (i = max; i > 0; i--)
4354                 {
4355                         /* Unknown grid or non-wall */
4356                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4357                         {
4358                                 /* Looking to break left */
4359                                 if (find_breakleft)
4360                                 {
4361                                         return (TRUE);
4362                                 }
4363                         }
4364
4365                         /* Obstacle */
4366                         else
4367                         {
4368                                 /* Looking to break right */
4369                                 if (find_breakright)
4370                                 {
4371                                         return (TRUE);
4372                                 }
4373                         }
4374                 }
4375         }
4376
4377         /* Not looking for open area */
4378         else
4379         {
4380                 /* No options */
4381                 if (!option)
4382                 {
4383                         return (TRUE);
4384                 }
4385
4386                 /* One option */
4387                 else if (!option2)
4388                 {
4389                         /* Primary option */
4390                         find_current = option;
4391
4392                         /* No other options */
4393                         find_prevdir = option;
4394                 }
4395
4396                 /* Two options, examining corners */
4397                 else if (!find_cut)
4398                 {
4399                         /* Primary option */
4400                         find_current = option;
4401
4402                         /* Hack -- allow curving */
4403                         find_prevdir = option2;
4404                 }
4405
4406                 /* Two options, pick one */
4407                 else
4408                 {
4409                         /* Get next location */
4410                         row = py + ddy[option];
4411                         col = px + ddx[option];
4412
4413                         /* Don't see that it is closed off. */
4414                         /* This could be a potential corner or an intersection. */
4415                         if (!see_wall(option, row, col) ||
4416                             !see_wall(check_dir, row, col))
4417                         {
4418                                 /* Can not see anything ahead and in the direction we */
4419                                 /* are turning, assume that it is a potential corner. */
4420                                 if (see_nothing(option, row, col) &&
4421                                     see_nothing(option2, row, col))
4422                                 {
4423                                         find_current = option;
4424                                         find_prevdir = option2;
4425                                 }
4426
4427                                 /* STOP: we are next to an intersection or a room */
4428                                 else
4429                                 {
4430                                         return (TRUE);
4431                                 }
4432                         }
4433
4434                         /* This corner is seen to be enclosed; we cut the corner. */
4435                         else if (find_cut)
4436                         {
4437                                 find_current = option2;
4438                                 find_prevdir = option2;
4439                         }
4440
4441                         /* This corner is seen to be enclosed, and we */
4442                         /* deliberately go the long way. */
4443                         else
4444                         {
4445                                 find_current = option;
4446                                 find_prevdir = option2;
4447                         }
4448                 }
4449         }
4450
4451         /* About to hit a known wall, stop */
4452         if (see_wall(find_current, py, px))
4453         {
4454                 return (TRUE);
4455         }
4456
4457         /* Failure */
4458         return (FALSE);
4459 }
4460
4461
4462
4463 /*
4464  * Take one step along the current "run" path
4465  */
4466 void run_step(int dir)
4467 {
4468         /* Start running */
4469         if (dir)
4470         {
4471                 /* Ignore AVOID_RUN on a first step */
4472                 ignore_avoid_run = TRUE;
4473
4474                 /* Hack -- do not start silly run */
4475                 if (see_wall(dir, py, px))
4476                 {
4477                         /* Message */
4478 #ifdef JP
4479                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4480 #else
4481                         msg_print("You cannot run in that direction.");
4482 #endif
4483
4484                         /* Disturb */
4485                         disturb(0, 0);
4486
4487                         /* Done */
4488                         return;
4489                 }
4490
4491                 /* Initialize */
4492                 run_init(dir);
4493         }
4494
4495         /* Keep running */
4496         else
4497         {
4498                 /* Update run */
4499                 if (run_test())
4500                 {
4501                         /* Disturb */
4502                         disturb(0, 0);
4503
4504                         /* Done */
4505                         return;
4506                 }
4507         }
4508
4509         /* Decrease the run counter */
4510         if (--running <= 0) return;
4511
4512         /* Take time */
4513         energy_use = 100;
4514
4515         /* Move the player, using the "pickup" flag */
4516 #ifdef ALLOW_EASY_DISARM /* TNB */
4517
4518         move_player(find_current, FALSE, FALSE);
4519
4520 #else /* ALLOW_EASY_DISARM -- TNB */
4521
4522         move_player(find_current, always_pickup, FALSE);
4523
4524 #endif /* ALLOW_EASY_DISARM -- TNB */
4525
4526         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4527         {
4528                 p_ptr->run_py = 0;
4529                 p_ptr->run_px = 0;
4530                 disturb(0, 0);
4531         }
4532 }
4533
4534
4535 #ifdef TRAVEL
4536 /*
4537  * Test for traveling
4538  */
4539 static int travel_test(int prev_dir)
4540 {
4541         int new_dir = 0;
4542         int i, max;
4543         const cave_type *c_ptr;
4544         int cost;
4545
4546         /* Cannot travel when blind */
4547         if (p_ptr->blind || no_lite())
4548         {
4549                 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4550                 return (0);
4551         }
4552
4553         /* break run when leaving trap detected region */
4554         if ((disturb_trap_detect || alert_trap_detect)
4555             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4556         {
4557                 /* No duplicate warning */
4558                 p_ptr->dtrap = FALSE;
4559
4560                 /* You are just on the edge */
4561                 if (!(cave[py][px].info & CAVE_UNSAFE))
4562                 {
4563                         if (alert_trap_detect)
4564                         {
4565 #ifdef JP
4566                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4567 #else
4568                                 msg_print("*Leaving trap detect region!*");
4569 #endif
4570                         }
4571
4572                         if (disturb_trap_detect)
4573                         {
4574                                 /* Break Run */
4575                                 return (0);
4576                         }
4577                 }
4578         }
4579
4580         /* Range of newly adjacent grids */
4581         max = (prev_dir & 0x01) + 1;
4582
4583         /* Look at every newly adjacent square. */
4584         for (i = -max; i <= max; i++)
4585         {
4586                 /* New direction */
4587                 int dir = cycle[chome[prev_dir] + i];
4588
4589                 /* New location */
4590                 int row = py + ddy[dir];
4591                 int col = px + ddx[dir];
4592
4593                 /* Access grid */
4594                 c_ptr = &cave[row][col];
4595
4596                 /* Visible monsters abort running */
4597                 if (c_ptr->m_idx)
4598                 {
4599                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4600
4601                         /* Visible monster */
4602                         if (m_ptr->ml) return (0);
4603                 }
4604
4605         }
4606
4607         /* Travel cost of current grid */
4608         cost = travel.cost[py][px];
4609
4610         /* Determine travel direction */
4611         for (i = 0; i < 8; ++ i) {
4612                 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
4613
4614                 if (dir_cost < cost)
4615                 {
4616                         new_dir = ddd[i];
4617                         cost = dir_cost;
4618                 }
4619         }
4620
4621         if (!new_dir) return (0);
4622
4623         /* Access newly move grid */
4624         c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
4625
4626         /* Close door abort traveling */
4627         if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
4628
4629         /* Visible and unignorable trap abort tarveling */
4630         if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
4631
4632         /* Move new grid */
4633         return (new_dir);
4634 }
4635
4636
4637 /*
4638  * Travel command
4639  */
4640 void travel_step(void)
4641 {
4642         /* Get travel direction */
4643         travel.dir = travel_test(travel.dir);
4644
4645         /* disturb */
4646         if (!travel.dir)
4647         {
4648                 if (travel.run == 255)
4649                 {
4650 #ifdef JP
4651                         msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
4652 #else
4653                         msg_print("No route is found!");
4654 #endif
4655                         travel.y = travel.x = 0;
4656                 }
4657                 disturb(0, 1);
4658                 return;
4659         }
4660
4661         energy_use = 100;
4662
4663         move_player(travel.dir, always_pickup, FALSE);
4664
4665         if ((py == travel.y) && (px == travel.x))
4666         {
4667                 travel.run = 0;
4668                 travel.y = travel.x = 0;
4669         }
4670         else if (travel.run > 0)
4671                 travel.run--;
4672
4673         /* Travel Delay */
4674         Term_xtra(TERM_XTRA_DELAY, delay_factor);
4675 }
4676 #endif