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[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
92
93         /* Snipers can shot more critically with crossbows */
94         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
95         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
96
97         /* Critical hit */
98         if (randint1(5000) <= i)
99         {
100                 k = weight * randint1(500);
101
102                 if (k < 900)
103                 {
104 #ifdef JP
105                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
106 #else
107                         msg_print("It was a good hit!");
108 #endif
109
110                         dam += (dam / 2);
111                 }
112                 else if (k < 1350)
113                 {
114 #ifdef JP
115                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
116 #else
117                         msg_print("It was a great hit!");
118 #endif
119
120                         dam *= 2;
121                 }
122                 else
123                 {
124 #ifdef JP
125                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
126 #else
127                         msg_print("It was a superb hit!");
128 #endif
129
130                         dam *= 3;
131                 }
132         }
133
134         return (dam);
135 }
136
137
138
139 /*
140  * Critical hits (by player)
141  *
142  * Factor in weapon weight, total plusses, player level.
143  */
144 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
145 {
146         int i, k;
147
148         /* Extract "blow" power */
149         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
150
151         /* Chance */
152         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
153         {
154                 k = weight + randint1(650);
155                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156
157                 if (k < 400)
158                 {
159 #ifdef JP
160                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
161 #else
162                         msg_print("It was a good hit!");
163 #endif
164
165                         dam = 2 * dam + 5;
166                 }
167                 else if (k < 700)
168                 {
169 #ifdef JP
170                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
171 #else
172                         msg_print("It was a great hit!");
173 #endif
174
175                         dam = 2 * dam + 10;
176                 }
177                 else if (k < 900)
178                 {
179 #ifdef JP
180                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
181 #else
182                         msg_print("It was a superb hit!");
183 #endif
184
185                         dam = 3 * dam + 15;
186                 }
187                 else if (k < 1300)
188                 {
189 #ifdef JP
190                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
191 #else
192                         msg_print("It was a *GREAT* hit!");
193 #endif
194
195                         dam = 3 * dam + 20;
196                 }
197                 else
198                 {
199 #ifdef JP
200                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
201 #else
202                         msg_print("It was a *SUPERB* hit!");
203 #endif
204
205                         dam = ((7 * dam) / 2) + 25;
206                 }
207         }
208
209         return (dam);
210 }
211
212
213
214 /*
215  * Extract the "total damage" from a given object hitting a given monster.
216  *
217  * Note that "flasks of oil" do NOT do fire damage, although they
218  * certainly could be made to do so.  XXX XXX
219  *
220  * Note that most brands and slays are x3, except Slay Animal (x2),
221  * Slay Evil (x2), and Kill dragon (x5).
222  */
223 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
224 {
225         int mult = 10;
226
227         monster_race *r_ptr = &r_info[m_ptr->r_idx];
228
229         u32b flgs[TR_FLAG_SIZE];
230
231         /* Extract the flags */
232         object_flags(o_ptr, flgs);
233
234         /* Some "weapons" and "ammo" do extra damage */
235         switch (o_ptr->tval)
236         {
237                 case TV_SHOT:
238                 case TV_ARROW:
239                 case TV_BOLT:
240                 case TV_HAFTED:
241                 case TV_POLEARM:
242                 case TV_SWORD:
243                 case TV_DIGGING:
244                 {
245                         /* Slay Animal */
246                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
247                             (r_ptr->flags3 & RF3_ANIMAL))
248                         {
249                                 if (is_original_ap_and_seen(m_ptr))
250                                 {
251                                         r_ptr->r_flags3 |= RF3_ANIMAL;
252                                 }
253
254                                 if (mult < 25) mult = 25;
255                         }
256
257                         /* Execute Animal */
258                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
259                             (r_ptr->flags3 & RF3_ANIMAL))
260                         {
261                                 if (is_original_ap_and_seen(m_ptr))
262                                 {
263                                         r_ptr->r_flags3 |= RF3_ANIMAL;
264                                 }
265
266                                 if (mult < 40) mult = 40;
267                         }
268
269                         /* Slay Evil */
270                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
271                             (r_ptr->flags3 & RF3_EVIL))
272                         {
273                                 if (is_original_ap_and_seen(m_ptr))
274                                 {
275                                         r_ptr->r_flags3 |= RF3_EVIL;
276                                 }
277
278                                 if (mult < 20) mult = 20;
279                         }
280
281                         /* Execute Evil */
282                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
283                             (r_ptr->flags3 & RF3_EVIL))
284                         {
285                                 if (is_original_ap_and_seen(m_ptr))
286                                 {
287                                         r_ptr->r_flags3 |= RF3_EVIL;
288                                 }
289
290                                 if (mult < 35) mult = 35;
291                         }
292
293                         /* Slay Human */
294                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
295                             (r_ptr->flags2 & RF2_HUMAN))
296                         {
297                                 if (is_original_ap_and_seen(m_ptr))
298                                 {
299                                         r_ptr->r_flags2 |= RF2_HUMAN;
300                                 }
301
302                                 if (mult < 25) mult = 25;
303                         }
304
305                         /* Execute Human */
306                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
307                             (r_ptr->flags2 & RF2_HUMAN))
308                         {
309                                 if (is_original_ap_and_seen(m_ptr))
310                                 {
311                                         r_ptr->r_flags2 |= RF2_HUMAN;
312                                 }
313
314                                 if (mult < 40) mult = 40;
315                         }
316
317                         /* Slay Undead */
318                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
319                             (r_ptr->flags3 & RF3_UNDEAD))
320                         {
321                                 if (is_original_ap_and_seen(m_ptr))
322                                 {
323                                         r_ptr->r_flags3 |= RF3_UNDEAD;
324                                 }
325
326                                 if (mult < 30) mult = 30;
327                         }
328
329                         /* Execute Undead */
330                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
331                             (r_ptr->flags3 & RF3_UNDEAD))
332                         {
333                                 if (is_original_ap_and_seen(m_ptr))
334                                 {
335                                         r_ptr->r_flags3 |= RF3_UNDEAD;
336                                 }
337
338                                 if (mult < 50) mult = 50;
339                         }
340
341                         /* Slay Demon */
342                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
343                             (r_ptr->flags3 & RF3_DEMON))
344                         {
345                                 if (is_original_ap_and_seen(m_ptr))
346                                 {
347                                         r_ptr->r_flags3 |= RF3_DEMON;
348                                 }
349
350                                 if (mult < 30) mult = 30;
351                         }
352
353                         /* Execute Demon */
354                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
355                             (r_ptr->flags3 & RF3_DEMON))
356                         {
357                                 if (is_original_ap_and_seen(m_ptr))
358                                 {
359                                         r_ptr->r_flags3 |= RF3_DEMON;
360                                 }
361
362                                 if (mult < 50) mult = 50;
363                         }
364
365                         /* Slay Orc */
366                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
367                             (r_ptr->flags3 & RF3_ORC))
368                         {
369                                 if (is_original_ap_and_seen(m_ptr))
370                                 {
371                                         r_ptr->r_flags3 |= RF3_ORC;
372                                 }
373
374                                 if (mult < 30) mult = 30;
375                         }
376
377                         /* Execute Orc */
378                         if ((have_flag(flgs, TR_KILL_ORC)) &&
379                             (r_ptr->flags3 & RF3_ORC))
380                         {
381                                 if (is_original_ap_and_seen(m_ptr))
382                                 {
383                                         r_ptr->r_flags3 |= RF3_ORC;
384                                 }
385
386                                 if (mult < 50) mult = 50;
387                         }
388
389                         /* Slay Troll */
390                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
391                             (r_ptr->flags3 & RF3_TROLL))
392                         {
393                                 if (is_original_ap_and_seen(m_ptr))
394                                 {
395                                         r_ptr->r_flags3 |= RF3_TROLL;
396                                 }
397
398                                 if (mult < 30) mult = 30;
399                         }
400
401                         /* Execute Troll */
402                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
403                             (r_ptr->flags3 & RF3_TROLL))
404                         {
405                                 if (is_original_ap_and_seen(m_ptr))
406                                 {
407                                         r_ptr->r_flags3 |= RF3_TROLL;
408                                 }
409
410                                 if (mult < 50) mult = 50;
411                         }
412
413                         /* Slay Giant */
414                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
415                             (r_ptr->flags3 & RF3_GIANT))
416                         {
417                                 if (is_original_ap_and_seen(m_ptr))
418                                 {
419                                         r_ptr->r_flags3 |= RF3_GIANT;
420                                 }
421
422                                 if (mult < 30) mult = 30;
423                         }
424
425                         /* Execute Giant */
426                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
427                             (r_ptr->flags3 & RF3_GIANT))
428                         {
429                                 if (is_original_ap_and_seen(m_ptr))
430                                 {
431                                         r_ptr->r_flags3 |= RF3_GIANT;
432                                 }
433
434                                 if (mult < 50) mult = 50;
435                         }
436
437                         /* Slay Dragon  */
438                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
439                             (r_ptr->flags3 & RF3_DRAGON))
440                         {
441                                 if (is_original_ap_and_seen(m_ptr))
442                                 {
443                                         r_ptr->r_flags3 |= RF3_DRAGON;
444                                 }
445
446                                 if (mult < 30) mult = 30;
447                         }
448
449                         /* Execute Dragon */
450                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
451                             (r_ptr->flags3 & RF3_DRAGON))
452                         {
453                                 if (is_original_ap_and_seen(m_ptr))
454                                 {
455                                         r_ptr->r_flags3 |= RF3_DRAGON;
456                                 }
457
458                                 if (mult < 50) mult = 50;
459
460                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
461                                         mult *= 3;
462                         }
463
464                         /* Brand (Acid) */
465                         if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
466                         {
467                                 /* Notice immunity */
468                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
469                                 {
470                                         if (is_original_ap_and_seen(m_ptr))
471                                         {
472                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
473                                         }
474                                 }
475
476                                 /* Otherwise, take the damage */
477                                 else
478                                 {
479                                         if (mult < 25) mult = 25;
480                                 }
481                         }
482
483                         /* Brand (Elec) */
484                         if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
485                         {
486                                 /* Notice immunity */
487                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
488                                 {
489                                         if (is_original_ap_and_seen(m_ptr))
490                                         {
491                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
492                                         }
493                                 }
494
495                                 /* Otherwise, take the damage */
496                                 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
497                                 {
498                                         if (mult < 70) mult = 70;
499                                 }
500                                 else if (mode == HISSATSU_ELEC)
501                                 {
502                                         if (mult < 50) mult = 50;
503                                 }
504
505                                 else
506                                 {
507                                         if (mult < 25) mult = 25;
508                                 }
509                         }
510
511                         /* Brand (Fire) */
512                         if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
513                         {
514                                 /* Notice immunity */
515                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
516                                 {
517                                         if (is_original_ap_and_seen(m_ptr))
518                                         {
519                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
520                                         }
521                                 }
522
523                                 /* Otherwise, take the damage */
524                                 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
525                                 {
526                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
527                                         {
528                                                 if (mult < 70) mult = 70;
529                                                 if (is_original_ap_and_seen(m_ptr))
530                                                 {
531                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
532                                                 }
533                                         }
534                                         else if (mult < 35) mult = 35;
535                                 }
536                                 else
537                                 {
538                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
539                                         {
540                                                 if (mult < 50) mult = 50;
541                                                 if (is_original_ap_and_seen(m_ptr))
542                                                 {
543                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
544                                                 }
545                                         }
546                                         else if (mult < 25) mult = 25;
547                                 }
548                         }
549
550                         /* Brand (Cold) */
551                         if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
552                         {
553                                 /* Notice immunity */
554                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
555                                 {
556                                         if (is_original_ap_and_seen(m_ptr))
557                                         {
558                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
559                                         }
560                                 }
561                                 /* Otherwise, take the damage */
562                                 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
563                                 {
564                                         if (r_ptr->flags3 & RF3_HURT_COLD)
565                                         {
566                                                 if (mult < 70) mult = 70;
567                                                 if (is_original_ap_and_seen(m_ptr))
568                                                 {
569                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
570                                                 }
571                                         }
572                                         else if (mult < 35) mult = 35;
573                                 }
574                                 else
575                                 {
576                                         if (r_ptr->flags3 & RF3_HURT_COLD)
577                                         {
578                                                 if (mult < 50) mult = 50;
579                                                 if (is_original_ap_and_seen(m_ptr))
580                                                 {
581                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
582                                                 }
583                                         }
584                                         else if (mult < 25) mult = 25;
585                                 }
586                         }
587
588                         /* Brand (Poison) */
589                         if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
590                         {
591                                 /* Notice immunity */
592                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
593                                 {
594                                         if (is_original_ap_and_seen(m_ptr))
595                                         {
596                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
597                                         }
598                                 }
599
600                                 /* Otherwise, take the damage */
601                                 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
602                                 {
603                                         if (mult < 35) mult = 35;
604                                 }
605                                 else
606                                 {
607                                         if (mult < 25) mult = 25;
608                                 }
609                         }
610                         if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
611                         {
612                                 if (mult < 15) mult = 25;
613                                 else if (mult < 50) mult = MIN(50, mult+20);
614                         }
615                         if (mode == HISSATSU_UNDEAD)
616                         {
617                                 if (r_ptr->flags3 & RF3_UNDEAD)
618                                 {
619                                         if (is_original_ap_and_seen(m_ptr))
620                                         {
621                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
622                                         }
623                                         if (mult == 10) mult = 70;
624                                         else if (mult < 140) mult = MIN(140, mult+60);
625                                 }
626                                 if (mult == 10) mult = 40;
627                                 else if (mult < 60) mult = MIN(60, mult+30);
628                         }
629                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
630                         {
631                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
632                                 if (mult < tmp) mult = tmp;
633                         }
634                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
635                         {
636                                 if (is_original_ap_and_seen(m_ptr))
637                                 {
638                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
639                                 }
640                                 if (mult == 10) mult = 40;
641                                 else if (mult < 60) mult = 60;
642                         }
643                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
644                         {
645                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
646                                 p_ptr->redraw |= (PR_MANA);
647                                 mult = mult * 3 / 2 + 20;
648                         }
649                         break;
650                 }
651         }
652         if (mult > 150) mult = 150;
653
654         /* Return the total damage */
655         return (tdam * mult / 10);
656 }
657
658
659 /*
660  * Search for hidden things
661  */
662 void search(void)
663 {
664         int y, x, chance;
665
666         s16b this_o_idx, next_o_idx = 0;
667
668         cave_type *c_ptr;
669
670
671         /* Start with base search ability */
672         chance = p_ptr->skill_srh;
673
674         /* Penalize various conditions */
675         if (p_ptr->blind || no_lite()) chance = chance / 10;
676         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
677
678         /* Search the nearby grids, which are always in bounds */
679         for (y = (py - 1); y <= (py + 1); y++)
680         {
681                 for (x = (px - 1); x <= (px + 1); x++)
682                 {
683                         /* Sometimes, notice things */
684                         if (randint0(100) < chance)
685                         {
686                                 /* Access the grid */
687                                 c_ptr = &cave[y][x];
688
689                                 /* Invisible trap */
690                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
691                                 {
692                                         /* Pick a trap */
693                                         disclose_grid(y, x);
694
695                                         /* Message */
696 #ifdef JP
697                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
698 #else
699                                         msg_print("You have found a trap.");
700 #endif
701
702                                         /* Disturb */
703                                         disturb(0, 0);
704                                 }
705
706                                 /* Secret door */
707                                 if (is_hidden_door(c_ptr))
708                                 {
709                                         /* Message */
710 #ifdef JP
711                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
712 #else
713                                         msg_print("You have found a secret door.");
714 #endif
715
716                                         /* Disclose */
717                                         disclose_grid(y, x);
718
719                                         /* Disturb */
720                                         disturb(0, 0);
721                                 }
722
723                                 /* Scan all objects in the grid */
724                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
725                                 {
726                                         object_type *o_ptr;
727
728                                         /* Acquire object */
729                                         o_ptr = &o_list[this_o_idx];
730
731                                         /* Acquire next object */
732                                         next_o_idx = o_ptr->next_o_idx;
733
734                                         /* Skip non-chests */
735                                         if (o_ptr->tval != TV_CHEST) continue;
736
737                                         /* Skip non-trapped chests */
738                                         if (!chest_traps[o_ptr->pval]) continue;
739
740                                         /* Identify once */
741                                         if (!object_is_known(o_ptr))
742                                         {
743                                                 /* Message */
744 #ifdef JP
745                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
746 #else
747                                                 msg_print("You have discovered a trap on the chest!");
748 #endif
749
750                                                 /* Know the trap */
751                                                 object_known(o_ptr);
752
753                                                 /* Notice it */
754                                                 disturb(0, 0);
755                                         }
756                                 }
757                         }
758                 }
759         }
760 }
761
762
763 /*
764  * Helper routine for py_pickup() and py_pickup_floor().
765  *
766  * Add the given dungeon object to the character's inventory.
767  *
768  * Delete the object afterwards.
769  */
770 void py_pickup_aux(int o_idx)
771 {
772         int slot, i;
773
774 #ifdef JP
775 /*
776  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
777  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
778  * ¤À¤¬¡¢°ãÏ´¶¤¬
779  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
780  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
781  */
782         char o_name[MAX_NLEN];
783         char old_name[MAX_NLEN];
784         char kazu_str[80];
785         int hirottakazu;
786 #else
787         char o_name[MAX_NLEN];
788 #endif
789
790         object_type *o_ptr;
791
792         o_ptr = &o_list[o_idx];
793
794 #ifdef JP
795         /* Describe the object */
796         object_desc(old_name, o_ptr, OD_NAME_ONLY);
797         object_desc_kosuu(kazu_str, o_ptr);
798         hirottakazu = o_ptr->number;
799 #endif
800         /* Carry the object */
801         slot = inven_carry(o_ptr);
802
803         /* Get the object again */
804         o_ptr = &inventory[slot];
805
806         /* Delete the object */
807         delete_object_idx(o_idx);
808
809         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
810         {
811                 bool old_known = identify_item(o_ptr);
812
813                 /* Auto-inscription/destroy */
814                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
815
816                 /* If it is destroyed, don't pick it up */
817                 if (o_ptr->marked & OM_AUTODESTROY) return;
818         }
819
820         /* Describe the object */
821         object_desc(o_name, o_ptr, 0);
822
823         /* Message */
824 #ifdef JP
825         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
826         {
827                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
828                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
829                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
830         }
831         else
832         {
833                 if (plain_pickup)
834                 {
835                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
836                 }
837                 else
838                 {
839                         if (o_ptr->number > hirottakazu) {
840                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
841                                kazu_str, o_name, index_to_label(slot));
842                         } else {
843                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
844                         }
845                 }
846         }
847         strcpy(record_o_name, old_name);
848 #else
849         msg_format("You have %s (%c).", o_name, index_to_label(slot));
850         strcpy(record_o_name, o_name);
851 #endif
852         record_turn = turn;
853
854
855         /* Check if completed a quest */
856         for (i = 0; i < max_quests; i++)
857         {
858                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
859                     (quest[i].status == QUEST_STATUS_TAKEN) &&
860                            (quest[i].k_idx == o_ptr->name1))
861                 {
862                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
863                         quest[i].status = QUEST_STATUS_COMPLETED;
864                         quest[i].complev = (byte)p_ptr->lev;
865 #ifdef JP
866                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
867 #else
868                         msg_print("You completed your quest!");
869 #endif
870
871                         msg_print(NULL);
872                 }
873         }
874 }
875
876
877 /*
878  * Player "wants" to pick up an object or gold.
879  * Note that we ONLY handle things that can be picked up.
880  * See "move_player()" for handling of other things.
881  */
882 void carry(bool pickup)
883 {
884         cave_type *c_ptr = &cave[py][px];
885
886         s16b this_o_idx, next_o_idx = 0;
887
888         char    o_name[MAX_NLEN];
889
890         /* Recenter the map around the player */
891         verify_panel();
892
893         /* Update stuff */
894         p_ptr->update |= (PU_MONSTERS);
895
896         /* Redraw map */
897         p_ptr->redraw |= (PR_MAP);
898
899         /* Window stuff */
900         p_ptr->window |= (PW_OVERHEAD);
901
902         /* Handle stuff */
903         handle_stuff();
904
905         /* Automatically pickup/destroy/inscribe items */
906         autopick_pickup_items(c_ptr);
907
908
909 #ifdef ALLOW_EASY_FLOOR
910
911         if (easy_floor)
912         {
913                 py_pickup_floor(pickup);
914                 return;
915         }
916
917 #endif /* ALLOW_EASY_FLOOR */
918
919         /* Scan the pile of objects */
920         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
921         {
922                 object_type *o_ptr;
923
924                 /* Acquire object */
925                 o_ptr = &o_list[this_o_idx];
926
927 #ifdef ALLOW_EASY_SENSE /* TNB */
928
929                 /* Option: Make item sensing easy */
930                 if (easy_sense)
931                 {
932                         /* Sense the object */
933                         (void)sense_object(o_ptr);
934                 }
935
936 #endif /* ALLOW_EASY_SENSE -- TNB */
937
938                 /* Describe the object */
939                 object_desc(o_name, o_ptr, 0);
940
941                 /* Acquire next object */
942                 next_o_idx = o_ptr->next_o_idx;
943
944                 /* Hack -- disturb */
945                 disturb(0, 0);
946
947                 /* Pick up gold */
948                 if (o_ptr->tval == TV_GOLD)
949                 {
950                         int value = (long)o_ptr->pval;
951
952                         /* Delete the gold */
953                         delete_object_idx(this_o_idx);
954
955                         /* Message */
956 #ifdef JP
957                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
958                            (long)value, o_name);
959 #else
960                         msg_format("You collect %ld gold pieces worth of %s.",
961                                    (long)value, o_name);
962 #endif
963
964
965                         sound(SOUND_SELL);
966
967                         /* Collect the gold */
968                         p_ptr->au += value;
969
970                         /* Redraw gold */
971                         p_ptr->redraw |= (PR_GOLD);
972
973                         /* Window stuff */
974                         p_ptr->window |= (PW_PLAYER);
975                 }
976
977                 /* Pick up objects */
978                 else
979                 {
980                         /* Hack - some objects were handled in autopick_pickup_items(). */
981                         if (o_ptr->marked & OM_NOMSG)
982                         {
983                                 /* Clear the flag. */
984                                 o_ptr->marked &= ~OM_NOMSG;
985                         }
986                         /* Describe the object */
987                         else if (!pickup)
988                         {
989 #ifdef JP
990                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
991 #else
992                                 msg_format("You see %s.", o_name);
993 #endif
994
995                         }
996
997                         /* Note that the pack is too full */
998                         else if (!inven_carry_okay(o_ptr))
999                         {
1000 #ifdef JP
1001                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
1002 #else
1003                                 msg_format("You have no room for %s.", o_name);
1004 #endif
1005
1006                         }
1007
1008                         /* Pick up the item (if requested and allowed) */
1009                         else
1010                         {
1011                                 int okay = TRUE;
1012
1013                                 /* Hack -- query every item */
1014                                 if (carry_query_flag)
1015                                 {
1016                                         char out_val[MAX_NLEN+20];
1017 #ifdef JP
1018                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1019 #else
1020                                         sprintf(out_val, "Pick up %s? ", o_name);
1021 #endif
1022
1023                                         okay = get_check(out_val);
1024                                 }
1025
1026                                 /* Attempt to pick up an object. */
1027                                 if (okay)
1028                                 {
1029                                         /* Pick up the object */
1030                                         py_pickup_aux(this_o_idx);
1031                                 }
1032                         }
1033                 }
1034         }
1035 }
1036
1037
1038 /*
1039  * Determine if a trap affects the player.
1040  * Always miss 5% of the time, Always hit 5% of the time.
1041  * Otherwise, match trap power against player armor.
1042  */
1043 static int check_hit(int power)
1044 {
1045         int k, ac;
1046
1047         /* Percentile dice */
1048         k = randint0(100);
1049
1050         /* Hack -- 5% hit, 5% miss */
1051         if (k < 10) return (k < 5);
1052
1053         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1054                 if (one_in_(20)) return (TRUE);
1055
1056         /* Paranoia -- No power */
1057         if (power <= 0) return (FALSE);
1058
1059         /* Total armor */
1060         ac = p_ptr->ac + p_ptr->to_a;
1061
1062         /* Power competes against Armor */
1063         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1064
1065         /* Assume miss */
1066         return (FALSE);
1067 }
1068
1069
1070
1071 /*
1072  * Handle player hitting a real trap
1073  */
1074 static void hit_trap(bool break_trap)
1075 {
1076         int i, num, dam;
1077         int x = px, y = py;
1078
1079         /* Get the cave grid */
1080         cave_type *c_ptr = &cave[y][x];
1081         feature_type *f_ptr = &f_info[c_ptr->feat];
1082         int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1083
1084 #ifdef JP
1085         cptr name = "¥È¥é¥Ã¥×";
1086 #else
1087         cptr name = "a trap";
1088 #endif
1089
1090         /* Disturb the player */
1091         disturb(0, 0);
1092
1093         cave_alter_feat(y, x, FF_HIT_TRAP);
1094
1095         /* Analyze XXX XXX XXX */
1096         switch (trap_feat_type)
1097         {
1098                 case TRAP_TRAPDOOR:
1099                 {
1100                         if (p_ptr->levitation)
1101                         {
1102 #ifdef JP
1103                                 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1104 #else
1105                                 msg_print("You fly over a trap door.");
1106 #endif
1107
1108                         }
1109                         else
1110                         {
1111 #ifdef JP
1112                                 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1113                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1114                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1115 #else
1116                                 msg_print("You have fallen through a trap door!");
1117 #endif
1118
1119                                 sound(SOUND_FALL);
1120                                 dam = damroll(2, 8);
1121 #ifdef JP
1122                                 name = "Íî¤È¤·¸Í";
1123 #else
1124                                 name = "a trap door";
1125 #endif
1126
1127                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1128
1129                                 /* Still alive and autosave enabled */
1130                                 if (autosave_l && (p_ptr->chp >= 0))
1131                                         do_cmd_save_game(TRUE);
1132
1133 #ifdef JP
1134                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1135 #else
1136                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1137 #endif
1138                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1139
1140                                 /* Leaving */
1141                                 p_ptr->leaving = TRUE;
1142                         }
1143                         break;
1144                 }
1145
1146                 case TRAP_PIT:
1147                 {
1148                         if (p_ptr->levitation)
1149                         {
1150 #ifdef JP
1151                                 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1152 #else
1153                                 msg_print("You fly over a pit trap.");
1154 #endif
1155
1156                         }
1157                         else
1158                         {
1159 #ifdef JP
1160                                 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1161 #else
1162                                 msg_print("You have fallen into a pit!");
1163 #endif
1164
1165                                 dam = damroll(2, 6);
1166 #ifdef JP
1167                                 name = "Íî¤È¤··ê";
1168 #else
1169                                 name = "a pit trap";
1170 #endif
1171
1172                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1173                         }
1174                         break;
1175                 }
1176
1177                 case TRAP_SPIKED_PIT:
1178                 {
1179                         if (p_ptr->levitation)
1180                         {
1181 #ifdef JP
1182                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1183 #else
1184                                 msg_print("You fly over a spiked pit.");
1185 #endif
1186
1187                         }
1188                         else
1189                         {
1190 #ifdef JP
1191                                 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1192 #else
1193                                 msg_print("You fall into a spiked pit!");
1194 #endif
1195
1196
1197                                 /* Base damage */
1198 #ifdef JP
1199                                 name = "Íî¤È¤··ê";
1200 #else
1201                                 name = "a pit trap";
1202 #endif
1203
1204                                 dam = damroll(2, 6);
1205
1206                                 /* Extra spike damage */
1207                                 if (randint0(100) < 50)
1208                                 {
1209 #ifdef JP
1210                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1211 #else
1212                                         msg_print("You are impaled!");
1213 #endif
1214
1215
1216 #ifdef JP
1217                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1218 #else
1219                                         name = "a spiked pit";
1220 #endif
1221
1222                                         dam = dam * 2;
1223                                         (void)set_cut(p_ptr->cut + randint1(dam));
1224                                 }
1225
1226                                 /* Take the damage */
1227                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1228                         }
1229                         break;
1230                 }
1231
1232                 case TRAP_POISON_PIT:
1233                 {
1234                         if (p_ptr->levitation)
1235                         {
1236 #ifdef JP
1237                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1238 #else
1239                                 msg_print("You fly over a spiked pit.");
1240 #endif
1241
1242                         }
1243                         else
1244                         {
1245 #ifdef JP
1246                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1247 #else
1248                                 msg_print("You fall into a spiked pit!");
1249 #endif
1250
1251
1252                                 /* Base damage */
1253                                 dam = damroll(2, 6);
1254
1255 #ifdef JP
1256                                 name = "Íî¤È¤··ê";
1257 #else
1258                                 name = "a pit trap";
1259 #endif
1260
1261
1262                                 /* Extra spike damage */
1263                                 if (randint0(100) < 50)
1264                                 {
1265 #ifdef JP
1266                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1267 #else
1268                                         msg_print("You are impaled on poisonous spikes!");
1269 #endif
1270
1271
1272 #ifdef JP
1273                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1274 #else
1275                                         name = "a spiked pit";
1276 #endif
1277
1278
1279                                         dam = dam * 2;
1280                                         (void)set_cut(p_ptr->cut + randint1(dam));
1281
1282                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1283                                         {
1284 #ifdef JP
1285                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1286 #else
1287                                                 msg_print("The poison does not affect you!");
1288 #endif
1289
1290                                         }
1291
1292                                         else
1293                                         {
1294                                                 dam = dam * 2;
1295                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1296                                         }
1297                                 }
1298
1299                                 /* Take the damage */
1300                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1301                         }
1302
1303                         break;
1304                 }
1305
1306                 case TRAP_TY_CURSE:
1307                 {
1308 #ifdef JP
1309                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1310 #else
1311                         msg_print("There is a flash of shimmering light!");
1312 #endif
1313
1314                         num = 2 + randint1(3);
1315                         for (i = 0; i < num; i++)
1316                         {
1317                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1318                         }
1319
1320                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1321                         {
1322                                 bool stop_ty = FALSE;
1323                                 int count = 0;
1324
1325                                 do
1326                                 {
1327                                         stop_ty = activate_ty_curse(stop_ty, &count);
1328                                 }
1329                                 while (one_in_(6));
1330                         }
1331                         break;
1332                 }
1333
1334                 case TRAP_TELEPORT:
1335                 {
1336 #ifdef JP
1337                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1338 #else
1339                         msg_print("You hit a teleport trap!");
1340 #endif
1341
1342                         teleport_player(100, TELEPORT_PASSIVE);
1343                         break;
1344                 }
1345
1346                 case TRAP_FIRE:
1347                 {
1348 #ifdef JP
1349                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1350 #else
1351                         msg_print("You are enveloped in flames!");
1352 #endif
1353
1354                         dam = damroll(4, 6);
1355 #ifdef JP
1356                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1357 #else
1358                         (void)fire_dam(dam, "a fire trap", -1);
1359 #endif
1360
1361                         break;
1362                 }
1363
1364                 case TRAP_ACID:
1365                 {
1366 #ifdef JP
1367                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1368 #else
1369                         msg_print("You are splashed with acid!");
1370 #endif
1371
1372                         dam = damroll(4, 6);
1373 #ifdef JP
1374                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1375 #else
1376                         (void)acid_dam(dam, "an acid trap", -1);
1377 #endif
1378
1379                         break;
1380                 }
1381
1382                 case TRAP_SLOW:
1383                 {
1384                         if (check_hit(125))
1385                         {
1386 #ifdef JP
1387                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1388 #else
1389                                 msg_print("A small dart hits you!");
1390 #endif
1391
1392                                 dam = damroll(1, 4);
1393 #ifdef JP
1394                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1395 #else
1396                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1397 #endif
1398
1399                                 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1400                         }
1401                         else
1402                         {
1403 #ifdef JP
1404                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1405 #else
1406                                 msg_print("A small dart barely misses you.");
1407 #endif
1408
1409                         }
1410                         break;
1411                 }
1412
1413                 case TRAP_LOSE_STR:
1414                 {
1415                         if (check_hit(125))
1416                         {
1417 #ifdef JP
1418                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1419 #else
1420                                 msg_print("A small dart hits you!");
1421 #endif
1422
1423                                 dam = damroll(1, 4);
1424 #ifdef JP
1425                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1426 #else
1427                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1428 #endif
1429
1430                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1431                         }
1432                         else
1433                         {
1434 #ifdef JP
1435                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1436 #else
1437                                 msg_print("A small dart barely misses you.");
1438 #endif
1439
1440                         }
1441                         break;
1442                 }
1443
1444                 case TRAP_LOSE_DEX:
1445                 {
1446                         if (check_hit(125))
1447                         {
1448 #ifdef JP
1449                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1450 #else
1451                                 msg_print("A small dart hits you!");
1452 #endif
1453
1454                                 dam = damroll(1, 4);
1455 #ifdef JP
1456                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1457 #else
1458                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1459 #endif
1460
1461                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1462                         }
1463                         else
1464                         {
1465 #ifdef JP
1466                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1467 #else
1468                                 msg_print("A small dart barely misses you.");
1469 #endif
1470
1471                         }
1472                         break;
1473                 }
1474
1475                 case TRAP_LOSE_CON:
1476                 {
1477                         if (check_hit(125))
1478                         {
1479 #ifdef JP
1480                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1481 #else
1482                                 msg_print("A small dart hits you!");
1483 #endif
1484
1485                                 dam = damroll(1, 4);
1486 #ifdef JP
1487                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1488 #else
1489                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1490 #endif
1491
1492                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1493                         }
1494                         else
1495                         {
1496 #ifdef JP
1497                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1498 #else
1499                                 msg_print("A small dart barely misses you.");
1500 #endif
1501
1502                         }
1503                         break;
1504                 }
1505
1506                 case TRAP_BLIND:
1507                 {
1508 #ifdef JP
1509                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1510 #else
1511                         msg_print("A black gas surrounds you!");
1512 #endif
1513
1514                         if (!p_ptr->resist_blind)
1515                         {
1516                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1517                         }
1518                         break;
1519                 }
1520
1521                 case TRAP_CONFUSE:
1522                 {
1523 #ifdef JP
1524                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1525 #else
1526                         msg_print("A gas of scintillating colors surrounds you!");
1527 #endif
1528
1529                         if (!p_ptr->resist_conf)
1530                         {
1531                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1532                         }
1533                         break;
1534                 }
1535
1536                 case TRAP_POISON:
1537                 {
1538 #ifdef JP
1539                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1540 #else
1541                         msg_print("A pungent green gas surrounds you!");
1542 #endif
1543
1544                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1545                         {
1546                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1547                         }
1548                         break;
1549                 }
1550
1551                 case TRAP_SLEEP:
1552                 {
1553 #ifdef JP
1554                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1555 #else
1556                         msg_print("A strange white mist surrounds you!");
1557 #endif
1558
1559                         if (!p_ptr->free_act)
1560                         {
1561 #ifdef JP
1562 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1563 #else
1564                                 msg_print("You fall asleep.");
1565 #endif
1566
1567
1568                                 if (ironman_nightmare)
1569                                 {
1570 #ifdef JP
1571 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1572 #else
1573                                         msg_print("A horrible vision enters your mind.");
1574 #endif
1575
1576
1577                                         /* Pick a nightmare */
1578                                         get_mon_num_prep(get_nightmare, NULL);
1579
1580                                         /* Have some nightmares */
1581                                         have_nightmare(get_mon_num(MAX_DEPTH));
1582
1583                                         /* Remove the monster restriction */
1584                                         get_mon_num_prep(NULL, NULL);
1585                                 }
1586                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1587                         }
1588                         break;
1589                 }
1590
1591                 case TRAP_TRAPS:
1592                 {
1593 #ifdef JP
1594 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1595 #else
1596                         msg_print("There is a bright flash of light!");
1597 #endif
1598
1599                         /* Make some new traps */
1600                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1601
1602                         break;
1603                 }
1604
1605                 case TRAP_ALARM:
1606                 {
1607 #ifdef JP
1608                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1609 #else
1610                         msg_print("An alarm sounds!");
1611 #endif
1612
1613                         aggravate_monsters(0);
1614
1615                         break;
1616                 }
1617
1618                 case TRAP_OPEN:
1619                 {
1620 #ifdef JP
1621                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1622 #else
1623                         msg_print("Suddenly, surrounding walls are opened!");
1624 #endif
1625                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1626                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1627                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1628                         aggravate_monsters(0);
1629
1630                         break;
1631                 }
1632
1633                 case TRAP_ARMAGEDDON:
1634                 {
1635                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1636                         int evil_idx = 0, good_idx = 0;
1637
1638                         int lev;
1639 #ifdef JP
1640                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1641 #else
1642                         msg_print("Suddenly, you are surrounded by immotal beings!");
1643 #endif
1644
1645                         /* Summon Demons and Angels */
1646                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1647                         {
1648                                 num = levs[MIN(lev/10, 9)];
1649                                 for (i = 0; i < num; i++)
1650                                 {
1651                                         int x1 = rand_spread(x, 7);
1652                                         int y1 = rand_spread(y, 5);
1653
1654                                         /* Skip illegal grids */
1655                                         if (!in_bounds(y1, x1)) continue;
1656
1657                                         /* Require line of projection */
1658                                         if (!projectable(py, px, y1, x1)) continue;
1659
1660                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1661                                                 evil_idx = hack_m_idx_ii;
1662
1663                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1664                                         {
1665                                                 good_idx = hack_m_idx_ii;
1666                                         }
1667
1668                                         /* Let them fight each other */
1669                                         if (evil_idx && good_idx)
1670                                         {
1671                                                 monster_type *evil_ptr = &m_list[evil_idx];
1672                                                 monster_type *good_ptr = &m_list[good_idx];
1673                                                 evil_ptr->target_y = good_ptr->fy;
1674                                                 evil_ptr->target_x = good_ptr->fx;
1675                                                 good_ptr->target_y = evil_ptr->fy;
1676                                                 good_ptr->target_x = evil_ptr->fx;
1677                                         }
1678                                 }
1679                         }
1680                         break;
1681                 }
1682
1683                 case TRAP_PIRANHA:
1684                 {
1685 #ifdef JP
1686                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1687 #else
1688                         msg_print("Suddenly, the room is filled with water with piranhas!");
1689 #endif
1690
1691                         /* Water fills room */
1692                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1693
1694                         /* Summon Piranhas */
1695                         num = 1 + dun_level/20;
1696                         for (i = 0; i < num; i++)
1697                         {
1698                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1699                         }
1700                         break;
1701                 }
1702         }
1703
1704         if (break_trap && is_trap(c_ptr->feat))
1705         {
1706                 cave_alter_feat(y, x, FF_DISARM);
1707 #ifdef JP
1708                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1709 #else
1710                 msg_print("You destroyed the trap.");
1711 #endif
1712         }
1713 }
1714
1715
1716 static void touch_zap_player(monster_type *m_ptr)
1717 {
1718         int aura_damage = 0;
1719         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1720
1721         if (r_ptr->flags2 & RF2_AURA_FIRE)
1722         {
1723                 if (!p_ptr->immune_fire)
1724                 {
1725                         char aura_dam[80];
1726
1727                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1728
1729                         /* Hack -- Get the "died from" name */
1730                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1731
1732 #ifdef JP
1733                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1734 #else
1735                         msg_print("You are suddenly very hot!");
1736 #endif
1737
1738                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1739                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1740                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1741
1742                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1743                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1744                         handle_stuff();
1745                 }
1746         }
1747
1748         if (r_ptr->flags3 & RF3_AURA_COLD)
1749         {
1750                 if (!p_ptr->immune_cold)
1751                 {
1752                         char aura_dam[80];
1753
1754                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1755
1756                         /* Hack -- Get the "died from" name */
1757                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1758
1759 #ifdef JP
1760                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1761 #else
1762                         msg_print("You are suddenly very cold!");
1763 #endif
1764
1765                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1766                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1767
1768                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1769                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1770                         handle_stuff();
1771                 }
1772         }
1773
1774         if (r_ptr->flags2 & RF2_AURA_ELEC)
1775         {
1776                 if (!p_ptr->immune_elec)
1777                 {
1778                         char aura_dam[80];
1779
1780                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1781
1782                         /* Hack -- Get the "died from" name */
1783                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1784
1785                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1786                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1787                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1788
1789 #ifdef JP
1790                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1791 #else
1792                         msg_print("You get zapped!");
1793 #endif
1794
1795                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1796                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1797                         handle_stuff();
1798                 }
1799         }
1800 }
1801
1802
1803 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1804 {
1805         int             k, bonus, chance;
1806         int             n_weight = 0;
1807         monster_type    *m_ptr = &m_list[m_idx];
1808         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1809         char            m_name[80];
1810
1811         int             dss, ddd;
1812
1813         cptr            atk_desc;
1814
1815         switch (attack)
1816         {
1817                 case MUT2_SCOR_TAIL:
1818                         dss = 3;
1819                         ddd = 7;
1820                         n_weight = 5;
1821 #ifdef JP
1822                         atk_desc = "¿¬Èø";
1823 #else
1824                         atk_desc = "tail";
1825 #endif
1826
1827                         break;
1828                 case MUT2_HORNS:
1829                         dss = 2;
1830                         ddd = 6;
1831                         n_weight = 15;
1832 #ifdef JP
1833                         atk_desc = "³Ñ";
1834 #else
1835                         atk_desc = "horns";
1836 #endif
1837
1838                         break;
1839                 case MUT2_BEAK:
1840                         dss = 2;
1841                         ddd = 4;
1842                         n_weight = 5;
1843 #ifdef JP
1844                         atk_desc = "¥¯¥Á¥Ð¥·";
1845 #else
1846                         atk_desc = "beak";
1847 #endif
1848
1849                         break;
1850                 case MUT2_TRUNK:
1851                         dss = 1;
1852                         ddd = 4;
1853                         n_weight = 35;
1854 #ifdef JP
1855                         atk_desc = "¾Ý¤ÎÉ¡";
1856 #else
1857                         atk_desc = "trunk";
1858 #endif
1859
1860                         break;
1861                 case MUT2_TENTACLES:
1862                         dss = 2;
1863                         ddd = 5;
1864                         n_weight = 5;
1865 #ifdef JP
1866                         atk_desc = "¿¨¼ê";
1867 #else
1868                         atk_desc = "tentacles";
1869 #endif
1870
1871                         break;
1872                 default:
1873                         dss = ddd = n_weight = 1;
1874 #ifdef JP
1875                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1876 #else
1877                         atk_desc = "undefined body part";
1878 #endif
1879
1880         }
1881
1882         /* Extract monster name (or "it") */
1883         monster_desc(m_name, m_ptr, 0);
1884
1885
1886         /* Calculate the "attack quality" */
1887         bonus = p_ptr->to_h_m;
1888         bonus += (p_ptr->lev * 6 / 5);
1889         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1890
1891         /* Test for hit */
1892         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1893         {
1894                 /* Sound */
1895                 sound(SOUND_HIT);
1896
1897 #ifdef JP
1898                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1899 #else
1900                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1901 #endif
1902
1903
1904                 k = damroll(ddd, dss);
1905                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1906
1907                 /* Apply the player damage bonuses */
1908                 k += p_ptr->to_d_m;
1909
1910                 /* No negative damage */
1911                 if (k < 0) k = 0;
1912
1913                 /* Modify the damage */
1914                 k = mon_damage_mod(m_ptr, k, FALSE);
1915
1916                 /* Complex message */
1917                 if (p_ptr->wizard)
1918                 {
1919 #ifdef JP
1920                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1921 #else
1922                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1923 #endif
1924
1925                 }
1926
1927                 /* Anger the monster */
1928                 if (k > 0) anger_monster(m_ptr);
1929
1930                 /* Damage, check for fear and mdeath */
1931                 switch (attack)
1932                 {
1933                         case MUT2_SCOR_TAIL:
1934                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1935                                 *mdeath = (m_ptr->r_idx == 0);
1936                                 break;
1937                         case MUT2_HORNS:
1938                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1939                                 break;
1940                         case MUT2_BEAK:
1941                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1942                                 break;
1943                         case MUT2_TRUNK:
1944                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1945                                 break;
1946                         case MUT2_TENTACLES:
1947                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1948                                 break;
1949                         default:
1950                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1951                 }
1952
1953                 touch_zap_player(m_ptr);
1954         }
1955         /* Player misses */
1956         else
1957         {
1958                 /* Sound */
1959                 sound(SOUND_MISS);
1960
1961                 /* Message */
1962 #ifdef JP
1963                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1964 #else
1965                 msg_format("You miss %s.", m_name);
1966 #endif
1967
1968         }
1969 }
1970
1971
1972
1973 /*
1974  * Player attacks a (poor, defenseless) creature        -RAK-
1975  *
1976  * If no "weapon" is available, then "punch" the monster one time.
1977  */
1978 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1979 {
1980         int             num = 0, k, bonus, chance, vir;
1981
1982         cave_type       *c_ptr = &cave[y][x];
1983
1984         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1985         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1986
1987         /* Access the weapon */
1988         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1989
1990         char            m_name[80];
1991
1992         bool            success_hit = FALSE;
1993         bool            backstab = FALSE;
1994         bool            vorpal_cut = FALSE;
1995         int             chaos_effect = 0;
1996         bool            stab_fleeing = FALSE;
1997         bool            fuiuchi = FALSE;
1998         bool            monk_attack = FALSE;
1999         bool            do_quake = FALSE;
2000         bool            weak = FALSE;
2001         bool            drain_msg = TRUE;
2002         int             drain_result = 0, drain_heal = 0;
2003         bool            can_drain = FALSE;
2004         int             num_blow;
2005         int             drain_left = MAX_VAMPIRIC_DRAIN;
2006         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
2007         bool            is_human = (r_ptr->d_char == 'p');
2008         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2009         bool            zantetsu_mukou, e_j_mukou;
2010
2011         switch (p_ptr->pclass)
2012         {
2013         case CLASS_ROGUE:
2014         case CLASS_NINJA:
2015                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2016                 {
2017                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2018                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2019                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2020                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2021                         if (MON_CSLEEP(m_ptr) && m_ptr->ml)
2022                         {
2023                                 /* Can't backstab creatures that we can't see, right? */
2024                                 backstab = TRUE;
2025                         }
2026                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2027                         {
2028                                 fuiuchi = TRUE;
2029                         }
2030                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
2031                         {
2032                                 stab_fleeing = TRUE;
2033                         }
2034                 }
2035                 break;
2036
2037         case CLASS_MONK:
2038         case CLASS_FORCETRAINER:
2039         case CLASS_BERSERKER:
2040                 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
2041                 break;
2042         }
2043
2044         if (!o_ptr->k_idx) /* Empty hand */
2045         {
2046                 if ((r_ptr->level + 10) > p_ptr->lev)
2047                 {
2048                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2049                         {
2050                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2051                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2052                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2053                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2054                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2055                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2056                                 else if ((p_ptr->lev > 34))
2057                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2058                                 p_ptr->update |= (PU_BONUS);
2059                         }
2060                 }
2061         }
2062         else if (object_is_melee_weapon(o_ptr))
2063         {
2064                 if ((r_ptr->level + 10) > p_ptr->lev)
2065                 {
2066                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2067                         int sval = inventory[INVEN_RARM+hand].sval;
2068                         int now_exp = p_ptr->weapon_exp[tval][sval];
2069                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2070                         {
2071                                 int amount = 0;
2072                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2073                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2074                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2075                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2076                                 p_ptr->weapon_exp[tval][sval] += amount;
2077                                 p_ptr->update |= (PU_BONUS);
2078                         }
2079                 }
2080         }
2081
2082         /* Disturb the monster */
2083         (void)set_monster_csleep(c_ptr->m_idx, 0);
2084
2085         /* Extract monster name (or "it") */
2086         monster_desc(m_name, m_ptr, 0);
2087
2088         /* Calculate the "attack quality" */
2089         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2090         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2091         if (mode == HISSATSU_IAI) chance += 60;
2092         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2093
2094         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2095
2096         vir = virtue_number(V_VALOUR);
2097         if (vir)
2098         {
2099                 chance += (p_ptr->virtues[vir - 1]/10);
2100         }
2101
2102         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2103         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2104
2105         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2106         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2107         else num_blow = p_ptr->num_blow[hand];
2108
2109         /* Hack -- DOKUBARI always hit once */
2110         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
2111
2112         /* Attack once for each legal blow */
2113         while ((num++ < num_blow) && !p_ptr->is_dead)
2114         {
2115                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2116                 {
2117                         int n = 1;
2118
2119                         if (p_ptr->migite && p_ptr->hidarite)
2120                         {
2121                                 n *= 2;
2122                         }
2123                         if (mode == HISSATSU_3DAN)
2124                         {
2125                                 n *= 2;
2126                         }
2127
2128                         success_hit = one_in_(n);
2129                 }
2130                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2131                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2132
2133                 if (mode == HISSATSU_MAJIN)
2134                 {
2135                         if (one_in_(2))
2136                                 success_hit = FALSE;
2137                 }
2138
2139                 /* Test for hit */
2140                 if (success_hit)
2141                 {
2142                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2143
2144                         /* Sound */
2145                         sound(SOUND_HIT);
2146
2147                         /* Message */
2148 #ifdef JP
2149                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2150                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2151                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2152                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2153 #else
2154                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2155                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2156                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2157                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2158 #endif
2159
2160                         /* Hack -- bare hands do one damage */
2161                         k = 1;
2162
2163                         object_flags(o_ptr, flgs);
2164
2165                         /* Select a chaotic effect (50% chance) */
2166                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2167                         {
2168                                 if (one_in_(10))
2169                                 chg_virtue(V_CHANCE, 1);
2170
2171                                 if (randint1(5) < 3)
2172                                 {
2173                                         /* Vampiric (20%) */
2174                                         chaos_effect = 1;
2175                                 }
2176                                 else if (one_in_(250))
2177                                 {
2178                                         /* Quake (0.12%) */
2179                                         chaos_effect = 2;
2180                                 }
2181                                 else if (!one_in_(10))
2182                                 {
2183                                         /* Confusion (26.892%) */
2184                                         chaos_effect = 3;
2185                                 }
2186                                 else if (one_in_(2))
2187                                 {
2188                                         /* Teleport away (1.494%) */
2189                                         chaos_effect = 4;
2190                                 }
2191                                 else
2192                                 {
2193                                         /* Polymorph (1.494%) */
2194                                         chaos_effect = 5;
2195                                 }
2196                         }
2197
2198                         /* Vampiric drain */
2199                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2200                         {
2201                                 /* Only drain "living" monsters */
2202                                 if (monster_living(r_ptr))
2203                                         can_drain = TRUE;
2204                                 else
2205                                         can_drain = FALSE;
2206                         }
2207
2208                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2209                                 vorpal_cut = TRUE;
2210                         else vorpal_cut = FALSE;
2211
2212                         if (monk_attack)
2213                         {
2214                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2215                                 int min_level = 1;
2216                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2217                                 int resist_stun = 0;
2218                                 int weight = 8;
2219
2220                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2221                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2222                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2223                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2224                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2225                                         resist_stun += 66;
2226
2227                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2228                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2229                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2230                                         max_times = 1;
2231                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2232                                         max_times = 1;
2233                                 else
2234                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2235                                 /* Attempt 'times' */
2236                                 for (times = 0; times < max_times; times++)
2237                                 {
2238                                         do
2239                                         {
2240                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2241                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2242                                                 else min_level = ma_ptr->min_level;
2243                                         }
2244                                         while ((min_level > p_ptr->lev) ||
2245                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2246
2247                                         /* keep the highest level attack available we found */
2248                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2249                                             !p_ptr->stun && !p_ptr->confused)
2250                                         {
2251                                                 old_ptr = ma_ptr;
2252
2253                                                 if (p_ptr->wizard && cheat_xtra)
2254                                                 {
2255 #ifdef JP
2256                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2257 #else
2258                                                         msg_print("Attack re-selected.");
2259 #endif
2260                                                 }
2261                                         }
2262                                         else
2263                                         {
2264                                                 ma_ptr = old_ptr;
2265                                         }
2266                                 }
2267
2268                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2269                                 else min_level = ma_ptr->min_level;
2270                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2271                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2272
2273                                 if (ma_ptr->effect == MA_KNEE)
2274                                 {
2275                                         if (r_ptr->flags1 & RF1_MALE)
2276                                         {
2277 #ifdef JP
2278                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2279 #else
2280                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2281 #endif
2282
2283                                                 sound(SOUND_PAIN);
2284                                                 special_effect = MA_KNEE;
2285                                         }
2286                                         else
2287                                                 msg_format(ma_ptr->desc, m_name);
2288                                 }
2289
2290                                 else if (ma_ptr->effect == MA_SLOW)
2291                                 {
2292                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2293                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2294                                         {
2295 #ifdef JP
2296                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2297 #else
2298                                                 msg_format("You kick %s in the ankle.", m_name);
2299 #endif
2300
2301                                                 special_effect = MA_SLOW;
2302                                         }
2303                                         else msg_format(ma_ptr->desc, m_name);
2304                                 }
2305                                 else
2306                                 {
2307                                         if (ma_ptr->effect)
2308                                         {
2309                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2310                                         }
2311
2312                                         msg_format(ma_ptr->desc, m_name);
2313                                 }
2314
2315                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2316                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2317                                 {
2318                                         weight += (p_ptr->magic_num1[0]/30);
2319                                         if (weight > 20) weight = 20;
2320                                 }
2321
2322                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2323
2324                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2325                                 {
2326 #ifdef JP
2327                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2328 #else
2329                                         msg_format("%^s moans in agony!", m_name);
2330 #endif
2331
2332                                         stun_effect = 7 + randint1(13);
2333                                         resist_stun /= 3;
2334                                 }
2335
2336                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2337                                 {
2338                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2339                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2340                                             m_ptr->mspeed > 60)
2341                                         {
2342 #ifdef JP
2343                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2344 #else
2345                                                 msg_format("%^s starts limping slower.", m_name);
2346 #endif
2347
2348                                                 m_ptr->mspeed -= 10;
2349                                         }
2350                                 }
2351
2352                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2353                                 {
2354                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2355                                         {
2356                                                 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2357                                                 {
2358 #ifdef JP
2359                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2360 #else
2361                                                         msg_format("%^s is stunned.", m_name);
2362 #endif
2363                                                 }
2364                                                 else
2365                                                 {
2366 #ifdef JP
2367                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2368 #else
2369                                                         msg_format("%^s is more stunned.", m_name);
2370 #endif
2371                                                 }
2372                                         }
2373                                 }
2374                         }
2375
2376                         /* Handle normal weapon */
2377                         else if (o_ptr->k_idx)
2378                         {
2379                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2380                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2381
2382                                 if (backstab)
2383                                 {
2384                                         k *= (3 + (p_ptr->lev / 20));
2385                                 }
2386                                 else if (fuiuchi)
2387                                 {
2388                                         k = k*(5+(p_ptr->lev*2/25))/2;
2389                                 }
2390                                 else if (stab_fleeing)
2391                                 {
2392                                         k = (3 * k) / 2;
2393                                 }
2394
2395                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2396                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2397                                 {
2398                                         do_quake = TRUE;
2399                                 }
2400
2401                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2402                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2403
2404                                 drain_result = k;
2405
2406                                 if (vorpal_cut)
2407                                 {
2408                                         int mult = 2;
2409
2410                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2411                                         {
2412                                                 char chainsword_noise[1024];
2413 #ifdef JP
2414                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2415 #else
2416                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2417 #endif
2418                                                 {
2419                                                         msg_print(chainsword_noise);
2420                                                 }
2421                                         }
2422
2423                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2424                                         {
2425 #ifdef JP
2426                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2427 #else
2428                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2429 #endif
2430                                         }
2431                                         else
2432                                         {
2433 #ifdef JP
2434                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2435 #else
2436                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2437 #endif
2438                                         }
2439
2440                                         /* Try to increase the damage */
2441                                         while (one_in_(vorpal_chance))
2442                                         {
2443                                                 mult++;
2444                                         }
2445
2446                                         k *= mult;
2447
2448                                         /* Ouch! */
2449                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2450                                         {
2451 #ifdef JP
2452                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2453 #else
2454                                                 msg_format("You cut %s in half!", m_name);
2455 #endif
2456                                         }
2457                                         else
2458                                         {
2459                                                 switch (mult)
2460                                                 {
2461 #ifdef JP
2462                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2463                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2464                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2465                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2466                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2467                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2468                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2469 #else
2470                                                 case 2: msg_format("You gouge %s!", m_name); break;
2471                                                 case 3: msg_format("You maim %s!", m_name); break;
2472                                                 case 4: msg_format("You carve %s!", m_name); break;
2473                                                 case 5: msg_format("You cleave %s!", m_name); break;
2474                                                 case 6: msg_format("You smite %s!", m_name); break;
2475                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2476                                                 default: msg_format("You shred %s!", m_name); break;
2477 #endif
2478                                                 }
2479                                         }
2480                                         drain_result = drain_result * 3 / 2;
2481                                 }
2482
2483                                 k += o_ptr->to_d;
2484                                 drain_result += o_ptr->to_d;
2485                         }
2486
2487                         /* Apply the player damage bonuses */
2488                         k += p_ptr->to_d[hand];
2489                         drain_result += p_ptr->to_d[hand];
2490
2491                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2492                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2493                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2494
2495                         /* No negative damage */
2496                         if (k < 0) k = 0;
2497
2498                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2499                         {
2500                                 k = 0;
2501                         }
2502
2503                         if (zantetsu_mukou)
2504                         {
2505 #ifdef JP
2506                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2507 #else
2508                                 msg_print("You cannot cut such a elastic thing!");
2509 #endif
2510                                 k = 0;
2511                         }
2512
2513                         if (e_j_mukou)
2514                         {
2515 #ifdef JP
2516                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2517 #else
2518                                 msg_print("Spiders are difficult for you to deal with!");
2519 #endif
2520                                 k /= 2;
2521                         }
2522
2523                         if (mode == HISSATSU_MINEUCHI)
2524                         {
2525                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2526
2527                                 k = 0;
2528                                 anger_monster(m_ptr);
2529
2530                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2531                                 {
2532                                         /* Get stunned */
2533                                         if (MON_STUNNED(m_ptr))
2534                                         {
2535 #ifdef JP
2536                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2537 #else
2538                                                 msg_format("%s is more dazed.", m_name);
2539 #endif
2540
2541                                                 tmp /= 2;
2542                                         }
2543                                         else
2544                                         {
2545 #ifdef JP
2546                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2547 #else
2548                                                 msg_format("%s is dazed.", m_name);
2549 #endif
2550                                         }
2551
2552                                         /* Apply stun */
2553                                         (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2554                                 }
2555                                 else
2556                                 {
2557 #ifdef JP
2558                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2559 #else
2560                                         msg_format("%s is not effected.", m_name);
2561 #endif
2562                                 }
2563                         }
2564
2565                         /* Modify the damage */
2566                         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))));
2567                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2568                         {
2569                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2570                                 {
2571                                         k = m_ptr->hp + 1;
2572 #ifdef JP
2573                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2574 #else
2575                                         msg_format("You hit %s on a fatal spot!", m_name);
2576 #endif
2577                                 }
2578                                 else k = 1;
2579                         }
2580                         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)))
2581                         {
2582                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2583                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2584                                 {
2585                                         k *= 5;
2586                                         drain_result *= 2;
2587 #ifdef JP
2588                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2589 #else
2590                                         msg_format("You critically injured %s!", m_name);
2591 #endif
2592                                 }
2593                                 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)))
2594                                 {
2595                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2596                                         {
2597                                                 k = MAX(k*5, m_ptr->hp/2);
2598                                                 drain_result *= 2;
2599 #ifdef JP
2600                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2601 #else
2602                                                 msg_format("You fatally injured %s!", m_name);
2603 #endif
2604                                         }
2605                                         else
2606                                         {
2607                                                 k = m_ptr->hp + 1;
2608 #ifdef JP
2609                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2610 #else
2611                                                 msg_format("You hit %s on a fatal spot!", m_name);
2612 #endif
2613                                         }
2614                                 }
2615                         }
2616
2617                         /* Complex message */
2618                         if (p_ptr->wizard || cheat_xtra)
2619                         {
2620 #ifdef JP
2621                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2622 #else
2623                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2624 #endif
2625                         }
2626
2627                         if (k <= 0) can_drain = FALSE;
2628
2629                         if (drain_result > m_ptr->hp)
2630                                 drain_result = m_ptr->hp;
2631
2632                         /* Damage, check for fear and death */
2633                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2634                         {
2635                                 *mdeath = TRUE;
2636                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2637                                 {
2638                                         if (p_ptr->migite && p_ptr->hidarite)
2639                                         {
2640                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2641                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2642                                         }
2643                                         else
2644                                         {
2645                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2646                                         }
2647                                 }
2648                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2649 #ifdef JP
2650                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2651 #else
2652                                         msg_print("Sigh... Another trifling thing I've cut....");
2653 #endif
2654                                 break;
2655                         }
2656
2657                         /* Anger the monster */
2658                         if (k > 0) anger_monster(m_ptr);
2659
2660                         touch_zap_player(m_ptr);
2661
2662                         /* Are we draining it?  A little note: If the monster is
2663                         dead, the drain does not work... */
2664
2665                         if (can_drain && (drain_result > 0))
2666                         {
2667                                 if (o_ptr->name1 == ART_MURAMASA)
2668                                 {
2669                                         if (is_human)
2670                                         {
2671                                                 int to_h = o_ptr->to_h;
2672                                                 int to_d = o_ptr->to_d;
2673                                                 int i, flag;
2674
2675                                                 flag = 1;
2676                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2677                                                 if (flag) to_h++;
2678
2679                                                 flag = 1;
2680                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2681                                                 if (flag) to_d++;
2682
2683                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2684                                                 {
2685 #ifdef JP
2686                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2687 #else
2688                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2689 #endif
2690                                                         o_ptr->to_h = to_h;
2691                                                         o_ptr->to_d = to_d;
2692                                                 }
2693                                         }
2694                                 }
2695                                 else
2696                                 {
2697                                         if (drain_result > 5) /* Did we really hurt it? */
2698                                         {
2699                                                 drain_heal = damroll(2, drain_result / 6);
2700
2701                                                 if (cheat_xtra)
2702                                                 {
2703 #ifdef JP
2704                                                         msg_format("Draining left: %d", drain_left);
2705 #else
2706                                                         msg_format("Draining left: %d", drain_left);
2707 #endif
2708
2709                                                 }
2710
2711                                                 if (drain_left)
2712                                                 {
2713                                                         if (drain_heal < drain_left)
2714                                                         {
2715                                                                 drain_left -= drain_heal;
2716                                                         }
2717                                                         else
2718                                                         {
2719                                                                 drain_heal = drain_left;
2720                                                                 drain_left = 0;
2721                                                         }
2722
2723                                                         if (drain_msg)
2724                                                         {
2725 #ifdef JP
2726                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2727 #else
2728                                                                 msg_format("Your weapon drains life from %s!", m_name);
2729 #endif
2730
2731                                                                 drain_msg = FALSE;
2732                                                         }
2733
2734                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2735
2736                                                         hp_player(drain_heal);
2737                                                         /* We get to keep some of it! */
2738                                                 }
2739                                         }
2740                                 }
2741                                 m_ptr->maxhp -= (k+7)/8;
2742                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2743                                 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2744                                 weak = TRUE;
2745                         }
2746                         can_drain = FALSE;
2747                         drain_result = 0;
2748
2749                         /* Confusion attack */
2750                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2751                         {
2752                                 /* Cancel glowing hands */
2753                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2754                                 {
2755                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2756 #ifdef JP
2757                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2758 #else
2759                                         msg_print("Your hands stop glowing.");
2760 #endif
2761                                         p_ptr->redraw |= (PR_STATUS);
2762
2763                                 }
2764
2765                                 /* Confuse the monster */
2766                                 if (r_ptr->flags3 & RF3_NO_CONF)
2767                                 {
2768                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2769
2770 #ifdef JP
2771                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2772 #else
2773                                         msg_format("%^s is unaffected.", m_name);
2774 #endif
2775
2776                                 }
2777                                 else if (randint0(100) < r_ptr->level)
2778                                 {
2779 #ifdef JP
2780                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2781 #else
2782                                         msg_format("%^s is unaffected.", m_name);
2783 #endif
2784
2785                                 }
2786                                 else
2787                                 {
2788 #ifdef JP
2789                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2790 #else
2791                                         msg_format("%^s appears confused.", m_name);
2792 #endif
2793
2794                                         (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2795                                 }
2796                         }
2797
2798                         else if (chaos_effect == 4)
2799                         {
2800                                 bool resists_tele = FALSE;
2801
2802                                 if (r_ptr->flagsr & RFR_RES_TELE)
2803                                 {
2804                                         if (r_ptr->flags1 & RF1_UNIQUE)
2805                                         {
2806                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2807 #ifdef JP
2808                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2809 #else
2810                                                 msg_format("%^s is unaffected!", m_name);
2811 #endif
2812
2813                                                 resists_tele = TRUE;
2814                                         }
2815                                         else if (r_ptr->level > randint1(100))
2816                                         {
2817                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2818 #ifdef JP
2819                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2820 #else
2821                                                 msg_format("%^s resists!", m_name);
2822 #endif
2823
2824                                                 resists_tele = TRUE;
2825                                         }
2826                                 }
2827
2828                                 if (!resists_tele)
2829                                 {
2830 #ifdef JP
2831                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2832 #else
2833                                         msg_format("%^s disappears!", m_name);
2834 #endif
2835
2836                                         teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2837                                         num = num_blow + 1; /* Can't hit it anymore! */
2838                                         *mdeath = TRUE;
2839                                 }
2840                         }
2841
2842                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2843                         {
2844                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2845                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2846                                 {
2847                                         if (polymorph_monster(y, x))
2848                                         {
2849 #ifdef JP
2850                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2851 #else
2852                                                 msg_format("%^s changes!", m_name);
2853 #endif
2854
2855                                                 *fear = FALSE;
2856                                                 weak = FALSE;
2857                                         }
2858                                         else
2859                                         {
2860 #ifdef JP
2861                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2862 #else
2863                                                 msg_format("%^s is unaffected.", m_name);
2864 #endif
2865                                         }
2866
2867                                         /* Hack -- Get new monster */
2868                                         m_ptr = &m_list[c_ptr->m_idx];
2869
2870                                         /* Oops, we need a different name... */
2871                                         monster_desc(m_name, m_ptr, 0);
2872
2873                                         /* Hack -- Get new race */
2874                                         r_ptr = &r_info[m_ptr->r_idx];
2875                                 }
2876                         }
2877                         else if (o_ptr->name1 == ART_G_HAMMER)
2878                         {
2879                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2880
2881                                 if (m_ptr->hold_o_idx)
2882                                 {
2883                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2884                                         char o_name[MAX_NLEN];
2885
2886                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2887                                         q_ptr->held_m_idx = 0;
2888                                         q_ptr->marked = OM_TOUCHED;
2889                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2890                                         q_ptr->next_o_idx = 0;
2891 #ifdef JP
2892                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2893 #else
2894                                         msg_format("You snatched %s.", o_name);
2895 #endif
2896                                         inven_carry(q_ptr);
2897                                 }
2898                         }
2899                 }
2900
2901                 /* Player misses */
2902                 else
2903                 {
2904                         backstab = FALSE; /* Clumsy! */
2905                         fuiuchi = FALSE; /* Clumsy! */
2906
2907                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2908                         {
2909                                 u32b flgs[TR_FLAG_SIZE];
2910
2911                                 /* Sound */
2912                                 sound(SOUND_HIT);
2913
2914                                 /* Message */
2915 #ifdef JP
2916                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2917 #else
2918                                 msg_format("You miss %s.", m_name);
2919 #endif
2920                                 /* Message */
2921 #ifdef JP
2922                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2923 #else
2924                                 msg_print("Your scythe returns to you!");
2925 #endif
2926
2927                                 /* Extract the flags */
2928                                 object_flags(o_ptr, flgs);
2929
2930                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2931                                 {
2932                                         int mult;
2933                                         switch (p_ptr->mimic_form)
2934                                         {
2935                                         case MIMIC_NONE:
2936                                                 switch (p_ptr->prace)
2937                                                 {
2938                                                         case RACE_YEEK:
2939                                                         case RACE_KLACKON:
2940                                                         case RACE_HUMAN:
2941                                                         case RACE_AMBERITE:
2942                                                         case RACE_DUNADAN:
2943                                                         case RACE_BARBARIAN:
2944                                                         case RACE_BEASTMAN:
2945                                                                 mult = 25;break;
2946                                                         case RACE_HALF_ORC:
2947                                                         case RACE_HALF_TROLL:
2948                                                         case RACE_HALF_OGRE:
2949                                                         case RACE_HALF_GIANT:
2950                                                         case RACE_HALF_TITAN:
2951                                                         case RACE_CYCLOPS:
2952                                                         case RACE_IMP:
2953                                                         case RACE_SKELETON:
2954                                                         case RACE_ZOMBIE:
2955                                                         case RACE_VAMPIRE:
2956                                                         case RACE_SPECTRE:
2957                                                         case RACE_DEMON:
2958                                                         case RACE_DRACONIAN:
2959                                                                 mult = 30;break;
2960                                                         default:
2961                                                                 mult = 10;break;
2962                                                 }
2963                                                 break;
2964                                         case MIMIC_DEMON:
2965                                         case MIMIC_DEMON_LORD:
2966                                         case MIMIC_VAMPIRE:
2967                                                 mult = 30;break;
2968                                         default:
2969                                                 mult = 10;break;
2970                                         }
2971
2972                                         if (p_ptr->align < 0 && mult < 20)
2973                                                 mult = 20;
2974                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2975                                                 mult = 25;
2976                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2977                                                 mult = 25;
2978                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2979                                                 mult = 25;
2980                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2981                                                 mult = 25;
2982                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2983                                                 mult = 25;
2984
2985                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2986                                         {
2987                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2988                                                 p_ptr->redraw |= (PR_MANA);
2989                                                 mult = mult * 3 / 2 + 20;
2990                                         }
2991                                         k *= mult;
2992                                         k /= 10;
2993                                 }
2994
2995                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2996                                 if (one_in_(6))
2997                                 {
2998                                         int mult = 2;
2999 #ifdef JP
3000                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
3001 #else
3002                                         msg_format("Your weapon cuts deep into yourself!");
3003 #endif
3004                                         /* Try to increase the damage */
3005                                         while (one_in_(4))
3006                                         {
3007                                                 mult++;
3008                                         }
3009
3010                                         k *= mult;
3011                                 }
3012                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
3013
3014                                 if (k < 0) k = 0;
3015
3016 #ifdef JP
3017                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
3018 #else
3019                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3020 #endif
3021
3022                                 redraw_stuff();
3023                         }
3024                         else
3025                         {
3026                                 /* Sound */
3027                                 sound(SOUND_MISS);
3028
3029                                 /* Message */
3030 #ifdef JP
3031                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3032 #else
3033                                 msg_format("You miss %s.", m_name);
3034 #endif
3035                         }
3036                 }
3037                 backstab = FALSE;
3038                 fuiuchi = FALSE;
3039         }
3040
3041
3042         if (weak && !(*mdeath))
3043         {
3044 #ifdef JP
3045                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3046 #else
3047                 msg_format("%^s seems weakened.", m_name);
3048 #endif
3049         }
3050         if (drain_left != MAX_VAMPIRIC_DRAIN)
3051         {
3052                 if (one_in_(4))
3053                 {
3054                         chg_virtue(V_UNLIFE, 1);
3055                 }
3056         }
3057         /* Mega-Hack -- apply earthquake brand */
3058         if (do_quake)
3059         {
3060                 earthquake(py, px, 10);
3061                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3062         }
3063 }
3064
3065 bool py_attack(int y, int x, int mode)
3066 {
3067         bool            fear = FALSE;
3068         bool            mdeath = FALSE;
3069         bool            stormbringer = FALSE;
3070
3071         cave_type       *c_ptr = &cave[y][x];
3072         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3073         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3074         char            m_name[80];
3075
3076         /* Disturb the player */
3077         disturb(0, 0);
3078
3079         energy_use = 100;
3080
3081         if (!p_ptr->migite && !p_ptr->hidarite &&
3082             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3083         {
3084 #ifdef JP
3085                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3086 #else
3087                 msg_print("You cannot do attacking.");
3088 #endif
3089                 return FALSE;
3090         }
3091
3092         /* Extract monster name (or "it") */
3093         monster_desc(m_name, m_ptr, 0);
3094
3095         if (m_ptr->ml)
3096         {
3097                 /* Auto-Recall if possible and visible */
3098                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3099
3100                 /* Track a new monster */
3101                 health_track(c_ptr->m_idx);
3102         }
3103
3104         if ((r_ptr->flags1 & RF1_FEMALE) &&
3105             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3106         {
3107                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3108                 {
3109 #ifdef JP
3110                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3111 #else
3112                         msg_print("I can not attack women!");
3113 #endif
3114                         return FALSE;
3115                 }
3116         }
3117
3118         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3119         {
3120 #ifdef JP
3121                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3122 #else
3123                 msg_print("Something prevent you from attacking.");
3124 #endif
3125                 return FALSE;
3126         }
3127
3128         /* Stop if friendly */
3129         if (!is_hostile(m_ptr) &&
3130             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3131             p_ptr->shero || !m_ptr->ml))
3132         {
3133                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3134                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3135                 if (stormbringer)
3136                 {
3137 #ifdef JP
3138                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3139 #else
3140                         msg_format("Your black blade greedily attacks %s!", m_name);
3141 #endif
3142                         chg_virtue(V_INDIVIDUALISM, 1);
3143                         chg_virtue(V_HONOUR, -1);
3144                         chg_virtue(V_JUSTICE, -1);
3145                         chg_virtue(V_COMPASSION, -1);
3146                 }
3147                 else if (p_ptr->pclass != CLASS_BERSERKER)
3148                 {
3149 #ifdef JP
3150                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3151 #else
3152                         if (get_check("Really hit it? "))
3153 #endif
3154                         {
3155                                 chg_virtue(V_INDIVIDUALISM, 1);
3156                                 chg_virtue(V_HONOUR, -1);
3157                                 chg_virtue(V_JUSTICE, -1);
3158                                 chg_virtue(V_COMPASSION, -1);
3159                         }
3160                         else
3161                         {
3162 #ifdef JP
3163                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3164 #else
3165                                 msg_format("You stop to avoid hitting %s.", m_name);
3166 #endif
3167                                 return FALSE;
3168                         }
3169                 }
3170         }
3171
3172
3173         /* Handle player fear */
3174         if (p_ptr->afraid)
3175         {
3176                 /* Message */
3177                 if (m_ptr->ml)
3178 #ifdef JP
3179                         msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3180 #else
3181                         msg_format("You are too afraid to attack %s!", m_name);
3182 #endif
3183
3184                 else
3185 #ifdef JP
3186                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3187 #else
3188                         msg_format ("There is something scary in your way!");
3189 #endif
3190
3191                 /* Disturb the monster */
3192                 (void)set_monster_csleep(c_ptr->m_idx, 0);
3193
3194                 /* Done */
3195                 return FALSE;
3196         }
3197
3198         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
3199         {
3200                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3201                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3202         }
3203
3204         if (p_ptr->migite && p_ptr->hidarite)
3205         {
3206                 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))
3207                 {
3208                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3209                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3210                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3211                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3212                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3213                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3214                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3215                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3216                         p_ptr->update |= (PU_BONUS);
3217                 }
3218         }
3219
3220         /* Gain riding experience */
3221         if (p_ptr->riding)
3222         {
3223                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3224                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3225
3226                 if (cur < max)
3227                 {
3228                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3229                         int targetlevel = r_ptr->level;
3230                         int inc = 0;
3231
3232                         if ((cur / 200 - 5) < targetlevel)
3233                                 inc += 1;
3234
3235                         /* Extra experience */
3236                         if ((cur / 100) < ridinglevel)
3237                         {
3238                                 if ((cur / 100 + 15) < ridinglevel)
3239                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3240                                 else
3241                                         inc += 1;
3242                         }
3243
3244                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3245
3246                         p_ptr->update |= (PU_BONUS);
3247                 }
3248         }
3249
3250         riding_t_m_idx = c_ptr->m_idx;
3251         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3252         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3253
3254         /* Mutations which yield extra 'natural' attacks */
3255         if (!mdeath)
3256         {
3257                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3258                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3259                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3260                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3261                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3262                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3263                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3264                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3265                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3266                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3267         }
3268
3269         /* Hack -- delay fear messages */
3270         if (fear && m_ptr->ml && !mdeath)
3271         {
3272                 /* Sound */
3273                 sound(SOUND_FLEE);
3274
3275                 /* Message */
3276 #ifdef JP
3277                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3278 #else
3279                 msg_format("%^s flees in terror!", m_name);
3280 #endif
3281
3282         }
3283
3284         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3285         {
3286                 set_action(ACTION_NONE);
3287         }
3288
3289         return mdeath;
3290 }
3291
3292
3293 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3294 {
3295         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3296         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3297         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3298         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3299         int pattern_type_cur, pattern_type_new;
3300
3301         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3302
3303         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3304         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3305
3306         if (pattern_type_new == PATTERN_TILE_START)
3307         {
3308                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3309                 {
3310 #ifdef JP
3311                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3312 #else
3313                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3314 #endif
3315                                 return TRUE;
3316                         else
3317                                 return FALSE;
3318                 }
3319                 else
3320                         return TRUE;
3321         }
3322         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3323                  (pattern_type_new == PATTERN_TILE_END) ||
3324                  (pattern_type_new == PATTERN_TILE_WRECKED))
3325         {
3326                 if (is_pattern_tile_cur)
3327                 {
3328                         return TRUE;
3329                 }
3330                 else
3331                 {
3332 #ifdef JP
3333                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3334 #else
3335                         msg_print("You must start walking the Pattern from the startpoint.");
3336 #endif
3337
3338                         return FALSE;
3339                 }
3340         }
3341         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3342                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3343         {
3344                 return TRUE;
3345         }
3346         else if (pattern_type_cur == PATTERN_TILE_START)
3347         {
3348                 if (is_pattern_tile_new)
3349                         return TRUE;
3350                 else
3351                 {
3352 #ifdef JP
3353                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3354 #else
3355                         msg_print("You must walk the Pattern in correct order.");
3356 #endif
3357
3358                         return FALSE;
3359                 }
3360         }
3361         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3362                  (pattern_type_cur == PATTERN_TILE_END) ||
3363                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3364         {
3365                 if (!is_pattern_tile_new)
3366                 {
3367 #ifdef JP
3368                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3369 #else
3370                         msg_print("You may not step off from the Pattern.");
3371 #endif
3372
3373                         return FALSE;
3374                 }
3375                 else
3376                 {
3377                         return TRUE;
3378                 }
3379         }
3380         else
3381         {
3382                 if (!is_pattern_tile_cur)
3383                 {
3384 #ifdef JP
3385                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3386 #else
3387                         msg_print("You must start walking the Pattern from the startpoint.");
3388 #endif
3389
3390                         return FALSE;
3391                 }
3392                 else
3393                 {
3394                         byte ok_move = PATTERN_TILE_START;
3395                         switch (pattern_type_cur)
3396                         {
3397                                 case PATTERN_TILE_1:
3398                                         ok_move = PATTERN_TILE_2;
3399                                         break;
3400                                 case PATTERN_TILE_2:
3401                                         ok_move = PATTERN_TILE_3;
3402                                         break;
3403                                 case PATTERN_TILE_3:
3404                                         ok_move = PATTERN_TILE_4;
3405                                         break;
3406                                 case PATTERN_TILE_4:
3407                                         ok_move = PATTERN_TILE_1;
3408                                         break;
3409                                 default:
3410                                         if (p_ptr->wizard)
3411 #ifdef JP
3412                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3413 #else
3414                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3415 #endif
3416
3417                                         return TRUE; /* Goof-up */
3418                         }
3419
3420                         if ((pattern_type_new == ok_move) ||
3421                             (pattern_type_new == pattern_type_cur))
3422                                 return TRUE;
3423                         else
3424                         {
3425                                 if (!is_pattern_tile_new)
3426 #ifdef JP
3427                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3428 #else
3429                                         msg_print("You may not step off from the Pattern.");
3430 #endif
3431                                 else
3432 #ifdef JP
3433                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3434 #else
3435                                         msg_print("You must walk the Pattern in correct order.");
3436 #endif
3437
3438                                 return FALSE;
3439                         }
3440                 }
3441         }
3442 }
3443
3444
3445 bool player_can_enter(s16b feature, u16b mode)
3446 {
3447         feature_type *f_ptr = &f_info[feature];
3448
3449         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3450
3451         /* Pattern */
3452         if (have_flag(f_ptr->flags, FF_PATTERN))
3453         {
3454                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3455         }
3456
3457         /* "CAN" flags */
3458         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3459         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3460         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3461
3462         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3463
3464         return TRUE;
3465 }
3466
3467
3468 /*
3469  * Move the player
3470  */
3471 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3472 {
3473         cave_type *c_ptr = &cave[ny][nx];
3474         feature_type *f_ptr = &f_info[c_ptr->feat];
3475
3476         if (!(mpe_mode & MPE_STAYING))
3477         {
3478                 int oy = py;
3479                 int ox = px;
3480                 cave_type *oc_ptr = &cave[oy][ox];
3481                 int om_idx = oc_ptr->m_idx;
3482                 int nm_idx = c_ptr->m_idx;
3483
3484                 /* Move the player */
3485                 py = ny;
3486                 px = nx;
3487
3488                 /* Hack -- For moving monster or riding player's moving */
3489                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3490                 {
3491                         /* Swap two monsters */
3492                         c_ptr->m_idx = om_idx;
3493                         oc_ptr->m_idx = nm_idx;
3494
3495                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3496                         {
3497                                 monster_type *om_ptr = &m_list[om_idx];
3498                                 om_ptr->fy = ny;
3499                                 om_ptr->fx = nx;
3500                                 update_mon(om_idx, TRUE);
3501                         }
3502
3503                         if (nm_idx > 0) /* Monster on new spot */
3504                         {
3505                                 monster_type *nm_ptr = &m_list[nm_idx];
3506                                 nm_ptr->fy = oy;
3507                                 nm_ptr->fx = ox;
3508                                 update_mon(nm_idx, TRUE);
3509                         }
3510                 }
3511
3512                 /* Redraw old spot */
3513                 lite_spot(oy, ox);
3514
3515                 /* Redraw new spot */
3516                 lite_spot(ny, nx);
3517
3518                 /* Check for new panel (redraw map) */
3519                 verify_panel();
3520
3521                 if (mpe_mode & MPE_FORGET_FLOW)
3522                 {
3523                         forget_flow();
3524
3525                         /* Mega-Hack -- Forget the view */
3526                         p_ptr->update |= (PU_UN_VIEW);
3527
3528                         /* Redraw map */
3529                         p_ptr->redraw |= (PR_MAP);
3530                 }
3531
3532                 /* Update stuff */
3533                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3534
3535                 /* Window stuff */
3536                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3537
3538                 /* Remove "unsafe" flag */
3539                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3540
3541                 /* For get everything when requested hehe I'm *NASTY* */
3542                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3543
3544                 /* Handle stuff */
3545                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3546
3547                 if (p_ptr->pclass == CLASS_NINJA)
3548                 {
3549                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3550                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3551                 }
3552
3553                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3554                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
3555                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3556                 {
3557 #ifdef JP
3558                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3559 #else
3560                         msg_print("You cannot run in here.");
3561 #endif
3562                         set_action(ACTION_NONE);
3563                 }
3564         }
3565
3566         if (mpe_mode & MPE_ENERGY_USE)
3567         {
3568                 if (music_singing(MUSIC_WALL))
3569                 {
3570                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3571                                 PROJECT_KILL | PROJECT_ITEM, -1);
3572
3573                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3574                 }
3575
3576                 /* Spontaneous Searching */
3577                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3578                 {
3579                         search();
3580                 }
3581
3582                 /* Continuous Searching */
3583                 if (p_ptr->action == ACTION_SEARCH)
3584                 {
3585                         search();
3586                 }
3587         }
3588
3589         /* Handle "objects" */
3590         if (!(mpe_mode & MPE_DONT_PICKUP))
3591         {
3592                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3593         }
3594
3595         /* Handle "store doors" */
3596         if (have_flag(f_ptr->flags, FF_STORE))
3597         {
3598                 /* Disturb */
3599                 disturb(0, 0);
3600
3601                 energy_use = 0;
3602                 /* Hack -- Enter store */
3603                 command_new = SPECIAL_KEY_STORE;
3604         }
3605
3606         /* Handle "building doors" -KMW- */
3607         else if (have_flag(f_ptr->flags, FF_BLDG))
3608         {
3609                 /* Disturb */
3610                 disturb(0, 0);
3611
3612                 energy_use = 0;
3613                 /* Hack -- Enter building */
3614                 command_new = SPECIAL_KEY_BUILDING;
3615         }
3616
3617         /* Handle quest areas -KMW- */
3618         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3619         {
3620                 /* Disturb */
3621                 disturb(0, 0);
3622
3623                 energy_use = 0;
3624                 /* Hack -- Enter quest level */
3625                 command_new = SPECIAL_KEY_QUEST;
3626         }
3627
3628         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3629         {
3630                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3631                 {
3632                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3633                         quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3634                         quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3635 #ifdef JP
3636                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3637 #else
3638                         msg_print("You accomplished your quest!");
3639 #endif
3640
3641                         msg_print(NULL);
3642                 }
3643
3644                 leave_quest_check();
3645
3646                 p_ptr->inside_quest = c_ptr->special;
3647                 dun_level = 0;
3648                 p_ptr->oldpx = 0;
3649                 p_ptr->oldpy = 0;
3650
3651                 p_ptr->leaving = TRUE;
3652         }
3653
3654         /* Set off a trap */
3655         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3656         {
3657                 /* Disturb */
3658                 disturb(0, 0);
3659
3660                 /* Hidden trap */
3661                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3662                 {
3663                         /* Message */
3664 #ifdef JP
3665                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3666 #else
3667                         msg_print("You found a trap!");
3668 #endif
3669
3670                         /* Pick a trap */
3671                         disclose_grid(py, px);
3672                 }
3673
3674                 /* Hit the trap */
3675                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3676
3677                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3678         }
3679
3680         /* Warn when leaving trap detected region */
3681         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3682             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3683         {
3684                 /* No duplicate warning */
3685                 p_ptr->dtrap = FALSE;
3686
3687                 /* You are just on the edge */
3688                 if (!(c_ptr->info & CAVE_UNSAFE))
3689                 {
3690                         if (alert_trap_detect)
3691                         {
3692 #ifdef JP
3693                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3694 #else
3695                                 msg_print("*Leaving trap detect region!*");
3696 #endif
3697                         }
3698
3699                         if (disturb_trap_detect) disturb(0, 0);
3700                 }
3701         }
3702
3703         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3704 }
3705
3706
3707 bool trap_can_be_ignored(int feat)
3708 {
3709         feature_type *f_ptr = &f_info[feat];
3710
3711         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3712
3713         switch (f_ptr->subtype)
3714         {
3715         case TRAP_TRAPDOOR:
3716         case TRAP_PIT:
3717         case TRAP_SPIKED_PIT:
3718         case TRAP_POISON_PIT:
3719                 if (p_ptr->levitation) return TRUE;
3720                 break;
3721         case TRAP_TELEPORT:
3722                 if (p_ptr->anti_tele) return TRUE;
3723                 break;
3724         case TRAP_FIRE:
3725                 if (p_ptr->immune_fire) return TRUE;
3726                 break;
3727         case TRAP_ACID:
3728                 if (p_ptr->immune_acid) return TRUE;
3729                 break;
3730         case TRAP_BLIND:
3731                 if (p_ptr->resist_blind) return TRUE;
3732                 break;
3733         case TRAP_CONFUSE:
3734                 if (p_ptr->resist_conf) return TRUE;
3735                 break;
3736         case TRAP_POISON:
3737                 if (p_ptr->resist_pois) return TRUE;
3738                 break;
3739         case TRAP_SLEEP:
3740                 if (p_ptr->free_act) return TRUE;
3741                 break;
3742         }
3743
3744         return FALSE;
3745 }
3746
3747
3748 /*
3749  * Determine if a "boundary" grid is "floor mimic"
3750  */
3751 #define boundary_floor(C, F, MF) \
3752         ((C)->mimic && permanent_wall(F) && \
3753          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3754          have_flag((MF)->flags, FF_PROJECT) && \
3755          !have_flag((MF)->flags, FF_OPEN))
3756
3757 /*
3758  * Move player in the given direction, with the given "pickup" flag.
3759  *
3760  * This routine should (probably) always induce energy expenditure.
3761  *
3762  * Note that moving will *always* take a turn, and will *always* hit
3763  * any monster which might be in the destination grid.  Previously,
3764  * moving into walls was "free" and did NOT hit invisible monsters.
3765  */
3766 void move_player(int dir, bool do_pickup, bool break_trap)
3767 {
3768         /* Find the result of moving */
3769         int y = py + ddy[dir];
3770         int x = px + ddx[dir];
3771
3772         /* Examine the destination */
3773         cave_type *c_ptr = &cave[y][x];
3774
3775         feature_type *f_ptr = &f_info[c_ptr->feat];
3776
3777         monster_type *m_ptr;
3778
3779         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3780         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3781
3782         char m_name[80];
3783
3784         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3785         bool p_can_kill_walls = FALSE;
3786         bool stormbringer = FALSE;
3787
3788         bool oktomove = TRUE;
3789         bool do_past = FALSE;
3790
3791         /* Exit the area */
3792         if (!dun_level && !p_ptr->wild_mode &&
3793                 ((x == 0) || (x == MAX_WID - 1) ||
3794                  (y == 0) || (y == MAX_HGT - 1)))
3795         {
3796                 /* Can the player enter the grid? */
3797                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3798                 {
3799                         /* Hack: move to new area */
3800                         if ((y == 0) && (x == 0))
3801                         {
3802                                 p_ptr->wilderness_y--;
3803                                 p_ptr->wilderness_x--;
3804                                 p_ptr->oldpy = cur_hgt - 2;
3805                                 p_ptr->oldpx = cur_wid - 2;
3806                                 ambush_flag = FALSE;
3807                         }
3808
3809                         else if ((y == 0) && (x == MAX_WID - 1))
3810                         {
3811                                 p_ptr->wilderness_y--;
3812                                 p_ptr->wilderness_x++;
3813                                 p_ptr->oldpy = cur_hgt - 2;
3814                                 p_ptr->oldpx = 1;
3815                                 ambush_flag = FALSE;
3816                         }
3817
3818                         else if ((y == MAX_HGT - 1) && (x == 0))
3819                         {
3820                                 p_ptr->wilderness_y++;
3821                                 p_ptr->wilderness_x--;
3822                                 p_ptr->oldpy = 1;
3823                                 p_ptr->oldpx = cur_wid - 2;
3824                                 ambush_flag = FALSE;
3825                         }
3826
3827                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3828                         {
3829                                 p_ptr->wilderness_y++;
3830                                 p_ptr->wilderness_x++;
3831                                 p_ptr->oldpy = 1;
3832                                 p_ptr->oldpx = 1;
3833                                 ambush_flag = FALSE;
3834                         }
3835
3836                         else if (y == 0)
3837                         {
3838                                 p_ptr->wilderness_y--;
3839                                 p_ptr->oldpy = cur_hgt - 2;
3840                                 p_ptr->oldpx = x;
3841                                 ambush_flag = FALSE;
3842                         }
3843
3844                         else if (y == MAX_HGT - 1)
3845                         {
3846                                 p_ptr->wilderness_y++;
3847                                 p_ptr->oldpy = 1;
3848                                 p_ptr->oldpx = x;
3849                                 ambush_flag = FALSE;
3850                         }
3851
3852                         else if (x == 0)
3853                         {
3854                                 p_ptr->wilderness_x--;
3855                                 p_ptr->oldpx = cur_wid - 2;
3856                                 p_ptr->oldpy = y;
3857                                 ambush_flag = FALSE;
3858                         }
3859
3860                         else if (x == MAX_WID - 1)
3861                         {
3862                                 p_ptr->wilderness_x++;
3863                                 p_ptr->oldpx = 1;
3864                                 p_ptr->oldpy = y;
3865                                 ambush_flag = FALSE;
3866                         }
3867
3868                         p_ptr->leaving = TRUE;
3869                         energy_use = 100;
3870
3871                         return;
3872                 }
3873
3874                 /* "Blocked" message appears later */
3875                 /* oktomove = FALSE; */
3876                 p_can_enter = FALSE;
3877         }
3878
3879         /* Get the monster */
3880         m_ptr = &m_list[c_ptr->m_idx];
3881
3882
3883         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3884         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3885
3886         /* Player can not walk through "walls"... */
3887         /* unless in Shadow Form */
3888         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3889                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3890                 !have_flag(f_ptr->flags, FF_PERMANENT);
3891
3892         /* Hack -- attack monsters */
3893         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3894         {
3895                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3896
3897                 /* Attack -- only if we can see it OR it is not in a wall */
3898                 if (!is_hostile(m_ptr) &&
3899                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3900                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3901                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3902                 {
3903                         /* Disturb the monster */
3904                         (void)set_monster_csleep(c_ptr->m_idx, 0);
3905
3906                         /* Extract monster name (or "it") */
3907                         monster_desc(m_name, m_ptr, 0);
3908
3909                         if (m_ptr->ml)
3910                         {
3911                                 /* Auto-Recall if possible and visible */
3912                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3913
3914                                 /* Track a new monster */
3915                                 health_track(c_ptr->m_idx);
3916                         }
3917
3918                         /* displace? */
3919                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3920                         {
3921                                 py_attack(y, x, 0);
3922                                 oktomove = FALSE;
3923                         }
3924                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3925                         {
3926                                 do_past = TRUE;
3927                         }
3928                         else
3929                         {
3930 #ifdef JP
3931                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3932 #else
3933                                 msg_format("%^s is in your way!", m_name);
3934 #endif
3935
3936                                 energy_use = 0;
3937                                 oktomove = FALSE;
3938                         }
3939
3940                         /* now continue on to 'movement' */
3941                 }
3942                 else
3943                 {
3944                         py_attack(y, x, 0);
3945                         oktomove = FALSE;
3946                 }
3947         }
3948
3949         if (oktomove && p_ptr->riding)
3950         {
3951                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3952                 {
3953 #ifdef JP
3954                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3955 #else
3956                         msg_print("Can't move!");
3957 #endif
3958                         energy_use = 0;
3959                         oktomove = FALSE;
3960                         disturb(0, 0);
3961                 }
3962                 else if (MON_MONFEAR(riding_m_ptr))
3963                 {
3964                         char m_name[80];
3965
3966                         /* Acquire the monster name */
3967                         monster_desc(m_name, riding_m_ptr, 0);
3968
3969                         /* Dump a message */
3970 #ifdef JP
3971                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3972 #else
3973                         msg_format("%^s is too scared to control.", m_name);
3974 #endif
3975                         oktomove = FALSE;
3976                         disturb(0, 0);
3977                 }
3978                 else if (p_ptr->riding_ryoute)
3979                 {
3980                         oktomove = FALSE;
3981                         disturb(0, 0);
3982                 }
3983                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3984                 {
3985                         /* Allow moving */
3986                 }
3987                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3988                 {
3989                         /* Allow moving */
3990                 }
3991                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3992                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3993                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3994                 {
3995 #ifdef JP
3996                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3997 #else
3998                         msg_print("Can't swim.");
3999 #endif
4000                         energy_use = 0;
4001                         oktomove = FALSE;
4002                         disturb(0, 0);
4003                 }
4004                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
4005                 {
4006 #ifdef JP
4007                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
4008 #else
4009                         msg_print("Can't land.");
4010 #endif
4011                         energy_use = 0;
4012                         oktomove = FALSE;
4013                         disturb(0, 0);
4014                 }
4015                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
4016                 {
4017 #ifdef JP
4018                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4019 #else
4020                         msg_print("Too hot to go through.");
4021 #endif
4022                         energy_use = 0;
4023                         oktomove = FALSE;
4024                         disturb(0, 0);
4025                 }
4026
4027                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
4028                 {
4029                         char m_name[80];
4030                         monster_desc(m_name, riding_m_ptr, 0);
4031 #ifdef JP
4032                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
4033 #else
4034                         msg_format("You cannot control stunned %s!",m_name);
4035 #endif
4036                         oktomove = FALSE;
4037                         disturb(0, 0);
4038                 }
4039         }
4040
4041         if (!oktomove)
4042         {
4043         }
4044
4045         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4046         {
4047 #ifdef JP
4048                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4049 #else
4050                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4051 #endif
4052
4053                 energy_use = 0;
4054                 running = 0;
4055                 oktomove = FALSE;
4056         }
4057
4058         /*
4059          * Player can move through trees and
4060          * has effective -10 speed
4061          * Rangers can move without penality
4062          */
4063         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4064         {
4065                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
4066         }
4067
4068 #ifdef ALLOW_EASY_DISARM /* TNB */
4069
4070         /* Disarm a visible trap */
4071         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4072         {
4073                 if (!trap_can_be_ignored(c_ptr->feat))
4074                 {
4075                         (void)do_cmd_disarm_aux(y, x, dir);
4076                         return;
4077                 }
4078         }
4079
4080 #endif /* ALLOW_EASY_DISARM -- TNB */
4081
4082         /* Player can not walk through "walls" unless in wraith form...*/
4083         else if (!p_can_enter && !p_can_kill_walls)
4084         {
4085                 /* Feature code (applying "mimic" field) */
4086                 s16b feat = get_feat_mimic(c_ptr);
4087                 feature_type *mimic_f_ptr = &f_info[feat];
4088                 cptr name = f_name + mimic_f_ptr->name;
4089
4090                 oktomove = FALSE;
4091
4092                 /* Disturb the player */
4093                 disturb(0, 0);
4094
4095                 /* Notice things in the dark */
4096                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4097                 {
4098                         /* Boundary floor mimic */
4099                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4100                         {
4101 #ifdef JP
4102                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4103 #else
4104                                 msg_print("You feel you cannot go any more.");
4105 #endif
4106                         }
4107
4108                         /* Wall (or secret door) */
4109                         else
4110                         {
4111 #ifdef JP
4112                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4113 #else
4114                                 msg_format("You feel %s %s blocking your way.",
4115                                         is_a_vowel(name[0]) ? "an" : "a", name);
4116 #endif
4117
4118                                 c_ptr->info |= (CAVE_MARK);
4119                                 lite_spot(y, x);
4120                         }
4121                 }
4122
4123                 /* Notice things */
4124                 else
4125                 {
4126                         /* Boundary floor mimic */
4127                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4128                         {
4129 #ifdef JP
4130                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4131 #else
4132                                 msg_print("You cannot go any more.");
4133 #endif
4134
4135                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4136                                         energy_use = 0;
4137                         }
4138
4139                         /* Wall (or secret door) */
4140                         else
4141                         {
4142 #ifdef ALLOW_EASY_OPEN
4143                                 /* Closed doors */
4144                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4145 #endif /* ALLOW_EASY_OPEN */
4146
4147 #ifdef JP
4148                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4149 #else
4150                                 msg_format("There is %s %s blocking your way.",
4151                                         is_a_vowel(name[0]) ? "an" : "a", name);
4152 #endif
4153
4154                                 /*
4155                                  * Well, it makes sense that you lose time bumping into
4156                                  * a wall _if_ you are confused, stunned or blind; but
4157                                  * typing mistakes should not cost you a turn...
4158                                  */
4159                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4160                                         energy_use = 0;
4161                         }
4162                 }
4163
4164                 /* Sound */
4165                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4166         }
4167
4168         /* Normal movement */
4169         if (oktomove && !pattern_seq(py, px, y, x))
4170         {
4171                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4172                 {
4173                         energy_use = 0;
4174                 }
4175
4176                 /* To avoid a loop with running */
4177                 disturb(0, 0);
4178
4179                 oktomove = FALSE;
4180         }
4181
4182         /* Normal movement */
4183         if (oktomove)
4184         {
4185                 u32b mpe_mode = MPE_ENERGY_USE;
4186
4187                 if (p_ptr->warning)
4188                 {
4189                         if (!process_warning(x, y))
4190                         {
4191                                 energy_use = 25;
4192                                 return;
4193                         }
4194                 }
4195
4196                 if (do_past)
4197                 {
4198 #ifdef JP
4199                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4200 #else
4201                         msg_format("You push past %s.", m_name);
4202 #endif
4203                 }
4204
4205                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4206                 if (p_ptr->wild_mode)
4207                 {
4208                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
4209                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4210                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4211                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
4212                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4213                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4214                 }
4215
4216                 if (p_can_kill_walls)
4217                 {
4218                         cave_alter_feat(y, x, FF_HURT_DISI);
4219
4220                         /* Update some things -- similar to GF_KILL_WALL */
4221                         p_ptr->update |= (PU_FLOW);
4222                 }
4223
4224                 /* Sound */
4225                 /* sound(SOUND_WALK); */
4226
4227 #ifdef ALLOW_EASY_DISARM /* TNB */
4228
4229                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4230
4231 #else /* ALLOW_EASY_DISARM -- TNB */
4232
4233                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4234
4235 #endif /* ALLOW_EASY_DISARM -- TNB */
4236
4237                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4238
4239                 /* Move the player */
4240                 (void)move_player_effect(y, x, mpe_mode);
4241         }
4242 }
4243
4244
4245 static bool ignore_avoid_run;
4246
4247 /*
4248  * Hack -- Check for a "known wall" (see below)
4249  */
4250 static int see_wall(int dir, int y, int x)
4251 {
4252         cave_type   *c_ptr;
4253
4254         /* Get the new location */
4255         y += ddy[dir];
4256         x += ddx[dir];
4257
4258         /* Illegal grids are not known walls */
4259         if (!in_bounds2(y, x)) return (FALSE);
4260
4261         /* Access grid */
4262         c_ptr = &cave[y][x];
4263
4264         /* Must be known to the player */
4265         if (c_ptr->info & (CAVE_MARK))
4266         {
4267                 /* Feature code (applying "mimic" field) */
4268                 s16b         feat = get_feat_mimic(c_ptr);
4269                 feature_type *f_ptr = &f_info[feat];
4270
4271                 /* Wall grids are known walls */
4272                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4273
4274                 /* Don't run on a tree unless explicitly requested */
4275                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4276                         return TRUE;
4277
4278                 /* Don't run in a wall */
4279                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4280                         return !have_flag(f_ptr->flags, FF_DOOR);
4281         }
4282
4283         return FALSE;
4284 }
4285
4286
4287 /*
4288  * Hack -- Check for an "unknown corner" (see below)
4289  */
4290 static int see_nothing(int dir, int y, int x)
4291 {
4292         /* Get the new location */
4293         y += ddy[dir];
4294         x += ddx[dir];
4295
4296         /* Illegal grids are unknown */
4297         if (!in_bounds2(y, x)) return (TRUE);
4298
4299         /* Memorized grids are always known */
4300         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4301
4302         /* Viewable door/wall grids are known */
4303         if (player_can_see_bold(y, x)) return (FALSE);
4304
4305         /* Default */
4306         return (TRUE);
4307 }
4308
4309
4310
4311
4312
4313 /*
4314  * The running algorithm:                       -CJS-
4315  *
4316  * In the diagrams below, the player has just arrived in the
4317  * grid marked as '@', and he has just come from a grid marked
4318  * as 'o', and he is about to enter the grid marked as 'x'.
4319  *
4320  * Of course, if the "requested" move was impossible, then you
4321  * will of course be blocked, and will stop.
4322  *
4323  * Overview: You keep moving until something interesting happens.
4324  * If you are in an enclosed space, you follow corners. This is
4325  * the usual corridor scheme. If you are in an open space, you go
4326  * straight, but stop before entering enclosed space. This is
4327  * analogous to reaching doorways. If you have enclosed space on
4328  * one side only (that is, running along side a wall) stop if
4329  * your wall opens out, or your open space closes in. Either case
4330  * corresponds to a doorway.
4331  *
4332  * What happens depends on what you can really SEE. (i.e. if you
4333  * have no light, then running along a dark corridor is JUST like
4334  * running in a dark room.) The algorithm works equally well in
4335  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4336  *
4337  * These conditions are kept in static memory:
4338  * find_openarea         You are in the open on at least one
4339  * side.
4340  * find_breakleft        You have a wall on the left, and will
4341  * stop if it opens
4342  * find_breakright       You have a wall on the right, and will
4343  * stop if it opens
4344  *
4345  * To initialize these conditions, we examine the grids adjacent
4346  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4347  * If either one of the two grids on a given side is seen to be
4348  * closed, then that side is considered to be closed. If both
4349  * sides are closed, then it is an enclosed (corridor) run.
4350  *
4351  * LL           L
4352  * @x          LxR
4353  * RR          @R
4354  *
4355  * Looking at more than just the immediate squares is
4356  * significant. Consider the following case. A run along the
4357  * corridor will stop just before entering the center point,
4358  * because a choice is clearly established. Running in any of
4359  * three available directions will be defined as a corridor run.
4360  * Note that a minor hack is inserted to make the angled corridor
4361  * entry (with one side blocked near and the other side blocked
4362  * further away from the runner) work correctly. The runner moves
4363  * diagonally, but then saves the previous direction as being
4364  * straight into the gap. Otherwise, the tail end of the other
4365  * entry would be perceived as an alternative on the next move.
4366  *
4367  * #.#
4368  * ##.##
4369  * .@x..
4370  * ##.##
4371  * #.#
4372  *
4373  * Likewise, a run along a wall, and then into a doorway (two
4374  * runs) will work correctly. A single run rightwards from @ will
4375  * stop at 1. Another run right and down will enter the corridor
4376  * and make the corner, stopping at the 2.
4377  *
4378  * ##################
4379  * o@x       1
4380  * ########### ######
4381  * #2          #
4382  * #############
4383  *
4384  * After any move, the function area_affect is called to
4385  * determine the new surroundings, and the direction of
4386  * subsequent moves. It examines the current player location
4387  * (at which the runner has just arrived) and the previous
4388  * direction (from which the runner is considered to have come).
4389  *
4390  * Moving one square in some direction places you adjacent to
4391  * three or five new squares (for straight and diagonal moves
4392  * respectively) to which you were not previously adjacent,
4393  * marked as '!' in the diagrams below.
4394  *
4395  *   ...!              ...
4396  *   .o@!  (normal)    .o.!  (diagonal)
4397  *   ...!  (east)      ..@!  (south east)
4398  *                      !!!
4399  *
4400  * You STOP if any of the new squares are interesting in any way:
4401  * for example, if they contain visible monsters or treasure.
4402  *
4403  * You STOP if any of the newly adjacent squares seem to be open,
4404  * and you are also looking for a break on that side. (that is,
4405  * find_openarea AND find_break).
4406  *
4407  * You STOP if any of the newly adjacent squares do NOT seem to be
4408  * open and you are in an open area, and that side was previously
4409  * entirely open.
4410  *
4411  * Corners: If you are not in the open (i.e. you are in a corridor)
4412  * and there is only one way to go in the new squares, then turn in
4413  * that direction. If there are more than two new ways to go, STOP.
4414  * If there are two ways to go, and those ways are separated by a
4415  * square which does not seem to be open, then STOP.
4416  *
4417  * Otherwise, we have a potential corner. There are two new open
4418  * squares, which are also adjacent. One of the new squares is
4419  * diagonally located, the other is straight on (as in the diagram).
4420  * We consider two more squares further out (marked below as ?).
4421  *
4422  * We assign "option" to the straight-on grid, and "option2" to the
4423  * diagonal grid, and "check_dir" to the grid marked 's'.
4424  *
4425  * ##s
4426  * @x?
4427  * #.?
4428  *
4429  * If they are both seen to be closed, then it is seen that no benefit
4430  * is gained from moving straight. It is a known corner.  To cut the
4431  * corner, go diagonally, otherwise go straight, but pretend you
4432  * stepped diagonally into that next location for a full view next
4433  * time. Conversely, if one of the ? squares is not seen to be closed,
4434  * then there is a potential choice. We check to see whether it is a
4435  * potential corner or an intersection/room entrance.  If the square
4436  * two spaces straight ahead, and the space marked with 's' are both
4437  * unknown space, then it is a potential corner and enter if
4438  * find_examine is set, otherwise must stop because it is not a
4439  * corner. (find_examine option is removed and always is TRUE.)
4440  */
4441
4442
4443
4444
4445 /*
4446  * Hack -- allow quick "cycling" through the legal directions
4447  */
4448 static byte cycle[] =
4449 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4450
4451 /*
4452  * Hack -- map each direction into the "middle" of the "cycle[]" array
4453  */
4454 static byte chome[] =
4455 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4456
4457 /*
4458  * The direction we are running
4459  */
4460 static byte find_current;
4461
4462 /*
4463  * The direction we came from
4464  */
4465 static byte find_prevdir;
4466
4467 /*
4468  * We are looking for open area
4469  */
4470 static bool find_openarea;
4471
4472 /*
4473  * We are looking for a break
4474  */
4475 static bool find_breakright;
4476 static bool find_breakleft;
4477
4478
4479
4480 /*
4481  * Initialize the running algorithm for a new direction.
4482  *
4483  * Diagonal Corridor -- allow diaginal entry into corridors.
4484  *
4485  * Blunt Corridor -- If there is a wall two spaces ahead and
4486  * we seem to be in a corridor, then force a turn into the side
4487  * corridor, must be moving straight into a corridor here. ???
4488  *
4489  * Diagonal Corridor    Blunt Corridor (?)
4490  *       # #                  #
4491  *       #x#                 @x#
4492  *       @p.                  p
4493  */
4494 static void run_init(int dir)
4495 {
4496         int             row, col, deepleft, deepright;
4497         int             i, shortleft, shortright;
4498
4499
4500         /* Save the direction */
4501         find_current = dir;
4502
4503         /* Assume running straight */
4504         find_prevdir = dir;
4505
4506         /* Assume looking for open area */
4507         find_openarea = TRUE;
4508
4509         /* Assume not looking for breaks */
4510         find_breakright = find_breakleft = FALSE;
4511
4512         /* Assume no nearby walls */
4513         deepleft = deepright = FALSE;
4514         shortright = shortleft = FALSE;
4515
4516         p_ptr->run_py = py;
4517         p_ptr->run_px = px;
4518
4519         /* Find the destination grid */
4520         row = py + ddy[dir];
4521         col = px + ddx[dir];
4522
4523         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4524
4525         /* Extract cycle index */
4526         i = chome[dir];
4527
4528         /* Check for walls */
4529         if (see_wall(cycle[i+1], py, px))
4530         {
4531                 find_breakleft = TRUE;
4532                 shortleft = TRUE;
4533         }
4534         else if (see_wall(cycle[i+1], row, col))
4535         {
4536                 find_breakleft = TRUE;
4537                 deepleft = TRUE;
4538         }
4539
4540         /* Check for walls */
4541         if (see_wall(cycle[i-1], py, px))
4542         {
4543                 find_breakright = TRUE;
4544                 shortright = TRUE;
4545         }
4546         else if (see_wall(cycle[i-1], row, col))
4547         {
4548                 find_breakright = TRUE;
4549                 deepright = TRUE;
4550         }
4551
4552         /* Looking for a break */
4553         if (find_breakleft && find_breakright)
4554         {
4555                 /* Not looking for open area */
4556                 find_openarea = FALSE;
4557
4558                 /* Hack -- allow angled corridor entry */
4559                 if (dir & 0x01)
4560                 {
4561                         if (deepleft && !deepright)
4562                         {
4563                                 find_prevdir = cycle[i - 1];
4564                         }
4565                         else if (deepright && !deepleft)
4566                         {
4567                                 find_prevdir = cycle[i + 1];
4568                         }
4569                 }
4570
4571                 /* Hack -- allow blunt corridor entry */
4572                 else if (see_wall(cycle[i], row, col))
4573                 {
4574                         if (shortleft && !shortright)
4575                         {
4576                                 find_prevdir = cycle[i - 2];
4577                         }
4578                         else if (shortright && !shortleft)
4579                         {
4580                                 find_prevdir = cycle[i + 2];
4581                         }
4582                 }
4583         }
4584 }
4585
4586
4587 /*
4588  * Update the current "run" path
4589  *
4590  * Return TRUE if the running should be stopped
4591  */
4592 static bool run_test(void)
4593 {
4594         int         prev_dir, new_dir, check_dir = 0;
4595         int         row, col;
4596         int         i, max, inv;
4597         int         option = 0, option2 = 0;
4598         cave_type   *c_ptr;
4599         s16b        feat;
4600         feature_type *f_ptr;
4601
4602         /* Where we came from */
4603         prev_dir = find_prevdir;
4604
4605
4606         /* Range of newly adjacent grids */
4607         max = (prev_dir & 0x01) + 1;
4608
4609         /* break run when leaving trap detected region */
4610         if ((disturb_trap_detect || alert_trap_detect)
4611             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4612         {
4613                 /* No duplicate warning */
4614                 p_ptr->dtrap = FALSE;
4615
4616                 /* You are just on the edge */
4617                 if (!(cave[py][px].info & CAVE_UNSAFE))
4618                 {
4619                         if (alert_trap_detect)
4620                         {
4621 #ifdef JP
4622                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4623 #else
4624                                 msg_print("*Leaving trap detect region!*");
4625 #endif
4626                         }
4627
4628                         if (disturb_trap_detect)
4629                         {
4630                                 /* Break Run */
4631                                 return(TRUE);
4632                         }
4633                 }
4634         }
4635
4636         /* Look at every newly adjacent square. */
4637         for (i = -max; i <= max; i++)
4638         {
4639                 s16b this_o_idx, next_o_idx = 0;
4640
4641                 /* New direction */
4642                 new_dir = cycle[chome[prev_dir] + i];
4643
4644                 /* New location */
4645                 row = py + ddy[new_dir];
4646                 col = px + ddx[new_dir];
4647
4648                 /* Access grid */
4649                 c_ptr = &cave[row][col];
4650
4651                 /* Feature code (applying "mimic" field) */
4652                 feat = get_feat_mimic(c_ptr);
4653                 f_ptr = &f_info[feat];
4654
4655                 /* Visible monsters abort running */
4656                 if (c_ptr->m_idx)
4657                 {
4658                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4659
4660                         /* Visible monster */
4661                         if (m_ptr->ml) return (TRUE);
4662                 }
4663
4664                 /* Visible objects abort running */
4665                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4666                 {
4667                         object_type *o_ptr;
4668
4669                         /* Acquire object */
4670                         o_ptr = &o_list[this_o_idx];
4671
4672                         /* Acquire next object */
4673                         next_o_idx = o_ptr->next_o_idx;
4674
4675                         /* Visible object */
4676                         if (o_ptr->marked & OM_FOUND) return (TRUE);
4677                 }
4678
4679                 /* Assume unknown */
4680                 inv = TRUE;
4681
4682                 /* Check memorized grids */
4683                 if (c_ptr->info & (CAVE_MARK))
4684                 {
4685                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4686
4687                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4688                         {
4689                                 /* Open doors */
4690                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4691                                 {
4692                                         /* Option -- ignore */
4693                                         notice = FALSE;
4694                                 }
4695
4696                                 /* Stairs */
4697                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4698                                 {
4699                                         /* Option -- ignore */
4700                                         notice = FALSE;
4701                                 }
4702
4703                                 /* Lava */
4704                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4705                                 {
4706                                         /* Ignore */
4707                                         notice = FALSE;
4708                                 }
4709
4710                                 /* Deep water */
4711                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4712                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4713                                 {
4714                                         /* Ignore */
4715                                         notice = FALSE;
4716                                 }
4717                         }
4718
4719                         /* Interesting feature */
4720                         if (notice) return (TRUE);
4721
4722                         /* The grid is "visible" */
4723                         inv = FALSE;
4724                 }
4725
4726                 /* Analyze unknown grids and floors considering mimic */
4727                 if (inv || !see_wall(0, row, col))
4728                 {
4729                         /* Looking for open area */
4730                         if (find_openarea)
4731                         {
4732                                 /* Nothing */
4733                         }
4734
4735                         /* The first new direction. */
4736                         else if (!option)
4737                         {
4738                                 option = new_dir;
4739                         }
4740
4741                         /* Three new directions. Stop running. */
4742                         else if (option2)
4743                         {
4744                                 return (TRUE);
4745                         }
4746
4747                         /* Two non-adjacent new directions.  Stop running. */
4748                         else if (option != cycle[chome[prev_dir] + i - 1])
4749                         {
4750                                 return (TRUE);
4751                         }
4752
4753                         /* Two new (adjacent) directions (case 1) */
4754                         else if (new_dir & 0x01)
4755                         {
4756                                 check_dir = cycle[chome[prev_dir] + i - 2];
4757                                 option2 = new_dir;
4758                         }
4759
4760                         /* Two new (adjacent) directions (case 2) */
4761                         else
4762                         {
4763                                 check_dir = cycle[chome[prev_dir] + i + 1];
4764                                 option2 = option;
4765                                 option = new_dir;
4766                         }
4767                 }
4768
4769                 /* Obstacle, while looking for open area */
4770                 else
4771                 {
4772                         if (find_openarea)
4773                         {
4774                                 if (i < 0)
4775                                 {
4776                                         /* Break to the right */
4777                                         find_breakright = TRUE;
4778                                 }
4779
4780                                 else if (i > 0)
4781                                 {
4782                                         /* Break to the left */
4783                                         find_breakleft = TRUE;
4784                                 }
4785                         }
4786                 }
4787         }
4788
4789         /* Looking for open area */
4790         if (find_openarea)
4791         {
4792                 /* Hack -- look again */
4793                 for (i = -max; i < 0; i++)
4794                 {
4795                         /* Unknown grid or non-wall */
4796                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4797                         {
4798                                 /* Looking to break right */
4799                                 if (find_breakright)
4800                                 {
4801                                         return (TRUE);
4802                                 }
4803                         }
4804
4805                         /* Obstacle */
4806                         else
4807                         {
4808                                 /* Looking to break left */
4809                                 if (find_breakleft)
4810                                 {
4811                                         return (TRUE);
4812                                 }
4813                         }
4814                 }
4815
4816                 /* Hack -- look again */
4817                 for (i = max; i > 0; i--)
4818                 {
4819                         /* Unknown grid or non-wall */
4820                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4821                         {
4822                                 /* Looking to break left */
4823                                 if (find_breakleft)
4824                                 {
4825                                         return (TRUE);
4826                                 }
4827                         }
4828
4829                         /* Obstacle */
4830                         else
4831                         {
4832                                 /* Looking to break right */
4833                                 if (find_breakright)
4834                                 {
4835                                         return (TRUE);
4836                                 }
4837                         }
4838                 }
4839         }
4840
4841         /* Not looking for open area */
4842         else
4843         {
4844                 /* No options */
4845                 if (!option)
4846                 {
4847                         return (TRUE);
4848                 }
4849
4850                 /* One option */
4851                 else if (!option2)
4852                 {
4853                         /* Primary option */
4854                         find_current = option;
4855
4856                         /* No other options */
4857                         find_prevdir = option;
4858                 }
4859
4860                 /* Two options, examining corners */
4861                 else if (!find_cut)
4862                 {
4863                         /* Primary option */
4864                         find_current = option;
4865
4866                         /* Hack -- allow curving */
4867                         find_prevdir = option2;
4868                 }
4869
4870                 /* Two options, pick one */
4871                 else
4872                 {
4873                         /* Get next location */
4874                         row = py + ddy[option];
4875                         col = px + ddx[option];
4876
4877                         /* Don't see that it is closed off. */
4878                         /* This could be a potential corner or an intersection. */
4879                         if (!see_wall(option, row, col) ||
4880                             !see_wall(check_dir, row, col))
4881                         {
4882                                 /* Can not see anything ahead and in the direction we */
4883                                 /* are turning, assume that it is a potential corner. */
4884                                 if (see_nothing(option, row, col) &&
4885                                     see_nothing(option2, row, col))
4886                                 {
4887                                         find_current = option;
4888                                         find_prevdir = option2;
4889                                 }
4890
4891                                 /* STOP: we are next to an intersection or a room */
4892                                 else
4893                                 {
4894                                         return (TRUE);
4895                                 }
4896                         }
4897
4898                         /* This corner is seen to be enclosed; we cut the corner. */
4899                         else if (find_cut)
4900                         {
4901                                 find_current = option2;
4902                                 find_prevdir = option2;
4903                         }
4904
4905                         /* This corner is seen to be enclosed, and we */
4906                         /* deliberately go the long way. */
4907                         else
4908                         {
4909                                 find_current = option;
4910                                 find_prevdir = option2;
4911                         }
4912                 }
4913         }
4914
4915         /* About to hit a known wall, stop */
4916         if (see_wall(find_current, py, px))
4917         {
4918                 return (TRUE);
4919         }
4920
4921         /* Failure */
4922         return (FALSE);
4923 }
4924
4925
4926
4927 /*
4928  * Take one step along the current "run" path
4929  */
4930 void run_step(int dir)
4931 {
4932         /* Start running */
4933         if (dir)
4934         {
4935                 /* Ignore AVOID_RUN on a first step */
4936                 ignore_avoid_run = TRUE;
4937
4938                 /* Hack -- do not start silly run */
4939                 if (see_wall(dir, py, px))
4940                 {
4941                         /* Message */
4942 #ifdef JP
4943                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4944 #else
4945                         msg_print("You cannot run in that direction.");
4946 #endif
4947
4948                         /* Disturb */
4949                         disturb(0, 0);
4950
4951                         /* Done */
4952                         return;
4953                 }
4954
4955                 /* Initialize */
4956                 run_init(dir);
4957         }
4958
4959         /* Keep running */
4960         else
4961         {
4962                 /* Update run */
4963                 if (run_test())
4964                 {
4965                         /* Disturb */
4966                         disturb(0, 0);
4967
4968                         /* Done */
4969                         return;
4970                 }
4971         }
4972
4973         /* Decrease the run counter */
4974         if (--running <= 0) return;
4975
4976         /* Take time */
4977         energy_use = 100;
4978
4979         /* Move the player, using the "pickup" flag */
4980 #ifdef ALLOW_EASY_DISARM /* TNB */
4981
4982         move_player(find_current, FALSE, FALSE);
4983
4984 #else /* ALLOW_EASY_DISARM -- TNB */
4985
4986         move_player(find_current, always_pickup, FALSE);
4987
4988 #endif /* ALLOW_EASY_DISARM -- TNB */
4989
4990         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4991         {
4992                 p_ptr->run_py = 0;
4993                 p_ptr->run_px = 0;
4994                 disturb(0, 0);
4995         }
4996 }
4997
4998
4999 #ifdef TRAVEL
5000 /*
5001  * Test for traveling
5002  */
5003 static bool travel_test(void)
5004 {
5005         int prev_dir, new_dir, check_dir = 0;
5006         int row, col;
5007         int i, max;
5008         bool stop = TRUE;
5009         cave_type *c_ptr;
5010
5011         /* Where we came from */
5012         prev_dir = find_prevdir;
5013
5014         /* Range of newly adjacent grids */
5015         max = (prev_dir & 0x01) + 1;
5016
5017         for (i = 0; i < 8; i++)
5018         {
5019                 if (travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]] < travel.cost[py][px]) stop = FALSE;
5020         }
5021
5022         if (stop) return (TRUE);
5023
5024         /* break run when leaving trap detected region */
5025         if ((disturb_trap_detect || alert_trap_detect)
5026             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
5027         {
5028                 /* No duplicate warning */
5029                 p_ptr->dtrap = FALSE;
5030
5031                 /* You are just on the edge */
5032                 if (!(cave[py][px].info & CAVE_UNSAFE))
5033                 {
5034                         if (alert_trap_detect)
5035                         {
5036 #ifdef JP
5037                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
5038 #else
5039                                 msg_print("*Leaving trap detect region!*");
5040 #endif
5041                         }
5042
5043                         if (disturb_trap_detect)
5044                         {
5045                                 /* Break Run */
5046                                 return(TRUE);
5047                         }
5048                 }
5049         }
5050
5051         /* Cannot travel when blind */
5052         if (p_ptr->blind || no_lite())
5053         {
5054 #ifdef JP
5055                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
5056 #else
5057                 msg_print("You cannot see!");
5058 #endif
5059                 return (TRUE);
5060         }
5061
5062         /* Look at every newly adjacent square. */
5063         for (i = -max; i <= max; i++)
5064         {
5065                 /* New direction */
5066                 new_dir = cycle[chome[prev_dir] + i];
5067
5068                 /* New location */
5069                 row = py + ddy[new_dir];
5070                 col = px + ddx[new_dir];
5071
5072                 /* Access grid */
5073                 c_ptr = &cave[row][col];
5074
5075
5076                 /* Visible monsters abort running */
5077                 if (c_ptr->m_idx)
5078                 {
5079                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
5080
5081                         /* Visible monster */
5082                         if (m_ptr->ml) return (TRUE);
5083                 }
5084         }
5085
5086         /* Failure */
5087         return (FALSE);
5088 }
5089
5090
5091 /*
5092  * Travel command
5093  */
5094 void travel_step(void)
5095 {
5096         int i;
5097         int dir = travel.dir;
5098         int old_run = travel.run;
5099
5100         find_prevdir = dir;
5101
5102         /* disturb */
5103         if (travel_test())
5104         {
5105                 if (travel.run == 255)
5106                 {
5107 #ifdef JP
5108                         msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
5109 #else
5110                         msg_print("No route is found!");
5111 #endif
5112                 }
5113                 disturb(0, 0);
5114                 return;
5115         }
5116
5117         energy_use = 100;
5118
5119         for (i = 1; i <= 9; i++)
5120         {
5121                 if (i == 5) continue;
5122
5123                 if (travel.cost[py+ddy[i]][px+ddx[i]] < travel.cost[py+ddy[dir]][px+ddx[dir]])
5124                 {
5125                         dir = i;
5126                 }
5127         }
5128
5129         /* Close door */
5130         if (!easy_open && is_closed_door(cave[py+ddy[dir]][px+ddx[dir]].feat))
5131         {
5132                 disturb(0, 0);
5133                 return;
5134         }
5135
5136         travel.dir = dir;
5137         move_player(dir, always_pickup, easy_disarm);
5138         travel.run = old_run;
5139
5140         if ((py == travel.y) && (px == travel.x))
5141                 travel.run = 0;
5142         else
5143                 travel.run--;
5144 }
5145 #endif