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m_ptr->mlとis_original_ap(m_ptr)の組み合わせだった部分をさらにマクロ
[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
92
93         /* Critical hit */
94         if (randint1(5000) <= i)
95         {
96                 k = weight + randint1(500);
97
98                 if (k < 500)
99                 {
100 #ifdef JP
101                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
102 #else
103                         msg_print("It was a good hit!");
104 #endif
105
106                         dam = 2 * dam + 5;
107                 }
108                 else if (k < 1000)
109                 {
110 #ifdef JP
111                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
112 #else
113                         msg_print("It was a great hit!");
114 #endif
115
116                         dam = 2 * dam + 10;
117                 }
118                 else
119                 {
120 #ifdef JP
121                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
122 #else
123                         msg_print("It was a superb hit!");
124 #endif
125
126                         dam = 3 * dam + 15;
127                 }
128         }
129
130         return (dam);
131 }
132
133
134
135 /*
136  * Critical hits (by player)
137  *
138  * Factor in weapon weight, total plusses, player level.
139  */
140 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
141 {
142         int i, k;
143
144         /* Extract "blow" power */
145         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
146
147         /* Chance */
148         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
149         {
150                 k = weight + randint1(650);
151                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
152
153                 if (k < 400)
154                 {
155 #ifdef JP
156                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
157 #else
158                         msg_print("It was a good hit!");
159 #endif
160
161                         dam = 2 * dam + 5;
162                 }
163                 else if (k < 700)
164                 {
165 #ifdef JP
166                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
167 #else
168                         msg_print("It was a great hit!");
169 #endif
170
171                         dam = 2 * dam + 10;
172                 }
173                 else if (k < 900)
174                 {
175 #ifdef JP
176                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
177 #else
178                         msg_print("It was a superb hit!");
179 #endif
180
181                         dam = 3 * dam + 15;
182                 }
183                 else if (k < 1300)
184                 {
185 #ifdef JP
186                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
187 #else
188                         msg_print("It was a *GREAT* hit!");
189 #endif
190
191                         dam = 3 * dam + 20;
192                 }
193                 else
194                 {
195 #ifdef JP
196                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
197 #else
198                         msg_print("It was a *SUPERB* hit!");
199 #endif
200
201                         dam = ((7 * dam) / 2) + 25;
202                 }
203         }
204
205         return (dam);
206 }
207
208
209
210 /*
211  * Extract the "total damage" from a given object hitting a given monster.
212  *
213  * Note that "flasks of oil" do NOT do fire damage, although they
214  * certainly could be made to do so.  XXX XXX
215  *
216  * Note that most brands and slays are x3, except Slay Animal (x2),
217  * Slay Evil (x2), and Kill dragon (x5).
218  */
219 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
220 {
221         int mult = 10;
222
223         monster_race *r_ptr = &r_info[m_ptr->r_idx];
224
225         u32b flgs[TR_FLAG_SIZE];
226
227         /* Extract the flags */
228         object_flags(o_ptr, flgs);
229
230         /* Some "weapons" and "ammo" do extra damage */
231         switch (o_ptr->tval)
232         {
233                 case TV_SHOT:
234                 case TV_ARROW:
235                 case TV_BOLT:
236                 case TV_HAFTED:
237                 case TV_POLEARM:
238                 case TV_SWORD:
239                 case TV_DIGGING:
240                 {
241                         /* Slay Animal */
242                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
243                             (r_ptr->flags3 & RF3_ANIMAL))
244                         {
245                                 if (is_original_ap_and_seen(m_ptr))
246                                 {
247                                         r_ptr->r_flags3 |= RF3_ANIMAL;
248                                 }
249
250                                 if (mult < 25) mult = 25;
251                         }
252
253                         /* Execute Animal */
254                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
255                             (r_ptr->flags3 & RF3_ANIMAL))
256                         {
257                                 if (is_original_ap_and_seen(m_ptr))
258                                 {
259                                         r_ptr->r_flags3 |= RF3_ANIMAL;
260                                 }
261
262                                 if (mult < 40) mult = 40;
263                         }
264
265                         /* Slay Evil */
266                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
267                             (r_ptr->flags3 & RF3_EVIL))
268                         {
269                                 if (is_original_ap_and_seen(m_ptr))
270                                 {
271                                         r_ptr->r_flags3 |= RF3_EVIL;
272                                 }
273
274                                 if (mult < 20) mult = 20;
275                         }
276
277                         /* Execute Evil */
278                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
279                             (r_ptr->flags3 & RF3_EVIL))
280                         {
281                                 if (is_original_ap_and_seen(m_ptr))
282                                 {
283                                         r_ptr->r_flags3 |= RF3_EVIL;
284                                 }
285
286                                 if (mult < 35) mult = 35;
287                         }
288
289                         /* Slay Human */
290                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
291                             (r_ptr->flags2 & RF2_HUMAN))
292                         {
293                                 if (is_original_ap_and_seen(m_ptr))
294                                 {
295                                         r_ptr->r_flags2 |= RF2_HUMAN;
296                                 }
297
298                                 if (mult < 25) mult = 25;
299                         }
300
301                         /* Execute Human */
302                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
303                             (r_ptr->flags2 & RF2_HUMAN))
304                         {
305                                 if (is_original_ap_and_seen(m_ptr))
306                                 {
307                                         r_ptr->r_flags2 |= RF2_HUMAN;
308                                 }
309
310                                 if (mult < 40) mult = 40;
311                         }
312
313                         /* Slay Undead */
314                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
315                             (r_ptr->flags3 & RF3_UNDEAD))
316                         {
317                                 if (is_original_ap_and_seen(m_ptr))
318                                 {
319                                         r_ptr->r_flags3 |= RF3_UNDEAD;
320                                 }
321
322                                 if (mult < 30) mult = 30;
323                         }
324
325                         /* Execute Undead */
326                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
327                             (r_ptr->flags3 & RF3_UNDEAD))
328                         {
329                                 if (is_original_ap_and_seen(m_ptr))
330                                 {
331                                         r_ptr->r_flags3 |= RF3_UNDEAD;
332                                 }
333
334                                 if (mult < 50) mult = 50;
335                         }
336
337                         /* Slay Demon */
338                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
339                             (r_ptr->flags3 & RF3_DEMON))
340                         {
341                                 if (is_original_ap_and_seen(m_ptr))
342                                 {
343                                         r_ptr->r_flags3 |= RF3_DEMON;
344                                 }
345
346                                 if (mult < 30) mult = 30;
347                         }
348
349                         /* Execute Demon */
350                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
351                             (r_ptr->flags3 & RF3_DEMON))
352                         {
353                                 if (is_original_ap_and_seen(m_ptr))
354                                 {
355                                         r_ptr->r_flags3 |= RF3_DEMON;
356                                 }
357
358                                 if (mult < 50) mult = 50;
359                         }
360
361                         /* Slay Orc */
362                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
363                             (r_ptr->flags3 & RF3_ORC))
364                         {
365                                 if (is_original_ap_and_seen(m_ptr))
366                                 {
367                                         r_ptr->r_flags3 |= RF3_ORC;
368                                 }
369
370                                 if (mult < 30) mult = 30;
371                         }
372
373                         /* Execute Orc */
374                         if ((have_flag(flgs, TR_KILL_ORC)) &&
375                             (r_ptr->flags3 & RF3_ORC))
376                         {
377                                 if (is_original_ap_and_seen(m_ptr))
378                                 {
379                                         r_ptr->r_flags3 |= RF3_ORC;
380                                 }
381
382                                 if (mult < 50) mult = 50;
383                         }
384
385                         /* Slay Troll */
386                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
387                             (r_ptr->flags3 & RF3_TROLL))
388                         {
389                                 if (is_original_ap_and_seen(m_ptr))
390                                 {
391                                         r_ptr->r_flags3 |= RF3_TROLL;
392                                 }
393
394                                 if (mult < 30) mult = 30;
395                         }
396
397                         /* Execute Troll */
398                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
399                             (r_ptr->flags3 & RF3_TROLL))
400                         {
401                                 if (is_original_ap_and_seen(m_ptr))
402                                 {
403                                         r_ptr->r_flags3 |= RF3_TROLL;
404                                 }
405
406                                 if (mult < 50) mult = 50;
407                         }
408
409                         /* Slay Giant */
410                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
411                             (r_ptr->flags3 & RF3_GIANT))
412                         {
413                                 if (is_original_ap_and_seen(m_ptr))
414                                 {
415                                         r_ptr->r_flags3 |= RF3_GIANT;
416                                 }
417
418                                 if (mult < 30) mult = 30;
419                         }
420
421                         /* Execute Giant */
422                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
423                             (r_ptr->flags3 & RF3_GIANT))
424                         {
425                                 if (is_original_ap_and_seen(m_ptr))
426                                 {
427                                         r_ptr->r_flags3 |= RF3_GIANT;
428                                 }
429
430                                 if (mult < 50) mult = 50;
431                         }
432
433                         /* Slay Dragon  */
434                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
435                             (r_ptr->flags3 & RF3_DRAGON))
436                         {
437                                 if (is_original_ap_and_seen(m_ptr))
438                                 {
439                                         r_ptr->r_flags3 |= RF3_DRAGON;
440                                 }
441
442                                 if (mult < 30) mult = 30;
443                         }
444
445                         /* Execute Dragon */
446                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
447                             (r_ptr->flags3 & RF3_DRAGON))
448                         {
449                                 if (is_original_ap_and_seen(m_ptr))
450                                 {
451                                         r_ptr->r_flags3 |= RF3_DRAGON;
452                                 }
453
454                                 if (mult < 50) mult = 50;
455
456                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
457                                         mult *= 3;
458                         }
459
460                         /* Brand (Acid) */
461                         if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
462                         {
463                                 /* Notice immunity */
464                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
465                                 {
466                                         if (is_original_ap_and_seen(m_ptr))
467                                         {
468                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
469                                         }
470                                 }
471
472                                 /* Otherwise, take the damage */
473                                 else
474                                 {
475                                         if (mult < 25) mult = 25;
476                                 }
477                         }
478
479                         /* Brand (Elec) */
480                         if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
481                         {
482                                 /* Notice immunity */
483                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
484                                 {
485                                         if (is_original_ap_and_seen(m_ptr))
486                                         {
487                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
488                                         }
489                                 }
490
491                                 /* Otherwise, take the damage */
492                                 else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
493                                 {
494                                         if (mult < 70) mult = 70;
495                                 }
496                                 else if (mode == HISSATSU_ELEC)
497                                 {
498                                         if (mult < 50) mult = 50;
499                                 }
500
501                                 else
502                                 {
503                                         if (mult < 25) mult = 25;
504                                 }
505                         }
506
507                         /* Brand (Fire) */
508                         if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
509                         {
510                                 /* Notice immunity */
511                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
512                                 {
513                                         if (is_original_ap_and_seen(m_ptr))
514                                         {
515                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
516                                         }
517                                 }
518
519                                 /* Otherwise, take the damage */
520                                 else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
521                                 {
522                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
523                                         {
524                                                 if (mult < 70) mult = 70;
525                                                 if (is_original_ap_and_seen(m_ptr))
526                                                 {
527                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
528                                                 }
529                                         }
530                                         else if (mult < 35) mult = 35;
531                                 }
532                                 else
533                                 {
534                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
535                                         {
536                                                 if (mult < 50) mult = 50;
537                                                 if (is_original_ap_and_seen(m_ptr))
538                                                 {
539                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
540                                                 }
541                                         }
542                                         else if (mult < 25) mult = 25;
543                                 }
544                         }
545
546                         /* Brand (Cold) */
547                         if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
548                         {
549                                 /* Notice immunity */
550                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
551                                 {
552                                         if (is_original_ap_and_seen(m_ptr))
553                                         {
554                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
555                                         }
556                                 }
557                                 /* Otherwise, take the damage */
558                                 else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
559                                 {
560                                         if (r_ptr->flags3 & RF3_HURT_COLD)
561                                         {
562                                                 if (mult < 70) mult = 70;
563                                                 if (is_original_ap_and_seen(m_ptr))
564                                                 {
565                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
566                                                 }
567                                         }
568                                         else if (mult < 35) mult = 35;
569                                 }
570                                 else
571                                 {
572                                         if (r_ptr->flags3 & RF3_HURT_COLD)
573                                         {
574                                                 if (mult < 50) mult = 50;
575                                                 if (is_original_ap_and_seen(m_ptr))
576                                                 {
577                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
578                                                 }
579                                         }
580                                         else if (mult < 25) mult = 25;
581                                 }
582                         }
583
584                         /* Brand (Poison) */
585                         if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
586                         {
587                                 /* Notice immunity */
588                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
589                                 {
590                                         if (is_original_ap_and_seen(m_ptr))
591                                         {
592                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
593                                         }
594                                 }
595
596                                 /* Otherwise, take the damage */
597                                 else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
598                                 {
599                                         if (mult < 35) mult = 35;
600                                 }
601                                 else
602                                 {
603                                         if (mult < 25) mult = 25;
604                                 }
605                         }
606                         if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
607                         {
608                                 if (mult < 15) mult = 25;
609                                 else if (mult < 50) mult = MIN(50, mult+20);
610                         }
611                         if (mode == HISSATSU_UNDEAD)
612                         {
613                                 if (r_ptr->flags3 & RF3_UNDEAD)
614                                 {
615                                         if (is_original_ap_and_seen(m_ptr))
616                                         {
617                                                 r_ptr->r_flags3 |= RF3_UNDEAD;
618                                         }
619                                         if (mult == 10) mult = 70;
620                                         else if (mult < 140) mult = MIN(140, mult+60);
621                                 }
622                                 if (mult == 10) mult = 40;
623                                 else if (mult < 60) mult = MIN(60, mult+30);
624                         }
625                         if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
626                         {
627                                 int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
628                                 if (mult < tmp) mult = tmp;
629                         }
630                         if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
631                         {
632                                 if (is_original_ap_and_seen(m_ptr))
633                                 {
634                                         r_ptr->r_flags3 |= RF3_HURT_ROCK;
635                                 }
636                                 if (mult == 10) mult = 40;
637                                 else if (mult < 60) mult = 60;
638                         }
639                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
640                         {
641                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
642                                 p_ptr->redraw |= (PR_MANA);
643                                 mult = mult * 3 / 2 + 20;
644                         }
645                         break;
646                 }
647         }
648         if (mult > 150) mult = 150;
649
650         /* Return the total damage */
651         return (tdam * mult / 10);
652 }
653
654
655 /*
656  * Search for hidden things
657  */
658 void search(void)
659 {
660         int y, x, chance;
661
662         s16b this_o_idx, next_o_idx = 0;
663
664         cave_type *c_ptr;
665
666
667         /* Start with base search ability */
668         chance = p_ptr->skill_srh;
669
670         /* Penalize various conditions */
671         if (p_ptr->blind || no_lite()) chance = chance / 10;
672         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
673
674         /* Search the nearby grids, which are always in bounds */
675         for (y = (py - 1); y <= (py + 1); y++)
676         {
677                 for (x = (px - 1); x <= (px + 1); x++)
678                 {
679                         /* Sometimes, notice things */
680                         if (randint0(100) < chance)
681                         {
682                                 /* Access the grid */
683                                 c_ptr = &cave[y][x];
684
685                                 /* Invisible trap */
686                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
687                                 {
688                                         /* Pick a trap */
689                                         disclose_grid(y, x);
690
691                                         /* Message */
692 #ifdef JP
693                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
694 #else
695                                         msg_print("You have found a trap.");
696 #endif
697
698                                         /* Disturb */
699                                         disturb(0, 0);
700                                 }
701
702                                 /* Secret door */
703                                 if (is_hidden_door(c_ptr))
704                                 {
705                                         /* Message */
706 #ifdef JP
707                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
708 #else
709                                         msg_print("You have found a secret door.");
710 #endif
711
712                                         /* Disclose */
713                                         disclose_grid(y, x);
714
715                                         /* Disturb */
716                                         disturb(0, 0);
717                                 }
718
719                                 /* Scan all objects in the grid */
720                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
721                                 {
722                                         object_type *o_ptr;
723
724                                         /* Acquire object */
725                                         o_ptr = &o_list[this_o_idx];
726
727                                         /* Acquire next object */
728                                         next_o_idx = o_ptr->next_o_idx;
729
730                                         /* Skip non-chests */
731                                         if (o_ptr->tval != TV_CHEST) continue;
732
733                                         /* Skip non-trapped chests */
734                                         if (!chest_traps[o_ptr->pval]) continue;
735
736                                         /* Identify once */
737                                         if (!object_is_known(o_ptr))
738                                         {
739                                                 /* Message */
740 #ifdef JP
741                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
742 #else
743                                                 msg_print("You have discovered a trap on the chest!");
744 #endif
745
746                                                 /* Know the trap */
747                                                 object_known(o_ptr);
748
749                                                 /* Notice it */
750                                                 disturb(0, 0);
751                                         }
752                                 }
753                         }
754                 }
755         }
756 }
757
758
759 /*
760  * Helper routine for py_pickup() and py_pickup_floor().
761  *
762  * Add the given dungeon object to the character's inventory.
763  *
764  * Delete the object afterwards.
765  */
766 void py_pickup_aux(int o_idx)
767 {
768         int slot, i;
769
770 #ifdef JP
771 /*
772  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
773  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
774  * ¤À¤¬¡¢°ãÏ´¶¤¬
775  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
776  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
777  */
778         char o_name[MAX_NLEN];
779         char old_name[MAX_NLEN];
780         char kazu_str[80];
781         int hirottakazu;
782 #else
783         char o_name[MAX_NLEN];
784 #endif
785
786         object_type *o_ptr;
787
788         o_ptr = &o_list[o_idx];
789
790 #ifdef JP
791         /* Describe the object */
792         object_desc(old_name, o_ptr, OD_NAME_ONLY);
793         object_desc_kosuu(kazu_str, o_ptr);
794         hirottakazu = o_ptr->number;
795 #endif
796         /* Carry the object */
797         slot = inven_carry(o_ptr);
798
799         /* Get the object again */
800         o_ptr = &inventory[slot];
801
802         /* Delete the object */
803         delete_object_idx(o_idx);
804
805         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
806         {
807                 bool old_known = identify_item(o_ptr);
808
809                 /* Auto-inscription/destroy */
810                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
811
812                 /* If it is destroyed, don't pick it up */
813                 if (o_ptr->marked & OM_AUTODESTROY) return;
814         }
815
816         /* Describe the object */
817         object_desc(o_name, o_ptr, 0);
818
819         /* Message */
820 #ifdef JP
821         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
822         {
823                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
824                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
825                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
826         }
827         else
828         {
829                 if (plain_pickup)
830                 {
831                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
832                 }
833                 else
834                 {
835                         if (o_ptr->number > hirottakazu) {
836                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
837                                kazu_str, o_name, index_to_label(slot));
838                         } else {
839                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
840                         }
841                 }
842         }
843         strcpy(record_o_name, old_name);
844 #else
845         msg_format("You have %s (%c).", o_name, index_to_label(slot));
846         strcpy(record_o_name, o_name);
847 #endif
848         record_turn = turn;
849
850
851         /* Check if completed a quest */
852         for (i = 0; i < max_quests; i++)
853         {
854                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
855                     (quest[i].status == QUEST_STATUS_TAKEN) &&
856                            (quest[i].k_idx == o_ptr->name1))
857                 {
858                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
859                         quest[i].status = QUEST_STATUS_COMPLETED;
860                         quest[i].complev = (byte)p_ptr->lev;
861 #ifdef JP
862                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
863 #else
864                         msg_print("You completed your quest!");
865 #endif
866
867                         msg_print(NULL);
868                 }
869         }
870 }
871
872
873 /*
874  * Player "wants" to pick up an object or gold.
875  * Note that we ONLY handle things that can be picked up.
876  * See "move_player()" for handling of other things.
877  */
878 void carry(bool pickup)
879 {
880         cave_type *c_ptr = &cave[py][px];
881
882         s16b this_o_idx, next_o_idx = 0;
883
884         char    o_name[MAX_NLEN];
885
886         /* Recenter the map around the player */
887         verify_panel();
888
889         /* Update stuff */
890         p_ptr->update |= (PU_MONSTERS);
891
892         /* Redraw map */
893         p_ptr->redraw |= (PR_MAP);
894
895         /* Window stuff */
896         p_ptr->window |= (PW_OVERHEAD);
897
898         /* Handle stuff */
899         handle_stuff();
900
901         /* Automatically pickup/destroy/inscribe items */
902         autopick_pickup_items(c_ptr);
903
904
905 #ifdef ALLOW_EASY_FLOOR
906
907         if (easy_floor)
908         {
909                 py_pickup_floor(pickup);
910                 return;
911         }
912
913 #endif /* ALLOW_EASY_FLOOR */
914
915         /* Scan the pile of objects */
916         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
917         {
918                 object_type *o_ptr;
919
920                 /* Acquire object */
921                 o_ptr = &o_list[this_o_idx];
922
923 #ifdef ALLOW_EASY_SENSE /* TNB */
924
925                 /* Option: Make item sensing easy */
926                 if (easy_sense)
927                 {
928                         /* Sense the object */
929                         (void)sense_object(o_ptr);
930                 }
931
932 #endif /* ALLOW_EASY_SENSE -- TNB */
933
934                 /* Describe the object */
935                 object_desc(o_name, o_ptr, 0);
936
937                 /* Acquire next object */
938                 next_o_idx = o_ptr->next_o_idx;
939
940                 /* Hack -- disturb */
941                 disturb(0, 0);
942
943                 /* Pick up gold */
944                 if (o_ptr->tval == TV_GOLD)
945                 {
946                         int value = (long)o_ptr->pval;
947
948                         /* Delete the gold */
949                         delete_object_idx(this_o_idx);
950
951                         /* Message */
952 #ifdef JP
953                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
954                            (long)value, o_name);
955 #else
956                         msg_format("You collect %ld gold pieces worth of %s.",
957                                    (long)value, o_name);
958 #endif
959
960
961                         sound(SOUND_SELL);
962
963                         /* Collect the gold */
964                         p_ptr->au += value;
965
966                         /* Redraw gold */
967                         p_ptr->redraw |= (PR_GOLD);
968
969                         /* Window stuff */
970                         p_ptr->window |= (PW_PLAYER);
971                 }
972
973                 /* Pick up objects */
974                 else
975                 {
976                         /* Hack - some objects were handled in autopick_pickup_items(). */
977                         if (o_ptr->marked & OM_NOMSG)
978                         {
979                                 /* Clear the flag. */
980                                 o_ptr->marked &= ~OM_NOMSG;
981                         }
982                         /* Describe the object */
983                         else if (!pickup)
984                         {
985 #ifdef JP
986                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
987 #else
988                                 msg_format("You see %s.", o_name);
989 #endif
990
991                         }
992
993                         /* Note that the pack is too full */
994                         else if (!inven_carry_okay(o_ptr))
995                         {
996 #ifdef JP
997                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
998 #else
999                                 msg_format("You have no room for %s.", o_name);
1000 #endif
1001
1002                         }
1003
1004                         /* Pick up the item (if requested and allowed) */
1005                         else
1006                         {
1007                                 int okay = TRUE;
1008
1009                                 /* Hack -- query every item */
1010                                 if (carry_query_flag)
1011                                 {
1012                                         char out_val[MAX_NLEN+20];
1013 #ifdef JP
1014                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
1015 #else
1016                                         sprintf(out_val, "Pick up %s? ", o_name);
1017 #endif
1018
1019                                         okay = get_check(out_val);
1020                                 }
1021
1022                                 /* Attempt to pick up an object. */
1023                                 if (okay)
1024                                 {
1025                                         /* Pick up the object */
1026                                         py_pickup_aux(this_o_idx);
1027                                 }
1028                         }
1029                 }
1030         }
1031 }
1032
1033
1034 /*
1035  * Determine if a trap affects the player.
1036  * Always miss 5% of the time, Always hit 5% of the time.
1037  * Otherwise, match trap power against player armor.
1038  */
1039 static int check_hit(int power)
1040 {
1041         int k, ac;
1042
1043         /* Percentile dice */
1044         k = randint0(100);
1045
1046         /* Hack -- 5% hit, 5% miss */
1047         if (k < 10) return (k < 5);
1048
1049         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1050                 if (one_in_(20)) return (TRUE);
1051
1052         /* Paranoia -- No power */
1053         if (power <= 0) return (FALSE);
1054
1055         /* Total armor */
1056         ac = p_ptr->ac + p_ptr->to_a;
1057
1058         /* Power competes against Armor */
1059         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1060
1061         /* Assume miss */
1062         return (FALSE);
1063 }
1064
1065
1066
1067 /*
1068  * Handle player hitting a real trap
1069  */
1070 static void hit_trap(bool break_trap)
1071 {
1072         int i, num, dam;
1073         int x = px, y = py;
1074
1075         /* Get the cave grid */
1076         cave_type *c_ptr = &cave[y][x];
1077
1078         int trap_feat = c_ptr->feat;
1079
1080 #ifdef JP
1081         cptr name = "¥È¥é¥Ã¥×";
1082 #else
1083         cptr name = "a trap";
1084 #endif
1085
1086         /* Disturb the player */
1087         disturb(0, 0);
1088
1089         cave_alter_feat(y, x, FF_HIT_TRAP);
1090
1091         /* Analyze XXX XXX XXX */
1092         switch (trap_feat)
1093         {
1094                 case FEAT_TRAP_TRAPDOOR:
1095                 {
1096                         if (p_ptr->levitation)
1097                         {
1098 #ifdef JP
1099                                 msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1100 #else
1101                                 msg_print("You fly over a trap door.");
1102 #endif
1103
1104                         }
1105                         else
1106                         {
1107 #ifdef JP
1108                                 msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
1109                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1110                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1111 #else
1112                                 msg_print("You have fallen through a trap door!");
1113 #endif
1114
1115                                 sound(SOUND_FALL);
1116                                 dam = damroll(2, 8);
1117 #ifdef JP
1118                                 name = "Í¸Í";
1119 #else
1120                                 name = "a trap door";
1121 #endif
1122
1123                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1124
1125                                 /* Still alive and autosave enabled */
1126                                 if (autosave_l && (p_ptr->chp >= 0))
1127                                         do_cmd_save_game(TRUE);
1128
1129 #ifdef JP
1130                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
1131 #else
1132                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1133 #endif
1134                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1135
1136                                 /* Leaving */
1137                                 p_ptr->leaving = TRUE;
1138                         }
1139                         break;
1140                 }
1141
1142                 case FEAT_TRAP_PIT:
1143                 {
1144                         if (p_ptr->levitation)
1145                         {
1146 #ifdef JP
1147                                 msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1148 #else
1149                                 msg_print("You fly over a pit trap.");
1150 #endif
1151
1152                         }
1153                         else
1154                         {
1155 #ifdef JP
1156                                 msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1157 #else
1158                                 msg_print("You have fallen into a pit!");
1159 #endif
1160
1161                                 dam = damroll(2, 6);
1162 #ifdef JP
1163                                 name = "Í·ê";
1164 #else
1165                                 name = "a pit trap";
1166 #endif
1167
1168                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1169                         }
1170                         break;
1171                 }
1172
1173                 case FEAT_TRAP_SPIKED_PIT:
1174                 {
1175                         if (p_ptr->levitation)
1176                         {
1177 #ifdef JP
1178                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1179 #else
1180                                 msg_print("You fly over a spiked pit.");
1181 #endif
1182
1183                         }
1184                         else
1185                         {
1186 #ifdef JP
1187                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1188 #else
1189                                 msg_print("You fall into a spiked pit!");
1190 #endif
1191
1192
1193                                 /* Base damage */
1194 #ifdef JP
1195                                 name = "Í·ê";
1196 #else
1197                                 name = "a pit trap";
1198 #endif
1199
1200                                 dam = damroll(2, 6);
1201
1202                                 /* Extra spike damage */
1203                                 if (randint0(100) < 50)
1204                                 {
1205 #ifdef JP
1206                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1207 #else
1208                                         msg_print("You are impaled!");
1209 #endif
1210
1211
1212 #ifdef JP
1213                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1214 #else
1215                                         name = "a spiked pit";
1216 #endif
1217
1218                                         dam = dam * 2;
1219                                         (void)set_cut(p_ptr->cut + randint1(dam));
1220                                 }
1221
1222                                 /* Take the damage */
1223                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1224                         }
1225                         break;
1226                 }
1227
1228                 case FEAT_TRAP_POISON_PIT:
1229                 {
1230                         if (p_ptr->levitation)
1231                         {
1232 #ifdef JP
1233                                 msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1234 #else
1235                                 msg_print("You fly over a spiked pit.");
1236 #endif
1237
1238                         }
1239                         else
1240                         {
1241 #ifdef JP
1242                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1243 #else
1244                                 msg_print("You fall into a spiked pit!");
1245 #endif
1246
1247
1248                                 /* Base damage */
1249                                 dam = damroll(2, 6);
1250
1251 #ifdef JP
1252                                 name = "Í·ê";
1253 #else
1254                                 name = "a pit trap";
1255 #endif
1256
1257
1258                                 /* Extra spike damage */
1259                                 if (randint0(100) < 50)
1260                                 {
1261 #ifdef JP
1262                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1263 #else
1264                                         msg_print("You are impaled on poisonous spikes!");
1265 #endif
1266
1267
1268 #ifdef JP
1269                                         name = "¥È¥²¤Î¤¢¤ëÍ·ê";
1270 #else
1271                                         name = "a spiked pit";
1272 #endif
1273
1274
1275                                         dam = dam * 2;
1276                                         (void)set_cut(p_ptr->cut + randint1(dam));
1277
1278                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1279                                         {
1280 #ifdef JP
1281                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1282 #else
1283                                                 msg_print("The poison does not affect you!");
1284 #endif
1285
1286                                         }
1287
1288                                         else
1289                                         {
1290                                                 dam = dam * 2;
1291                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1292                                         }
1293                                 }
1294
1295                                 /* Take the damage */
1296                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1297                         }
1298
1299                         break;
1300                 }
1301
1302                 case FEAT_TRAP_TY_CURSE:
1303                 {
1304 #ifdef JP
1305                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1306 #else
1307                         msg_print("There is a flash of shimmering light!");
1308 #endif
1309
1310                         num = 2 + randint1(3);
1311                         for (i = 0; i < num; i++)
1312                         {
1313                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1314                         }
1315
1316                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1317                         {
1318                                 bool stop_ty = FALSE;
1319                                 int count = 0;
1320
1321                                 do
1322                                 {
1323                                         stop_ty = activate_ty_curse(stop_ty, &count);
1324                                 }
1325                                 while (one_in_(6));
1326                         }
1327                         break;
1328                 }
1329
1330                 case FEAT_TRAP_TELEPORT:
1331                 {
1332 #ifdef JP
1333                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1334 #else
1335                         msg_print("You hit a teleport trap!");
1336 #endif
1337
1338                         teleport_player(100, TRUE);
1339                         break;
1340                 }
1341
1342                 case FEAT_TRAP_FIRE:
1343                 {
1344 #ifdef JP
1345                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1346 #else
1347                         msg_print("You are enveloped in flames!");
1348 #endif
1349
1350                         dam = damroll(4, 6);
1351 #ifdef JP
1352                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1353 #else
1354                         (void)fire_dam(dam, "a fire trap", -1);
1355 #endif
1356
1357                         break;
1358                 }
1359
1360                 case FEAT_TRAP_ACID:
1361                 {
1362 #ifdef JP
1363                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1364 #else
1365                         msg_print("You are splashed with acid!");
1366 #endif
1367
1368                         dam = damroll(4, 6);
1369 #ifdef JP
1370                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1371 #else
1372                         (void)acid_dam(dam, "an acid trap", -1);
1373 #endif
1374
1375                         break;
1376                 }
1377
1378                 case FEAT_TRAP_SLOW:
1379                 {
1380                         if (check_hit(125))
1381                         {
1382 #ifdef JP
1383                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1384 #else
1385                                 msg_print("A small dart hits you!");
1386 #endif
1387
1388                                 dam = damroll(1, 4);
1389                                 take_hit(DAMAGE_ATTACK, dam, name, -1);
1390                                 (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1391                         }
1392                         else
1393                         {
1394 #ifdef JP
1395                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1396 #else
1397                                 msg_print("A small dart barely misses you.");
1398 #endif
1399
1400                         }
1401                         break;
1402                 }
1403
1404                 case FEAT_TRAP_LOSE_STR:
1405                 {
1406                         if (check_hit(125))
1407                         {
1408 #ifdef JP
1409                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1410 #else
1411                                 msg_print("A small dart hits you!");
1412 #endif
1413
1414                                 dam = damroll(1, 4);
1415 #ifdef JP
1416                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1417 #else
1418                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1419 #endif
1420
1421                                 (void)do_dec_stat(A_STR);
1422                         }
1423                         else
1424                         {
1425 #ifdef JP
1426                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1427 #else
1428                                 msg_print("A small dart barely misses you.");
1429 #endif
1430
1431                         }
1432                         break;
1433                 }
1434
1435                 case FEAT_TRAP_LOSE_DEX:
1436                 {
1437                         if (check_hit(125))
1438                         {
1439 #ifdef JP
1440                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1441 #else
1442                                 msg_print("A small dart hits you!");
1443 #endif
1444
1445                                 dam = damroll(1, 4);
1446 #ifdef JP
1447                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1448 #else
1449                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1450 #endif
1451
1452                                 (void)do_dec_stat(A_DEX);
1453                         }
1454                         else
1455                         {
1456 #ifdef JP
1457                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1458 #else
1459                                 msg_print("A small dart barely misses you.");
1460 #endif
1461
1462                         }
1463                         break;
1464                 }
1465
1466                 case FEAT_TRAP_LOSE_CON:
1467                 {
1468                         if (check_hit(125))
1469                         {
1470 #ifdef JP
1471                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1472 #else
1473                                 msg_print("A small dart hits you!");
1474 #endif
1475
1476                                 dam = damroll(1, 4);
1477 #ifdef JP
1478                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1479 #else
1480                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1481 #endif
1482
1483                                 (void)do_dec_stat(A_CON);
1484                         }
1485                         else
1486                         {
1487 #ifdef JP
1488                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1489 #else
1490                                 msg_print("A small dart barely misses you.");
1491 #endif
1492
1493                         }
1494                         break;
1495                 }
1496
1497                 case FEAT_TRAP_BLIND:
1498                 {
1499 #ifdef JP
1500                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1501 #else
1502                         msg_print("A black gas surrounds you!");
1503 #endif
1504
1505                         if (!p_ptr->resist_blind)
1506                         {
1507                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1508                         }
1509                         break;
1510                 }
1511
1512                 case FEAT_TRAP_CONFUSE:
1513                 {
1514 #ifdef JP
1515                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1516 #else
1517                         msg_print("A gas of scintillating colors surrounds you!");
1518 #endif
1519
1520                         if (!p_ptr->resist_conf)
1521                         {
1522                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1523                         }
1524                         break;
1525                 }
1526
1527                 case FEAT_TRAP_POISON:
1528                 {
1529 #ifdef JP
1530                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1531 #else
1532                         msg_print("A pungent green gas surrounds you!");
1533 #endif
1534
1535                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1536                         {
1537                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1538                         }
1539                         break;
1540                 }
1541
1542                 case FEAT_TRAP_SLEEP:
1543                 {
1544 #ifdef JP
1545                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1546 #else
1547                         msg_print("A strange white mist surrounds you!");
1548 #endif
1549
1550                         if (!p_ptr->free_act)
1551                         {
1552 #ifdef JP
1553 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1554 #else
1555                                 msg_print("You fall asleep.");
1556 #endif
1557
1558
1559                                 if (ironman_nightmare)
1560                                 {
1561 #ifdef JP
1562 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1563 #else
1564                                         msg_print("A horrible vision enters your mind.");
1565 #endif
1566
1567
1568                                         /* Pick a nightmare */
1569                                         get_mon_num_prep(get_nightmare, NULL);
1570
1571                                         /* Have some nightmares */
1572                                         have_nightmare(get_mon_num(MAX_DEPTH));
1573
1574                                         /* Remove the monster restriction */
1575                                         get_mon_num_prep(NULL, NULL);
1576                                 }
1577                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1578                         }
1579                         break;
1580                 }
1581
1582                 case FEAT_TRAP_TRAPS:
1583                 {
1584 #ifdef JP
1585 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1586 #else
1587                         msg_print("There is a bright flash of light!");
1588 #endif
1589
1590                         /* Make some new traps */
1591                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1592
1593                         break;
1594                 }
1595
1596                 case FEAT_TRAP_ALARM:
1597                 {
1598 #ifdef JP
1599                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1600 #else
1601                         msg_print("An alarm sounds!");
1602 #endif
1603
1604                         aggravate_monsters(0);
1605
1606                         break;
1607                 }
1608
1609                 case FEAT_TRAP_OPEN:
1610                 {
1611 #ifdef JP
1612                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1613 #else
1614                         msg_print("Suddenly, surrounding walls are opened!");
1615 #endif
1616                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1617                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1618                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1619                         aggravate_monsters(0);
1620
1621                         break;
1622                 }
1623
1624                 case FEAT_TRAP_ARMAGEDDON:
1625                 {
1626                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1627                         int evil_idx = 0, good_idx = 0;
1628
1629                         int lev;
1630 #ifdef JP
1631                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1632 #else
1633                         msg_print("Suddenly, you are surrounded by immotal beings!");
1634 #endif
1635
1636                         /* Summon Demons and Angels */
1637                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1638                         {
1639                                 num = levs[MIN(lev/10, 9)];
1640                                 for (i = 0; i < num; i++)
1641                                 {
1642                                         int x1 = rand_spread(x, 7);
1643                                         int y1 = rand_spread(y, 5);
1644
1645                                         /* Skip illegal grids */
1646                                         if (!in_bounds(y1, x1)) continue;
1647
1648                                         /* Require line of projection */
1649                                         if (!projectable(py, px, y1, x1)) continue;
1650
1651                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1652                                                 evil_idx = hack_m_idx_ii;
1653
1654                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1655                                         {
1656                                                 good_idx = hack_m_idx_ii;
1657                                         }
1658
1659                                         /* Let them fight each other */
1660                                         if (evil_idx && good_idx)
1661                                         {
1662                                                 monster_type *evil_ptr = &m_list[evil_idx];
1663                                                 monster_type *good_ptr = &m_list[good_idx];
1664                                                 evil_ptr->target_y = good_ptr->fy;
1665                                                 evil_ptr->target_x = good_ptr->fx;
1666                                                 good_ptr->target_y = evil_ptr->fy;
1667                                                 good_ptr->target_x = evil_ptr->fx;
1668                                         }
1669                                 }
1670                         }
1671                         break;
1672                 }
1673
1674                 case FEAT_TRAP_PIRANHA:
1675                 {
1676 #ifdef JP
1677                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1678 #else
1679                         msg_print("Suddenly, the room is filled with water with piranhas!");
1680 #endif
1681
1682                         /* Water fills room */
1683                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1684
1685                         /* Summon Piranhas */
1686                         num = 1 + dun_level/20;
1687                         for (i = 0; i < num; i++)
1688                         {
1689                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1690                         }
1691                         break;
1692                 }
1693         }
1694
1695         if (break_trap && is_trap(c_ptr->feat))
1696         {
1697                 cave_alter_feat(y, x, FF_DISARM);
1698 #ifdef JP
1699                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1700 #else
1701                 msg_print("You destroyed the trap.");
1702 #endif
1703         }
1704 }
1705
1706
1707 static void touch_zap_player(monster_type *m_ptr)
1708 {
1709         int aura_damage = 0;
1710         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1711
1712         if (r_ptr->flags2 & RF2_AURA_FIRE)
1713         {
1714                 if (!p_ptr->immune_fire)
1715                 {
1716                         char aura_dam[80];
1717
1718                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1719
1720                         /* Hack -- Get the "died from" name */
1721                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1722
1723 #ifdef JP
1724                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1725 #else
1726                         msg_print("You are suddenly very hot!");
1727 #endif
1728
1729                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1730                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1731                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1732
1733                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1734                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1735                         handle_stuff();
1736                 }
1737         }
1738
1739         if (r_ptr->flags3 & RF3_AURA_COLD)
1740         {
1741                 if (!p_ptr->immune_cold)
1742                 {
1743                         char aura_dam[80];
1744
1745                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1746
1747                         /* Hack -- Get the "died from" name */
1748                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1749
1750 #ifdef JP
1751                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1752 #else
1753                         msg_print("You are suddenly very cold!");
1754 #endif
1755
1756                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1757                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1758
1759                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1760                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1761                         handle_stuff();
1762                 }
1763         }
1764
1765         if (r_ptr->flags2 & RF2_AURA_ELEC)
1766         {
1767                 if (!p_ptr->immune_elec)
1768                 {
1769                         char aura_dam[80];
1770
1771                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1772
1773                         /* Hack -- Get the "died from" name */
1774                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1775
1776                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1777                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1778                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1779
1780 #ifdef JP
1781                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1782 #else
1783                         msg_print("You get zapped!");
1784 #endif
1785
1786                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1787                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1788                         handle_stuff();
1789                 }
1790         }
1791 }
1792
1793
1794 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1795 {
1796         int             k, bonus, chance;
1797         int             n_weight = 0;
1798         monster_type    *m_ptr = &m_list[m_idx];
1799         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1800         char            m_name[80];
1801
1802         int             dss, ddd;
1803
1804         cptr            atk_desc;
1805
1806         switch (attack)
1807         {
1808                 case MUT2_SCOR_TAIL:
1809                         dss = 3;
1810                         ddd = 7;
1811                         n_weight = 5;
1812 #ifdef JP
1813                         atk_desc = "¿¬Èø";
1814 #else
1815                         atk_desc = "tail";
1816 #endif
1817
1818                         break;
1819                 case MUT2_HORNS:
1820                         dss = 2;
1821                         ddd = 6;
1822                         n_weight = 15;
1823 #ifdef JP
1824                         atk_desc = "³Ñ";
1825 #else
1826                         atk_desc = "horns";
1827 #endif
1828
1829                         break;
1830                 case MUT2_BEAK:
1831                         dss = 2;
1832                         ddd = 4;
1833                         n_weight = 5;
1834 #ifdef JP
1835                         atk_desc = "¥¯¥Á¥Ð¥·";
1836 #else
1837                         atk_desc = "beak";
1838 #endif
1839
1840                         break;
1841                 case MUT2_TRUNK:
1842                         dss = 1;
1843                         ddd = 4;
1844                         n_weight = 35;
1845 #ifdef JP
1846                         atk_desc = "¾Ý¤ÎÉ¡";
1847 #else
1848                         atk_desc = "trunk";
1849 #endif
1850
1851                         break;
1852                 case MUT2_TENTACLES:
1853                         dss = 2;
1854                         ddd = 5;
1855                         n_weight = 5;
1856 #ifdef JP
1857                         atk_desc = "¿¨¼ê";
1858 #else
1859                         atk_desc = "tentacles";
1860 #endif
1861
1862                         break;
1863                 default:
1864                         dss = ddd = n_weight = 1;
1865 #ifdef JP
1866                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1867 #else
1868                         atk_desc = "undefined body part";
1869 #endif
1870
1871         }
1872
1873         /* Extract monster name (or "it") */
1874         monster_desc(m_name, m_ptr, 0);
1875
1876
1877         /* Calculate the "attack quality" */
1878         bonus = p_ptr->to_h_m;
1879         bonus += (p_ptr->lev * 6 / 5);
1880         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1881
1882         /* Test for hit */
1883         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1884         {
1885                 /* Sound */
1886                 sound(SOUND_HIT);
1887
1888 #ifdef JP
1889                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1890 #else
1891                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1892 #endif
1893
1894
1895                 k = damroll(ddd, dss);
1896                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1897
1898                 /* Apply the player damage bonuses */
1899                 k += p_ptr->to_d_m;
1900
1901                 /* No negative damage */
1902                 if (k < 0) k = 0;
1903
1904                 /* Modify the damage */
1905                 k = mon_damage_mod(m_ptr, k, FALSE);
1906
1907                 /* Complex message */
1908                 if (p_ptr->wizard)
1909                 {
1910 #ifdef JP
1911                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1912 #else
1913                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1914 #endif
1915
1916                 }
1917
1918                 /* Anger the monster */
1919                 if (k > 0) anger_monster(m_ptr);
1920
1921                 /* Damage, check for fear and mdeath */
1922                 switch (attack)
1923                 {
1924                         case MUT2_SCOR_TAIL:
1925                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1926                                 *mdeath = (m_ptr->r_idx == 0);
1927                                 break;
1928                         case MUT2_HORNS:
1929                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1930                                 break;
1931                         case MUT2_BEAK:
1932                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1933                                 break;
1934                         case MUT2_TRUNK:
1935                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1936                                 break;
1937                         case MUT2_TENTACLES:
1938                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1939                                 break;
1940                         default:
1941                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1942                 }
1943
1944                 touch_zap_player(m_ptr);
1945         }
1946         /* Player misses */
1947         else
1948         {
1949                 /* Sound */
1950                 sound(SOUND_MISS);
1951
1952                 /* Message */
1953 #ifdef JP
1954                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1955 #else
1956                 msg_format("You miss %s.", m_name);
1957 #endif
1958
1959         }
1960 }
1961
1962
1963
1964 /*
1965  * Player attacks a (poor, defenseless) creature        -RAK-
1966  *
1967  * If no "weapon" is available, then "punch" the monster one time.
1968  */
1969 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1970 {
1971         int             num = 0, k, bonus, chance, vir;
1972
1973         cave_type       *c_ptr = &cave[y][x];
1974
1975         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1976         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1977
1978         object_type     *o_ptr;
1979
1980         char            m_name[80];
1981
1982         bool            success_hit = FALSE;
1983         bool            old_success_hit = FALSE;
1984         bool            backstab = FALSE;
1985         bool            vorpal_cut = FALSE;
1986         int             chaos_effect = 0;
1987         bool            stab_fleeing = FALSE;
1988         bool            fuiuchi = FALSE;
1989         bool            monk_attack = FALSE;
1990         bool            do_quake = FALSE;
1991         bool            weak = FALSE;
1992         bool            drain_msg = TRUE;
1993         int             drain_result = 0, drain_heal = 0;
1994         bool            can_drain = FALSE;
1995         int             num_blow;
1996         int             drain_left = MAX_VAMPIRIC_DRAIN;
1997         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1998         bool            is_human = (r_ptr->d_char == 'p');
1999         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
2000         bool            zantetsu_mukou, e_j_mukou;
2001
2002         switch (p_ptr->pclass)
2003         {
2004         case CLASS_ROGUE:
2005         case CLASS_NINJA:
2006                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
2007                 {
2008                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
2009                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
2010                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2011                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2012                         if (m_ptr->csleep && m_ptr->ml)
2013                         {
2014                                 /* Can't backstab creatures that we can't see, right? */
2015                                 backstab = TRUE;
2016                         }
2017                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
2018                         {
2019                                 fuiuchi = TRUE;
2020                         }
2021                         else if (m_ptr->monfear && m_ptr->ml)
2022                         {
2023                                 stab_fleeing = TRUE;
2024                         }
2025                 }
2026                 break;
2027
2028         case CLASS_MONK:
2029         case CLASS_FORCETRAINER:
2030         case CLASS_BERSERKER:
2031                 if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
2032                 break;
2033         }
2034
2035         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
2036         {
2037                 if ((r_ptr->level + 10) > p_ptr->lev)
2038                 {
2039                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2040                         {
2041                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2042                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2043                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2044                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2045                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2046                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2047                                 else if ((p_ptr->lev > 34))
2048                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2049                                 p_ptr->update |= (PU_BONUS);
2050                         }
2051                 }
2052         }
2053         else
2054         {
2055                 if ((r_ptr->level + 10) > p_ptr->lev)
2056                 {
2057                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2058                         int sval = inventory[INVEN_RARM+hand].sval;
2059                         int now_exp = p_ptr->weapon_exp[tval][sval];
2060                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2061                         {
2062                                 int amount = 0;
2063                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2064                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2065                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2066                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2067                                 p_ptr->weapon_exp[tval][sval] += amount;
2068                                 p_ptr->update |= (PU_BONUS);
2069                         }
2070                 }
2071         }
2072
2073         /* Disturb the monster */
2074         m_ptr->csleep = 0;
2075         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2076
2077         /* Extract monster name (or "it") */
2078         monster_desc(m_name, m_ptr, 0);
2079
2080         /* Access the weapon */
2081         o_ptr = &inventory[INVEN_RARM+hand];
2082
2083         /* Calculate the "attack quality" */
2084         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2085         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2086         if (mode == HISSATSU_IAI) chance += 60;
2087         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2088
2089         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2090
2091         vir = virtue_number(V_VALOUR);
2092         if (vir)
2093         {
2094                 chance += (p_ptr->virtues[vir - 1]/10);
2095         }
2096
2097         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2098         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2099
2100         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2101         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2102         else num_blow = p_ptr->num_blow[hand];
2103
2104         /* Attack once for each legal blow */
2105         while ((num++ < num_blow) && !p_ptr->is_dead)
2106         {
2107                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2108                 {
2109                         if (p_ptr->migite && p_ptr->hidarite)
2110                         {
2111                                 success_hit = one_in_(2);
2112                         }
2113                         else success_hit = TRUE;
2114                 }
2115                 else if (mode == HISSATSU_MAJIN)
2116                 {
2117                         if (num == 1)
2118                         {
2119                                 if (one_in_(2))
2120                                         success_hit = FALSE;
2121                                 old_success_hit = success_hit;
2122                         }
2123                         else success_hit = old_success_hit;
2124                 }
2125                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2126                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2127
2128                 /* Test for hit */
2129                 if (success_hit)
2130                 {
2131                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2132
2133                         /* Sound */
2134                         sound(SOUND_HIT);
2135
2136                         /* Message */
2137 #ifdef JP
2138                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2139                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2140                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2141                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2142 #else
2143                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2144                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2145                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2146                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2147 #endif
2148
2149                         /* Hack -- bare hands do one damage */
2150                         k = 1;
2151
2152                         object_flags(o_ptr, flgs);
2153
2154                         /* Select a chaotic effect (50% chance) */
2155                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2156                         {
2157                                 if (one_in_(10))
2158                                 chg_virtue(V_CHANCE, 1);
2159
2160                                 if (randint1(5) < 3)
2161                                 {
2162                                         /* Vampiric (20%) */
2163                                         chaos_effect = 1;
2164                                 }
2165                                 else if (one_in_(250))
2166                                 {
2167                                         /* Quake (0.12%) */
2168                                         chaos_effect = 2;
2169                                 }
2170                                 else if (!one_in_(10))
2171                                 {
2172                                         /* Confusion (26.892%) */
2173                                         chaos_effect = 3;
2174                                 }
2175                                 else if (one_in_(2))
2176                                 {
2177                                         /* Teleport away (1.494%) */
2178                                         chaos_effect = 4;
2179                                 }
2180                                 else
2181                                 {
2182                                         /* Polymorph (1.494%) */
2183                                         chaos_effect = 5;
2184                                 }
2185                         }
2186
2187                         /* Vampiric drain */
2188                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
2189                         {
2190                                 /* Only drain "living" monsters */
2191                                 if (monster_living(r_ptr))
2192                                         can_drain = TRUE;
2193                                 else
2194                                         can_drain = FALSE;
2195                         }
2196
2197                         if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2198                                 vorpal_cut = TRUE;
2199                         else vorpal_cut = FALSE;
2200
2201                         if (monk_attack)
2202                         {
2203                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2204                                 int min_level = 1;
2205                                 martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2206                                 int resist_stun = 0;
2207                                 int weight = 8;
2208
2209                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2210                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2211                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2212                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2213                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2214                                         resist_stun += 66;
2215
2216                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2217                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2218                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2219                                         max_times = 1;
2220                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2221                                         max_times = 1;
2222                                 else
2223                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2224                                 /* Attempt 'times' */
2225                                 for (times = 0; times < max_times; times++)
2226                                 {
2227                                         do
2228                                         {
2229                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2230                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2231                                                 else min_level = ma_ptr->min_level;
2232                                         }
2233                                         while ((min_level > p_ptr->lev) ||
2234                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2235
2236                                         /* keep the highest level attack available we found */
2237                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2238                                             !p_ptr->stun && !p_ptr->confused)
2239                                         {
2240                                                 old_ptr = ma_ptr;
2241
2242                                                 if (p_ptr->wizard && cheat_xtra)
2243                                                 {
2244 #ifdef JP
2245                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2246 #else
2247                                                         msg_print("Attack re-selected.");
2248 #endif
2249                                                 }
2250                                         }
2251                                         else
2252                                         {
2253                                                 ma_ptr = old_ptr;
2254                                         }
2255                                 }
2256
2257                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2258                                 else min_level = ma_ptr->min_level;
2259                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2260                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2261
2262                                 if (ma_ptr->effect == MA_KNEE)
2263                                 {
2264                                         if (r_ptr->flags1 & RF1_MALE)
2265                                         {
2266 #ifdef JP
2267                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2268 #else
2269                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2270 #endif
2271
2272                                                 sound(SOUND_PAIN);
2273                                                 special_effect = MA_KNEE;
2274                                         }
2275                                         else
2276                                                 msg_format(ma_ptr->desc, m_name);
2277                                 }
2278
2279                                 else if (ma_ptr->effect == MA_SLOW)
2280                                 {
2281                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2282                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2283                                         {
2284 #ifdef JP
2285                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2286 #else
2287                                                 msg_format("You kick %s in the ankle.", m_name);
2288 #endif
2289
2290                                                 special_effect = MA_SLOW;
2291                                         }
2292                                         else msg_format(ma_ptr->desc, m_name);
2293                                 }
2294                                 else
2295                                 {
2296                                         if (ma_ptr->effect)
2297                                         {
2298                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2299                                         }
2300
2301                                         msg_format(ma_ptr->desc, m_name);
2302                                 }
2303
2304                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2305                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2306                                 {
2307                                         weight += (p_ptr->magic_num1[0]/30);
2308                                         if (weight > 20) weight = 20;
2309                                 }
2310
2311                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2312
2313                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2314                                 {
2315 #ifdef JP
2316                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2317 #else
2318                                         msg_format("%^s moans in agony!", m_name);
2319 #endif
2320
2321                                         stun_effect = 7 + randint1(13);
2322                                         resist_stun /= 3;
2323                                 }
2324
2325                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2326                                 {
2327                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2328                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2329                                             m_ptr->mspeed > 60)
2330                                         {
2331 #ifdef JP
2332                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2333 #else
2334                                                 msg_format("%^s starts limping slower.", m_name);
2335 #endif
2336
2337                                                 m_ptr->mspeed -= 10;
2338                                         }
2339                                 }
2340
2341                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2342                                 {
2343                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2344                                         {
2345 #ifdef JP
2346                                                 if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2347                                                 else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2348 #else
2349                                                 if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
2350                                                 else msg_format("%^s is stunned.", m_name);
2351 #endif
2352
2353                                                 m_ptr->stunned += stun_effect;
2354                                         }
2355                                 }
2356                         }
2357
2358                         /* Handle normal weapon */
2359                         else if (o_ptr->k_idx)
2360                         {
2361                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2362                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2363
2364                                 if (backstab)
2365                                 {
2366                                         k *= (3 + (p_ptr->lev / 20));
2367                                 }
2368                                 else if (fuiuchi)
2369                                 {
2370                                         k = k*(5+(p_ptr->lev*2/25))/2;
2371                                 }
2372                                 else if (stab_fleeing)
2373                                 {
2374                                         k = (3 * k) / 2;
2375                                 }
2376
2377                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2378                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2379                                 {
2380                                         do_quake = TRUE;
2381                                 }
2382
2383                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2384                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2385
2386                                 drain_result = k;
2387
2388                                 if (vorpal_cut)
2389                                 {
2390                                         int mult = 2;
2391
2392                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2393                                         {
2394                                                 char chainsword_noise[1024];
2395 #ifdef JP
2396                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2397 #else
2398                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2399 #endif
2400                                                 {
2401                                                         msg_print(chainsword_noise);
2402                                                 }
2403                                         }
2404
2405                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2406                                         {
2407 #ifdef JP
2408                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2409 #else
2410                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2411 #endif
2412                                         }
2413                                         else
2414                                         {
2415 #ifdef JP
2416                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2417 #else
2418                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2419 #endif
2420                                         }
2421
2422                                         /* Try to increase the damage */
2423                                         while (one_in_(vorpal_chance))
2424                                         {
2425                                                 mult++;
2426                                         }
2427
2428                                         k *= mult;
2429
2430                                         /* Ouch! */
2431                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2432                                         {
2433 #ifdef JP
2434                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2435 #else
2436                                                 msg_format("You cut %s in half!", m_name);
2437 #endif
2438                                         }
2439                                         else
2440                                         {
2441                                                 switch (mult)
2442                                                 {
2443 #ifdef JP
2444                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2445                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2446                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2447                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2448                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2449                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2450                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2451 #else
2452                                                 case 2: msg_format("You gouge %s!", m_name); break;
2453                                                 case 3: msg_format("You maim %s!", m_name); break;
2454                                                 case 4: msg_format("You carve %s!", m_name); break;
2455                                                 case 5: msg_format("You cleave %s!", m_name); break;
2456                                                 case 6: msg_format("You smite %s!", m_name); break;
2457                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2458                                                 default: msg_format("You shred %s!", m_name); break;
2459 #endif
2460                                                 }
2461                                         }
2462                                         drain_result = drain_result * 3 / 2;
2463                                 }
2464
2465                                 k += o_ptr->to_d;
2466                                 drain_result += o_ptr->to_d;
2467                         }
2468
2469                         /* Apply the player damage bonuses */
2470                         k += p_ptr->to_d[hand];
2471                         drain_result += p_ptr->to_d[hand];
2472
2473                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2474                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2475                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2476
2477                         /* No negative damage */
2478                         if (k < 0) k = 0;
2479
2480                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2481                         {
2482                                 k = 0;
2483                         }
2484
2485                         if (zantetsu_mukou)
2486                         {
2487 #ifdef JP
2488                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2489 #else
2490                                 msg_print("You cannot cut such a elastic thing!");
2491 #endif
2492                                 k = 0;
2493                         }
2494
2495                         if (e_j_mukou)
2496                         {
2497 #ifdef JP
2498                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2499 #else
2500                                 msg_print("Spiders are difficult for you to deal with!");
2501 #endif
2502                                 k /= 2;
2503                         }
2504
2505                         if (mode == HISSATSU_MINEUCHI)
2506                         {
2507                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2508
2509                                 k = 0;
2510                                 anger_monster(m_ptr);
2511
2512                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2513                                 {
2514                                         /* Get stunned */
2515                                         if (m_ptr->stunned)
2516                                         {
2517 #ifdef JP
2518                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2519 #else
2520                                                 msg_format("%s is more dazed.", m_name);
2521 #endif
2522
2523                                                 tmp /= 2;
2524                                         }
2525                                         else
2526                                         {
2527 #ifdef JP
2528                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2529 #else
2530                                                 msg_format("%s is dazed.", m_name);
2531 #endif
2532                                         }
2533
2534                                         /* Apply stun */
2535                                         m_ptr->stunned = (tmp < 200) ? tmp : 200;
2536                                 }
2537                                 else
2538                                 {
2539 #ifdef JP
2540                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2541 #else
2542                                         msg_format("%s is not effected.", m_name);
2543 #endif
2544                                 }
2545                         }
2546
2547                         /* Modify the damage */
2548                         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))));
2549                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2550                         {
2551                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2552                                 {
2553                                         k = m_ptr->hp + 1;
2554 #ifdef JP
2555                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2556 #else
2557                                         msg_format("You hit %s on a fatal spot!", m_name);
2558 #endif
2559                                 }
2560                                 else k = 1;
2561                         }
2562                         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)))
2563                         {
2564                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2565                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2566                                 {
2567                                         k *= 5;
2568                                         drain_result *= 2;
2569 #ifdef JP
2570                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2571 #else
2572                                         msg_format("You critically injured %s!", m_name);
2573 #endif
2574                                 }
2575                                 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)))
2576                                 {
2577                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2578                                         {
2579                                                 k = MAX(k*5, m_ptr->hp/2);
2580                                                 drain_result *= 2;
2581 #ifdef JP
2582                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2583 #else
2584                                                 msg_format("You fatally injured %s!", m_name);
2585 #endif
2586                                         }
2587                                         else
2588                                         {
2589                                                 k = m_ptr->hp + 1;
2590 #ifdef JP
2591                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2592 #else
2593                                                 msg_format("You hit %s on a fatal spot!", m_name);
2594 #endif
2595                                         }
2596                                 }
2597                         }
2598
2599                         /* Complex message */
2600                         if (p_ptr->wizard || cheat_xtra)
2601                         {
2602 #ifdef JP
2603                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2604 #else
2605                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2606 #endif
2607                         }
2608
2609                         if (k <= 0) can_drain = FALSE;
2610
2611                         if (drain_result > m_ptr->hp)
2612                                 drain_result = m_ptr->hp;
2613
2614                         /* Damage, check for fear and death */
2615                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2616                         {
2617                                 *mdeath = TRUE;
2618                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2619                                 {
2620                                         if (p_ptr->migite && p_ptr->hidarite)
2621                                         {
2622                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2623                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2624                                         }
2625                                         else
2626                                         {
2627                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2628                                         }
2629                                 }
2630                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2631 #ifdef JP
2632                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2633 #else
2634                                         msg_print("Sigh... Another trifling thing I've cut....");
2635 #endif
2636                                 break;
2637                         }
2638
2639                         /* Anger the monster */
2640                         if (k > 0) anger_monster(m_ptr);
2641
2642                         touch_zap_player(m_ptr);
2643
2644                         /* Are we draining it?  A little note: If the monster is
2645                         dead, the drain does not work... */
2646
2647                         if (can_drain && (drain_result > 0))
2648                         {
2649                                 if (o_ptr->name1 == ART_MURAMASA)
2650                                 {
2651                                         if (is_human)
2652                                         {
2653                                                 int to_h = o_ptr->to_h;
2654                                                 int to_d = o_ptr->to_d;
2655                                                 int i, flag;
2656
2657                                                 flag = 1;
2658                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2659                                                 if (flag) to_h++;
2660
2661                                                 flag = 1;
2662                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2663                                                 if (flag) to_d++;
2664
2665                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2666                                                 {
2667 #ifdef JP
2668                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2669 #else
2670                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2671 #endif
2672                                                         o_ptr->to_h = to_h;
2673                                                         o_ptr->to_d = to_d;
2674                                                 }
2675                                         }
2676                                 }
2677                                 else
2678                                 {
2679                                         if (drain_result > 5) /* Did we really hurt it? */
2680                                         {
2681                                                 drain_heal = damroll(2, drain_result / 6);
2682
2683                                                 if (cheat_xtra)
2684                                                 {
2685 #ifdef JP
2686                                                         msg_format("Draining left: %d", drain_left);
2687 #else
2688                                                         msg_format("Draining left: %d", drain_left);
2689 #endif
2690
2691                                                 }
2692
2693                                                 if (drain_left)
2694                                                 {
2695                                                         if (drain_heal < drain_left)
2696                                                         {
2697                                                                 drain_left -= drain_heal;
2698                                                         }
2699                                                         else
2700                                                         {
2701                                                                 drain_heal = drain_left;
2702                                                                 drain_left = 0;
2703                                                         }
2704
2705                                                         if (drain_msg)
2706                                                         {
2707 #ifdef JP
2708                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2709 #else
2710                                                                 msg_format("Your weapon drains life from %s!", m_name);
2711 #endif
2712
2713                                                                 drain_msg = FALSE;
2714                                                         }
2715
2716                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2717
2718                                                         hp_player(drain_heal);
2719                                                         /* We get to keep some of it! */
2720                                                 }
2721                                         }
2722                                 }
2723                                 m_ptr->maxhp -= (k+7)/8;
2724                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2725                                 weak = TRUE;
2726                         }
2727                         can_drain = FALSE;
2728                         drain_result = 0;
2729
2730                         /* Confusion attack */
2731                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
2732                         {
2733                                 /* Cancel glowing hands */
2734                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2735                                 {
2736                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2737 #ifdef JP
2738                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2739 #else
2740                                         msg_print("Your hands stop glowing.");
2741 #endif
2742                                         p_ptr->redraw |= (PR_STATUS);
2743
2744                                 }
2745
2746                                 /* Confuse the monster */
2747                                 if (r_ptr->flags3 & RF3_NO_CONF)
2748                                 {
2749                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2750
2751 #ifdef JP
2752                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2753 #else
2754                                         msg_format("%^s is unaffected.", m_name);
2755 #endif
2756
2757                                 }
2758                                 else if (randint0(100) < r_ptr->level)
2759                                 {
2760 #ifdef JP
2761                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2762 #else
2763                                         msg_format("%^s is unaffected.", m_name);
2764 #endif
2765
2766                                 }
2767                                 else
2768                                 {
2769 #ifdef JP
2770                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2771 #else
2772                                         msg_format("%^s appears confused.", m_name);
2773 #endif
2774
2775                                         m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
2776                                 }
2777                         }
2778
2779                         else if (chaos_effect == 4)
2780                         {
2781                                 bool resists_tele = FALSE;
2782
2783                                 if (r_ptr->flagsr & RFR_RES_TELE)
2784                                 {
2785                                         if (r_ptr->flags1 & RF1_UNIQUE)
2786                                         {
2787                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2788 #ifdef JP
2789                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2790 #else
2791                                                 msg_format("%^s is unaffected!", m_name);
2792 #endif
2793
2794                                                 resists_tele = TRUE;
2795                                         }
2796                                         else if (r_ptr->level > randint1(100))
2797                                         {
2798                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2799 #ifdef JP
2800                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2801 #else
2802                                                 msg_format("%^s resists!", m_name);
2803 #endif
2804
2805                                                 resists_tele = TRUE;
2806                                         }
2807                                 }
2808
2809                                 if (!resists_tele)
2810                                 {
2811 #ifdef JP
2812                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2813 #else
2814                                         msg_format("%^s disappears!", m_name);
2815 #endif
2816
2817                                         teleport_away(c_ptr->m_idx, 50, FALSE, TRUE);
2818                                         num = num_blow + 1; /* Can't hit it anymore! */
2819                                         *mdeath = TRUE;
2820                                 }
2821                         }
2822
2823                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2824                         {
2825                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2826                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2827                                 {
2828                                         if (polymorph_monster(y, x))
2829                                         {
2830 #ifdef JP
2831                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2832 #else
2833                                                 msg_format("%^s changes!", m_name);
2834 #endif
2835
2836
2837                                                 /* Hack -- Get new monster */
2838                                                 m_ptr = &m_list[c_ptr->m_idx];
2839
2840                                                 /* Oops, we need a different name... */
2841                                                 monster_desc(m_name, m_ptr, 0);
2842
2843                                                 /* Hack -- Get new race */
2844                                                 r_ptr = &r_info[m_ptr->r_idx];
2845
2846                                                 *fear = FALSE;
2847                                                 weak = FALSE;
2848                                         }
2849                                         else
2850                                         {
2851 #ifdef JP
2852                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2853 #else
2854                                                 msg_format("%^s is unaffected.", m_name);
2855 #endif
2856
2857                                         }
2858                                 }
2859                         }
2860                         else if (o_ptr->name1 == ART_G_HAMMER)
2861                         {
2862                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2863
2864                                 if (m_ptr->hold_o_idx)
2865                                 {
2866                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2867                                         char o_name[MAX_NLEN];
2868
2869                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2870                                         q_ptr->held_m_idx = 0;
2871                                         q_ptr->marked = 0;
2872                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2873                                         q_ptr->next_o_idx = 0;
2874 #ifdef JP
2875                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2876 #else
2877                                         msg_format("You snatched %s.", o_name);
2878 #endif
2879                                         inven_carry(q_ptr);
2880                                 }
2881                         }
2882                 }
2883
2884                 /* Player misses */
2885                 else
2886                 {
2887                         backstab = FALSE; /* Clumsy! */
2888                         fuiuchi = FALSE; /* Clumsy! */
2889
2890                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2891                         {
2892                                 u32b flgs[TR_FLAG_SIZE];
2893
2894                                 /* Sound */
2895                                 sound(SOUND_HIT);
2896
2897                                 /* Message */
2898 #ifdef JP
2899                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2900 #else
2901                                 msg_format("You miss %s.", m_name);
2902 #endif
2903                                 /* Message */
2904 #ifdef JP
2905                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2906 #else
2907                                 msg_print("Your scythe returns to you!");
2908 #endif
2909
2910                                 /* Extract the flags */
2911                                 object_flags(o_ptr, flgs);
2912
2913                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2914                                 {
2915                                         int mult;
2916                                         switch (p_ptr->mimic_form)
2917                                         {
2918                                         case MIMIC_NONE:
2919                                                 switch (p_ptr->prace)
2920                                                 {
2921                                                         case RACE_YEEK:
2922                                                         case RACE_KLACKON:
2923                                                         case RACE_HUMAN:
2924                                                         case RACE_AMBERITE:
2925                                                         case RACE_DUNADAN:
2926                                                                 mult = 25;break;
2927                                                         case RACE_HALF_ORC:
2928                                                         case RACE_HALF_TROLL:
2929                                                         case RACE_HALF_OGRE:
2930                                                         case RACE_HALF_GIANT:
2931                                                         case RACE_HALF_TITAN:
2932                                                         case RACE_CYCLOPS:
2933                                                         case RACE_IMP:
2934                                                         case RACE_SKELETON:
2935                                                         case RACE_ZOMBIE:
2936                                                         case RACE_VAMPIRE:
2937                                                         case RACE_SPECTRE:
2938                                                         case RACE_DEMON:
2939                                                         case RACE_DRACONIAN:
2940                                                                 mult = 30;break;
2941                                                         default:
2942                                                                 mult = 10;break;
2943                                                 }
2944                                                 break;
2945                                         case MIMIC_DEMON:
2946                                         case MIMIC_DEMON_LORD:
2947                                         case MIMIC_VAMPIRE:
2948                                                 mult = 30;break;
2949                                         default:
2950                                                 mult = 10;break;
2951                                         }
2952
2953                                         if (p_ptr->align < 0 && mult < 20)
2954                                                 mult = 20;
2955                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2956                                                 mult = 25;
2957                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2958                                                 mult = 25;
2959                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2960                                                 mult = 25;
2961                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2962                                                 mult = 25;
2963                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2964                                                 mult = 25;
2965
2966                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2967                                         {
2968                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2969                                                 p_ptr->redraw |= (PR_MANA);
2970                                                 mult = mult * 3 / 2 + 20;
2971                                         }
2972                                         k *= mult;
2973                                         k /= 10;
2974                                 }
2975
2976                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2977                                 if (one_in_(6))
2978                                 {
2979                                         int mult = 2;
2980 #ifdef JP
2981                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2982 #else
2983                                         msg_format("Your weapon cuts deep into yourself!");
2984 #endif
2985                                         /* Try to increase the damage */
2986                                         while (one_in_(4))
2987                                         {
2988                                                 mult++;
2989                                         }
2990
2991                                         k *= mult;
2992                                 }
2993                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2994
2995                                 if (k < 0) k = 0;
2996
2997 #ifdef JP
2998                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2999 #else
3000                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
3001 #endif
3002
3003                                 redraw_stuff();
3004                         }
3005                         else
3006                         {
3007                                 /* Sound */
3008                                 sound(SOUND_MISS);
3009
3010                                 /* Message */
3011 #ifdef JP
3012                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
3013 #else
3014                                 msg_format("You miss %s.", m_name);
3015 #endif
3016                         }
3017                 }
3018                 backstab = FALSE;
3019                 fuiuchi = FALSE;
3020         }
3021
3022
3023         if (weak && !(*mdeath))
3024         {
3025 #ifdef JP
3026                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3027 #else
3028                 msg_format("%^s seems weakened.", m_name);
3029 #endif
3030         }
3031         if (drain_left != MAX_VAMPIRIC_DRAIN)
3032         {
3033                 if (one_in_(4))
3034                 {
3035                         chg_virtue(V_UNLIFE, 1);
3036                 }
3037         }
3038         /* Mega-Hack -- apply earthquake brand */
3039         if (do_quake)
3040         {
3041                 earthquake(py, px, 10);
3042                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3043         }
3044 }
3045
3046 bool py_attack(int y, int x, int mode)
3047 {
3048         bool            fear = FALSE;
3049         bool            mdeath = FALSE;
3050         bool            stormbringer = FALSE;
3051
3052         cave_type       *c_ptr = &cave[y][x];
3053         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3054         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3055         char            m_name[80];
3056
3057         /* Disturb the player */
3058         disturb(0, 0);
3059
3060         energy_use = 100;
3061
3062         if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
3063         {
3064                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3065                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3066         }
3067
3068         /* Extract monster name (or "it") */
3069         monster_desc(m_name, m_ptr, 0);
3070
3071         /* Auto-Recall if possible and visible */
3072         if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
3073
3074         /* Track a new monster */
3075         if (m_ptr->ml) health_track(c_ptr->m_idx);
3076
3077         if ((r_ptr->flags1 & RF1_FEMALE) &&
3078             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3079         {
3080                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3081                 {
3082 #ifdef JP
3083                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3084 #else
3085                         msg_print("I can not attack women!");
3086 #endif
3087                         return FALSE;
3088                 }
3089         }
3090
3091         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3092         {
3093 #ifdef JP
3094                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3095 #else
3096                 msg_print("Something prevent you from attacking.");
3097 #endif
3098                 return FALSE;
3099         }
3100
3101         /* Stop if friendly */
3102         if (!is_hostile(m_ptr) &&
3103             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3104             p_ptr->shero || !m_ptr->ml))
3105         {
3106                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3107                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3108                 if (stormbringer)
3109                 {
3110 #ifdef JP
3111                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3112 #else
3113                         msg_format("Your black blade greedily attacks %s!", m_name);
3114 #endif
3115                         chg_virtue(V_INDIVIDUALISM, 1);
3116                         chg_virtue(V_HONOUR, -1);
3117                         chg_virtue(V_JUSTICE, -1);
3118                         chg_virtue(V_COMPASSION, -1);
3119                 }
3120                 else if (p_ptr->pclass != CLASS_BERSERKER)
3121                 {
3122 #ifdef JP
3123                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3124 #else
3125                         if (get_check("Really hit it? "))
3126 #endif
3127                         {
3128                                 chg_virtue(V_INDIVIDUALISM, 1);
3129                                 chg_virtue(V_HONOUR, -1);
3130                                 chg_virtue(V_JUSTICE, -1);
3131                                 chg_virtue(V_COMPASSION, -1);
3132                         }
3133                         else
3134                         {
3135 #ifdef JP
3136                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3137 #else
3138                                 msg_format("You stop to avoid hitting %s.", m_name);
3139 #endif
3140                                 return FALSE;
3141                         }
3142                 }
3143         }
3144
3145
3146         /* Handle player fear */
3147         if (p_ptr->afraid)
3148         {
3149                 /* Message */
3150                 if (m_ptr->ml)
3151 #ifdef JP
3152                 msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3153 #else
3154                         msg_format("You are too afraid to attack %s!", m_name);
3155 #endif
3156
3157                 else
3158 #ifdef JP
3159                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3160 #else
3161                         msg_format ("There is something scary in your way!");
3162 #endif
3163
3164                 /* Disturb the monster */
3165                 m_ptr->csleep = 0;
3166                 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3167
3168                 /* Done */
3169                 return FALSE;
3170         }
3171
3172         if (p_ptr->migite && p_ptr->hidarite)
3173         {
3174                 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))
3175                 {
3176                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3177                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3178                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3179                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3180                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3181                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3182                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3183                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3184                         p_ptr->update |= (PU_BONUS);
3185                 }
3186         }
3187
3188         /* Gain riding experience */
3189         if (p_ptr->riding)
3190         {
3191                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3192                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3193
3194                 if (cur < max)
3195                 {
3196                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3197                         int targetlevel = r_ptr->level;
3198                         int inc = 0;
3199
3200                         if ((cur / 200 - 5) < targetlevel)
3201                                 inc += 1;
3202
3203                         /* Extra experience */
3204                         if ((cur / 100) < ridinglevel)
3205                         {
3206                                 if ((cur / 100 + 15) < ridinglevel)
3207                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3208                                 else
3209                                         inc += 1;
3210                         }
3211
3212                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3213
3214                         p_ptr->update |= (PU_BONUS);
3215                 }
3216         }
3217
3218         riding_t_m_idx = c_ptr->m_idx;
3219         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3220         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3221
3222         /* Mutations which yield extra 'natural' attacks */
3223         if (!mdeath)
3224         {
3225                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3226                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3227                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3228                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3229                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3230                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3231                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3232                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3233                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3234                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3235         }
3236
3237         /* Hack -- delay fear messages */
3238         if (fear && m_ptr->ml && !mdeath)
3239         {
3240                 /* Sound */
3241                 sound(SOUND_FLEE);
3242
3243                 /* Message */
3244 #ifdef JP
3245                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3246 #else
3247                 msg_format("%^s flees in terror!", m_name);
3248 #endif
3249
3250         }
3251
3252         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3253         {
3254                 set_action(ACTION_NONE);
3255         }
3256
3257         return mdeath;
3258 }
3259
3260
3261 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3262 {
3263         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3264         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3265         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3266         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3267         int pattern_type_cur, pattern_type_new;
3268
3269         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3270
3271         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE;
3272         pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE;
3273
3274         if (pattern_type_new == PATTERN_TILE_START)
3275         {
3276                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3277                 {
3278 #ifdef JP
3279                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3280 #else
3281                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3282 #endif
3283                                 return TRUE;
3284                         else
3285                                 return FALSE;
3286                 }
3287                 else
3288                         return TRUE;
3289         }
3290         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3291                  (pattern_type_new == PATTERN_TILE_END) ||
3292                  (pattern_type_new == PATTERN_TILE_WRECKED))
3293         {
3294                 if (is_pattern_tile_cur)
3295                 {
3296                         return TRUE;
3297                 }
3298                 else
3299                 {
3300 #ifdef JP
3301                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3302 #else
3303                         msg_print("You must start walking the Pattern from the startpoint.");
3304 #endif
3305
3306                         return FALSE;
3307                 }
3308         }
3309         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3310                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3311         {
3312                 return TRUE;
3313         }
3314         else if (pattern_type_cur == PATTERN_TILE_START)
3315         {
3316                 if (is_pattern_tile_new)
3317                         return TRUE;
3318                 else
3319                 {
3320 #ifdef JP
3321                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3322 #else
3323                         msg_print("You must walk the Pattern in correct order.");
3324 #endif
3325
3326                         return FALSE;
3327                 }
3328         }
3329         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3330                  (pattern_type_cur == PATTERN_TILE_END) ||
3331                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3332         {
3333                 if (!is_pattern_tile_new)
3334                 {
3335 #ifdef JP
3336                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3337 #else
3338                         msg_print("You may not step off from the Pattern.");
3339 #endif
3340
3341                         return FALSE;
3342                 }
3343                 else
3344                 {
3345                         return TRUE;
3346                 }
3347         }
3348         else
3349         {
3350                 if (!is_pattern_tile_cur)
3351                 {
3352 #ifdef JP
3353                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3354 #else
3355                         msg_print("You must start walking the Pattern from the startpoint.");
3356 #endif
3357
3358                         return FALSE;
3359                 }
3360                 else
3361                 {
3362                         byte ok_move = PATTERN_TILE_START;
3363                         switch (pattern_type_cur)
3364                         {
3365                                 case PATTERN_TILE_1:
3366                                         ok_move = PATTERN_TILE_2;
3367                                         break;
3368                                 case PATTERN_TILE_2:
3369                                         ok_move = PATTERN_TILE_3;
3370                                         break;
3371                                 case PATTERN_TILE_3:
3372                                         ok_move = PATTERN_TILE_4;
3373                                         break;
3374                                 case PATTERN_TILE_4:
3375                                         ok_move = PATTERN_TILE_1;
3376                                         break;
3377                                 default:
3378                                         if (p_ptr->wizard)
3379 #ifdef JP
3380                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3381 #else
3382                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3383 #endif
3384
3385                                         return TRUE; /* Goof-up */
3386                         }
3387
3388                         if ((pattern_type_new == ok_move) ||
3389                             (pattern_type_new == pattern_type_cur))
3390                                 return TRUE;
3391                         else
3392                         {
3393                                 if (!is_pattern_tile_new)
3394 #ifdef JP
3395                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3396 #else
3397                                         msg_print("You may not step off from the Pattern.");
3398 #endif
3399                                 else
3400 #ifdef JP
3401                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3402 #else
3403                                         msg_print("You must walk the Pattern in correct order.");
3404 #endif
3405
3406                                 return FALSE;
3407                         }
3408                 }
3409         }
3410 }
3411
3412
3413 bool player_can_enter(s16b feature, u16b mode)
3414 {
3415         feature_type *f_ptr = &f_info[feature];
3416
3417         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3418
3419         /* Pattern */
3420         if (have_flag(f_ptr->flags, FF_PATTERN))
3421         {
3422                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3423         }
3424
3425         /* "CAN" flags */
3426         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3427         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3428         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3429
3430         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3431
3432         return TRUE;
3433 }
3434
3435
3436 /*
3437  * Move the player
3438  */
3439 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3440 {
3441         cave_type *c_ptr = &cave[ny][nx];
3442         feature_type *f_ptr = &f_info[c_ptr->feat];
3443
3444         if (!(mpe_mode & MPE_STAYING))
3445         {
3446                 int oy = py;
3447                 int ox = px;
3448                 cave_type *oc_ptr = &cave[oy][ox];
3449                 int om_idx = oc_ptr->m_idx;
3450                 int nm_idx = c_ptr->m_idx;
3451
3452                 /* Move the player */
3453                 py = ny;
3454                 px = nx;
3455
3456                 /* Hack -- For moving monster or riding player's moving */
3457                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3458                 {
3459                         /* Swap two monsters */
3460                         c_ptr->m_idx = om_idx;
3461                         oc_ptr->m_idx = nm_idx;
3462
3463                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3464                         {
3465                                 monster_type *om_ptr = &m_list[om_idx];
3466                                 om_ptr->fy = ny;
3467                                 om_ptr->fx = nx;
3468                                 update_mon(om_idx, TRUE);
3469                         }
3470
3471                         if (nm_idx > 0) /* Monster on new spot */
3472                         {
3473                                 monster_type *nm_ptr = &m_list[nm_idx];
3474                                 nm_ptr->fy = oy;
3475                                 nm_ptr->fx = ox;
3476                                 update_mon(nm_idx, TRUE);
3477                         }
3478                 }
3479
3480                 /* Redraw old spot */
3481                 lite_spot(oy, ox);
3482
3483                 /* Redraw new spot */
3484                 lite_spot(ny, nx);
3485
3486                 if (mpe_mode & MPE_FORGET_FLOW) forget_flow();
3487
3488                 /* Check for new panel (redraw map) */
3489                 verify_panel();
3490
3491                 /* Update stuff */
3492                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
3493
3494                 /* Update the monsters */
3495                 p_ptr->update |= (PU_DISTANCE);
3496
3497                 /* Window stuff */
3498                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3499
3500                 /* Remove "unsafe" flag */
3501                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3502
3503                 /* For get everything when requested hehe I'm *NASTY* */
3504                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3505
3506                 /* Handle stuff */
3507                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3508
3509                 if (p_ptr->pclass == CLASS_NINJA)
3510                 {
3511                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3512                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3513                 }
3514
3515                 if ((p_ptr->action == ACTION_HAYAGAKE) && !have_flag(f_ptr->flags, FF_PROJECT))
3516                 {
3517 #ifdef JP
3518                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3519 #else
3520                         msg_print("You cannot run in wall.");
3521 #endif
3522                         set_action(ACTION_NONE);
3523                 }
3524         }
3525
3526         if (mpe_mode & MPE_ENERGY_USE)
3527         {
3528                 if (music_singing(MUSIC_WALL))
3529                 {
3530                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3531                                 PROJECT_KILL | PROJECT_ITEM, -1);
3532
3533                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3534                 }
3535
3536                 /* Spontaneous Searching */
3537                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3538                 {
3539                         search();
3540                 }
3541
3542                 /* Continuous Searching */
3543                 if (p_ptr->action == ACTION_SEARCH)
3544                 {
3545                         search();
3546                 }
3547         }
3548
3549         /* Handle "objects" */
3550         if (!(mpe_mode & MPE_DONT_PICKUP))
3551         {
3552                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3553         }
3554
3555         /* Handle "store doors" */
3556         if (have_flag(f_ptr->flags, FF_STORE))
3557         {
3558                 /* Disturb */
3559                 disturb(0, 0);
3560
3561                 energy_use = 0;
3562                 /* Hack -- Enter store */
3563                 command_new = SPECIAL_KEY_STORE;
3564         }
3565
3566         /* Handle "building doors" -KMW- */
3567         else if (have_flag(f_ptr->flags, FF_BLDG))
3568         {
3569                 /* Disturb */
3570                 disturb(0, 0);
3571
3572                 energy_use = 0;
3573                 /* Hack -- Enter building */
3574                 command_new = SPECIAL_KEY_BUILDING;
3575         }
3576
3577         /* Handle quest areas -KMW- */
3578         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3579         {
3580                 /* Disturb */
3581                 disturb(0, 0);
3582
3583                 energy_use = 0;
3584                 /* Hack -- Enter quest level */
3585                 command_new = SPECIAL_KEY_QUEST;
3586         }
3587
3588         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3589         {
3590                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3591                 {
3592                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3593                         quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3594                         quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3595 #ifdef JP
3596                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3597 #else
3598                         msg_print("You accomplished your quest!");
3599 #endif
3600
3601                         msg_print(NULL);
3602                 }
3603
3604                 leave_quest_check();
3605
3606                 p_ptr->inside_quest = c_ptr->special;
3607                 dun_level = 0;
3608                 p_ptr->oldpx = 0;
3609                 p_ptr->oldpy = 0;
3610
3611                 p_ptr->leaving = TRUE;
3612         }
3613
3614         /* Set off a trap */
3615         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3616         {
3617                 /* Disturb */
3618                 disturb(0, 0);
3619
3620                 /* Hidden trap */
3621                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3622                 {
3623                         /* Message */
3624 #ifdef JP
3625                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3626 #else
3627                         msg_print("You found a trap!");
3628 #endif
3629
3630                         /* Pick a trap */
3631                         disclose_grid(py, px);
3632                 }
3633
3634                 /* Hit the trap */
3635                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3636
3637                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3638         }
3639
3640         /* Warn when leaving trap detected region */
3641         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3642             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3643         {
3644                 /* No duplicate warning */
3645                 p_ptr->dtrap = FALSE;
3646
3647                 /* You are just on the edge */
3648                 if (!(c_ptr->info & CAVE_UNSAFE))
3649                 {
3650                         if (alert_trap_detect)
3651                         {
3652 #ifdef JP
3653                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3654 #else
3655                                 msg_print("*Leaving trap detect region!*");
3656 #endif
3657                         }
3658
3659                         if (disturb_trap_detect) disturb(0, 0);
3660                 }
3661         }
3662
3663         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3664 }
3665
3666
3667 bool trap_can_be_ignored(int feat)
3668 {
3669         switch (feat)
3670         {
3671         case FEAT_TRAP_TRAPDOOR:
3672         case FEAT_TRAP_PIT:
3673         case FEAT_TRAP_SPIKED_PIT:
3674         case FEAT_TRAP_POISON_PIT:
3675                 if (p_ptr->levitation) return TRUE;
3676                 break;
3677         case FEAT_TRAP_TELEPORT:
3678                 if (p_ptr->anti_tele) return TRUE;
3679                 break;
3680         case FEAT_TRAP_FIRE:
3681                 if (p_ptr->immune_fire) return TRUE;
3682                 break;
3683         case FEAT_TRAP_ACID:
3684                 if (p_ptr->immune_acid) return TRUE;
3685                 break;
3686         case FEAT_TRAP_BLIND:
3687                 if (p_ptr->resist_blind) return TRUE;
3688                 break;
3689         case FEAT_TRAP_CONFUSE:
3690                 if (p_ptr->resist_conf) return TRUE;
3691                 break;
3692         case FEAT_TRAP_POISON:
3693                 if (p_ptr->resist_pois) return TRUE;
3694                 break;
3695         case FEAT_TRAP_SLEEP:
3696                 if (p_ptr->free_act) return TRUE;
3697                 break;
3698         }
3699
3700         return FALSE;
3701 }
3702
3703
3704 /*
3705  * Determine if a "boundary" grid is "floor mimic"
3706  */
3707 #define boundary_floor(C, F, MF) \
3708         ((C)->mimic && permanent_wall(F) && \
3709          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3710          have_flag((MF)->flags, FF_PROJECT) && \
3711          !have_flag((MF)->flags, FF_OPEN))
3712
3713 /*
3714  * Move player in the given direction, with the given "pickup" flag.
3715  *
3716  * This routine should (probably) always induce energy expenditure.
3717  *
3718  * Note that moving will *always* take a turn, and will *always* hit
3719  * any monster which might be in the destination grid.  Previously,
3720  * moving into walls was "free" and did NOT hit invisible monsters.
3721  */
3722 void move_player(int dir, bool do_pickup, bool break_trap)
3723 {
3724         /* Find the result of moving */
3725         int y = py + ddy[dir];
3726         int x = px + ddx[dir];
3727
3728         /* Examine the destination */
3729         cave_type *c_ptr = &cave[y][x];
3730
3731         feature_type *f_ptr = &f_info[c_ptr->feat];
3732
3733         monster_type *m_ptr;
3734
3735         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3736         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3737
3738         char m_name[80];
3739
3740         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3741         bool p_can_kill_walls = FALSE;
3742         bool stormbringer = FALSE;
3743
3744         bool oktomove = TRUE;
3745         bool do_past = FALSE;
3746
3747         /* Exit the area */
3748         if (!dun_level && !p_ptr->wild_mode &&
3749                 ((x == 0) || (x == MAX_WID - 1) ||
3750                  (y == 0) || (y == MAX_HGT - 1)))
3751         {
3752                 /* Can the player enter the grid? */
3753                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3754                 {
3755                         /* Hack: move to new area */
3756                         if ((y == 0) && (x == 0))
3757                         {
3758                                 p_ptr->wilderness_y--;
3759                                 p_ptr->wilderness_x--;
3760                                 p_ptr->oldpy = cur_hgt - 2;
3761                                 p_ptr->oldpx = cur_wid - 2;
3762                                 ambush_flag = FALSE;
3763                         }
3764
3765                         else if ((y == 0) && (x == MAX_WID - 1))
3766                         {
3767                                 p_ptr->wilderness_y--;
3768                                 p_ptr->wilderness_x++;
3769                                 p_ptr->oldpy = cur_hgt - 2;
3770                                 p_ptr->oldpx = 1;
3771                                 ambush_flag = FALSE;
3772                         }
3773
3774                         else if ((y == MAX_HGT - 1) && (x == 0))
3775                         {
3776                                 p_ptr->wilderness_y++;
3777                                 p_ptr->wilderness_x--;
3778                                 p_ptr->oldpy = 1;
3779                                 p_ptr->oldpx = cur_wid - 2;
3780                                 ambush_flag = FALSE;
3781                         }
3782
3783                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3784                         {
3785                                 p_ptr->wilderness_y++;
3786                                 p_ptr->wilderness_x++;
3787                                 p_ptr->oldpy = 1;
3788                                 p_ptr->oldpx = 1;
3789                                 ambush_flag = FALSE;
3790                         }
3791
3792                         else if (y == 0)
3793                         {
3794                                 p_ptr->wilderness_y--;
3795                                 p_ptr->oldpy = cur_hgt - 2;
3796                                 p_ptr->oldpx = x;
3797                                 ambush_flag = FALSE;
3798                         }
3799
3800                         else if (y == MAX_HGT - 1)
3801                         {
3802                                 p_ptr->wilderness_y++;
3803                                 p_ptr->oldpy = 1;
3804                                 p_ptr->oldpx = x;
3805                                 ambush_flag = FALSE;
3806                         }
3807
3808                         else if (x == 0)
3809                         {
3810                                 p_ptr->wilderness_x--;
3811                                 p_ptr->oldpx = cur_wid - 2;
3812                                 p_ptr->oldpy = y;
3813                                 ambush_flag = FALSE;
3814                         }
3815
3816                         else if (x == MAX_WID - 1)
3817                         {
3818                                 p_ptr->wilderness_x++;
3819                                 p_ptr->oldpx = 1;
3820                                 p_ptr->oldpy = y;
3821                                 ambush_flag = FALSE;
3822                         }
3823
3824                         p_ptr->leaving = TRUE;
3825                         energy_use = 100;
3826
3827                         return;
3828                 }
3829
3830                 /* "Blocked" message appears later */
3831                 /* oktomove = FALSE; */
3832                 p_can_enter = FALSE;
3833         }
3834
3835         /* Get the monster */
3836         m_ptr = &m_list[c_ptr->m_idx];
3837
3838
3839         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3840         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3841
3842         /* Player can not walk through "walls"... */
3843         /* unless in Shadow Form */
3844         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_TUNNEL) &&
3845                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3846                 !have_flag(f_ptr->flags, FF_PERMANENT);
3847
3848         /* Hack -- attack monsters */
3849         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3850         {
3851                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3852
3853                 /* Attack -- only if we can see it OR it is not in a wall */
3854                 if (!is_hostile(m_ptr) &&
3855                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3856                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3857                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3858                 {
3859                         m_ptr->csleep = 0;
3860                         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3861
3862                         /* Extract monster name (or "it") */
3863                         monster_desc(m_name, m_ptr, 0);
3864
3865                         if (m_ptr->ml)
3866                         {
3867                                 /* Auto-Recall if possible and visible */
3868                                 monster_race_track(m_ptr->ap_r_idx);
3869
3870                                 /* Track a new monster */
3871                                 health_track(c_ptr->m_idx);
3872                         }
3873
3874                         /* displace? */
3875                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3876                         {
3877                                 py_attack(y, x, 0);
3878                                 oktomove = FALSE;
3879                         }
3880                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3881                         {
3882                                 do_past = TRUE;
3883                         }
3884                         else
3885                         {
3886 #ifdef JP
3887                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3888 #else
3889                                 msg_format("%^s is in your way!", m_name);
3890 #endif
3891
3892                                 energy_use = 0;
3893                                 oktomove = FALSE;
3894                         }
3895
3896                         /* now continue on to 'movement' */
3897                 }
3898                 else
3899                 {
3900                         py_attack(y, x, 0);
3901                         oktomove = FALSE;
3902                 }
3903         }
3904
3905         if (oktomove && p_ptr->riding)
3906         {
3907                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3908                 {
3909 #ifdef JP
3910                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3911 #else
3912                         msg_print("Can't move!");
3913 #endif
3914                         energy_use = 0;
3915                         oktomove = FALSE;
3916                         disturb(0, 0);
3917                 }
3918                 else if (riding_m_ptr->monfear)
3919                 {
3920                         char m_name[80];
3921
3922                         /* Acquire the monster name */
3923                         monster_desc(m_name, riding_m_ptr, 0);
3924
3925                         /* Dump a message */
3926 #ifdef JP
3927                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3928 #else
3929                         msg_format("%^s is too scared to control.", m_name);
3930 #endif
3931                         oktomove = FALSE;
3932                         disturb(0, 0);
3933                 }
3934                 else if (p_ptr->riding_ryoute)
3935                 {
3936                         oktomove = FALSE;
3937                         disturb(0, 0);
3938                 }
3939                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3940                 {
3941                         /* Allow moving */
3942                 }
3943                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3944                 {
3945                         /* Allow moving */
3946                 }
3947                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3948                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3949                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3950                 {
3951 #ifdef JP
3952                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3953 #else
3954                         msg_print("Can't swim.");
3955 #endif
3956                         energy_use = 0;
3957                         oktomove = FALSE;
3958                         disturb(0, 0);
3959                 }
3960                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3961                 {
3962 #ifdef JP
3963                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3964 #else
3965                         msg_print("Can't land.");
3966 #endif
3967                         energy_use = 0;
3968                         oktomove = FALSE;
3969                         disturb(0, 0);
3970                 }
3971                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3972                 {
3973 #ifdef JP
3974                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3975 #else
3976                         msg_print("Too hot to go through.");
3977 #endif
3978                         energy_use = 0;
3979                         oktomove = FALSE;
3980                         disturb(0, 0);
3981                 }
3982
3983                 if (oktomove && riding_m_ptr->stunned && one_in_(2))
3984                 {
3985                         char m_name[80];
3986                         monster_desc(m_name, riding_m_ptr, 0);
3987 #ifdef JP
3988                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3989 #else
3990                         msg_format("You cannot control stunned %s!",m_name);
3991 #endif
3992                         oktomove = FALSE;
3993                         disturb(0, 0);
3994                 }
3995         }
3996
3997         if (!oktomove)
3998         {
3999         }
4000
4001         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4002         {
4003 #ifdef JP
4004                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4005 #else
4006                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4007 #endif
4008
4009                 energy_use = 0;
4010                 running = 0;
4011                 oktomove = FALSE;
4012         }
4013
4014         /*
4015          * Player can move through trees and
4016          * has effective -10 speed
4017          * Rangers can move without penality
4018          */
4019         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4020         {
4021                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation) energy_use *= 2;
4022         }
4023
4024 #ifdef ALLOW_EASY_DISARM /* TNB */
4025
4026         /* Disarm a visible trap */
4027         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4028         {
4029                 if (!trap_can_be_ignored(c_ptr->feat))
4030                 {
4031                         (void)do_cmd_disarm_aux(y, x, dir);
4032                         return;
4033                 }
4034         }
4035
4036 #endif /* ALLOW_EASY_DISARM -- TNB */
4037
4038         /* Player can not walk through "walls" unless in wraith form...*/
4039         else if (!p_can_enter && !p_can_kill_walls)
4040         {
4041                 /* Feature code (applying "mimic" field) */
4042                 s16b feat = get_feat_mimic(c_ptr);
4043                 feature_type *mimic_f_ptr = &f_info[feat];
4044                 cptr name = f_name + mimic_f_ptr->name;
4045
4046                 oktomove = FALSE;
4047
4048                 /* Disturb the player */
4049                 disturb(0, 0);
4050
4051                 /* Notice things in the dark */
4052                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4053                 {
4054                         /* Boundary floor mimic */
4055                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4056                         {
4057 #ifdef JP
4058                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4059 #else
4060                                 msg_print("You feel you cannot go any more.");
4061 #endif
4062                         }
4063
4064                         /* Wall (or secret door) */
4065                         else
4066                         {
4067 #ifdef JP
4068                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4069 #else
4070                                 msg_format("You feel %s %s blocking your way.",
4071                                         is_a_vowel(name[0]) ? "an" : "a", name);
4072 #endif
4073
4074                                 c_ptr->info |= (CAVE_MARK);
4075                                 lite_spot(y, x);
4076                         }
4077                 }
4078
4079                 /* Notice things */
4080                 else
4081                 {
4082                         /* Boundary floor mimic */
4083                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4084                         {
4085 #ifdef JP
4086                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4087 #else
4088                                 msg_print("You cannot go any more.");
4089 #endif
4090
4091                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4092                                         energy_use = 0;
4093                         }
4094
4095                         /* Wall (or secret door) */
4096                         else
4097                         {
4098 #ifdef ALLOW_EASY_OPEN
4099                                 /* Closed doors */
4100                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4101 #endif /* ALLOW_EASY_OPEN */
4102
4103 #ifdef JP
4104                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4105 #else
4106                                 msg_format("There is %s %s blocking your way.",
4107                                         is_a_vowel(name[0]) ? "an" : "a", name);
4108 #endif
4109
4110                                 /*
4111                                  * Well, it makes sense that you lose time bumping into
4112                                  * a wall _if_ you are confused, stunned or blind; but
4113                                  * typing mistakes should not cost you a turn...
4114                                  */
4115                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4116                                         energy_use = 0;
4117                         }
4118                 }
4119
4120                 /* Sound */
4121                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4122         }
4123
4124         /* Normal movement */
4125         if (oktomove && !pattern_seq(py, px, y, x))
4126         {
4127                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4128                 {
4129                         energy_use = 0;
4130                 }
4131
4132                 /* To avoid a loop with running */
4133                 disturb(0, 0);
4134
4135                 oktomove = FALSE;
4136         }
4137
4138         /* Normal movement */
4139         if (oktomove)
4140         {
4141                 u32b mpe_mode = MPE_ENERGY_USE;
4142
4143                 if (p_ptr->warning)
4144                 {
4145                         if (!process_warning(x, y))
4146                         {
4147                                 energy_use = 25;
4148                                 return;
4149                         }
4150                 }
4151
4152                 if (do_past)
4153                 {
4154 #ifdef JP
4155                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4156 #else
4157                         msg_format("You push past %s.", m_name);
4158 #endif
4159                 }
4160
4161                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4162                 if (p_ptr->wild_mode)
4163                 {
4164                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
4165                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4166                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4167                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
4168                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4169                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4170                 }
4171
4172                 if (p_can_kill_walls)
4173                 {
4174                         cave_alter_feat(y, x, FF_HURT_DISI);
4175
4176                         /* Update some things -- similar to GF_KILL_WALL */
4177                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
4178                 }
4179
4180                 /* Sound */
4181                 /* sound(SOUND_WALK); */
4182
4183 #ifdef ALLOW_EASY_DISARM /* TNB */
4184
4185                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4186
4187 #else /* ALLOW_EASY_DISARM -- TNB */
4188
4189                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4190
4191 #endif /* ALLOW_EASY_DISARM -- TNB */
4192
4193                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4194
4195                 /* Move the player */
4196                 (void)move_player_effect(y, x, mpe_mode);
4197         }
4198 }
4199
4200
4201 static bool ignore_avoid_run;
4202
4203 /*
4204  * Hack -- Check for a "known wall" (see below)
4205  */
4206 static int see_wall(int dir, int y, int x)
4207 {
4208         cave_type   *c_ptr;
4209
4210         /* Get the new location */
4211         y += ddy[dir];
4212         x += ddx[dir];
4213
4214         /* Illegal grids are not known walls */
4215         if (!in_bounds2(y, x)) return (FALSE);
4216
4217         /* Access grid */
4218         c_ptr = &cave[y][x];
4219
4220         /* Must be known to the player */
4221         if (c_ptr->info & (CAVE_MARK))
4222         {
4223                 /* Feature code (applying "mimic" field) */
4224                 s16b         feat = get_feat_mimic(c_ptr);
4225                 feature_type *f_ptr = &f_info[feat];
4226
4227                 /* Wall grids are known walls */
4228                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4229
4230                 /* Don't run on a tree unless explicitly requested */
4231                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4232                         return TRUE;
4233
4234                 /* Don't run in a wall */
4235                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4236                         return !have_flag(f_ptr->flags, FF_DOOR);
4237         }
4238
4239         return FALSE;
4240 }
4241
4242
4243 /*
4244  * Hack -- Check for an "unknown corner" (see below)
4245  */
4246 static int see_nothing(int dir, int y, int x)
4247 {
4248         /* Get the new location */
4249         y += ddy[dir];
4250         x += ddx[dir];
4251
4252         /* Illegal grids are unknown */
4253         if (!in_bounds2(y, x)) return (TRUE);
4254
4255         /* Memorized grids are always known */
4256         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4257
4258         /* Viewable door/wall grids are known */
4259         if (player_can_see_bold(y, x)) return (FALSE);
4260
4261         /* Default */
4262         return (TRUE);
4263 }
4264
4265
4266
4267
4268
4269 /*
4270  * The running algorithm:                       -CJS-
4271  *
4272  * In the diagrams below, the player has just arrived in the
4273  * grid marked as '@', and he has just come from a grid marked
4274  * as 'o', and he is about to enter the grid marked as 'x'.
4275  *
4276  * Of course, if the "requested" move was impossible, then you
4277  * will of course be blocked, and will stop.
4278  *
4279  * Overview: You keep moving until something interesting happens.
4280  * If you are in an enclosed space, you follow corners. This is
4281  * the usual corridor scheme. If you are in an open space, you go
4282  * straight, but stop before entering enclosed space. This is
4283  * analogous to reaching doorways. If you have enclosed space on
4284  * one side only (that is, running along side a wall) stop if
4285  * your wall opens out, or your open space closes in. Either case
4286  * corresponds to a doorway.
4287  *
4288  * What happens depends on what you can really SEE. (i.e. if you
4289  * have no light, then running along a dark corridor is JUST like
4290  * running in a dark room.) The algorithm works equally well in
4291  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4292  *
4293  * These conditions are kept in static memory:
4294  * find_openarea         You are in the open on at least one
4295  * side.
4296  * find_breakleft        You have a wall on the left, and will
4297  * stop if it opens
4298  * find_breakright       You have a wall on the right, and will
4299  * stop if it opens
4300  *
4301  * To initialize these conditions, we examine the grids adjacent
4302  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4303  * If either one of the two grids on a given side is seen to be
4304  * closed, then that side is considered to be closed. If both
4305  * sides are closed, then it is an enclosed (corridor) run.
4306  *
4307  * LL           L
4308  * @x          LxR
4309  * RR          @R
4310  *
4311  * Looking at more than just the immediate squares is
4312  * significant. Consider the following case. A run along the
4313  * corridor will stop just before entering the center point,
4314  * because a choice is clearly established. Running in any of
4315  * three available directions will be defined as a corridor run.
4316  * Note that a minor hack is inserted to make the angled corridor
4317  * entry (with one side blocked near and the other side blocked
4318  * further away from the runner) work correctly. The runner moves
4319  * diagonally, but then saves the previous direction as being
4320  * straight into the gap. Otherwise, the tail end of the other
4321  * entry would be perceived as an alternative on the next move.
4322  *
4323  * #.#
4324  * ##.##
4325  * .@x..
4326  * ##.##
4327  * #.#
4328  *
4329  * Likewise, a run along a wall, and then into a doorway (two
4330  * runs) will work correctly. A single run rightwards from @ will
4331  * stop at 1. Another run right and down will enter the corridor
4332  * and make the corner, stopping at the 2.
4333  *
4334  * ##################
4335  * o@x       1
4336  * ########### ######
4337  * #2          #
4338  * #############
4339  *
4340  * After any move, the function area_affect is called to
4341  * determine the new surroundings, and the direction of
4342  * subsequent moves. It examines the current player location
4343  * (at which the runner has just arrived) and the previous
4344  * direction (from which the runner is considered to have come).
4345  *
4346  * Moving one square in some direction places you adjacent to
4347  * three or five new squares (for straight and diagonal moves
4348  * respectively) to which you were not previously adjacent,
4349  * marked as '!' in the diagrams below.
4350  *
4351  *   ...!              ...
4352  *   .o@!  (normal)    .o.!  (diagonal)
4353  *   ...!  (east)      ..@!  (south east)
4354  *                      !!!
4355  *
4356  * You STOP if any of the new squares are interesting in any way:
4357  * for example, if they contain visible monsters or treasure.
4358  *
4359  * You STOP if any of the newly adjacent squares seem to be open,
4360  * and you are also looking for a break on that side. (that is,
4361  * find_openarea AND find_break).
4362  *
4363  * You STOP if any of the newly adjacent squares do NOT seem to be
4364  * open and you are in an open area, and that side was previously
4365  * entirely open.
4366  *
4367  * Corners: If you are not in the open (i.e. you are in a corridor)
4368  * and there is only one way to go in the new squares, then turn in
4369  * that direction. If there are more than two new ways to go, STOP.
4370  * If there are two ways to go, and those ways are separated by a
4371  * square which does not seem to be open, then STOP.
4372  *
4373  * Otherwise, we have a potential corner. There are two new open
4374  * squares, which are also adjacent. One of the new squares is
4375  * diagonally located, the other is straight on (as in the diagram).
4376  * We consider two more squares further out (marked below as ?).
4377  *
4378  * We assign "option" to the straight-on grid, and "option2" to the
4379  * diagonal grid, and "check_dir" to the grid marked 's'.
4380  *
4381  * ##s
4382  * @x?
4383  * #.?
4384  *
4385  * If they are both seen to be closed, then it is seen that no benefit
4386  * is gained from moving straight. It is a known corner.  To cut the
4387  * corner, go diagonally, otherwise go straight, but pretend you
4388  * stepped diagonally into that next location for a full view next
4389  * time. Conversely, if one of the ? squares is not seen to be closed,
4390  * then there is a potential choice. We check to see whether it is a
4391  * potential corner or an intersection/room entrance.  If the square
4392  * two spaces straight ahead, and the space marked with 's' are both
4393  * unknown space, then it is a potential corner and enter if
4394  * find_examine is set, otherwise must stop because it is not a
4395  * corner. (find_examine option is removed and always is TRUE.)
4396  */
4397
4398
4399
4400
4401 /*
4402  * Hack -- allow quick "cycling" through the legal directions
4403  */
4404 static byte cycle[] =
4405 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4406
4407 /*
4408  * Hack -- map each direction into the "middle" of the "cycle[]" array
4409  */
4410 static byte chome[] =
4411 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4412
4413 /*
4414  * The direction we are running
4415  */
4416 static byte find_current;
4417
4418 /*
4419  * The direction we came from
4420  */
4421 static byte find_prevdir;
4422
4423 /*
4424  * We are looking for open area
4425  */
4426 static bool find_openarea;
4427
4428 /*
4429  * We are looking for a break
4430  */
4431 static bool find_breakright;
4432 static bool find_breakleft;
4433
4434
4435
4436 /*
4437  * Initialize the running algorithm for a new direction.
4438  *
4439  * Diagonal Corridor -- allow diaginal entry into corridors.
4440  *
4441  * Blunt Corridor -- If there is a wall two spaces ahead and
4442  * we seem to be in a corridor, then force a turn into the side
4443  * corridor, must be moving straight into a corridor here. ???
4444  *
4445  * Diagonal Corridor    Blunt Corridor (?)
4446  *       # #                  #
4447  *       #x#                 @x#
4448  *       @p.                  p
4449  */
4450 static void run_init(int dir)
4451 {
4452         int             row, col, deepleft, deepright;
4453         int             i, shortleft, shortright;
4454
4455
4456         /* Save the direction */
4457         find_current = dir;
4458
4459         /* Assume running straight */
4460         find_prevdir = dir;
4461
4462         /* Assume looking for open area */
4463         find_openarea = TRUE;
4464
4465         /* Assume not looking for breaks */
4466         find_breakright = find_breakleft = FALSE;
4467
4468         /* Assume no nearby walls */
4469         deepleft = deepright = FALSE;
4470         shortright = shortleft = FALSE;
4471
4472         p_ptr->run_py = py;
4473         p_ptr->run_px = px;
4474
4475         /* Find the destination grid */
4476         row = py + ddy[dir];
4477         col = px + ddx[dir];
4478
4479         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4480
4481         /* Extract cycle index */
4482         i = chome[dir];
4483
4484         /* Check for walls */
4485         if (see_wall(cycle[i+1], py, px))
4486         {
4487                 find_breakleft = TRUE;
4488                 shortleft = TRUE;
4489         }
4490         else if (see_wall(cycle[i+1], row, col))
4491         {
4492                 find_breakleft = TRUE;
4493                 deepleft = TRUE;
4494         }
4495
4496         /* Check for walls */
4497         if (see_wall(cycle[i-1], py, px))
4498         {
4499                 find_breakright = TRUE;
4500                 shortright = TRUE;
4501         }
4502         else if (see_wall(cycle[i-1], row, col))
4503         {
4504                 find_breakright = TRUE;
4505                 deepright = TRUE;
4506         }
4507
4508         /* Looking for a break */
4509         if (find_breakleft && find_breakright)
4510         {
4511                 /* Not looking for open area */
4512                 find_openarea = FALSE;
4513
4514                 /* Hack -- allow angled corridor entry */
4515                 if (dir & 0x01)
4516                 {
4517                         if (deepleft && !deepright)
4518                         {
4519                                 find_prevdir = cycle[i - 1];
4520                         }
4521                         else if (deepright && !deepleft)
4522                         {
4523                                 find_prevdir = cycle[i + 1];
4524                         }
4525                 }
4526
4527                 /* Hack -- allow blunt corridor entry */
4528                 else if (see_wall(cycle[i], row, col))
4529                 {
4530                         if (shortleft && !shortright)
4531                         {
4532                                 find_prevdir = cycle[i - 2];
4533                         }
4534                         else if (shortright && !shortleft)
4535                         {
4536                                 find_prevdir = cycle[i + 2];
4537                         }
4538                 }
4539         }
4540 }
4541
4542
4543 /*
4544  * Update the current "run" path
4545  *
4546  * Return TRUE if the running should be stopped
4547  */
4548 static bool run_test(void)
4549 {
4550         int         prev_dir, new_dir, check_dir = 0;
4551         int         row, col;
4552         int         i, max, inv;
4553         int         option = 0, option2 = 0;
4554         cave_type   *c_ptr;
4555         s16b        feat;
4556         feature_type *f_ptr;
4557
4558         /* Where we came from */
4559         prev_dir = find_prevdir;
4560
4561
4562         /* Range of newly adjacent grids */
4563         max = (prev_dir & 0x01) + 1;
4564
4565         /* break run when leaving trap detected region */
4566         if ((disturb_trap_detect || alert_trap_detect)
4567             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4568         {
4569                 /* No duplicate warning */
4570                 p_ptr->dtrap = FALSE;
4571
4572                 /* You are just on the edge */
4573                 if (!(cave[py][px].info & CAVE_UNSAFE))
4574                 {
4575                         if (alert_trap_detect)
4576                         {
4577 #ifdef JP
4578                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4579 #else
4580                                 msg_print("*Leaving trap detect region!*");
4581 #endif
4582                         }
4583
4584                         if (disturb_trap_detect)
4585                         {
4586                                 /* Break Run */
4587                                 return(TRUE);
4588                         }
4589                 }
4590         }
4591
4592         /* Look at every newly adjacent square. */
4593         for (i = -max; i <= max; i++)
4594         {
4595                 s16b this_o_idx, next_o_idx = 0;
4596
4597                 /* New direction */
4598                 new_dir = cycle[chome[prev_dir] + i];
4599
4600                 /* New location */
4601                 row = py + ddy[new_dir];
4602                 col = px + ddx[new_dir];
4603
4604                 /* Access grid */
4605                 c_ptr = &cave[row][col];
4606
4607                 /* Feature code (applying "mimic" field) */
4608                 feat = get_feat_mimic(c_ptr);
4609                 f_ptr = &f_info[feat];
4610
4611                 /* Visible monsters abort running */
4612                 if (c_ptr->m_idx)
4613                 {
4614                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4615
4616                         /* Visible monster */
4617                         if (m_ptr->ml) return (TRUE);
4618                 }
4619
4620                 /* Visible objects abort running */
4621                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4622                 {
4623                         object_type *o_ptr;
4624
4625                         /* Acquire object */
4626                         o_ptr = &o_list[this_o_idx];
4627
4628                         /* Acquire next object */
4629                         next_o_idx = o_ptr->next_o_idx;
4630
4631                         /* Visible object */
4632                         if (o_ptr->marked) return (TRUE);
4633                 }
4634
4635                 /* Assume unknown */
4636                 inv = TRUE;
4637
4638                 /* Check memorized grids */
4639                 if (c_ptr->info & (CAVE_MARK))
4640                 {
4641                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4642
4643                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4644                         {
4645                                 /* Open doors */
4646                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4647                                 {
4648                                         /* Option -- ignore */
4649                                         notice = FALSE;
4650                                 }
4651
4652                                 /* Stairs */
4653                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4654                                 {
4655                                         /* Option -- ignore */
4656                                         notice = FALSE;
4657                                 }
4658
4659                                 /* Lava */
4660                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4661                                 {
4662                                         /* Ignore */
4663                                         notice = FALSE;
4664                                 }
4665
4666                                 /* Deep water */
4667                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4668                                          (p_ptr->levitation || p_ptr->can_swim ||
4669                                           p_ptr->total_weight <= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100)) / 2)))
4670                                 {
4671                                         /* Ignore */
4672                                         notice = FALSE;
4673                                 }
4674                         }
4675
4676                         /* Interesting feature */
4677                         if (notice) return (TRUE);
4678
4679                         /* The grid is "visible" */
4680                         inv = FALSE;
4681                 }
4682
4683                 /* Analyze unknown grids and floors considering mimic */
4684                 if (inv || !see_wall(0, row, col))
4685                 {
4686                         /* Looking for open area */
4687                         if (find_openarea)
4688                         {
4689                                 /* Nothing */
4690                         }
4691
4692                         /* The first new direction. */
4693                         else if (!option)
4694                         {
4695                                 option = new_dir;
4696                         }
4697
4698                         /* Three new directions. Stop running. */
4699                         else if (option2)
4700                         {
4701                                 return (TRUE);
4702                         }
4703
4704                         /* Two non-adjacent new directions.  Stop running. */
4705                         else if (option != cycle[chome[prev_dir] + i - 1])
4706                         {
4707                                 return (TRUE);
4708                         }
4709
4710                         /* Two new (adjacent) directions (case 1) */
4711                         else if (new_dir & 0x01)
4712                         {
4713                                 check_dir = cycle[chome[prev_dir] + i - 2];
4714                                 option2 = new_dir;
4715                         }
4716
4717                         /* Two new (adjacent) directions (case 2) */
4718                         else
4719                         {
4720                                 check_dir = cycle[chome[prev_dir] + i + 1];
4721                                 option2 = option;
4722                                 option = new_dir;
4723                         }
4724                 }
4725
4726                 /* Obstacle, while looking for open area */
4727                 else
4728                 {
4729                         if (find_openarea)
4730                         {
4731                                 if (i < 0)
4732                                 {
4733                                         /* Break to the right */
4734                                         find_breakright = TRUE;
4735                                 }
4736
4737                                 else if (i > 0)
4738                                 {
4739                                         /* Break to the left */
4740                                         find_breakleft = TRUE;
4741                                 }
4742                         }
4743                 }
4744         }
4745
4746         /* Looking for open area */
4747         if (find_openarea)
4748         {
4749                 /* Hack -- look again */
4750                 for (i = -max; i < 0; i++)
4751                 {
4752                         /* Unknown grid or non-wall */
4753                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4754                         {
4755                                 /* Looking to break right */
4756                                 if (find_breakright)
4757                                 {
4758                                         return (TRUE);
4759                                 }
4760                         }
4761
4762                         /* Obstacle */
4763                         else
4764                         {
4765                                 /* Looking to break left */
4766                                 if (find_breakleft)
4767                                 {
4768                                         return (TRUE);
4769                                 }
4770                         }
4771                 }
4772
4773                 /* Hack -- look again */
4774                 for (i = max; i > 0; i--)
4775                 {
4776                         /* Unknown grid or non-wall */
4777                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4778                         {
4779                                 /* Looking to break left */
4780                                 if (find_breakleft)
4781                                 {
4782                                         return (TRUE);
4783                                 }
4784                         }
4785
4786                         /* Obstacle */
4787                         else
4788                         {
4789                                 /* Looking to break right */
4790                                 if (find_breakright)
4791                                 {
4792                                         return (TRUE);
4793                                 }
4794                         }
4795                 }
4796         }
4797
4798         /* Not looking for open area */
4799         else
4800         {
4801                 /* No options */
4802                 if (!option)
4803                 {
4804                         return (TRUE);
4805                 }
4806
4807                 /* One option */
4808                 else if (!option2)
4809                 {
4810                         /* Primary option */
4811                         find_current = option;
4812
4813                         /* No other options */
4814                         find_prevdir = option;
4815                 }
4816
4817                 /* Two options, examining corners */
4818                 else if (!find_cut)
4819                 {
4820                         /* Primary option */
4821                         find_current = option;
4822
4823                         /* Hack -- allow curving */
4824                         find_prevdir = option2;
4825                 }
4826
4827                 /* Two options, pick one */
4828                 else
4829                 {
4830                         /* Get next location */
4831                         row = py + ddy[option];
4832                         col = px + ddx[option];
4833
4834                         /* Don't see that it is closed off. */
4835                         /* This could be a potential corner or an intersection. */
4836                         if (!see_wall(option, row, col) ||
4837                             !see_wall(check_dir, row, col))
4838                         {
4839                                 /* Can not see anything ahead and in the direction we */
4840                                 /* are turning, assume that it is a potential corner. */
4841                                 if (see_nothing(option, row, col) &&
4842                                     see_nothing(option2, row, col))
4843                                 {
4844                                         find_current = option;
4845                                         find_prevdir = option2;
4846                                 }
4847
4848                                 /* STOP: we are next to an intersection or a room */
4849                                 else
4850                                 {
4851                                         return (TRUE);
4852                                 }
4853                         }
4854
4855                         /* This corner is seen to be enclosed; we cut the corner. */
4856                         else if (find_cut)
4857                         {
4858                                 find_current = option2;
4859                                 find_prevdir = option2;
4860                         }
4861
4862                         /* This corner is seen to be enclosed, and we */
4863                         /* deliberately go the long way. */
4864                         else
4865                         {
4866                                 find_current = option;
4867                                 find_prevdir = option2;
4868                         }
4869                 }
4870         }
4871
4872         /* About to hit a known wall, stop */
4873         if (see_wall(find_current, py, px))
4874         {
4875                 return (TRUE);
4876         }
4877
4878         /* Failure */
4879         return (FALSE);
4880 }
4881
4882
4883
4884 /*
4885  * Take one step along the current "run" path
4886  */
4887 void run_step(int dir)
4888 {
4889         /* Start running */
4890         if (dir)
4891         {
4892                 /* Ignore AVOID_RUN on a first step */
4893                 ignore_avoid_run = TRUE;
4894
4895                 /* Hack -- do not start silly run */
4896                 if (see_wall(dir, py, px))
4897                 {
4898                         /* Message */
4899 #ifdef JP
4900                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4901 #else
4902                         msg_print("You cannot run in that direction.");
4903 #endif
4904
4905                         /* Disturb */
4906                         disturb(0, 0);
4907
4908                         /* Done */
4909                         return;
4910                 }
4911
4912                 /* Initialize */
4913                 run_init(dir);
4914         }
4915
4916         /* Keep running */
4917         else
4918         {
4919                 /* Update run */
4920                 if (run_test())
4921                 {
4922                         /* Disturb */
4923                         disturb(0, 0);
4924
4925                         /* Done */
4926                         return;
4927                 }
4928         }
4929
4930         /* Decrease the run counter */
4931         if (--running <= 0) return;
4932
4933         /* Take time */
4934         energy_use = 100;
4935
4936         /* Move the player, using the "pickup" flag */
4937 #ifdef ALLOW_EASY_DISARM /* TNB */
4938
4939         move_player(find_current, FALSE, FALSE);
4940
4941 #else /* ALLOW_EASY_DISARM -- TNB */
4942
4943         move_player(find_current, always_pickup, FALSE);
4944
4945 #endif /* ALLOW_EASY_DISARM -- TNB */
4946
4947         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4948         {
4949                 p_ptr->run_py = 0;
4950                 p_ptr->run_px = 0;
4951                 disturb(0, 0);
4952         }
4953 }