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Thrown torches given pretty larger dice, fire brand, kill undead when them has fuel
[hengband/hengband.git] / src / cmd1.c
1 /* File: cmd1.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Movement commands (part 1) */
12
13 #include "angband.h"
14 #define MAX_VAMPIRIC_DRAIN 50
15
16
17 /*
18  * Determine if the player "hits" a monster (normal combat).
19  * Note -- Always miss 5%, always hit 5%, otherwise random.
20  */
21 bool test_hit_fire(int chance, int ac, int vis)
22 {
23         int k;
24
25         /* Percentile dice */
26         k = randint0(100);
27
28         /* Hack -- Instant miss or hit */
29         if (k < 10) return (k < 5);
30
31         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
32                 if (one_in_(20)) return (FALSE);
33
34         /* Never hit */
35         if (chance <= 0) return (FALSE);
36
37         /* Invisible monsters are harder to hit */
38         if (!vis) chance = (chance + 1) / 2;
39
40         /* Power competes against armor */
41         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
42
43         /* Assume hit */
44         return (TRUE);
45 }
46
47
48
49 /*
50  * Determine if the player "hits" a monster (normal combat).
51  *
52  * Note -- Always miss 5%, always hit 5%, otherwise random.
53  */
54 bool test_hit_norm(int chance, int ac, int vis)
55 {
56         int k;
57
58         /* Percentile dice */
59         k = randint0(100);
60
61         /* Hack -- Instant miss or hit */
62         if (k < 10) return (k < 5);
63
64         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
65                 if (one_in_(20)) return (FALSE);
66
67         /* Wimpy attack never hits */
68         if (chance <= 0) return (FALSE);
69
70         /* Penalize invisible targets */
71         if (!vis) chance = (chance + 1) / 2;
72
73         /* Power must defeat armor */
74         if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
75
76         /* Assume hit */
77         return (TRUE);
78 }
79
80
81
82 /*
83  * Critical hits (from objects thrown by player)
84  * Factor in item weight, total plusses, and player level.
85  */
86 s16b critical_shot(int weight, int plus, int dam)
87 {
88         int i, k;
89
90         /* Extract "shot" power */
91         i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
92
93         /* Snipers can shot more critically with crossbows */
94         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
95         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
96
97         /* Critical hit */
98         if (randint1(5000) <= i)
99         {
100                 k = weight * randint1(500);
101
102                 if (k < 900)
103                 {
104 #ifdef JP
105                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
106 #else
107                         msg_print("It was a good hit!");
108 #endif
109
110                         dam += (dam / 2);
111                 }
112                 else if (k < 1350)
113                 {
114 #ifdef JP
115                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
116 #else
117                         msg_print("It was a great hit!");
118 #endif
119
120                         dam *= 2;
121                 }
122                 else
123                 {
124 #ifdef JP
125                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
126 #else
127                         msg_print("It was a superb hit!");
128 #endif
129
130                         dam *= 3;
131                 }
132         }
133
134         return (dam);
135 }
136
137
138
139 /*
140  * Critical hits (by player)
141  *
142  * Factor in weapon weight, total plusses, player level.
143  */
144 s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
145 {
146         int i, k;
147
148         /* Extract "blow" power */
149         i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
150
151         /* Chance */
152         if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
153         {
154                 k = weight + randint1(650);
155                 if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
156
157                 if (k < 400)
158                 {
159 #ifdef JP
160                         msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
161 #else
162                         msg_print("It was a good hit!");
163 #endif
164
165                         dam = 2 * dam + 5;
166                 }
167                 else if (k < 700)
168                 {
169 #ifdef JP
170                         msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
171 #else
172                         msg_print("It was a great hit!");
173 #endif
174
175                         dam = 2 * dam + 10;
176                 }
177                 else if (k < 900)
178                 {
179 #ifdef JP
180                         msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
181 #else
182                         msg_print("It was a superb hit!");
183 #endif
184
185                         dam = 3 * dam + 15;
186                 }
187                 else if (k < 1300)
188                 {
189 #ifdef JP
190                         msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
191 #else
192                         msg_print("It was a *GREAT* hit!");
193 #endif
194
195                         dam = 3 * dam + 20;
196                 }
197                 else
198                 {
199 #ifdef JP
200                         msg_print("ÈæÎà¤Ê¤­ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
201 #else
202                         msg_print("It was a *SUPERB* hit!");
203 #endif
204
205                         dam = ((7 * dam) / 2) + 25;
206                 }
207         }
208
209         return (dam);
210 }
211
212
213
214 /*
215  * Extract the "total damage" from a given object hitting a given monster.
216  *
217  * Note that "flasks of oil" do NOT do fire damage, although they
218  * certainly could be made to do so.  XXX XXX
219  *
220  * Note that most brands and slays are x3, except Slay Animal (x2),
221  * Slay Evil (x2), and Kill dragon (x5).
222  */
223 s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
224 {
225         int mult = 10;
226
227         monster_race *r_ptr = &r_info[m_ptr->r_idx];
228
229         u32b flgs[TR_FLAG_SIZE];
230
231         /* Extract the flags */
232         object_flags(o_ptr, flgs);
233         torch_flags(o_ptr, flgs); /* torches has secret flags */
234
235         if (!thrown)
236         {
237                 /* Magical Swords */
238                 if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
239                 if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
240                 if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
241                 if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
242                 if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
243         }
244
245         /* Some "weapons" and "ammo" do extra damage */
246         switch (o_ptr->tval)
247         {
248                 case TV_SHOT:
249                 case TV_ARROW:
250                 case TV_BOLT:
251                 case TV_HAFTED:
252                 case TV_POLEARM:
253                 case TV_SWORD:
254                 case TV_DIGGING:
255                 case TV_LITE:
256                 {
257                         /* Slay Animal */
258                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
259                             (r_ptr->flags3 & RF3_ANIMAL))
260                         {
261                                 if (is_original_ap_and_seen(m_ptr))
262                                 {
263                                         r_ptr->r_flags3 |= RF3_ANIMAL;
264                                 }
265
266                                 if (mult < 25) mult = 25;
267                         }
268
269                         /* Execute Animal */
270                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
271                             (r_ptr->flags3 & RF3_ANIMAL))
272                         {
273                                 if (is_original_ap_and_seen(m_ptr))
274                                 {
275                                         r_ptr->r_flags3 |= RF3_ANIMAL;
276                                 }
277
278                                 if (mult < 40) mult = 40;
279                         }
280
281                         /* Slay Evil */
282                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
283                             (r_ptr->flags3 & RF3_EVIL))
284                         {
285                                 if (is_original_ap_and_seen(m_ptr))
286                                 {
287                                         r_ptr->r_flags3 |= RF3_EVIL;
288                                 }
289
290                                 if (mult < 20) mult = 20;
291                         }
292
293                         /* Execute Evil */
294                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
295                             (r_ptr->flags3 & RF3_EVIL))
296                         {
297                                 if (is_original_ap_and_seen(m_ptr))
298                                 {
299                                         r_ptr->r_flags3 |= RF3_EVIL;
300                                 }
301
302                                 if (mult < 35) mult = 35;
303                         }
304
305                         /* Slay Human */
306                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
307                             (r_ptr->flags2 & RF2_HUMAN))
308                         {
309                                 if (is_original_ap_and_seen(m_ptr))
310                                 {
311                                         r_ptr->r_flags2 |= RF2_HUMAN;
312                                 }
313
314                                 if (mult < 25) mult = 25;
315                         }
316
317                         /* Execute Human */
318                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
319                             (r_ptr->flags2 & RF2_HUMAN))
320                         {
321                                 if (is_original_ap_and_seen(m_ptr))
322                                 {
323                                         r_ptr->r_flags2 |= RF2_HUMAN;
324                                 }
325
326                                 if (mult < 40) mult = 40;
327                         }
328
329                         /* Slay Undead */
330                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
331                             (r_ptr->flags3 & RF3_UNDEAD))
332                         {
333                                 if (is_original_ap_and_seen(m_ptr))
334                                 {
335                                         r_ptr->r_flags3 |= RF3_UNDEAD;
336                                 }
337
338                                 if (mult < 30) mult = 30;
339                         }
340
341                         /* Execute Undead */
342                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
343                             (r_ptr->flags3 & RF3_UNDEAD))
344                         {
345                                 if (is_original_ap_and_seen(m_ptr))
346                                 {
347                                         r_ptr->r_flags3 |= RF3_UNDEAD;
348                                 }
349
350                                 if (mult < 50) mult = 50;
351                         }
352
353                         /* Slay Demon */
354                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
355                             (r_ptr->flags3 & RF3_DEMON))
356                         {
357                                 if (is_original_ap_and_seen(m_ptr))
358                                 {
359                                         r_ptr->r_flags3 |= RF3_DEMON;
360                                 }
361
362                                 if (mult < 30) mult = 30;
363                         }
364
365                         /* Execute Demon */
366                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
367                             (r_ptr->flags3 & RF3_DEMON))
368                         {
369                                 if (is_original_ap_and_seen(m_ptr))
370                                 {
371                                         r_ptr->r_flags3 |= RF3_DEMON;
372                                 }
373
374                                 if (mult < 50) mult = 50;
375                         }
376
377                         /* Slay Orc */
378                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
379                             (r_ptr->flags3 & RF3_ORC))
380                         {
381                                 if (is_original_ap_and_seen(m_ptr))
382                                 {
383                                         r_ptr->r_flags3 |= RF3_ORC;
384                                 }
385
386                                 if (mult < 30) mult = 30;
387                         }
388
389                         /* Execute Orc */
390                         if ((have_flag(flgs, TR_KILL_ORC)) &&
391                             (r_ptr->flags3 & RF3_ORC))
392                         {
393                                 if (is_original_ap_and_seen(m_ptr))
394                                 {
395                                         r_ptr->r_flags3 |= RF3_ORC;
396                                 }
397
398                                 if (mult < 50) mult = 50;
399                         }
400
401                         /* Slay Troll */
402                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
403                             (r_ptr->flags3 & RF3_TROLL))
404                         {
405                                 if (is_original_ap_and_seen(m_ptr))
406                                 {
407                                         r_ptr->r_flags3 |= RF3_TROLL;
408                                 }
409
410                                 if (mult < 30) mult = 30;
411                         }
412
413                         /* Execute Troll */
414                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
415                             (r_ptr->flags3 & RF3_TROLL))
416                         {
417                                 if (is_original_ap_and_seen(m_ptr))
418                                 {
419                                         r_ptr->r_flags3 |= RF3_TROLL;
420                                 }
421
422                                 if (mult < 50) mult = 50;
423                         }
424
425                         /* Slay Giant */
426                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
427                             (r_ptr->flags3 & RF3_GIANT))
428                         {
429                                 if (is_original_ap_and_seen(m_ptr))
430                                 {
431                                         r_ptr->r_flags3 |= RF3_GIANT;
432                                 }
433
434                                 if (mult < 30) mult = 30;
435                         }
436
437                         /* Execute Giant */
438                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
439                             (r_ptr->flags3 & RF3_GIANT))
440                         {
441                                 if (is_original_ap_and_seen(m_ptr))
442                                 {
443                                         r_ptr->r_flags3 |= RF3_GIANT;
444                                 }
445
446                                 if (mult < 50) mult = 50;
447                         }
448
449                         /* Slay Dragon  */
450                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
451                             (r_ptr->flags3 & RF3_DRAGON))
452                         {
453                                 if (is_original_ap_and_seen(m_ptr))
454                                 {
455                                         r_ptr->r_flags3 |= RF3_DRAGON;
456                                 }
457
458                                 if (mult < 30) mult = 30;
459                         }
460
461                         /* Execute Dragon */
462                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
463                             (r_ptr->flags3 & RF3_DRAGON))
464                         {
465                                 if (is_original_ap_and_seen(m_ptr))
466                                 {
467                                         r_ptr->r_flags3 |= RF3_DRAGON;
468                                 }
469
470                                 if (mult < 50) mult = 50;
471
472                                 if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
473                                         mult *= 3;
474                         }
475
476                         /* Hex - Slay Good (Runesword) */
477                         if (hex_spelling(HEX_RUNESWORD) &&
478                             (r_ptr->flags3 & RF3_GOOD))
479                         {
480                                 if (is_original_ap_and_seen(m_ptr))
481                                 {
482                                         r_ptr->r_flags3 |= RF3_GOOD;
483                                 }
484
485                                 if (mult < 20) mult = 20;
486                         }
487
488                         /* Brand (Acid) */
489                         if (have_flag(flgs, TR_BRAND_ACID))
490                         {
491                                 /* Notice immunity */
492                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
493                                 {
494                                         if (is_original_ap_and_seen(m_ptr))
495                                         {
496                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
497                                         }
498                                 }
499
500                                 /* Otherwise, take the damage */
501                                 else
502                                 {
503                                         if (mult < 25) mult = 25;
504                                 }
505                         }
506
507                         /* Brand (Elec) */
508                         if (have_flag(flgs, TR_BRAND_ELEC))
509                         {
510                                 /* Notice immunity */
511                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
512                                 {
513                                         if (is_original_ap_and_seen(m_ptr))
514                                         {
515                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
516                                         }
517                                 }
518
519                                 /* Otherwise, take the damage */
520                                 else
521                                 {
522                                         if (mult < 25) mult = 25;
523                                 }
524                         }
525
526                         /* Brand (Fire) */
527                         if (have_flag(flgs, TR_BRAND_FIRE))
528                         {
529                                 /* Notice immunity */
530                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
531                                 {
532                                         if (is_original_ap_and_seen(m_ptr))
533                                         {
534                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
535                                         }
536                                 }
537
538                                 /* Otherwise, take the damage */
539                                 else
540                                 {
541                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
542                                         {
543                                                 if (mult < 50) mult = 50;
544                                                 if (is_original_ap_and_seen(m_ptr))
545                                                 {
546                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
547                                                 }
548                                         }
549                                         else if (mult < 25) mult = 25;
550                                 }
551                         }
552
553                         /* Brand (Cold) */
554                         if (have_flag(flgs, TR_BRAND_COLD))
555                         {
556                                 /* Notice immunity */
557                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
558                                 {
559                                         if (is_original_ap_and_seen(m_ptr))
560                                         {
561                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
562                                         }
563                                 }
564                                 /* Otherwise, take the damage */
565                                 else
566                                 {
567                                         if (r_ptr->flags3 & RF3_HURT_COLD)
568                                         {
569                                                 if (mult < 50) mult = 50;
570                                                 if (is_original_ap_and_seen(m_ptr))
571                                                 {
572                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
573                                                 }
574                                         }
575                                         else if (mult < 25) mult = 25;
576                                 }
577                         }
578
579                         /* Brand (Poison) */
580                         if (have_flag(flgs, TR_BRAND_POIS))
581                         {
582                                 /* Notice immunity */
583                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
584                                 {
585                                         if (is_original_ap_and_seen(m_ptr))
586                                         {
587                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
588                                         }
589                                 }
590
591                                 /* Otherwise, take the damage */
592                                 else
593                                 {
594                                         if (mult < 25) mult = 25;
595                                 }
596                         }
597
598                         /* Hissatsu */
599                         if (p_ptr->pclass == CLASS_SAMURAI)
600                         {
601                                 mult = mult_hissatsu(mult, flgs, m_ptr, mode);
602                         }
603
604                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
605                         {
606                                 p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
607                                 p_ptr->redraw |= (PR_MANA);
608                                 mult = mult * 3 / 2 + 20;
609                         }
610                         break;
611                 }
612         }
613         if (mult > 150) mult = 150;
614
615         /* Return the total damage */
616         return (tdam * mult / 10);
617 }
618
619
620 /*
621  * Search for hidden things
622  */
623 void search(void)
624 {
625         int y, x, chance;
626
627         s16b this_o_idx, next_o_idx = 0;
628
629         cave_type *c_ptr;
630
631
632         /* Start with base search ability */
633         chance = p_ptr->skill_srh;
634
635         /* Penalize various conditions */
636         if (p_ptr->blind || no_lite()) chance = chance / 10;
637         if (p_ptr->confused || p_ptr->image) chance = chance / 10;
638
639         /* Search the nearby grids, which are always in bounds */
640         for (y = (py - 1); y <= (py + 1); y++)
641         {
642                 for (x = (px - 1); x <= (px + 1); x++)
643                 {
644                         /* Sometimes, notice things */
645                         if (randint0(100) < chance)
646                         {
647                                 /* Access the grid */
648                                 c_ptr = &cave[y][x];
649
650                                 /* Invisible trap */
651                                 if (c_ptr->mimic && is_trap(c_ptr->feat))
652                                 {
653                                         /* Pick a trap */
654                                         disclose_grid(y, x);
655
656                                         /* Message */
657 #ifdef JP
658                                         msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
659 #else
660                                         msg_print("You have found a trap.");
661 #endif
662
663                                         /* Disturb */
664                                         disturb(0, 1);
665                                 }
666
667                                 /* Secret door */
668                                 if (is_hidden_door(c_ptr))
669                                 {
670                                         /* Message */
671 #ifdef JP
672                                         msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
673 #else
674                                         msg_print("You have found a secret door.");
675 #endif
676
677                                         /* Disclose */
678                                         disclose_grid(y, x);
679
680                                         /* Disturb */
681                                         disturb(0, 0);
682                                 }
683
684                                 /* Scan all objects in the grid */
685                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
686                                 {
687                                         object_type *o_ptr;
688
689                                         /* Acquire object */
690                                         o_ptr = &o_list[this_o_idx];
691
692                                         /* Acquire next object */
693                                         next_o_idx = o_ptr->next_o_idx;
694
695                                         /* Skip non-chests */
696                                         if (o_ptr->tval != TV_CHEST) continue;
697
698                                         /* Skip non-trapped chests */
699                                         if (!chest_traps[o_ptr->pval]) continue;
700
701                                         /* Identify once */
702                                         if (!object_is_known(o_ptr))
703                                         {
704                                                 /* Message */
705 #ifdef JP
706                                                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
707 #else
708                                                 msg_print("You have discovered a trap on the chest!");
709 #endif
710
711                                                 /* Know the trap */
712                                                 object_known(o_ptr);
713
714                                                 /* Notice it */
715                                                 disturb(0, 0);
716                                         }
717                                 }
718                         }
719                 }
720         }
721 }
722
723
724 /*
725  * Helper routine for py_pickup() and py_pickup_floor().
726  *
727  * Add the given dungeon object to the character's inventory.
728  *
729  * Delete the object afterwards.
730  */
731 void py_pickup_aux(int o_idx)
732 {
733         int slot, i;
734
735 #ifdef JP
736 /*
737  * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
738  * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
739  * ¤À¤¬¡¢°ãÏ´¶¤¬
740  * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
741  * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
742  */
743         char o_name[MAX_NLEN];
744         char old_name[MAX_NLEN];
745         char kazu_str[80];
746         int hirottakazu;
747 #else
748         char o_name[MAX_NLEN];
749 #endif
750
751         object_type *o_ptr;
752
753         o_ptr = &o_list[o_idx];
754
755 #ifdef JP
756         /* Describe the object */
757         object_desc(old_name, o_ptr, OD_NAME_ONLY);
758         object_desc_kosuu(kazu_str, o_ptr);
759         hirottakazu = o_ptr->number;
760 #endif
761         /* Carry the object */
762         slot = inven_carry(o_ptr);
763
764         /* Get the object again */
765         o_ptr = &inventory[slot];
766
767         /* Delete the object */
768         delete_object_idx(o_idx);
769
770         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
771         {
772                 bool old_known = identify_item(o_ptr);
773
774                 /* Auto-inscription/destroy */
775                 autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
776
777                 /* If it is destroyed, don't pick it up */
778                 if (o_ptr->marked & OM_AUTODESTROY) return;
779         }
780
781         /* Describe the object */
782         object_desc(o_name, o_ptr, 0);
783
784         /* Message */
785 #ifdef JP
786         if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
787         {
788                 msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
789                 msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
790                 msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
791         }
792         else
793         {
794                 if (plain_pickup)
795                 {
796                         msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
797                 }
798                 else
799                 {
800                         if (o_ptr->number > hirottakazu) {
801                             msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
802                                kazu_str, o_name, index_to_label(slot));
803                         } else {
804                                 msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
805                         }
806                 }
807         }
808         strcpy(record_o_name, old_name);
809 #else
810         msg_format("You have %s (%c).", o_name, index_to_label(slot));
811         strcpy(record_o_name, o_name);
812 #endif
813         record_turn = turn;
814
815
816         /* Check if completed a quest */
817         for (i = 0; i < max_quests; i++)
818         {
819                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
820                     (quest[i].status == QUEST_STATUS_TAKEN) &&
821                            (quest[i].k_idx == o_ptr->name1))
822                 {
823                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
824                         quest[i].status = QUEST_STATUS_COMPLETED;
825                         quest[i].complev = (byte)p_ptr->lev;
826 #ifdef JP
827                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
828 #else
829                         msg_print("You completed your quest!");
830 #endif
831
832                         msg_print(NULL);
833                 }
834         }
835 }
836
837
838 /*
839  * Player "wants" to pick up an object or gold.
840  * Note that we ONLY handle things that can be picked up.
841  * See "move_player()" for handling of other things.
842  */
843 void carry(bool pickup)
844 {
845         cave_type *c_ptr = &cave[py][px];
846
847         s16b this_o_idx, next_o_idx = 0;
848
849         char    o_name[MAX_NLEN];
850
851         /* Recenter the map around the player */
852         verify_panel();
853
854         /* Update stuff */
855         p_ptr->update |= (PU_MONSTERS);
856
857         /* Redraw map */
858         p_ptr->redraw |= (PR_MAP);
859
860         /* Window stuff */
861         p_ptr->window |= (PW_OVERHEAD);
862
863         /* Handle stuff */
864         handle_stuff();
865
866         /* Automatically pickup/destroy/inscribe items */
867         autopick_pickup_items(c_ptr);
868
869
870 #ifdef ALLOW_EASY_FLOOR
871
872         if (easy_floor)
873         {
874                 py_pickup_floor(pickup);
875                 return;
876         }
877
878 #endif /* ALLOW_EASY_FLOOR */
879
880         /* Scan the pile of objects */
881         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
882         {
883                 object_type *o_ptr;
884
885                 /* Acquire object */
886                 o_ptr = &o_list[this_o_idx];
887
888 #ifdef ALLOW_EASY_SENSE /* TNB */
889
890                 /* Option: Make item sensing easy */
891                 if (easy_sense)
892                 {
893                         /* Sense the object */
894                         (void)sense_object(o_ptr);
895                 }
896
897 #endif /* ALLOW_EASY_SENSE -- TNB */
898
899                 /* Describe the object */
900                 object_desc(o_name, o_ptr, 0);
901
902                 /* Acquire next object */
903                 next_o_idx = o_ptr->next_o_idx;
904
905                 /* Hack -- disturb */
906                 disturb(0, 0);
907
908                 /* Pick up gold */
909                 if (o_ptr->tval == TV_GOLD)
910                 {
911                         int value = (long)o_ptr->pval;
912
913                         /* Delete the gold */
914                         delete_object_idx(this_o_idx);
915
916                         /* Message */
917 #ifdef JP
918                 msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
919                            (long)value, o_name);
920 #else
921                         msg_format("You collect %ld gold pieces worth of %s.",
922                                    (long)value, o_name);
923 #endif
924
925
926                         sound(SOUND_SELL);
927
928                         /* Collect the gold */
929                         p_ptr->au += value;
930
931                         /* Redraw gold */
932                         p_ptr->redraw |= (PR_GOLD);
933
934                         /* Window stuff */
935                         p_ptr->window |= (PW_PLAYER);
936                 }
937
938                 /* Pick up objects */
939                 else
940                 {
941                         /* Hack - some objects were handled in autopick_pickup_items(). */
942                         if (o_ptr->marked & OM_NOMSG)
943                         {
944                                 /* Clear the flag. */
945                                 o_ptr->marked &= ~OM_NOMSG;
946                         }
947                         /* Describe the object */
948                         else if (!pickup)
949                         {
950 #ifdef JP
951                                 msg_format("%s¤¬¤¢¤ë¡£", o_name);
952 #else
953                                 msg_format("You see %s.", o_name);
954 #endif
955
956                         }
957
958                         /* Note that the pack is too full */
959                         else if (!inven_carry_okay(o_ptr))
960                         {
961 #ifdef JP
962                                 msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
963 #else
964                                 msg_format("You have no room for %s.", o_name);
965 #endif
966
967                         }
968
969                         /* Pick up the item (if requested and allowed) */
970                         else
971                         {
972                                 int okay = TRUE;
973
974                                 /* Hack -- query every item */
975                                 if (carry_query_flag)
976                                 {
977                                         char out_val[MAX_NLEN+20];
978 #ifdef JP
979                                         sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
980 #else
981                                         sprintf(out_val, "Pick up %s? ", o_name);
982 #endif
983
984                                         okay = get_check(out_val);
985                                 }
986
987                                 /* Attempt to pick up an object. */
988                                 if (okay)
989                                 {
990                                         /* Pick up the object */
991                                         py_pickup_aux(this_o_idx);
992                                 }
993                         }
994                 }
995         }
996 }
997
998
999 /*
1000  * Determine if a trap affects the player.
1001  * Always miss 5% of the time, Always hit 5% of the time.
1002  * Otherwise, match trap power against player armor.
1003  */
1004 static int check_hit(int power)
1005 {
1006         int k, ac;
1007
1008         /* Percentile dice */
1009         k = randint0(100);
1010
1011         /* Hack -- 5% hit, 5% miss */
1012         if (k < 10) return (k < 5);
1013
1014         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1015                 if (one_in_(20)) return (TRUE);
1016
1017         /* Paranoia -- No power */
1018         if (power <= 0) return (FALSE);
1019
1020         /* Total armor */
1021         ac = p_ptr->ac + p_ptr->to_a;
1022
1023         /* Power competes against Armor */
1024         if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
1025
1026         /* Assume miss */
1027         return (FALSE);
1028 }
1029
1030
1031
1032 /*
1033  * Handle player hitting a real trap
1034  */
1035 static void hit_trap(bool break_trap)
1036 {
1037         int i, num, dam;
1038         int x = px, y = py;
1039
1040         /* Get the cave grid */
1041         cave_type *c_ptr = &cave[y][x];
1042         feature_type *f_ptr = &f_info[c_ptr->feat];
1043         int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
1044
1045 #ifdef JP
1046         cptr name = "¥È¥é¥Ã¥×";
1047 #else
1048         cptr name = "a trap";
1049 #endif
1050
1051         /* Disturb the player */
1052         disturb(0, 1);
1053
1054         cave_alter_feat(y, x, FF_HIT_TRAP);
1055
1056         /* Analyze XXX XXX XXX */
1057         switch (trap_feat_type)
1058         {
1059                 case TRAP_TRAPDOOR:
1060                 {
1061                         if (p_ptr->levitation)
1062                         {
1063 #ifdef JP
1064                                 msg_print("Íî¤È¤·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
1065 #else
1066                                 msg_print("You fly over a trap door.");
1067 #endif
1068
1069                         }
1070                         else
1071                         {
1072 #ifdef JP
1073                                 msg_print("Íî¤È¤·¸Í¤ËÍî¤Á¤¿¡ª");
1074                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1075                                         msg_print("¤¯¤Ã¤½¡Á¡ª");
1076 #else
1077                                 msg_print("You have fallen through a trap door!");
1078 #endif
1079
1080                                 sound(SOUND_FALL);
1081                                 dam = damroll(2, 8);
1082 #ifdef JP
1083                                 name = "Íî¤È¤·¸Í";
1084 #else
1085                                 name = "a trap door";
1086 #endif
1087
1088                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1089
1090                                 /* Still alive and autosave enabled */
1091                                 if (autosave_l && (p_ptr->chp >= 0))
1092                                         do_cmd_save_game(TRUE);
1093
1094 #ifdef JP
1095                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
1096 #else
1097                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
1098 #endif
1099                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
1100
1101                                 /* Leaving */
1102                                 p_ptr->leaving = TRUE;
1103                         }
1104                         break;
1105                 }
1106
1107                 case TRAP_PIT:
1108                 {
1109                         if (p_ptr->levitation)
1110                         {
1111 #ifdef JP
1112                                 msg_print("Íî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1113 #else
1114                                 msg_print("You fly over a pit trap.");
1115 #endif
1116
1117                         }
1118                         else
1119                         {
1120 #ifdef JP
1121                                 msg_print("Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1122 #else
1123                                 msg_print("You have fallen into a pit!");
1124 #endif
1125
1126                                 dam = damroll(2, 6);
1127 #ifdef JP
1128                                 name = "Íî¤È¤··ê";
1129 #else
1130                                 name = "a pit trap";
1131 #endif
1132
1133                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1134                         }
1135                         break;
1136                 }
1137
1138                 case TRAP_SPIKED_PIT:
1139                 {
1140                         if (p_ptr->levitation)
1141                         {
1142 #ifdef JP
1143                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1144 #else
1145                                 msg_print("You fly over a spiked pit.");
1146 #endif
1147
1148                         }
1149                         else
1150                         {
1151 #ifdef JP
1152                                 msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1153 #else
1154                                 msg_print("You fall into a spiked pit!");
1155 #endif
1156
1157
1158                                 /* Base damage */
1159 #ifdef JP
1160                                 name = "Íî¤È¤··ê";
1161 #else
1162                                 name = "a pit trap";
1163 #endif
1164
1165                                 dam = damroll(2, 6);
1166
1167                                 /* Extra spike damage */
1168                                 if (randint0(100) < 50)
1169                                 {
1170 #ifdef JP
1171                                         msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1172 #else
1173                                         msg_print("You are impaled!");
1174 #endif
1175
1176
1177 #ifdef JP
1178                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1179 #else
1180                                         name = "a spiked pit";
1181 #endif
1182
1183                                         dam = dam * 2;
1184                                         (void)set_cut(p_ptr->cut + randint1(dam));
1185                                 }
1186
1187                                 /* Take the damage */
1188                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1189                         }
1190                         break;
1191                 }
1192
1193                 case TRAP_POISON_PIT:
1194                 {
1195                         if (p_ptr->levitation)
1196                         {
1197 #ifdef JP
1198                                 msg_print("¥È¥²¤Î¤¢¤ëÍî¤È¤··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
1199 #else
1200                                 msg_print("You fly over a spiked pit.");
1201 #endif
1202
1203                         }
1204                         else
1205                         {
1206 #ifdef JP
1207                         msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
1208 #else
1209                                 msg_print("You fall into a spiked pit!");
1210 #endif
1211
1212
1213                                 /* Base damage */
1214                                 dam = damroll(2, 6);
1215
1216 #ifdef JP
1217                                 name = "Íî¤È¤··ê";
1218 #else
1219                                 name = "a pit trap";
1220 #endif
1221
1222
1223                                 /* Extra spike damage */
1224                                 if (randint0(100) < 50)
1225                                 {
1226 #ifdef JP
1227                                         msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
1228 #else
1229                                         msg_print("You are impaled on poisonous spikes!");
1230 #endif
1231
1232
1233 #ifdef JP
1234                                         name = "¥È¥²¤Î¤¢¤ëÍî¤È¤··ê";
1235 #else
1236                                         name = "a spiked pit";
1237 #endif
1238
1239
1240                                         dam = dam * 2;
1241                                         (void)set_cut(p_ptr->cut + randint1(dam));
1242
1243                                         if (p_ptr->resist_pois || IS_OPPOSE_POIS())
1244                                         {
1245 #ifdef JP
1246                                                 msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
1247 #else
1248                                                 msg_print("The poison does not affect you!");
1249 #endif
1250
1251                                         }
1252
1253                                         else
1254                                         {
1255                                                 dam = dam * 2;
1256                                                 (void)set_poisoned(p_ptr->poisoned + randint1(dam));
1257                                         }
1258                                 }
1259
1260                                 /* Take the damage */
1261                                 take_hit(DAMAGE_NOESCAPE, dam, name, -1);
1262                         }
1263
1264                         break;
1265                 }
1266
1267                 case TRAP_TY_CURSE:
1268                 {
1269 #ifdef JP
1270                         msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
1271 #else
1272                         msg_print("There is a flash of shimmering light!");
1273 #endif
1274
1275                         num = 2 + randint1(3);
1276                         for (i = 0; i < num; i++)
1277                         {
1278                                 (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
1279                         }
1280
1281                         if (dun_level > randint1(100)) /* No nasty effect for low levels */
1282                         {
1283                                 bool stop_ty = FALSE;
1284                                 int count = 0;
1285
1286                                 do
1287                                 {
1288                                         stop_ty = activate_ty_curse(stop_ty, &count);
1289                                 }
1290                                 while (one_in_(6));
1291                         }
1292                         break;
1293                 }
1294
1295                 case TRAP_TELEPORT:
1296                 {
1297 #ifdef JP
1298                         msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
1299 #else
1300                         msg_print("You hit a teleport trap!");
1301 #endif
1302
1303                         teleport_player(100, TELEPORT_PASSIVE);
1304                         break;
1305                 }
1306
1307                 case TRAP_FIRE:
1308                 {
1309 #ifdef JP
1310                         msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1311 #else
1312                         msg_print("You are enveloped in flames!");
1313 #endif
1314
1315                         dam = damroll(4, 6);
1316 #ifdef JP
1317                         (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
1318 #else
1319                         (void)fire_dam(dam, "a fire trap", -1);
1320 #endif
1321
1322                         break;
1323                 }
1324
1325                 case TRAP_ACID:
1326                 {
1327 #ifdef JP
1328                         msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
1329 #else
1330                         msg_print("You are splashed with acid!");
1331 #endif
1332
1333                         dam = damroll(4, 6);
1334 #ifdef JP
1335                         (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
1336 #else
1337                         (void)acid_dam(dam, "an acid trap", -1);
1338 #endif
1339
1340                         break;
1341                 }
1342
1343                 case TRAP_SLOW:
1344                 {
1345                         if (check_hit(125))
1346                         {
1347 #ifdef JP
1348                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1349 #else
1350                                 msg_print("A small dart hits you!");
1351 #endif
1352
1353                                 dam = damroll(1, 4);
1354 #ifdef JP
1355                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1356 #else
1357                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1358 #endif
1359
1360                                 if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
1361                         }
1362                         else
1363                         {
1364 #ifdef JP
1365                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1366 #else
1367                                 msg_print("A small dart barely misses you.");
1368 #endif
1369
1370                         }
1371                         break;
1372                 }
1373
1374                 case TRAP_LOSE_STR:
1375                 {
1376                         if (check_hit(125))
1377                         {
1378 #ifdef JP
1379                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1380 #else
1381                                 msg_print("A small dart hits you!");
1382 #endif
1383
1384                                 dam = damroll(1, 4);
1385 #ifdef JP
1386                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1387 #else
1388                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1389 #endif
1390
1391                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
1392                         }
1393                         else
1394                         {
1395 #ifdef JP
1396                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1397 #else
1398                                 msg_print("A small dart barely misses you.");
1399 #endif
1400
1401                         }
1402                         break;
1403                 }
1404
1405                 case TRAP_LOSE_DEX:
1406                 {
1407                         if (check_hit(125))
1408                         {
1409 #ifdef JP
1410                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1411 #else
1412                                 msg_print("A small dart hits you!");
1413 #endif
1414
1415                                 dam = damroll(1, 4);
1416 #ifdef JP
1417                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1418 #else
1419                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1420 #endif
1421
1422                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
1423                         }
1424                         else
1425                         {
1426 #ifdef JP
1427                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1428 #else
1429                                 msg_print("A small dart barely misses you.");
1430 #endif
1431
1432                         }
1433                         break;
1434                 }
1435
1436                 case TRAP_LOSE_CON:
1437                 {
1438                         if (check_hit(125))
1439                         {
1440 #ifdef JP
1441                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤Æ»É¤µ¤Ã¤¿¡ª");
1442 #else
1443                                 msg_print("A small dart hits you!");
1444 #endif
1445
1446                                 dam = damroll(1, 4);
1447 #ifdef JP
1448                                 take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
1449 #else
1450                                 take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
1451 #endif
1452
1453                                 if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
1454                         }
1455                         else
1456                         {
1457 #ifdef JP
1458                                 msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤­¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
1459 #else
1460                                 msg_print("A small dart barely misses you.");
1461 #endif
1462
1463                         }
1464                         break;
1465                 }
1466
1467                 case TRAP_BLIND:
1468                 {
1469 #ifdef JP
1470                         msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1471 #else
1472                         msg_print("A black gas surrounds you!");
1473 #endif
1474
1475                         if (!p_ptr->resist_blind)
1476                         {
1477                                 (void)set_blind(p_ptr->blind + randint0(50) + 25);
1478                         }
1479                         break;
1480                 }
1481
1482                 case TRAP_CONFUSE:
1483                 {
1484 #ifdef JP
1485                         msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1486 #else
1487                         msg_print("A gas of scintillating colors surrounds you!");
1488 #endif
1489
1490                         if (!p_ptr->resist_conf)
1491                         {
1492                                 (void)set_confused(p_ptr->confused + randint0(20) + 10);
1493                         }
1494                         break;
1495                 }
1496
1497                 case TRAP_POISON:
1498                 {
1499 #ifdef JP
1500                         msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
1501 #else
1502                         msg_print("A pungent green gas surrounds you!");
1503 #endif
1504
1505                         if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
1506                         {
1507                                 (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
1508                         }
1509                         break;
1510                 }
1511
1512                 case TRAP_SLEEP:
1513                 {
1514 #ifdef JP
1515                         msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
1516 #else
1517                         msg_print("A strange white mist surrounds you!");
1518 #endif
1519
1520                         if (!p_ptr->free_act)
1521                         {
1522 #ifdef JP
1523 msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
1524 #else
1525                                 msg_print("You fall asleep.");
1526 #endif
1527
1528
1529                                 if (ironman_nightmare)
1530                                 {
1531 #ifdef JP
1532 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
1533 #else
1534                                         msg_print("A horrible vision enters your mind.");
1535 #endif
1536
1537
1538                                         /* Pick a nightmare */
1539                                         get_mon_num_prep(get_nightmare, NULL);
1540
1541                                         /* Have some nightmares */
1542                                         have_nightmare(get_mon_num(MAX_DEPTH));
1543
1544                                         /* Remove the monster restriction */
1545                                         get_mon_num_prep(NULL, NULL);
1546                                 }
1547                                 (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
1548                         }
1549                         break;
1550                 }
1551
1552                 case TRAP_TRAPS:
1553                 {
1554 #ifdef JP
1555 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
1556 #else
1557                         msg_print("There is a bright flash of light!");
1558 #endif
1559
1560                         /* Make some new traps */
1561                         project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
1562
1563                         break;
1564                 }
1565
1566                 case TRAP_ALARM:
1567                 {
1568 #ifdef JP
1569                         msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
1570 #else
1571                         msg_print("An alarm sounds!");
1572 #endif
1573
1574                         aggravate_monsters(0);
1575
1576                         break;
1577                 }
1578
1579                 case TRAP_OPEN:
1580                 {
1581 #ifdef JP
1582                         msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
1583 #else
1584                         msg_print("Suddenly, surrounding walls are opened!");
1585 #endif
1586                         (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1587                         (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1588                         (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
1589                         aggravate_monsters(0);
1590
1591                         break;
1592                 }
1593
1594                 case TRAP_ARMAGEDDON:
1595                 {
1596                         static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
1597                         int evil_idx = 0, good_idx = 0;
1598
1599                         int lev;
1600 #ifdef JP
1601                         msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤­¹þ¤Þ¤ì¤¿¡ª");
1602 #else
1603                         msg_print("Suddenly, you are surrounded by immotal beings!");
1604 #endif
1605
1606                         /* Summon Demons and Angels */
1607                         for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
1608                         {
1609                                 num = levs[MIN(lev/10, 9)];
1610                                 for (i = 0; i < num; i++)
1611                                 {
1612                                         int x1 = rand_spread(x, 7);
1613                                         int y1 = rand_spread(y, 5);
1614
1615                                         /* Skip illegal grids */
1616                                         if (!in_bounds(y1, x1)) continue;
1617
1618                                         /* Require line of projection */
1619                                         if (!projectable(py, px, y1, x1)) continue;
1620
1621                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
1622                                                 evil_idx = hack_m_idx_ii;
1623
1624                                         if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
1625                                         {
1626                                                 good_idx = hack_m_idx_ii;
1627                                         }
1628
1629                                         /* Let them fight each other */
1630                                         if (evil_idx && good_idx)
1631                                         {
1632                                                 monster_type *evil_ptr = &m_list[evil_idx];
1633                                                 monster_type *good_ptr = &m_list[good_idx];
1634                                                 evil_ptr->target_y = good_ptr->fy;
1635                                                 evil_ptr->target_x = good_ptr->fx;
1636                                                 good_ptr->target_y = evil_ptr->fy;
1637                                                 good_ptr->target_x = evil_ptr->fx;
1638                                         }
1639                                 }
1640                         }
1641                         break;
1642                 }
1643
1644                 case TRAP_PIRANHA:
1645                 {
1646 #ifdef JP
1647                         msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
1648 #else
1649                         msg_print("Suddenly, the room is filled with water with piranhas!");
1650 #endif
1651
1652                         /* Water fills room */
1653                         fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
1654
1655                         /* Summon Piranhas */
1656                         num = 1 + dun_level/20;
1657                         for (i = 0; i < num; i++)
1658                         {
1659                                 (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
1660                         }
1661                         break;
1662                 }
1663         }
1664
1665         if (break_trap && is_trap(c_ptr->feat))
1666         {
1667                 cave_alter_feat(y, x, FF_DISARM);
1668 #ifdef JP
1669                 msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
1670 #else
1671                 msg_print("You destroyed the trap.");
1672 #endif
1673         }
1674 }
1675
1676
1677 static void touch_zap_player(monster_type *m_ptr)
1678 {
1679         int aura_damage = 0;
1680         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1681
1682         if (r_ptr->flags2 & RF2_AURA_FIRE)
1683         {
1684                 if (!p_ptr->immune_fire)
1685                 {
1686                         char aura_dam[80];
1687
1688                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1689
1690                         /* Hack -- Get the "died from" name */
1691                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1692
1693 #ifdef JP
1694                         msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
1695 #else
1696                         msg_print("You are suddenly very hot!");
1697 #endif
1698
1699                         if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
1700                         if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
1701                         if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
1702
1703                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1704                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
1705                         handle_stuff();
1706                 }
1707         }
1708
1709         if (r_ptr->flags3 & RF3_AURA_COLD)
1710         {
1711                 if (!p_ptr->immune_cold)
1712                 {
1713                         char aura_dam[80];
1714
1715                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1716
1717                         /* Hack -- Get the "died from" name */
1718                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1719
1720 #ifdef JP
1721                         msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
1722 #else
1723                         msg_print("You are suddenly very cold!");
1724 #endif
1725
1726                         if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
1727                         if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
1728
1729                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1730                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
1731                         handle_stuff();
1732                 }
1733         }
1734
1735         if (r_ptr->flags2 & RF2_AURA_ELEC)
1736         {
1737                 if (!p_ptr->immune_elec)
1738                 {
1739                         char aura_dam[80];
1740
1741                         aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
1742
1743                         /* Hack -- Get the "died from" name */
1744                         monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
1745
1746                         if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
1747                         if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
1748                         if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
1749
1750 #ifdef JP
1751                         msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
1752 #else
1753                         msg_print("You get zapped!");
1754 #endif
1755
1756                         take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
1757                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
1758                         handle_stuff();
1759                 }
1760         }
1761 }
1762
1763
1764 static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
1765 {
1766         int             k, bonus, chance;
1767         int             n_weight = 0;
1768         monster_type    *m_ptr = &m_list[m_idx];
1769         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1770         char            m_name[80];
1771
1772         int             dss, ddd;
1773
1774         cptr            atk_desc;
1775
1776         switch (attack)
1777         {
1778                 case MUT2_SCOR_TAIL:
1779                         dss = 3;
1780                         ddd = 7;
1781                         n_weight = 5;
1782 #ifdef JP
1783                         atk_desc = "¿¬Èø";
1784 #else
1785                         atk_desc = "tail";
1786 #endif
1787
1788                         break;
1789                 case MUT2_HORNS:
1790                         dss = 2;
1791                         ddd = 6;
1792                         n_weight = 15;
1793 #ifdef JP
1794                         atk_desc = "³Ñ";
1795 #else
1796                         atk_desc = "horns";
1797 #endif
1798
1799                         break;
1800                 case MUT2_BEAK:
1801                         dss = 2;
1802                         ddd = 4;
1803                         n_weight = 5;
1804 #ifdef JP
1805                         atk_desc = "¥¯¥Á¥Ð¥·";
1806 #else
1807                         atk_desc = "beak";
1808 #endif
1809
1810                         break;
1811                 case MUT2_TRUNK:
1812                         dss = 1;
1813                         ddd = 4;
1814                         n_weight = 35;
1815 #ifdef JP
1816                         atk_desc = "¾Ý¤ÎÉ¡";
1817 #else
1818                         atk_desc = "trunk";
1819 #endif
1820
1821                         break;
1822                 case MUT2_TENTACLES:
1823                         dss = 2;
1824                         ddd = 5;
1825                         n_weight = 5;
1826 #ifdef JP
1827                         atk_desc = "¿¨¼ê";
1828 #else
1829                         atk_desc = "tentacles";
1830 #endif
1831
1832                         break;
1833                 default:
1834                         dss = ddd = n_weight = 1;
1835 #ifdef JP
1836                         atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
1837 #else
1838                         atk_desc = "undefined body part";
1839 #endif
1840
1841         }
1842
1843         /* Extract monster name (or "it") */
1844         monster_desc(m_name, m_ptr, 0);
1845
1846
1847         /* Calculate the "attack quality" */
1848         bonus = p_ptr->to_h_m;
1849         bonus += (p_ptr->lev * 6 / 5);
1850         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
1851
1852         /* Test for hit */
1853         if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
1854         {
1855                 /* Sound */
1856                 sound(SOUND_HIT);
1857
1858 #ifdef JP
1859                 msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
1860 #else
1861                 msg_format("You hit %s with your %s.", m_name, atk_desc);
1862 #endif
1863
1864
1865                 k = damroll(ddd, dss);
1866                 k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
1867
1868                 /* Apply the player damage bonuses */
1869                 k += p_ptr->to_d_m;
1870
1871                 /* No negative damage */
1872                 if (k < 0) k = 0;
1873
1874                 /* Modify the damage */
1875                 k = mon_damage_mod(m_ptr, k, FALSE);
1876
1877                 /* Complex message */
1878                 if (p_ptr->wizard)
1879                 {
1880 #ifdef JP
1881                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
1882 #else
1883                         msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
1884 #endif
1885
1886                 }
1887
1888                 /* Anger the monster */
1889                 if (k > 0) anger_monster(m_ptr);
1890
1891                 /* Damage, check for fear and mdeath */
1892                 switch (attack)
1893                 {
1894                         case MUT2_SCOR_TAIL:
1895                                 project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
1896                                 *mdeath = (m_ptr->r_idx == 0);
1897                                 break;
1898                         case MUT2_HORNS:
1899                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1900                                 break;
1901                         case MUT2_BEAK:
1902                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1903                                 break;
1904                         case MUT2_TRUNK:
1905                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1906                                 break;
1907                         case MUT2_TENTACLES:
1908                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1909                                 break;
1910                         default:
1911                                 *mdeath = mon_take_hit(m_idx, k, fear, NULL);
1912                 }
1913
1914                 touch_zap_player(m_ptr);
1915         }
1916         /* Player misses */
1917         else
1918         {
1919                 /* Sound */
1920                 sound(SOUND_MISS);
1921
1922                 /* Message */
1923 #ifdef JP
1924                         msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
1925 #else
1926                 msg_format("You miss %s.", m_name);
1927 #endif
1928
1929         }
1930 }
1931
1932
1933
1934 /*
1935  * Player attacks a (poor, defenseless) creature        -RAK-
1936  *
1937  * If no "weapon" is available, then "punch" the monster one time.
1938  */
1939 static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
1940 {
1941         int             num = 0, k, bonus, chance, vir;
1942
1943         cave_type       *c_ptr = &cave[y][x];
1944
1945         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
1946         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1947
1948         /* Access the weapon */
1949         object_type     *o_ptr = &inventory[INVEN_RARM + hand];
1950
1951         char            m_name[80];
1952
1953         bool            success_hit = FALSE;
1954         bool            backstab = FALSE;
1955         bool            vorpal_cut = FALSE;
1956         int             chaos_effect = 0;
1957         bool            stab_fleeing = FALSE;
1958         bool            fuiuchi = FALSE;
1959         bool            monk_attack = FALSE;
1960         bool            do_quake = FALSE;
1961         bool            weak = FALSE;
1962         bool            drain_msg = TRUE;
1963         int             drain_result = 0, drain_heal = 0;
1964         bool            can_drain = FALSE;
1965         int             num_blow;
1966         int             drain_left = MAX_VAMPIRIC_DRAIN;
1967         u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
1968         bool            is_human = (r_ptr->d_char == 'p');
1969         bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
1970         bool            zantetsu_mukou, e_j_mukou;
1971
1972         switch (p_ptr->pclass)
1973         {
1974         case CLASS_ROGUE:
1975         case CLASS_NINJA:
1976                 if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
1977                 {
1978                         int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
1979                         if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
1980                         if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1981                         if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1982                         if (MON_CSLEEP(m_ptr) && m_ptr->ml)
1983                         {
1984                                 /* Can't backstab creatures that we can't see, right? */
1985                                 backstab = TRUE;
1986                         }
1987                         else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
1988                         {
1989                                 fuiuchi = TRUE;
1990                         }
1991                         else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
1992                         {
1993                                 stab_fleeing = TRUE;
1994                         }
1995                 }
1996                 break;
1997
1998         case CLASS_MONK:
1999         case CLASS_FORCETRAINER:
2000         case CLASS_BERSERKER:
2001                 if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
2002                 break;
2003         }
2004
2005         if (!o_ptr->k_idx) /* Empty hand */
2006         {
2007                 if ((r_ptr->level + 10) > p_ptr->lev)
2008                 {
2009                         if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
2010                         {
2011                                 if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
2012                                         p_ptr->skill_exp[GINOU_SUDE] += 40;
2013                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
2014                                         p_ptr->skill_exp[GINOU_SUDE] += 5;
2015                                 else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
2016                                         p_ptr->skill_exp[GINOU_SUDE] += 1;
2017                                 else if ((p_ptr->lev > 34))
2018                                         if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
2019                                 p_ptr->update |= (PU_BONUS);
2020                         }
2021                 }
2022         }
2023         else if (object_is_melee_weapon(o_ptr))
2024         {
2025                 if ((r_ptr->level + 10) > p_ptr->lev)
2026                 {
2027                         int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
2028                         int sval = inventory[INVEN_RARM+hand].sval;
2029                         int now_exp = p_ptr->weapon_exp[tval][sval];
2030                         if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
2031                         {
2032                                 int amount = 0;
2033                                 if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
2034                                 else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
2035                                 else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
2036                                 else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
2037                                 p_ptr->weapon_exp[tval][sval] += amount;
2038                                 p_ptr->update |= (PU_BONUS);
2039                         }
2040                 }
2041         }
2042
2043         /* Disturb the monster */
2044         (void)set_monster_csleep(c_ptr->m_idx, 0);
2045
2046         /* Extract monster name (or "it") */
2047         monster_desc(m_name, m_ptr, 0);
2048
2049         /* Calculate the "attack quality" */
2050         bonus = p_ptr->to_h[hand] + o_ptr->to_h;
2051         chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
2052         if (mode == HISSATSU_IAI) chance += 60;
2053         if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
2054
2055         if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
2056
2057         vir = virtue_number(V_VALOUR);
2058         if (vir)
2059         {
2060                 chance += (p_ptr->virtues[vir - 1]/10);
2061         }
2062
2063         zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
2064         e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
2065
2066         if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
2067         else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
2068         else num_blow = p_ptr->num_blow[hand];
2069
2070         /* Hack -- DOKUBARI always hit once */
2071         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
2072
2073         /* Attack once for each legal blow */
2074         while ((num++ < num_blow) && !p_ptr->is_dead)
2075         {
2076                 if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2077                 {
2078                         int n = 1;
2079
2080                         if (p_ptr->migite && p_ptr->hidarite)
2081                         {
2082                                 n *= 2;
2083                         }
2084                         if (mode == HISSATSU_3DAN)
2085                         {
2086                                 n *= 2;
2087                         }
2088
2089                         success_hit = one_in_(n);
2090                 }
2091                 else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
2092                 else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
2093
2094                 if (mode == HISSATSU_MAJIN)
2095                 {
2096                         if (one_in_(2))
2097                                 success_hit = FALSE;
2098                 }
2099
2100                 /* Test for hit */
2101                 if (success_hit)
2102                 {
2103                         int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
2104
2105                         /* Sound */
2106                         sound(SOUND_HIT);
2107
2108                         /* Message */
2109 #ifdef JP
2110                         if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ­»É¤·¤¿¡ª", m_name);
2111                         else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
2112                         else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ­»É¤·¤¿¡ª", m_name);
2113                         else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
2114 #else
2115                         if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
2116                         else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
2117                         else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
2118                         else if (!monk_attack) msg_format("You hit %s.", m_name);
2119 #endif
2120
2121                         /* Hack -- bare hands do one damage */
2122                         k = 1;
2123
2124                         object_flags(o_ptr, flgs);
2125
2126                         /* Select a chaotic effect (50% chance) */
2127                         if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
2128                         {
2129                                 if (one_in_(10))
2130                                 chg_virtue(V_CHANCE, 1);
2131
2132                                 if (randint1(5) < 3)
2133                                 {
2134                                         /* Vampiric (20%) */
2135                                         chaos_effect = 1;
2136                                 }
2137                                 else if (one_in_(250))
2138                                 {
2139                                         /* Quake (0.12%) */
2140                                         chaos_effect = 2;
2141                                 }
2142                                 else if (!one_in_(10))
2143                                 {
2144                                         /* Confusion (26.892%) */
2145                                         chaos_effect = 3;
2146                                 }
2147                                 else if (one_in_(2))
2148                                 {
2149                                         /* Teleport away (1.494%) */
2150                                         chaos_effect = 4;
2151                                 }
2152                                 else
2153                                 {
2154                                         /* Polymorph (1.494%) */
2155                                         chaos_effect = 5;
2156                                 }
2157                         }
2158
2159                         /* Vampiric drain */
2160                         if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
2161                         {
2162                                 /* Only drain "living" monsters */
2163                                 if (monster_living(r_ptr))
2164                                         can_drain = TRUE;
2165                                 else
2166                                         can_drain = FALSE;
2167                         }
2168
2169                         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
2170                                 vorpal_cut = TRUE;
2171                         else vorpal_cut = FALSE;
2172
2173                         if (monk_attack)
2174                         {
2175                                 int special_effect = 0, stun_effect = 0, times = 0, max_times;
2176                                 int min_level = 1;
2177                                 const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
2178                                 int resist_stun = 0;
2179                                 int weight = 8;
2180
2181                                 if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
2182                                 if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
2183                                 if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
2184                                 if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
2185                                 if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
2186                                         resist_stun += 66;
2187
2188                                 if (p_ptr->special_defense & KAMAE_BYAKKO)
2189                                         max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
2190                                 else if (p_ptr->special_defense & KAMAE_SUZAKU)
2191                                         max_times = 1;
2192                                 else if (p_ptr->special_defense & KAMAE_GENBU)
2193                                         max_times = 1;
2194                                 else
2195                                         max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
2196                                 /* Attempt 'times' */
2197                                 for (times = 0; times < max_times; times++)
2198                                 {
2199                                         do
2200                                         {
2201                                                 ma_ptr = &ma_blows[randint0(MAX_MA)];
2202                                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
2203                                                 else min_level = ma_ptr->min_level;
2204                                         }
2205                                         while ((min_level > p_ptr->lev) ||
2206                                                (randint1(p_ptr->lev) < ma_ptr->chance));
2207
2208                                         /* keep the highest level attack available we found */
2209                                         if ((ma_ptr->min_level > old_ptr->min_level) &&
2210                                             !p_ptr->stun && !p_ptr->confused)
2211                                         {
2212                                                 old_ptr = ma_ptr;
2213
2214                                                 if (p_ptr->wizard && cheat_xtra)
2215                                                 {
2216 #ifdef JP
2217                                                         msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
2218 #else
2219                                                         msg_print("Attack re-selected.");
2220 #endif
2221                                                 }
2222                                         }
2223                                         else
2224                                         {
2225                                                 ma_ptr = old_ptr;
2226                                         }
2227                                 }
2228
2229                                 if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
2230                                 else min_level = ma_ptr->min_level;
2231                                 k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
2232                                 if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
2233
2234                                 if (ma_ptr->effect == MA_KNEE)
2235                                 {
2236                                         if (r_ptr->flags1 & RF1_MALE)
2237                                         {
2238 #ifdef JP
2239                                                 msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2240 #else
2241                                                 msg_format("You hit %s in the groin with your knee!", m_name);
2242 #endif
2243
2244                                                 sound(SOUND_PAIN);
2245                                                 special_effect = MA_KNEE;
2246                                         }
2247                                         else
2248                                                 msg_format(ma_ptr->desc, m_name);
2249                                 }
2250
2251                                 else if (ma_ptr->effect == MA_SLOW)
2252                                 {
2253                                         if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
2254                                             my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
2255                                         {
2256 #ifdef JP
2257                                                 msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
2258 #else
2259                                                 msg_format("You kick %s in the ankle.", m_name);
2260 #endif
2261
2262                                                 special_effect = MA_SLOW;
2263                                         }
2264                                         else msg_format(ma_ptr->desc, m_name);
2265                                 }
2266                                 else
2267                                 {
2268                                         if (ma_ptr->effect)
2269                                         {
2270                                                 stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
2271                                         }
2272
2273                                         msg_format(ma_ptr->desc, m_name);
2274                                 }
2275
2276                                 if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
2277                                 if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
2278                                 {
2279                                         weight += (p_ptr->magic_num1[0]/30);
2280                                         if (weight > 20) weight = 20;
2281                                 }
2282
2283                                 k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
2284
2285                                 if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2286                                 {
2287 #ifdef JP
2288                                         msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
2289 #else
2290                                         msg_format("%^s moans in agony!", m_name);
2291 #endif
2292
2293                                         stun_effect = 7 + randint1(13);
2294                                         resist_stun /= 3;
2295                                 }
2296
2297                                 else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2298                                 {
2299                                         if (!(r_ptr->flags1 & RF1_UNIQUE) &&
2300                                             (randint1(p_ptr->lev) > r_ptr->level) &&
2301                                             m_ptr->mspeed > 60)
2302                                         {
2303 #ifdef JP
2304                                                 msg_format("%^s¤Ï­¤ò¤Ò¤­¤º¤ê»Ï¤á¤¿¡£", m_name);
2305 #else
2306                                                 msg_format("%^s starts limping slower.", m_name);
2307 #endif
2308
2309                                                 m_ptr->mspeed -= 10;
2310                                         }
2311                                 }
2312
2313                                 if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
2314                                 {
2315                                         if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
2316                                         {
2317                                                 if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
2318                                                 {
2319 #ifdef JP
2320                                                         msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2321 #else
2322                                                         msg_format("%^s is stunned.", m_name);
2323 #endif
2324                                                 }
2325                                                 else
2326                                                 {
2327 #ifdef JP
2328                                                         msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
2329 #else
2330                                                         msg_format("%^s is more stunned.", m_name);
2331 #endif
2332                                                 }
2333                                         }
2334                                 }
2335                         }
2336
2337                         /* Handle normal weapon */
2338                         else if (o_ptr->k_idx)
2339                         {
2340                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2341                                 k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
2342
2343                                 if (backstab)
2344                                 {
2345                                         k *= (3 + (p_ptr->lev / 20));
2346                                 }
2347                                 else if (fuiuchi)
2348                                 {
2349                                         k = k*(5+(p_ptr->lev*2/25))/2;
2350                                 }
2351                                 else if (stab_fleeing)
2352                                 {
2353                                         k = (3 * k) / 2;
2354                                 }
2355
2356                                 if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
2357                                          (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
2358                                 {
2359                                         do_quake = TRUE;
2360                                 }
2361
2362                                 if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
2363                                         k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2364
2365                                 drain_result = k;
2366
2367                                 if (vorpal_cut)
2368                                 {
2369                                         int mult = 2;
2370
2371                                         if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
2372                                         {
2373                                                 char chainsword_noise[1024];
2374 #ifdef JP
2375                                                 if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
2376 #else
2377                                                 if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
2378 #endif
2379                                                 {
2380                                                         msg_print(chainsword_noise);
2381                                                 }
2382                                         }
2383
2384                                         if (o_ptr->name1 == ART_VORPAL_BLADE)
2385                                         {
2386 #ifdef JP
2387                                                 msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
2388 #else
2389                                                 msg_print("Your Vorpal Blade goes snicker-snack!");
2390 #endif
2391                                         }
2392                                         else
2393                                         {
2394 #ifdef JP
2395                                                 msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
2396 #else
2397                                                 msg_format("Your weapon cuts deep into %s!", m_name);
2398 #endif
2399                                         }
2400
2401                                         /* Try to increase the damage */
2402                                         while (one_in_(vorpal_chance))
2403                                         {
2404                                                 mult++;
2405                                         }
2406
2407                                         k *= mult;
2408
2409                                         /* Ouch! */
2410                                         if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
2411                                         {
2412 #ifdef JP
2413                                                 msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
2414 #else
2415                                                 msg_format("You cut %s in half!", m_name);
2416 #endif
2417                                         }
2418                                         else
2419                                         {
2420                                                 switch (mult)
2421                                                 {
2422 #ifdef JP
2423                                                 case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
2424                                                 case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
2425                                                 case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
2426                                                 case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
2427                                                 case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
2428                                                 case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
2429                                                 default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
2430 #else
2431                                                 case 2: msg_format("You gouge %s!", m_name); break;
2432                                                 case 3: msg_format("You maim %s!", m_name); break;
2433                                                 case 4: msg_format("You carve %s!", m_name); break;
2434                                                 case 5: msg_format("You cleave %s!", m_name); break;
2435                                                 case 6: msg_format("You smite %s!", m_name); break;
2436                                                 case 7: msg_format("You eviscerate %s!", m_name); break;
2437                                                 default: msg_format("You shred %s!", m_name); break;
2438 #endif
2439                                                 }
2440                                         }
2441                                         drain_result = drain_result * 3 / 2;
2442                                 }
2443
2444                                 k += o_ptr->to_d;
2445                                 drain_result += o_ptr->to_d;
2446                         }
2447
2448                         /* Apply the player damage bonuses */
2449                         k += p_ptr->to_d[hand];
2450                         drain_result += p_ptr->to_d[hand];
2451
2452                         if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
2453                         if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
2454                         if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
2455
2456                         /* No negative damage */
2457                         if (k < 0) k = 0;
2458
2459                         if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
2460                         {
2461                                 k = 0;
2462                         }
2463
2464                         if (zantetsu_mukou)
2465                         {
2466 #ifdef JP
2467                                 msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
2468 #else
2469                                 msg_print("You cannot cut such a elastic thing!");
2470 #endif
2471                                 k = 0;
2472                         }
2473
2474                         if (e_j_mukou)
2475                         {
2476 #ifdef JP
2477                                 msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
2478 #else
2479                                 msg_print("Spiders are difficult for you to deal with!");
2480 #endif
2481                                 k /= 2;
2482                         }
2483
2484                         if (mode == HISSATSU_MINEUCHI)
2485                         {
2486                                 int tmp = (10 + randint1(15) + p_ptr->lev / 5);
2487
2488                                 k = 0;
2489                                 anger_monster(m_ptr);
2490
2491                                 if (!(r_ptr->flags3 & (RF3_NO_STUN)))
2492                                 {
2493                                         /* Get stunned */
2494                                         if (MON_STUNNED(m_ptr))
2495                                         {
2496 #ifdef JP
2497                                                 msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2498 #else
2499                                                 msg_format("%s is more dazed.", m_name);
2500 #endif
2501
2502                                                 tmp /= 2;
2503                                         }
2504                                         else
2505                                         {
2506 #ifdef JP
2507                                                 msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
2508 #else
2509                                                 msg_format("%s is dazed.", m_name);
2510 #endif
2511                                         }
2512
2513                                         /* Apply stun */
2514                                         (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
2515                                 }
2516                                 else
2517                                 {
2518 #ifdef JP
2519                                         msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2520 #else
2521                                         msg_format("%s is not effected.", m_name);
2522 #endif
2523                                 }
2524                         }
2525
2526                         /* Modify the damage */
2527                         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))));
2528                         if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
2529                         {
2530                                 if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
2531                                 {
2532                                         k = m_ptr->hp + 1;
2533 #ifdef JP
2534                                         msg_format("%s¤ÎµÞ½ê¤òÆͤ­»É¤·¤¿¡ª", m_name);
2535 #else
2536                                         msg_format("You hit %s on a fatal spot!", m_name);
2537 #endif
2538                                 }
2539                                 else k = 1;
2540                         }
2541                         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)))
2542                         {
2543                                 int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2544                                 if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
2545                                 {
2546                                         k *= 5;
2547                                         drain_result *= 2;
2548 #ifdef JP
2549                                         msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
2550 #else
2551                                         msg_format("You critically injured %s!", m_name);
2552 #endif
2553                                 }
2554                                 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)))
2555                                 {
2556                                         if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
2557                                         {
2558                                                 k = MAX(k*5, m_ptr->hp/2);
2559                                                 drain_result *= 2;
2560 #ifdef JP
2561                                                 msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
2562 #else
2563                                                 msg_format("You fatally injured %s!", m_name);
2564 #endif
2565                                         }
2566                                         else
2567                                         {
2568                                                 k = m_ptr->hp + 1;
2569 #ifdef JP
2570                                                 msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
2571 #else
2572                                                 msg_format("You hit %s on a fatal spot!", m_name);
2573 #endif
2574                                         }
2575                                 }
2576                         }
2577
2578                         /* Complex message */
2579                         if (p_ptr->wizard || cheat_xtra)
2580                         {
2581 #ifdef JP
2582                                 msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
2583 #else
2584                                 msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
2585 #endif
2586                         }
2587
2588                         if (k <= 0) can_drain = FALSE;
2589
2590                         if (drain_result > m_ptr->hp)
2591                                 drain_result = m_ptr->hp;
2592
2593                         /* Damage, check for fear and death */
2594                         if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
2595                         {
2596                                 *mdeath = TRUE;
2597                                 if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
2598                                 {
2599                                         if (p_ptr->migite && p_ptr->hidarite)
2600                                         {
2601                                                 if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
2602                                                 else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
2603                                         }
2604                                         else
2605                                         {
2606                                                 energy_use = energy_use*num/p_ptr->num_blow[hand];
2607                                         }
2608                                 }
2609                                 if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
2610 #ifdef JP
2611                                         msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
2612 #else
2613                                         msg_print("Sigh... Another trifling thing I've cut....");
2614 #endif
2615                                 break;
2616                         }
2617
2618                         /* Anger the monster */
2619                         if (k > 0) anger_monster(m_ptr);
2620
2621                         touch_zap_player(m_ptr);
2622
2623                         /* Are we draining it?  A little note: If the monster is
2624                         dead, the drain does not work... */
2625
2626                         if (can_drain && (drain_result > 0))
2627                         {
2628                                 if (o_ptr->name1 == ART_MURAMASA)
2629                                 {
2630                                         if (is_human)
2631                                         {
2632                                                 int to_h = o_ptr->to_h;
2633                                                 int to_d = o_ptr->to_d;
2634                                                 int i, flag;
2635
2636                                                 flag = 1;
2637                                                 for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
2638                                                 if (flag) to_h++;
2639
2640                                                 flag = 1;
2641                                                 for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
2642                                                 if (flag) to_d++;
2643
2644                                                 if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
2645                                                 {
2646 #ifdef JP
2647                                                         msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
2648 #else
2649                                                         msg_print("Muramasa sucked blood, and became more powerful!");
2650 #endif
2651                                                         o_ptr->to_h = to_h;
2652                                                         o_ptr->to_d = to_d;
2653                                                 }
2654                                         }
2655                                 }
2656                                 else
2657                                 {
2658                                         if (drain_result > 5) /* Did we really hurt it? */
2659                                         {
2660                                                 drain_heal = damroll(2, drain_result / 6);
2661
2662                                                 /* Hex */
2663                                                 if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
2664
2665                                                 if (cheat_xtra)
2666                                                 {
2667 #ifdef JP
2668                                                         msg_format("Draining left: %d", drain_left);
2669 #else
2670                                                         msg_format("Draining left: %d", drain_left);
2671 #endif
2672
2673                                                 }
2674
2675                                                 if (drain_left)
2676                                                 {
2677                                                         if (drain_heal < drain_left)
2678                                                         {
2679                                                                 drain_left -= drain_heal;
2680                                                         }
2681                                                         else
2682                                                         {
2683                                                                 drain_heal = drain_left;
2684                                                                 drain_left = 0;
2685                                                         }
2686
2687                                                         if (drain_msg)
2688                                                         {
2689 #ifdef JP
2690                                                                 msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
2691 #else
2692                                                                 msg_format("Your weapon drains life from %s!", m_name);
2693 #endif
2694
2695                                                                 drain_msg = FALSE;
2696                                                         }
2697
2698                                                         drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
2699
2700                                                         hp_player(drain_heal);
2701                                                         /* We get to keep some of it! */
2702                                                 }
2703                                         }
2704                                 }
2705                                 m_ptr->maxhp -= (k+7)/8;
2706                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2707                                 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2708                                 weak = TRUE;
2709                         }
2710                         can_drain = FALSE;
2711                         drain_result = 0;
2712
2713                         /* Confusion attack */
2714                         if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
2715                         {
2716                                 /* Cancel glowing hands */
2717                                 if (p_ptr->special_attack & ATTACK_CONFUSE)
2718                                 {
2719                                         p_ptr->special_attack &= ~(ATTACK_CONFUSE);
2720 #ifdef JP
2721                                         msg_print("¼ê¤Îµ±¤­¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
2722 #else
2723                                         msg_print("Your hands stop glowing.");
2724 #endif
2725                                         p_ptr->redraw |= (PR_STATUS);
2726
2727                                 }
2728
2729                                 /* Confuse the monster */
2730                                 if (r_ptr->flags3 & RF3_NO_CONF)
2731                                 {
2732                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
2733
2734 #ifdef JP
2735                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2736 #else
2737                                         msg_format("%^s is unaffected.", m_name);
2738 #endif
2739
2740                                 }
2741                                 else if (randint0(100) < r_ptr->level)
2742                                 {
2743 #ifdef JP
2744                                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2745 #else
2746                                         msg_format("%^s is unaffected.", m_name);
2747 #endif
2748
2749                                 }
2750                                 else
2751                                 {
2752 #ifdef JP
2753                                         msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
2754 #else
2755                                         msg_format("%^s appears confused.", m_name);
2756 #endif
2757
2758                                         (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
2759                                 }
2760                         }
2761
2762                         else if (chaos_effect == 4)
2763                         {
2764                                 bool resists_tele = FALSE;
2765
2766                                 if (r_ptr->flagsr & RFR_RES_TELE)
2767                                 {
2768                                         if (r_ptr->flags1 & RF1_UNIQUE)
2769                                         {
2770                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2771 #ifdef JP
2772                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2773 #else
2774                                                 msg_format("%^s is unaffected!", m_name);
2775 #endif
2776
2777                                                 resists_tele = TRUE;
2778                                         }
2779                                         else if (r_ptr->level > randint1(100))
2780                                         {
2781                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
2782 #ifdef JP
2783                                                 msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
2784 #else
2785                                                 msg_format("%^s resists!", m_name);
2786 #endif
2787
2788                                                 resists_tele = TRUE;
2789                                         }
2790                                 }
2791
2792                                 if (!resists_tele)
2793                                 {
2794 #ifdef JP
2795                                         msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
2796 #else
2797                                         msg_format("%^s disappears!", m_name);
2798 #endif
2799
2800                                         teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
2801                                         num = num_blow + 1; /* Can't hit it anymore! */
2802                                         *mdeath = TRUE;
2803                                 }
2804                         }
2805
2806                         else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
2807                         {
2808                                 if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
2809                                     !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
2810                                 {
2811                                         if (polymorph_monster(y, x))
2812                                         {
2813 #ifdef JP
2814                                                 msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
2815 #else
2816                                                 msg_format("%^s changes!", m_name);
2817 #endif
2818
2819                                                 *fear = FALSE;
2820                                                 weak = FALSE;
2821                                         }
2822                                         else
2823                                         {
2824 #ifdef JP
2825                                                 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
2826 #else
2827                                                 msg_format("%^s is unaffected.", m_name);
2828 #endif
2829                                         }
2830
2831                                         /* Hack -- Get new monster */
2832                                         m_ptr = &m_list[c_ptr->m_idx];
2833
2834                                         /* Oops, we need a different name... */
2835                                         monster_desc(m_name, m_ptr, 0);
2836
2837                                         /* Hack -- Get new race */
2838                                         r_ptr = &r_info[m_ptr->r_idx];
2839                                 }
2840                         }
2841                         else if (o_ptr->name1 == ART_G_HAMMER)
2842                         {
2843                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2844
2845                                 if (m_ptr->hold_o_idx)
2846                                 {
2847                                         object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
2848                                         char o_name[MAX_NLEN];
2849
2850                                         object_desc(o_name, q_ptr, OD_NAME_ONLY);
2851                                         q_ptr->held_m_idx = 0;
2852                                         q_ptr->marked = OM_TOUCHED;
2853                                         m_ptr->hold_o_idx = q_ptr->next_o_idx;
2854                                         q_ptr->next_o_idx = 0;
2855 #ifdef JP
2856                                         msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
2857 #else
2858                                         msg_format("You snatched %s.", o_name);
2859 #endif
2860                                         inven_carry(q_ptr);
2861                                 }
2862                         }
2863                 }
2864
2865                 /* Player misses */
2866                 else
2867                 {
2868                         backstab = FALSE; /* Clumsy! */
2869                         fuiuchi = FALSE; /* Clumsy! */
2870
2871                         if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
2872                         {
2873                                 u32b flgs[TR_FLAG_SIZE];
2874
2875                                 /* Sound */
2876                                 sound(SOUND_HIT);
2877
2878                                 /* Message */
2879 #ifdef JP
2880                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2881 #else
2882                                 msg_format("You miss %s.", m_name);
2883 #endif
2884                                 /* Message */
2885 #ifdef JP
2886                                 msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ­¤¿¡ª");
2887 #else
2888                                 msg_print("Your scythe returns to you!");
2889 #endif
2890
2891                                 /* Extract the flags */
2892                                 object_flags(o_ptr, flgs);
2893
2894                                 k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
2895                                 {
2896                                         int mult;
2897                                         switch (p_ptr->mimic_form)
2898                                         {
2899                                         case MIMIC_NONE:
2900                                                 switch (p_ptr->prace)
2901                                                 {
2902                                                         case RACE_YEEK:
2903                                                         case RACE_KLACKON:
2904                                                         case RACE_HUMAN:
2905                                                         case RACE_AMBERITE:
2906                                                         case RACE_DUNADAN:
2907                                                         case RACE_BARBARIAN:
2908                                                         case RACE_BEASTMAN:
2909                                                                 mult = 25;break;
2910                                                         case RACE_HALF_ORC:
2911                                                         case RACE_HALF_TROLL:
2912                                                         case RACE_HALF_OGRE:
2913                                                         case RACE_HALF_GIANT:
2914                                                         case RACE_HALF_TITAN:
2915                                                         case RACE_CYCLOPS:
2916                                                         case RACE_IMP:
2917                                                         case RACE_SKELETON:
2918                                                         case RACE_ZOMBIE:
2919                                                         case RACE_VAMPIRE:
2920                                                         case RACE_SPECTRE:
2921                                                         case RACE_DEMON:
2922                                                         case RACE_DRACONIAN:
2923                                                                 mult = 30;break;
2924                                                         default:
2925                                                                 mult = 10;break;
2926                                                 }
2927                                                 break;
2928                                         case MIMIC_DEMON:
2929                                         case MIMIC_DEMON_LORD:
2930                                         case MIMIC_VAMPIRE:
2931                                                 mult = 30;break;
2932                                         default:
2933                                                 mult = 10;break;
2934                                         }
2935
2936                                         if (p_ptr->align < 0 && mult < 20)
2937                                                 mult = 20;
2938                                         if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
2939                                                 mult = 25;
2940                                         if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
2941                                                 mult = 25;
2942                                         if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
2943                                                 mult = 25;
2944                                         if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
2945                                                 mult = 25;
2946                                         if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
2947                                                 mult = 25;
2948
2949                                         if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
2950                                         {
2951                                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
2952                                                 p_ptr->redraw |= (PR_MANA);
2953                                                 mult = mult * 3 / 2 + 20;
2954                                         }
2955                                         k *= mult;
2956                                         k /= 10;
2957                                 }
2958
2959                                 k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
2960                                 if (one_in_(6))
2961                                 {
2962                                         int mult = 2;
2963 #ifdef JP
2964                                         msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
2965 #else
2966                                         msg_format("Your weapon cuts deep into yourself!");
2967 #endif
2968                                         /* Try to increase the damage */
2969                                         while (one_in_(4))
2970                                         {
2971                                                 mult++;
2972                                         }
2973
2974                                         k *= mult;
2975                                 }
2976                                 k += (p_ptr->to_d[hand] + o_ptr->to_d);
2977
2978                                 if (k < 0) k = 0;
2979
2980 #ifdef JP
2981                                 take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
2982 #else
2983                                 take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
2984 #endif
2985
2986                                 redraw_stuff();
2987                         }
2988                         else
2989                         {
2990                                 /* Sound */
2991                                 sound(SOUND_MISS);
2992
2993                                 /* Message */
2994 #ifdef JP
2995                                 msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
2996 #else
2997                                 msg_format("You miss %s.", m_name);
2998 #endif
2999                         }
3000                 }
3001                 backstab = FALSE;
3002                 fuiuchi = FALSE;
3003         }
3004
3005
3006         if (weak && !(*mdeath))
3007         {
3008 #ifdef JP
3009                 msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
3010 #else
3011                 msg_format("%^s seems weakened.", m_name);
3012 #endif
3013         }
3014         if (drain_left != MAX_VAMPIRIC_DRAIN)
3015         {
3016                 if (one_in_(4))
3017                 {
3018                         chg_virtue(V_UNLIFE, 1);
3019                 }
3020         }
3021         /* Mega-Hack -- apply earthquake brand */
3022         if (do_quake)
3023         {
3024                 earthquake(py, px, 10);
3025                 if (!cave[y][x].m_idx) *mdeath = TRUE;
3026         }
3027 }
3028
3029 bool py_attack(int y, int x, int mode)
3030 {
3031         bool            fear = FALSE;
3032         bool            mdeath = FALSE;
3033         bool            stormbringer = FALSE;
3034
3035         cave_type       *c_ptr = &cave[y][x];
3036         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
3037         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
3038         char            m_name[80];
3039
3040         /* Disturb the player */
3041         disturb(0, 1);
3042
3043         energy_use = 100;
3044
3045         if (!p_ptr->migite && !p_ptr->hidarite &&
3046             !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
3047         {
3048 #ifdef JP
3049                 msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
3050 #else
3051                 msg_print("You cannot do attacking.");
3052 #endif
3053                 return FALSE;
3054         }
3055
3056         /* Extract monster name (or "it") */
3057         monster_desc(m_name, m_ptr, 0);
3058
3059         if (m_ptr->ml)
3060         {
3061                 /* Auto-Recall if possible and visible */
3062                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3063
3064                 /* Track a new monster */
3065                 health_track(c_ptr->m_idx);
3066         }
3067
3068         if ((r_ptr->flags1 & RF1_FEMALE) &&
3069             !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
3070         {
3071                 if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
3072                 {
3073 #ifdef JP
3074                         msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
3075 #else
3076                         msg_print("I can not attack women!");
3077 #endif
3078                         return FALSE;
3079                 }
3080         }
3081
3082         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3083         {
3084 #ifdef JP
3085                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
3086 #else
3087                 msg_print("Something prevent you from attacking.");
3088 #endif
3089                 return FALSE;
3090         }
3091
3092         /* Stop if friendly */
3093         if (!is_hostile(m_ptr) &&
3094             !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
3095             p_ptr->shero || !m_ptr->ml))
3096         {
3097                 if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3098                 if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3099                 if (stormbringer)
3100                 {
3101 #ifdef JP
3102                         msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
3103 #else
3104                         msg_format("Your black blade greedily attacks %s!", m_name);
3105 #endif
3106                         chg_virtue(V_INDIVIDUALISM, 1);
3107                         chg_virtue(V_HONOUR, -1);
3108                         chg_virtue(V_JUSTICE, -1);
3109                         chg_virtue(V_COMPASSION, -1);
3110                 }
3111                 else if (p_ptr->pclass != CLASS_BERSERKER)
3112                 {
3113 #ifdef JP
3114                         if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
3115 #else
3116                         if (get_check("Really hit it? "))
3117 #endif
3118                         {
3119                                 chg_virtue(V_INDIVIDUALISM, 1);
3120                                 chg_virtue(V_HONOUR, -1);
3121                                 chg_virtue(V_JUSTICE, -1);
3122                                 chg_virtue(V_COMPASSION, -1);
3123                         }
3124                         else
3125                         {
3126 #ifdef JP
3127                                 msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
3128 #else
3129                                 msg_format("You stop to avoid hitting %s.", m_name);
3130 #endif
3131                                 return FALSE;
3132                         }
3133                 }
3134         }
3135
3136
3137         /* Handle player fear */
3138         if (p_ptr->afraid)
3139         {
3140                 /* Message */
3141                 if (m_ptr->ml)
3142 #ifdef JP
3143                         msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
3144 #else
3145                         msg_format("You are too afraid to attack %s!", m_name);
3146 #endif
3147
3148                 else
3149 #ifdef JP
3150                         msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
3151 #else
3152                         msg_format ("There is something scary in your way!");
3153 #endif
3154
3155                 /* Disturb the monster */
3156                 (void)set_monster_csleep(c_ptr->m_idx, 0);
3157
3158                 /* Done */
3159                 return FALSE;
3160         }
3161
3162         if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
3163         {
3164                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3165                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3166         }
3167
3168         if (p_ptr->migite && p_ptr->hidarite)
3169         {
3170                 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))
3171                 {
3172                         if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
3173                                 p_ptr->skill_exp[GINOU_NITOURYU] += 80;
3174                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
3175                                 p_ptr->skill_exp[GINOU_NITOURYU] += 4;
3176                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
3177                                 p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3178                         else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
3179                                 if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
3180                         p_ptr->update |= (PU_BONUS);
3181                 }
3182         }
3183
3184         /* Gain riding experience */
3185         if (p_ptr->riding)
3186         {
3187                 int cur = p_ptr->skill_exp[GINOU_RIDING];
3188                 int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
3189
3190                 if (cur < max)
3191                 {
3192                         int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
3193                         int targetlevel = r_ptr->level;
3194                         int inc = 0;
3195
3196                         if ((cur / 200 - 5) < targetlevel)
3197                                 inc += 1;
3198
3199                         /* Extra experience */
3200                         if ((cur / 100) < ridinglevel)
3201                         {
3202                                 if ((cur / 100 + 15) < ridinglevel)
3203                                         inc += 1 + (ridinglevel - (cur / 100 + 15));
3204                                 else
3205                                         inc += 1;
3206                         }
3207
3208                         p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
3209
3210                         p_ptr->update |= (PU_BONUS);
3211                 }
3212         }
3213
3214         riding_t_m_idx = c_ptr->m_idx;
3215         if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
3216         if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
3217
3218         /* Mutations which yield extra 'natural' attacks */
3219         if (!mdeath)
3220         {
3221                 if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
3222                         natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
3223                 if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
3224                         natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
3225                 if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
3226                         natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
3227                 if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
3228                         natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
3229                 if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
3230                         natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
3231         }
3232
3233         /* Hack -- delay fear messages */
3234         if (fear && m_ptr->ml && !mdeath)
3235         {
3236                 /* Sound */
3237                 sound(SOUND_FLEE);
3238
3239                 /* Message */
3240 #ifdef JP
3241                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3242 #else
3243                 msg_format("%^s flees in terror!", m_name);
3244 #endif
3245
3246         }
3247
3248         if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
3249         {
3250                 set_action(ACTION_NONE);
3251         }
3252
3253         return mdeath;
3254 }
3255
3256
3257 bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
3258 {
3259         feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
3260         feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
3261         bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
3262         bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
3263         int pattern_type_cur, pattern_type_new;
3264
3265         if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
3266
3267         pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
3268         pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
3269
3270         if (pattern_type_new == PATTERN_TILE_START)
3271         {
3272                 if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
3273                 {
3274 #ifdef JP
3275                         if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
3276 #else
3277                         if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
3278 #endif
3279                                 return TRUE;
3280                         else
3281                                 return FALSE;
3282                 }
3283                 else
3284                         return TRUE;
3285         }
3286         else if ((pattern_type_new == PATTERN_TILE_OLD) ||
3287                  (pattern_type_new == PATTERN_TILE_END) ||
3288                  (pattern_type_new == PATTERN_TILE_WRECKED))
3289         {
3290                 if (is_pattern_tile_cur)
3291                 {
3292                         return TRUE;
3293                 }
3294                 else
3295                 {
3296 #ifdef JP
3297                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3298 #else
3299                         msg_print("You must start walking the Pattern from the startpoint.");
3300 #endif
3301
3302                         return FALSE;
3303                 }
3304         }
3305         else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
3306                  (pattern_type_cur == PATTERN_TILE_TELEPORT))
3307         {
3308                 return TRUE;
3309         }
3310         else if (pattern_type_cur == PATTERN_TILE_START)
3311         {
3312                 if (is_pattern_tile_new)
3313                         return TRUE;
3314                 else
3315                 {
3316 #ifdef JP
3317                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3318 #else
3319                         msg_print("You must walk the Pattern in correct order.");
3320 #endif
3321
3322                         return FALSE;
3323                 }
3324         }
3325         else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
3326                  (pattern_type_cur == PATTERN_TILE_END) ||
3327                  (pattern_type_cur == PATTERN_TILE_WRECKED))
3328         {
3329                 if (!is_pattern_tile_new)
3330                 {
3331 #ifdef JP
3332                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3333 #else
3334                         msg_print("You may not step off from the Pattern.");
3335 #endif
3336
3337                         return FALSE;
3338                 }
3339                 else
3340                 {
3341                         return TRUE;
3342                 }
3343         }
3344         else
3345         {
3346                 if (!is_pattern_tile_cur)
3347                 {
3348 #ifdef JP
3349                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
3350 #else
3351                         msg_print("You must start walking the Pattern from the startpoint.");
3352 #endif
3353
3354                         return FALSE;
3355                 }
3356                 else
3357                 {
3358                         byte ok_move = PATTERN_TILE_START;
3359                         switch (pattern_type_cur)
3360                         {
3361                                 case PATTERN_TILE_1:
3362                                         ok_move = PATTERN_TILE_2;
3363                                         break;
3364                                 case PATTERN_TILE_2:
3365                                         ok_move = PATTERN_TILE_3;
3366                                         break;
3367                                 case PATTERN_TILE_3:
3368                                         ok_move = PATTERN_TILE_4;
3369                                         break;
3370                                 case PATTERN_TILE_4:
3371                                         ok_move = PATTERN_TILE_1;
3372                                         break;
3373                                 default:
3374                                         if (p_ptr->wizard)
3375 #ifdef JP
3376                                                 msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
3377 #else
3378                                                 msg_format("Funny Pattern walking, %d.", pattern_type_cur);
3379 #endif
3380
3381                                         return TRUE; /* Goof-up */
3382                         }
3383
3384                         if ((pattern_type_new == ok_move) ||
3385                             (pattern_type_new == pattern_type_cur))
3386                                 return TRUE;
3387                         else
3388                         {
3389                                 if (!is_pattern_tile_new)
3390 #ifdef JP
3391                                         msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
3392 #else
3393                                         msg_print("You may not step off from the Pattern.");
3394 #endif
3395                                 else
3396 #ifdef JP
3397                                         msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
3398 #else
3399                                         msg_print("You must walk the Pattern in correct order.");
3400 #endif
3401
3402                                 return FALSE;
3403                         }
3404                 }
3405         }
3406 }
3407
3408
3409 bool player_can_enter(s16b feature, u16b mode)
3410 {
3411         feature_type *f_ptr = &f_info[feature];
3412
3413         if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
3414
3415         /* Pattern */
3416         if (have_flag(f_ptr->flags, FF_PATTERN))
3417         {
3418                 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
3419         }
3420
3421         /* "CAN" flags */
3422         if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
3423         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
3424         if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
3425
3426         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
3427
3428         return TRUE;
3429 }
3430
3431
3432 /*
3433  * Move the player
3434  */
3435 bool move_player_effect(int ny, int nx, u32b mpe_mode)
3436 {
3437         cave_type *c_ptr = &cave[ny][nx];
3438         feature_type *f_ptr = &f_info[c_ptr->feat];
3439
3440         if (!(mpe_mode & MPE_STAYING))
3441         {
3442                 int oy = py;
3443                 int ox = px;
3444                 cave_type *oc_ptr = &cave[oy][ox];
3445                 int om_idx = oc_ptr->m_idx;
3446                 int nm_idx = c_ptr->m_idx;
3447
3448                 /* Move the player */
3449                 py = ny;
3450                 px = nx;
3451
3452                 /* Hack -- For moving monster or riding player's moving */
3453                 if (!(mpe_mode & MPE_DONT_SWAP_MON))
3454                 {
3455                         /* Swap two monsters */
3456                         c_ptr->m_idx = om_idx;
3457                         oc_ptr->m_idx = nm_idx;
3458
3459                         if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
3460                         {
3461                                 monster_type *om_ptr = &m_list[om_idx];
3462                                 om_ptr->fy = ny;
3463                                 om_ptr->fx = nx;
3464                                 update_mon(om_idx, TRUE);
3465                         }
3466
3467                         if (nm_idx > 0) /* Monster on new spot */
3468                         {
3469                                 monster_type *nm_ptr = &m_list[nm_idx];
3470                                 nm_ptr->fy = oy;
3471                                 nm_ptr->fx = ox;
3472                                 update_mon(nm_idx, TRUE);
3473                         }
3474                 }
3475
3476                 /* Redraw old spot */
3477                 lite_spot(oy, ox);
3478
3479                 /* Redraw new spot */
3480                 lite_spot(ny, nx);
3481
3482                 /* Check for new panel (redraw map) */
3483                 verify_panel();
3484
3485                 if (mpe_mode & MPE_FORGET_FLOW)
3486                 {
3487                         forget_flow();
3488
3489                         /* Mega-Hack -- Forget the view */
3490                         p_ptr->update |= (PU_UN_VIEW);
3491
3492                         /* Redraw map */
3493                         p_ptr->redraw |= (PR_MAP);
3494                 }
3495
3496                 /* Update stuff */
3497                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
3498
3499                 /* Window stuff */
3500                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3501
3502                 /* Remove "unsafe" flag */
3503                 if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
3504
3505                 /* For get everything when requested hehe I'm *NASTY* */
3506                 if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
3507
3508                 /* Handle stuff */
3509                 if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
3510
3511                 if (p_ptr->pclass == CLASS_NINJA)
3512                 {
3513                         if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
3514                         else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
3515                 }
3516
3517                 if ((p_ptr->action == ACTION_HAYAGAKE) &&
3518                     (!have_flag(f_ptr->flags, FF_PROJECT) ||
3519                      (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
3520                 {
3521 #ifdef JP
3522                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
3523 #else
3524                         msg_print("You cannot run in here.");
3525 #endif
3526                         set_action(ACTION_NONE);
3527                 }
3528         }
3529
3530         if (mpe_mode & MPE_ENERGY_USE)
3531         {
3532                 if (music_singing(MUSIC_WALL))
3533                 {
3534                         (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
3535                                 PROJECT_KILL | PROJECT_ITEM, -1);
3536
3537                         if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3538                 }
3539
3540                 /* Spontaneous Searching */
3541                 if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
3542                 {
3543                         search();
3544                 }
3545
3546                 /* Continuous Searching */
3547                 if (p_ptr->action == ACTION_SEARCH)
3548                 {
3549                         search();
3550                 }
3551         }
3552
3553         /* Handle "objects" */
3554         if (!(mpe_mode & MPE_DONT_PICKUP))
3555         {
3556                 carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
3557         }
3558
3559         /* Handle "store doors" */
3560         if (have_flag(f_ptr->flags, FF_STORE))
3561         {
3562                 /* Disturb */
3563                 disturb(0, 1);
3564
3565                 energy_use = 0;
3566                 /* Hack -- Enter store */
3567                 command_new = SPECIAL_KEY_STORE;
3568         }
3569
3570         /* Handle "building doors" -KMW- */
3571         else if (have_flag(f_ptr->flags, FF_BLDG))
3572         {
3573                 /* Disturb */
3574                 disturb(0, 1);
3575
3576                 energy_use = 0;
3577                 /* Hack -- Enter building */
3578                 command_new = SPECIAL_KEY_BUILDING;
3579         }
3580
3581         /* Handle quest areas -KMW- */
3582         else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3583         {
3584                 /* Disturb */
3585                 disturb(0, 1);
3586
3587                 energy_use = 0;
3588                 /* Hack -- Enter quest level */
3589                 command_new = SPECIAL_KEY_QUEST;
3590         }
3591
3592         else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
3593         {
3594                 if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
3595                 {
3596                         if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
3597                         quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
3598                         quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
3599 #ifdef JP
3600                         msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
3601 #else
3602                         msg_print("You accomplished your quest!");
3603 #endif
3604
3605                         msg_print(NULL);
3606                 }
3607
3608                 leave_quest_check();
3609
3610                 p_ptr->inside_quest = c_ptr->special;
3611                 dun_level = 0;
3612                 p_ptr->oldpx = 0;
3613                 p_ptr->oldpy = 0;
3614
3615                 p_ptr->leaving = TRUE;
3616         }
3617
3618         /* Set off a trap */
3619         else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
3620         {
3621                 /* Disturb */
3622                 disturb(0, 1);
3623
3624                 /* Hidden trap */
3625                 if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
3626                 {
3627                         /* Message */
3628 #ifdef JP
3629                         msg_print("¥È¥é¥Ã¥×¤À¡ª");
3630 #else
3631                         msg_print("You found a trap!");
3632 #endif
3633
3634                         /* Pick a trap */
3635                         disclose_grid(py, px);
3636                 }
3637
3638                 /* Hit the trap */
3639                 hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
3640
3641                 if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
3642         }
3643
3644         /* Warn when leaving trap detected region */
3645         if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
3646             && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
3647         {
3648                 /* No duplicate warning */
3649                 p_ptr->dtrap = FALSE;
3650
3651                 /* You are just on the edge */
3652                 if (!(c_ptr->info & CAVE_UNSAFE))
3653                 {
3654                         if (alert_trap_detect)
3655                         {
3656 #ifdef JP
3657                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
3658 #else
3659                                 msg_print("*Leaving trap detect region!*");
3660 #endif
3661                         }
3662
3663                         if (disturb_trap_detect) disturb(0, 1);
3664                 }
3665         }
3666
3667         return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
3668 }
3669
3670
3671 bool trap_can_be_ignored(int feat)
3672 {
3673         feature_type *f_ptr = &f_info[feat];
3674
3675         if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
3676
3677         switch (f_ptr->subtype)
3678         {
3679         case TRAP_TRAPDOOR:
3680         case TRAP_PIT:
3681         case TRAP_SPIKED_PIT:
3682         case TRAP_POISON_PIT:
3683                 if (p_ptr->levitation) return TRUE;
3684                 break;
3685         case TRAP_TELEPORT:
3686                 if (p_ptr->anti_tele) return TRUE;
3687                 break;
3688         case TRAP_FIRE:
3689                 if (p_ptr->immune_fire) return TRUE;
3690                 break;
3691         case TRAP_ACID:
3692                 if (p_ptr->immune_acid) return TRUE;
3693                 break;
3694         case TRAP_BLIND:
3695                 if (p_ptr->resist_blind) return TRUE;
3696                 break;
3697         case TRAP_CONFUSE:
3698                 if (p_ptr->resist_conf) return TRUE;
3699                 break;
3700         case TRAP_POISON:
3701                 if (p_ptr->resist_pois) return TRUE;
3702                 break;
3703         case TRAP_SLEEP:
3704                 if (p_ptr->free_act) return TRUE;
3705                 break;
3706         }
3707
3708         return FALSE;
3709 }
3710
3711
3712 /*
3713  * Determine if a "boundary" grid is "floor mimic"
3714  */
3715 #define boundary_floor(C, F, MF) \
3716         ((C)->mimic && permanent_wall(F) && \
3717          (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
3718          have_flag((MF)->flags, FF_PROJECT) && \
3719          !have_flag((MF)->flags, FF_OPEN))
3720
3721 /*
3722  * Move player in the given direction, with the given "pickup" flag.
3723  *
3724  * This routine should (probably) always induce energy expenditure.
3725  *
3726  * Note that moving will *always* take a turn, and will *always* hit
3727  * any monster which might be in the destination grid.  Previously,
3728  * moving into walls was "free" and did NOT hit invisible monsters.
3729  */
3730 void move_player(int dir, bool do_pickup, bool break_trap)
3731 {
3732         /* Find the result of moving */
3733         int y = py + ddy[dir];
3734         int x = px + ddx[dir];
3735
3736         /* Examine the destination */
3737         cave_type *c_ptr = &cave[y][x];
3738
3739         feature_type *f_ptr = &f_info[c_ptr->feat];
3740
3741         monster_type *m_ptr;
3742
3743         monster_type *riding_m_ptr = &m_list[p_ptr->riding];
3744         monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
3745
3746         char m_name[80];
3747
3748         bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
3749         bool p_can_kill_walls = FALSE;
3750         bool stormbringer = FALSE;
3751
3752         bool oktomove = TRUE;
3753         bool do_past = FALSE;
3754
3755         /* Exit the area */
3756         if (!dun_level && !p_ptr->wild_mode &&
3757                 ((x == 0) || (x == MAX_WID - 1) ||
3758                  (y == 0) || (y == MAX_HGT - 1)))
3759         {
3760                 /* Can the player enter the grid? */
3761                 if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
3762                 {
3763                         /* Hack: move to new area */
3764                         if ((y == 0) && (x == 0))
3765                         {
3766                                 p_ptr->wilderness_y--;
3767                                 p_ptr->wilderness_x--;
3768                                 p_ptr->oldpy = cur_hgt - 2;
3769                                 p_ptr->oldpx = cur_wid - 2;
3770                                 ambush_flag = FALSE;
3771                         }
3772
3773                         else if ((y == 0) && (x == MAX_WID - 1))
3774                         {
3775                                 p_ptr->wilderness_y--;
3776                                 p_ptr->wilderness_x++;
3777                                 p_ptr->oldpy = cur_hgt - 2;
3778                                 p_ptr->oldpx = 1;
3779                                 ambush_flag = FALSE;
3780                         }
3781
3782                         else if ((y == MAX_HGT - 1) && (x == 0))
3783                         {
3784                                 p_ptr->wilderness_y++;
3785                                 p_ptr->wilderness_x--;
3786                                 p_ptr->oldpy = 1;
3787                                 p_ptr->oldpx = cur_wid - 2;
3788                                 ambush_flag = FALSE;
3789                         }
3790
3791                         else if ((y == MAX_HGT - 1) && (x == MAX_WID - 1))
3792                         {
3793                                 p_ptr->wilderness_y++;
3794                                 p_ptr->wilderness_x++;
3795                                 p_ptr->oldpy = 1;
3796                                 p_ptr->oldpx = 1;
3797                                 ambush_flag = FALSE;
3798                         }
3799
3800                         else if (y == 0)
3801                         {
3802                                 p_ptr->wilderness_y--;
3803                                 p_ptr->oldpy = cur_hgt - 2;
3804                                 p_ptr->oldpx = x;
3805                                 ambush_flag = FALSE;
3806                         }
3807
3808                         else if (y == MAX_HGT - 1)
3809                         {
3810                                 p_ptr->wilderness_y++;
3811                                 p_ptr->oldpy = 1;
3812                                 p_ptr->oldpx = x;
3813                                 ambush_flag = FALSE;
3814                         }
3815
3816                         else if (x == 0)
3817                         {
3818                                 p_ptr->wilderness_x--;
3819                                 p_ptr->oldpx = cur_wid - 2;
3820                                 p_ptr->oldpy = y;
3821                                 ambush_flag = FALSE;
3822                         }
3823
3824                         else if (x == MAX_WID - 1)
3825                         {
3826                                 p_ptr->wilderness_x++;
3827                                 p_ptr->oldpx = 1;
3828                                 p_ptr->oldpy = y;
3829                                 ambush_flag = FALSE;
3830                         }
3831
3832                         p_ptr->leaving = TRUE;
3833                         energy_use = 100;
3834
3835                         return;
3836                 }
3837
3838                 /* "Blocked" message appears later */
3839                 /* oktomove = FALSE; */
3840                 p_can_enter = FALSE;
3841         }
3842
3843         /* Get the monster */
3844         m_ptr = &m_list[c_ptr->m_idx];
3845
3846
3847         if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3848         if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
3849
3850         /* Player can not walk through "walls"... */
3851         /* unless in Shadow Form */
3852         p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
3853                 (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
3854                 !have_flag(f_ptr->flags, FF_PERMANENT);
3855
3856         /* Hack -- attack monsters */
3857         if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
3858         {
3859                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3860
3861                 /* Attack -- only if we can see it OR it is not in a wall */
3862                 if (!is_hostile(m_ptr) &&
3863                     !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
3864                     ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
3865                     pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
3866                 {
3867                         /* Disturb the monster */
3868                         (void)set_monster_csleep(c_ptr->m_idx, 0);
3869
3870                         /* Extract monster name (or "it") */
3871                         monster_desc(m_name, m_ptr, 0);
3872
3873                         if (m_ptr->ml)
3874                         {
3875                                 /* Auto-Recall if possible and visible */
3876                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3877
3878                                 /* Track a new monster */
3879                                 health_track(c_ptr->m_idx);
3880                         }
3881
3882                         /* displace? */
3883                         if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
3884                         {
3885                                 py_attack(y, x, 0);
3886                                 oktomove = FALSE;
3887                         }
3888                         else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
3889                         {
3890                                 do_past = TRUE;
3891                         }
3892                         else
3893                         {
3894 #ifdef JP
3895                                 msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
3896 #else
3897                                 msg_format("%^s is in your way!", m_name);
3898 #endif
3899
3900                                 energy_use = 0;
3901                                 oktomove = FALSE;
3902                         }
3903
3904                         /* now continue on to 'movement' */
3905                 }
3906                 else
3907                 {
3908                         py_attack(y, x, 0);
3909                         oktomove = FALSE;
3910                 }
3911         }
3912
3913         if (oktomove && p_ptr->riding)
3914         {
3915                 if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
3916                 {
3917 #ifdef JP
3918                         msg_print("Æ°¤±¤Ê¤¤¡ª");
3919 #else
3920                         msg_print("Can't move!");
3921 #endif
3922                         energy_use = 0;
3923                         oktomove = FALSE;
3924                         disturb(0, 1);
3925                 }
3926                 else if (MON_MONFEAR(riding_m_ptr))
3927                 {
3928                         char m_name[80];
3929
3930                         /* Acquire the monster name */
3931                         monster_desc(m_name, riding_m_ptr, 0);
3932
3933                         /* Dump a message */
3934 #ifdef JP
3935                         msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
3936 #else
3937                         msg_format("%^s is too scared to control.", m_name);
3938 #endif
3939                         oktomove = FALSE;
3940                         disturb(0, 1);
3941                 }
3942                 else if (p_ptr->riding_ryoute)
3943                 {
3944                         oktomove = FALSE;
3945                         disturb(0, 1);
3946                 }
3947                 else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
3948                 {
3949                         /* Allow moving */
3950                 }
3951                 else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
3952                 {
3953                         /* Allow moving */
3954                 }
3955                 else if (have_flag(f_ptr->flags, FF_WATER) &&
3956                         !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
3957                         (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
3958                 {
3959 #ifdef JP
3960                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3961 #else
3962                         msg_print("Can't swim.");
3963 #endif
3964                         energy_use = 0;
3965                         oktomove = FALSE;
3966                         disturb(0, 1);
3967                 }
3968                 else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
3969                 {
3970 #ifdef JP
3971                         msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
3972 #else
3973                         msg_print("Can't land.");
3974 #endif
3975                         energy_use = 0;
3976                         oktomove = FALSE;
3977                         disturb(0, 1);
3978                 }
3979                 else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
3980                 {
3981 #ifdef JP
3982                         msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
3983 #else
3984                         msg_print("Too hot to go through.");
3985 #endif
3986                         energy_use = 0;
3987                         oktomove = FALSE;
3988                         disturb(0, 1);
3989                 }
3990
3991                 if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
3992                 {
3993                         char m_name[80];
3994                         monster_desc(m_name, riding_m_ptr, 0);
3995 #ifdef JP
3996                         msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
3997 #else
3998                         msg_format("You cannot control stunned %s!",m_name);
3999 #endif
4000                         oktomove = FALSE;
4001                         disturb(0, 1);
4002                 }
4003         }
4004
4005         if (!oktomove)
4006         {
4007         }
4008
4009         else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
4010         {
4011 #ifdef JP
4012                 msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
4013 #else
4014                 msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
4015 #endif
4016
4017                 energy_use = 0;
4018                 running = 0;
4019                 oktomove = FALSE;
4020         }
4021
4022         /*
4023          * Player can move through trees and
4024          * has effective -10 speed
4025          * Rangers can move without penality
4026          */
4027         else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
4028         {
4029                 if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
4030         }
4031
4032 #ifdef ALLOW_EASY_DISARM /* TNB */
4033
4034         /* Disarm a visible trap */
4035         else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
4036         {
4037                 if (!trap_can_be_ignored(c_ptr->feat))
4038                 {
4039                         (void)do_cmd_disarm_aux(y, x, dir);
4040                         return;
4041                 }
4042         }
4043
4044 #endif /* ALLOW_EASY_DISARM -- TNB */
4045
4046         /* Player can not walk through "walls" unless in wraith form...*/
4047         else if (!p_can_enter && !p_can_kill_walls)
4048         {
4049                 /* Feature code (applying "mimic" field) */
4050                 s16b feat = get_feat_mimic(c_ptr);
4051                 feature_type *mimic_f_ptr = &f_info[feat];
4052                 cptr name = f_name + mimic_f_ptr->name;
4053
4054                 oktomove = FALSE;
4055
4056                 /* Notice things in the dark */
4057                 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
4058                 {
4059                         /* Boundary floor mimic */
4060                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4061                         {
4062 #ifdef JP
4063                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
4064 #else
4065                                 msg_print("You feel you cannot go any more.");
4066 #endif
4067                         }
4068
4069                         /* Wall (or secret door) */
4070                         else
4071                         {
4072 #ifdef JP
4073                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
4074 #else
4075                                 msg_format("You feel %s %s blocking your way.",
4076                                         is_a_vowel(name[0]) ? "an" : "a", name);
4077 #endif
4078
4079                                 c_ptr->info |= (CAVE_MARK);
4080                                 lite_spot(y, x);
4081                         }
4082                 }
4083
4084                 /* Notice things */
4085                 else
4086                 {
4087                         /* Boundary floor mimic */
4088                         if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
4089                         {
4090 #ifdef JP
4091                                 msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
4092 #else
4093                                 msg_print("You cannot go any more.");
4094 #endif
4095
4096                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4097                                         energy_use = 0;
4098                         }
4099
4100                         /* Wall (or secret door) */
4101                         else
4102                         {
4103 #ifdef ALLOW_EASY_OPEN
4104                                 /* Closed doors */
4105                                 if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
4106 #endif /* ALLOW_EASY_OPEN */
4107
4108 #ifdef JP
4109                                 msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
4110 #else
4111                                 msg_format("There is %s %s blocking your way.",
4112                                         is_a_vowel(name[0]) ? "an" : "a", name);
4113 #endif
4114
4115                                 /*
4116                                  * Well, it makes sense that you lose time bumping into
4117                                  * a wall _if_ you are confused, stunned or blind; but
4118                                  * typing mistakes should not cost you a turn...
4119                                  */
4120                                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4121                                         energy_use = 0;
4122                         }
4123                 }
4124
4125                 /* Disturb the player */
4126                 disturb(0, 1);
4127
4128                 /* Sound */
4129                 if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
4130         }
4131
4132         /* Normal movement */
4133         if (oktomove && !pattern_seq(py, px, y, x))
4134         {
4135                 if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
4136                 {
4137                         energy_use = 0;
4138                 }
4139
4140                 /* To avoid a loop with running */
4141                 disturb(0, 1);
4142
4143                 oktomove = FALSE;
4144         }
4145
4146         /* Normal movement */
4147         if (oktomove)
4148         {
4149                 u32b mpe_mode = MPE_ENERGY_USE;
4150
4151                 if (p_ptr->warning)
4152                 {
4153                         if (!process_warning(x, y))
4154                         {
4155                                 energy_use = 25;
4156                                 return;
4157                         }
4158                 }
4159
4160                 if (do_past)
4161                 {
4162 #ifdef JP
4163                         msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
4164 #else
4165                         msg_format("You push past %s.", m_name);
4166 #endif
4167                 }
4168
4169                 /* Change oldpx and oldpy to place the player well when going back to big mode */
4170                 if (p_ptr->wild_mode)
4171                 {
4172                         if (ddy[dir] > 0)  p_ptr->oldpy = 1;
4173                         if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
4174                         if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
4175                         if (ddx[dir] > 0)  p_ptr->oldpx = 1;
4176                         if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
4177                         if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
4178                 }
4179
4180                 if (p_can_kill_walls)
4181                 {
4182                         cave_alter_feat(y, x, FF_HURT_DISI);
4183
4184                         /* Update some things -- similar to GF_KILL_WALL */
4185                         p_ptr->update |= (PU_FLOW);
4186                 }
4187
4188                 /* Sound */
4189                 /* sound(SOUND_WALK); */
4190
4191 #ifdef ALLOW_EASY_DISARM /* TNB */
4192
4193                 if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
4194
4195 #else /* ALLOW_EASY_DISARM -- TNB */
4196
4197                 if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
4198
4199 #endif /* ALLOW_EASY_DISARM -- TNB */
4200
4201                 if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
4202
4203                 /* Move the player */
4204                 (void)move_player_effect(y, x, mpe_mode);
4205         }
4206 }
4207
4208
4209 static bool ignore_avoid_run;
4210
4211 /*
4212  * Hack -- Check for a "known wall" (see below)
4213  */
4214 static int see_wall(int dir, int y, int x)
4215 {
4216         cave_type   *c_ptr;
4217
4218         /* Get the new location */
4219         y += ddy[dir];
4220         x += ddx[dir];
4221
4222         /* Illegal grids are not known walls */
4223         if (!in_bounds2(y, x)) return (FALSE);
4224
4225         /* Access grid */
4226         c_ptr = &cave[y][x];
4227
4228         /* Must be known to the player */
4229         if (c_ptr->info & (CAVE_MARK))
4230         {
4231                 /* Feature code (applying "mimic" field) */
4232                 s16b         feat = get_feat_mimic(c_ptr);
4233                 feature_type *f_ptr = &f_info[feat];
4234
4235                 /* Wall grids are known walls */
4236                 if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
4237
4238                 /* Don't run on a tree unless explicitly requested */
4239                 if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
4240                         return TRUE;
4241
4242                 /* Don't run in a wall */
4243                 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
4244                         return !have_flag(f_ptr->flags, FF_DOOR);
4245         }
4246
4247         return FALSE;
4248 }
4249
4250
4251 /*
4252  * Hack -- Check for an "unknown corner" (see below)
4253  */
4254 static int see_nothing(int dir, int y, int x)
4255 {
4256         /* Get the new location */
4257         y += ddy[dir];
4258         x += ddx[dir];
4259
4260         /* Illegal grids are unknown */
4261         if (!in_bounds2(y, x)) return (TRUE);
4262
4263         /* Memorized grids are always known */
4264         if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
4265
4266         /* Viewable door/wall grids are known */
4267         if (player_can_see_bold(y, x)) return (FALSE);
4268
4269         /* Default */
4270         return (TRUE);
4271 }
4272
4273
4274
4275
4276
4277 /*
4278  * The running algorithm:                       -CJS-
4279  *
4280  * In the diagrams below, the player has just arrived in the
4281  * grid marked as '@', and he has just come from a grid marked
4282  * as 'o', and he is about to enter the grid marked as 'x'.
4283  *
4284  * Of course, if the "requested" move was impossible, then you
4285  * will of course be blocked, and will stop.
4286  *
4287  * Overview: You keep moving until something interesting happens.
4288  * If you are in an enclosed space, you follow corners. This is
4289  * the usual corridor scheme. If you are in an open space, you go
4290  * straight, but stop before entering enclosed space. This is
4291  * analogous to reaching doorways. If you have enclosed space on
4292  * one side only (that is, running along side a wall) stop if
4293  * your wall opens out, or your open space closes in. Either case
4294  * corresponds to a doorway.
4295  *
4296  * What happens depends on what you can really SEE. (i.e. if you
4297  * have no light, then running along a dark corridor is JUST like
4298  * running in a dark room.) The algorithm works equally well in
4299  * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
4300  *
4301  * These conditions are kept in static memory:
4302  * find_openarea         You are in the open on at least one
4303  * side.
4304  * find_breakleft        You have a wall on the left, and will
4305  * stop if it opens
4306  * find_breakright       You have a wall on the right, and will
4307  * stop if it opens
4308  *
4309  * To initialize these conditions, we examine the grids adjacent
4310  * to the grid marked 'x', two on each side (marked 'L' and 'R').
4311  * If either one of the two grids on a given side is seen to be
4312  * closed, then that side is considered to be closed. If both
4313  * sides are closed, then it is an enclosed (corridor) run.
4314  *
4315  * LL           L
4316  * @x          LxR
4317  * RR          @R
4318  *
4319  * Looking at more than just the immediate squares is
4320  * significant. Consider the following case. A run along the
4321  * corridor will stop just before entering the center point,
4322  * because a choice is clearly established. Running in any of
4323  * three available directions will be defined as a corridor run.
4324  * Note that a minor hack is inserted to make the angled corridor
4325  * entry (with one side blocked near and the other side blocked
4326  * further away from the runner) work correctly. The runner moves
4327  * diagonally, but then saves the previous direction as being
4328  * straight into the gap. Otherwise, the tail end of the other
4329  * entry would be perceived as an alternative on the next move.
4330  *
4331  * #.#
4332  * ##.##
4333  * .@x..
4334  * ##.##
4335  * #.#
4336  *
4337  * Likewise, a run along a wall, and then into a doorway (two
4338  * runs) will work correctly. A single run rightwards from @ will
4339  * stop at 1. Another run right and down will enter the corridor
4340  * and make the corner, stopping at the 2.
4341  *
4342  * ##################
4343  * o@x       1
4344  * ########### ######
4345  * #2          #
4346  * #############
4347  *
4348  * After any move, the function area_affect is called to
4349  * determine the new surroundings, and the direction of
4350  * subsequent moves. It examines the current player location
4351  * (at which the runner has just arrived) and the previous
4352  * direction (from which the runner is considered to have come).
4353  *
4354  * Moving one square in some direction places you adjacent to
4355  * three or five new squares (for straight and diagonal moves
4356  * respectively) to which you were not previously adjacent,
4357  * marked as '!' in the diagrams below.
4358  *
4359  *   ...!              ...
4360  *   .o@!  (normal)    .o.!  (diagonal)
4361  *   ...!  (east)      ..@!  (south east)
4362  *                      !!!
4363  *
4364  * You STOP if any of the new squares are interesting in any way:
4365  * for example, if they contain visible monsters or treasure.
4366  *
4367  * You STOP if any of the newly adjacent squares seem to be open,
4368  * and you are also looking for a break on that side. (that is,
4369  * find_openarea AND find_break).
4370  *
4371  * You STOP if any of the newly adjacent squares do NOT seem to be
4372  * open and you are in an open area, and that side was previously
4373  * entirely open.
4374  *
4375  * Corners: If you are not in the open (i.e. you are in a corridor)
4376  * and there is only one way to go in the new squares, then turn in
4377  * that direction. If there are more than two new ways to go, STOP.
4378  * If there are two ways to go, and those ways are separated by a
4379  * square which does not seem to be open, then STOP.
4380  *
4381  * Otherwise, we have a potential corner. There are two new open
4382  * squares, which are also adjacent. One of the new squares is
4383  * diagonally located, the other is straight on (as in the diagram).
4384  * We consider two more squares further out (marked below as ?).
4385  *
4386  * We assign "option" to the straight-on grid, and "option2" to the
4387  * diagonal grid, and "check_dir" to the grid marked 's'.
4388  *
4389  * ##s
4390  * @x?
4391  * #.?
4392  *
4393  * If they are both seen to be closed, then it is seen that no benefit
4394  * is gained from moving straight. It is a known corner.  To cut the
4395  * corner, go diagonally, otherwise go straight, but pretend you
4396  * stepped diagonally into that next location for a full view next
4397  * time. Conversely, if one of the ? squares is not seen to be closed,
4398  * then there is a potential choice. We check to see whether it is a
4399  * potential corner or an intersection/room entrance.  If the square
4400  * two spaces straight ahead, and the space marked with 's' are both
4401  * unknown space, then it is a potential corner and enter if
4402  * find_examine is set, otherwise must stop because it is not a
4403  * corner. (find_examine option is removed and always is TRUE.)
4404  */
4405
4406
4407
4408
4409 /*
4410  * Hack -- allow quick "cycling" through the legal directions
4411  */
4412 static byte cycle[] =
4413 { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
4414
4415 /*
4416  * Hack -- map each direction into the "middle" of the "cycle[]" array
4417  */
4418 static byte chome[] =
4419 { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
4420
4421 /*
4422  * The direction we are running
4423  */
4424 static byte find_current;
4425
4426 /*
4427  * The direction we came from
4428  */
4429 static byte find_prevdir;
4430
4431 /*
4432  * We are looking for open area
4433  */
4434 static bool find_openarea;
4435
4436 /*
4437  * We are looking for a break
4438  */
4439 static bool find_breakright;
4440 static bool find_breakleft;
4441
4442
4443
4444 /*
4445  * Initialize the running algorithm for a new direction.
4446  *
4447  * Diagonal Corridor -- allow diaginal entry into corridors.
4448  *
4449  * Blunt Corridor -- If there is a wall two spaces ahead and
4450  * we seem to be in a corridor, then force a turn into the side
4451  * corridor, must be moving straight into a corridor here. ???
4452  *
4453  * Diagonal Corridor    Blunt Corridor (?)
4454  *       # #                  #
4455  *       #x#                 @x#
4456  *       @p.                  p
4457  */
4458 static void run_init(int dir)
4459 {
4460         int             row, col, deepleft, deepright;
4461         int             i, shortleft, shortright;
4462
4463
4464         /* Save the direction */
4465         find_current = dir;
4466
4467         /* Assume running straight */
4468         find_prevdir = dir;
4469
4470         /* Assume looking for open area */
4471         find_openarea = TRUE;
4472
4473         /* Assume not looking for breaks */
4474         find_breakright = find_breakleft = FALSE;
4475
4476         /* Assume no nearby walls */
4477         deepleft = deepright = FALSE;
4478         shortright = shortleft = FALSE;
4479
4480         p_ptr->run_py = py;
4481         p_ptr->run_px = px;
4482
4483         /* Find the destination grid */
4484         row = py + ddy[dir];
4485         col = px + ddx[dir];
4486
4487         ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
4488
4489         /* Extract cycle index */
4490         i = chome[dir];
4491
4492         /* Check for walls */
4493         if (see_wall(cycle[i+1], py, px))
4494         {
4495                 find_breakleft = TRUE;
4496                 shortleft = TRUE;
4497         }
4498         else if (see_wall(cycle[i+1], row, col))
4499         {
4500                 find_breakleft = TRUE;
4501                 deepleft = TRUE;
4502         }
4503
4504         /* Check for walls */
4505         if (see_wall(cycle[i-1], py, px))
4506         {
4507                 find_breakright = TRUE;
4508                 shortright = TRUE;
4509         }
4510         else if (see_wall(cycle[i-1], row, col))
4511         {
4512                 find_breakright = TRUE;
4513                 deepright = TRUE;
4514         }
4515
4516         /* Looking for a break */
4517         if (find_breakleft && find_breakright)
4518         {
4519                 /* Not looking for open area */
4520                 find_openarea = FALSE;
4521
4522                 /* Hack -- allow angled corridor entry */
4523                 if (dir & 0x01)
4524                 {
4525                         if (deepleft && !deepright)
4526                         {
4527                                 find_prevdir = cycle[i - 1];
4528                         }
4529                         else if (deepright && !deepleft)
4530                         {
4531                                 find_prevdir = cycle[i + 1];
4532                         }
4533                 }
4534
4535                 /* Hack -- allow blunt corridor entry */
4536                 else if (see_wall(cycle[i], row, col))
4537                 {
4538                         if (shortleft && !shortright)
4539                         {
4540                                 find_prevdir = cycle[i - 2];
4541                         }
4542                         else if (shortright && !shortleft)
4543                         {
4544                                 find_prevdir = cycle[i + 2];
4545                         }
4546                 }
4547         }
4548 }
4549
4550
4551 /*
4552  * Update the current "run" path
4553  *
4554  * Return TRUE if the running should be stopped
4555  */
4556 static bool run_test(void)
4557 {
4558         int         prev_dir, new_dir, check_dir = 0;
4559         int         row, col;
4560         int         i, max, inv;
4561         int         option = 0, option2 = 0;
4562         cave_type   *c_ptr;
4563         s16b        feat;
4564         feature_type *f_ptr;
4565
4566         /* Where we came from */
4567         prev_dir = find_prevdir;
4568
4569
4570         /* Range of newly adjacent grids */
4571         max = (prev_dir & 0x01) + 1;
4572
4573         /* break run when leaving trap detected region */
4574         if ((disturb_trap_detect || alert_trap_detect)
4575             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4576         {
4577                 /* No duplicate warning */
4578                 p_ptr->dtrap = FALSE;
4579
4580                 /* You are just on the edge */
4581                 if (!(cave[py][px].info & CAVE_UNSAFE))
4582                 {
4583                         if (alert_trap_detect)
4584                         {
4585 #ifdef JP
4586                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4587 #else
4588                                 msg_print("*Leaving trap detect region!*");
4589 #endif
4590                         }
4591
4592                         if (disturb_trap_detect)
4593                         {
4594                                 /* Break Run */
4595                                 return(TRUE);
4596                         }
4597                 }
4598         }
4599
4600         /* Look at every newly adjacent square. */
4601         for (i = -max; i <= max; i++)
4602         {
4603                 s16b this_o_idx, next_o_idx = 0;
4604
4605                 /* New direction */
4606                 new_dir = cycle[chome[prev_dir] + i];
4607
4608                 /* New location */
4609                 row = py + ddy[new_dir];
4610                 col = px + ddx[new_dir];
4611
4612                 /* Access grid */
4613                 c_ptr = &cave[row][col];
4614
4615                 /* Feature code (applying "mimic" field) */
4616                 feat = get_feat_mimic(c_ptr);
4617                 f_ptr = &f_info[feat];
4618
4619                 /* Visible monsters abort running */
4620                 if (c_ptr->m_idx)
4621                 {
4622                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4623
4624                         /* Visible monster */
4625                         if (m_ptr->ml) return (TRUE);
4626                 }
4627
4628                 /* Visible objects abort running */
4629                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
4630                 {
4631                         object_type *o_ptr;
4632
4633                         /* Acquire object */
4634                         o_ptr = &o_list[this_o_idx];
4635
4636                         /* Acquire next object */
4637                         next_o_idx = o_ptr->next_o_idx;
4638
4639                         /* Visible object */
4640                         if (o_ptr->marked & OM_FOUND) return (TRUE);
4641                 }
4642
4643                 /* Assume unknown */
4644                 inv = TRUE;
4645
4646                 /* Check memorized grids */
4647                 if (c_ptr->info & (CAVE_MARK))
4648                 {
4649                         bool notice = have_flag(f_ptr->flags, FF_NOTICE);
4650
4651                         if (notice && have_flag(f_ptr->flags, FF_MOVE))
4652                         {
4653                                 /* Open doors */
4654                                 if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
4655                                 {
4656                                         /* Option -- ignore */
4657                                         notice = FALSE;
4658                                 }
4659
4660                                 /* Stairs */
4661                                 else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
4662                                 {
4663                                         /* Option -- ignore */
4664                                         notice = FALSE;
4665                                 }
4666
4667                                 /* Lava */
4668                                 else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
4669                                 {
4670                                         /* Ignore */
4671                                         notice = FALSE;
4672                                 }
4673
4674                                 /* Deep water */
4675                                 else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
4676                                          (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
4677                                 {
4678                                         /* Ignore */
4679                                         notice = FALSE;
4680                                 }
4681                         }
4682
4683                         /* Interesting feature */
4684                         if (notice) return (TRUE);
4685
4686                         /* The grid is "visible" */
4687                         inv = FALSE;
4688                 }
4689
4690                 /* Analyze unknown grids and floors considering mimic */
4691                 if (inv || !see_wall(0, row, col))
4692                 {
4693                         /* Looking for open area */
4694                         if (find_openarea)
4695                         {
4696                                 /* Nothing */
4697                         }
4698
4699                         /* The first new direction. */
4700                         else if (!option)
4701                         {
4702                                 option = new_dir;
4703                         }
4704
4705                         /* Three new directions. Stop running. */
4706                         else if (option2)
4707                         {
4708                                 return (TRUE);
4709                         }
4710
4711                         /* Two non-adjacent new directions.  Stop running. */
4712                         else if (option != cycle[chome[prev_dir] + i - 1])
4713                         {
4714                                 return (TRUE);
4715                         }
4716
4717                         /* Two new (adjacent) directions (case 1) */
4718                         else if (new_dir & 0x01)
4719                         {
4720                                 check_dir = cycle[chome[prev_dir] + i - 2];
4721                                 option2 = new_dir;
4722                         }
4723
4724                         /* Two new (adjacent) directions (case 2) */
4725                         else
4726                         {
4727                                 check_dir = cycle[chome[prev_dir] + i + 1];
4728                                 option2 = option;
4729                                 option = new_dir;
4730                         }
4731                 }
4732
4733                 /* Obstacle, while looking for open area */
4734                 else
4735                 {
4736                         if (find_openarea)
4737                         {
4738                                 if (i < 0)
4739                                 {
4740                                         /* Break to the right */
4741                                         find_breakright = TRUE;
4742                                 }
4743
4744                                 else if (i > 0)
4745                                 {
4746                                         /* Break to the left */
4747                                         find_breakleft = TRUE;
4748                                 }
4749                         }
4750                 }
4751         }
4752
4753         /* Looking for open area */
4754         if (find_openarea)
4755         {
4756                 /* Hack -- look again */
4757                 for (i = -max; i < 0; i++)
4758                 {
4759                         /* Unknown grid or non-wall */
4760                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4761                         {
4762                                 /* Looking to break right */
4763                                 if (find_breakright)
4764                                 {
4765                                         return (TRUE);
4766                                 }
4767                         }
4768
4769                         /* Obstacle */
4770                         else
4771                         {
4772                                 /* Looking to break left */
4773                                 if (find_breakleft)
4774                                 {
4775                                         return (TRUE);
4776                                 }
4777                         }
4778                 }
4779
4780                 /* Hack -- look again */
4781                 for (i = max; i > 0; i--)
4782                 {
4783                         /* Unknown grid or non-wall */
4784                         if (!see_wall(cycle[chome[prev_dir] + i], py, px))
4785                         {
4786                                 /* Looking to break left */
4787                                 if (find_breakleft)
4788                                 {
4789                                         return (TRUE);
4790                                 }
4791                         }
4792
4793                         /* Obstacle */
4794                         else
4795                         {
4796                                 /* Looking to break right */
4797                                 if (find_breakright)
4798                                 {
4799                                         return (TRUE);
4800                                 }
4801                         }
4802                 }
4803         }
4804
4805         /* Not looking for open area */
4806         else
4807         {
4808                 /* No options */
4809                 if (!option)
4810                 {
4811                         return (TRUE);
4812                 }
4813
4814                 /* One option */
4815                 else if (!option2)
4816                 {
4817                         /* Primary option */
4818                         find_current = option;
4819
4820                         /* No other options */
4821                         find_prevdir = option;
4822                 }
4823
4824                 /* Two options, examining corners */
4825                 else if (!find_cut)
4826                 {
4827                         /* Primary option */
4828                         find_current = option;
4829
4830                         /* Hack -- allow curving */
4831                         find_prevdir = option2;
4832                 }
4833
4834                 /* Two options, pick one */
4835                 else
4836                 {
4837                         /* Get next location */
4838                         row = py + ddy[option];
4839                         col = px + ddx[option];
4840
4841                         /* Don't see that it is closed off. */
4842                         /* This could be a potential corner or an intersection. */
4843                         if (!see_wall(option, row, col) ||
4844                             !see_wall(check_dir, row, col))
4845                         {
4846                                 /* Can not see anything ahead and in the direction we */
4847                                 /* are turning, assume that it is a potential corner. */
4848                                 if (see_nothing(option, row, col) &&
4849                                     see_nothing(option2, row, col))
4850                                 {
4851                                         find_current = option;
4852                                         find_prevdir = option2;
4853                                 }
4854
4855                                 /* STOP: we are next to an intersection or a room */
4856                                 else
4857                                 {
4858                                         return (TRUE);
4859                                 }
4860                         }
4861
4862                         /* This corner is seen to be enclosed; we cut the corner. */
4863                         else if (find_cut)
4864                         {
4865                                 find_current = option2;
4866                                 find_prevdir = option2;
4867                         }
4868
4869                         /* This corner is seen to be enclosed, and we */
4870                         /* deliberately go the long way. */
4871                         else
4872                         {
4873                                 find_current = option;
4874                                 find_prevdir = option2;
4875                         }
4876                 }
4877         }
4878
4879         /* About to hit a known wall, stop */
4880         if (see_wall(find_current, py, px))
4881         {
4882                 return (TRUE);
4883         }
4884
4885         /* Failure */
4886         return (FALSE);
4887 }
4888
4889
4890
4891 /*
4892  * Take one step along the current "run" path
4893  */
4894 void run_step(int dir)
4895 {
4896         /* Start running */
4897         if (dir)
4898         {
4899                 /* Ignore AVOID_RUN on a first step */
4900                 ignore_avoid_run = TRUE;
4901
4902                 /* Hack -- do not start silly run */
4903                 if (see_wall(dir, py, px))
4904                 {
4905                         /* Message */
4906 #ifdef JP
4907                         msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
4908 #else
4909                         msg_print("You cannot run in that direction.");
4910 #endif
4911
4912                         /* Disturb */
4913                         disturb(0, 0);
4914
4915                         /* Done */
4916                         return;
4917                 }
4918
4919                 /* Initialize */
4920                 run_init(dir);
4921         }
4922
4923         /* Keep running */
4924         else
4925         {
4926                 /* Update run */
4927                 if (run_test())
4928                 {
4929                         /* Disturb */
4930                         disturb(0, 0);
4931
4932                         /* Done */
4933                         return;
4934                 }
4935         }
4936
4937         /* Decrease the run counter */
4938         if (--running <= 0) return;
4939
4940         /* Take time */
4941         energy_use = 100;
4942
4943         /* Move the player, using the "pickup" flag */
4944 #ifdef ALLOW_EASY_DISARM /* TNB */
4945
4946         move_player(find_current, FALSE, FALSE);
4947
4948 #else /* ALLOW_EASY_DISARM -- TNB */
4949
4950         move_player(find_current, always_pickup, FALSE);
4951
4952 #endif /* ALLOW_EASY_DISARM -- TNB */
4953
4954         if (player_bold(p_ptr->run_py, p_ptr->run_px))
4955         {
4956                 p_ptr->run_py = 0;
4957                 p_ptr->run_px = 0;
4958                 disturb(0, 0);
4959         }
4960 }
4961
4962
4963 #ifdef TRAVEL
4964 /*
4965  * Test for traveling
4966  */
4967 static int travel_test(int prev_dir)
4968 {
4969         int new_dir = 0;
4970         int i, max;
4971         const cave_type *c_ptr;
4972         int cost;
4973
4974         /* Cannot travel when blind */
4975         if (p_ptr->blind || no_lite())
4976         {
4977                 msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
4978                 return (0);
4979         }
4980
4981         /* break run when leaving trap detected region */
4982         if ((disturb_trap_detect || alert_trap_detect)
4983             && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
4984         {
4985                 /* No duplicate warning */
4986                 p_ptr->dtrap = FALSE;
4987
4988                 /* You are just on the edge */
4989                 if (!(cave[py][px].info & CAVE_UNSAFE))
4990                 {
4991                         if (alert_trap_detect)
4992                         {
4993 #ifdef JP
4994                                 msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
4995 #else
4996                                 msg_print("*Leaving trap detect region!*");
4997 #endif
4998                         }
4999
5000                         if (disturb_trap_detect)
5001                         {
5002                                 /* Break Run */
5003                                 return (0);
5004                         }
5005                 }
5006         }
5007
5008         /* Range of newly adjacent grids */
5009         max = (prev_dir & 0x01) + 1;
5010
5011         /* Look at every newly adjacent square. */
5012         for (i = -max; i <= max; i++)
5013         {
5014                 /* New direction */
5015                 int dir = cycle[chome[prev_dir] + i];
5016
5017                 /* New location */
5018                 int row = py + ddy[dir];
5019                 int col = px + ddx[dir];
5020
5021                 /* Access grid */
5022                 c_ptr = &cave[row][col];
5023
5024                 /* Visible monsters abort running */
5025                 if (c_ptr->m_idx)
5026                 {
5027                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
5028
5029                         /* Visible monster */
5030                         if (m_ptr->ml) return (0);
5031                 }
5032
5033         }
5034
5035         /* Travel cost of current grid */
5036         cost = travel.cost[py][px];
5037
5038         /* Determine travel direction */
5039         for (i = 0; i < 8; ++ i) {
5040                 int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
5041
5042                 if (dir_cost < cost)
5043                 {
5044                         new_dir = ddd[i];
5045                         cost = dir_cost;
5046                 }
5047         }
5048
5049         if (!new_dir) return (0);
5050
5051         /* Access newly move grid */
5052         c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
5053
5054         /* Close door abort traveling */
5055         if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
5056
5057         /* Visible and unignorable trap abort tarveling */
5058         if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
5059
5060         /* Move new grid */
5061         return (new_dir);
5062 }
5063
5064
5065 /*
5066  * Travel command
5067  */
5068 void travel_step(void)
5069 {
5070         /* Get travel direction */
5071         travel.dir = travel_test(travel.dir);
5072
5073         /* disturb */
5074         if (!travel.dir)
5075         {
5076                 if (travel.run == 255)
5077                 {
5078 #ifdef JP
5079                         msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
5080 #else
5081                         msg_print("No route is found!");
5082 #endif
5083                 }
5084                 disturb(0, 1);
5085                 return;
5086         }
5087
5088         energy_use = 100;
5089
5090         move_player(travel.dir, always_pickup, FALSE);
5091
5092         if ((py == travel.y) && (px == travel.x))
5093                 travel.run = 0;
5094         else if (travel.run > 0)
5095                 travel.run--;
5096
5097         /* Travel Delay */
5098         Term_xtra(TERM_XTRA_DELAY, delay_factor);
5099 }
5100 #endif