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bug fix: disable target of spreading shuriken with index 0
[hengband/hengband.git] / src / cmd2.c
1 /* File: cmd2.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 2) */
12
13 #include "angband.h"
14
15
16 /*
17  * Go up one level
18  */
19 void do_cmd_go_up(void)
20 {
21         bool go_up = FALSE;
22
23         /* Player grid */
24         cave_type *c_ptr = &cave[py][px];
25         feature_type *f_ptr = &f_info[c_ptr->feat];
26
27         int up_num = 0;
28
29         if (p_ptr->special_defense & KATA_MUSOU)
30         {
31                 set_action(ACTION_NONE);
32         }
33
34         /* Verify stairs */
35         if (!have_flag(f_ptr->flags, FF_LESS))
36         {
37 #ifdef JP
38                 msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
39 #else
40                 msg_print("I see no up staircase here.");
41 #endif
42
43                 return;
44         }
45
46         /* Quest up stairs */
47         if (have_flag(f_ptr->flags, FF_QUEST))
48         {
49                 /* Success */
50 #ifdef JP
51                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
52                         msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
53                 else
54                         msg_print("¾å¤Î³¬¤ËÅФä¿¡£");
55 #else
56                 msg_print("You enter the up staircase.");
57 #endif
58
59                 leave_quest_check();
60
61                 p_ptr->inside_quest = c_ptr->special;
62
63                 /* Activate the quest */
64                 if (!quest[p_ptr->inside_quest].status)
65                 {
66                         quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
67                 }
68
69                 /* Leaving a quest */
70                 if (!p_ptr->inside_quest)
71                 {
72                         dun_level = 0;
73                 }
74
75                 /* Leaving */
76                 p_ptr->leaving = TRUE;
77
78                 p_ptr->oldpx = 0;
79                 p_ptr->oldpy = 0;
80
81                 /* End the command */
82                 return;
83         }
84
85         if (!dun_level)
86         {
87                 go_up = TRUE;
88         }
89         else
90         {
91                 quest_type *q_ptr = &quest[p_ptr->inside_quest];
92
93                 /* Confirm leaving from once only quest */
94                 if (confirm_quest && p_ptr->inside_quest &&
95                     (q_ptr->type == QUEST_TYPE_RANDOM ||
96                      (q_ptr->flags & QUEST_FLAG_ONCE &&
97                       q_ptr->status != QUEST_STATUS_COMPLETED)))
98                 {
99 #ifdef JP
100                         msg_print("¤³¤Î³¬¤ò°ìÅÙµî¤ë¤ÈÆóÅÙ¤ÈÌá¤Ã¤ÆÍè¤é¤ì¤Þ¤»¤ó¡£");
101                         if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) go_up = TRUE;
102 #else
103                         msg_print("You can't come back here once you leave this floor.");
104                         if (get_check("Really leave this floor? ")) go_up = TRUE;
105 #endif
106                 }
107                 else
108                 {
109                         go_up = TRUE;
110                 }
111         }
112
113         /* Cancel the command */
114         if (!go_up) return;
115
116         /* Hack -- take a turn */
117         energy_use = 100;
118
119         if (autosave_l) do_cmd_save_game(TRUE);
120
121         /* For a random quest */
122         if (p_ptr->inside_quest &&
123             quest[p_ptr->inside_quest].type == QUEST_TYPE_RANDOM)
124         {
125                 leave_quest_check();
126
127                 p_ptr->inside_quest = 0;
128         }
129
130         /* For a fixed quest */
131         if (p_ptr->inside_quest &&
132             quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
133         {
134                 leave_quest_check();
135
136                 p_ptr->inside_quest = c_ptr->special;
137                 dun_level = 0;
138                 up_num = 0;
139         }
140
141         /* For normal dungeon and random quest */
142         else
143         {
144                 /* New depth */
145                 if (have_flag(f_ptr->flags, FF_SHAFT))
146                 {
147                         /* Create a way back */
148                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_SHAFT);
149
150                         up_num = 2;
151                 }
152                 else
153                 {
154                         /* Create a way back */
155                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP);
156
157                         up_num = 1;
158                 }
159
160                 /* Get out from current dungeon */
161                 if (dun_level - up_num < d_info[dungeon_type].mindepth)
162                         up_num = dun_level;
163         }
164
165 #ifdef JP
166         if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿");
167 #else
168         if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "climbed up the stairs to");
169 #endif
170
171         /* Success */
172 #ifdef JP
173         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
174                 msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
175         else if (up_num == dun_level)
176                 msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£");
177         else
178                 msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
179 #else
180         if (up_num == dun_level)
181                 msg_print("You go back to the surface.");
182         else
183                 msg_print("You enter a maze of up staircases.");
184 #endif
185
186         /* Leaving */
187         p_ptr->leaving = TRUE;
188 }
189
190
191 /*
192  * Go down one level
193  */
194 void do_cmd_go_down(void)
195 {
196         /* Player grid */
197         cave_type *c_ptr = &cave[py][px];
198         feature_type *f_ptr = &f_info[c_ptr->feat];
199
200         bool fall_trap = FALSE;
201         int down_num = 0;
202
203         if (p_ptr->special_defense & KATA_MUSOU)
204         {
205                 set_action(ACTION_NONE);
206         }
207
208         /* Verify stairs */
209         if (!have_flag(f_ptr->flags, FF_MORE))
210         {
211 #ifdef JP
212                 msg_print("¤³¤³¤Ë¤Ï²¼¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
213 #else
214                 msg_print("I see no down staircase here.");
215 #endif
216
217                 return;
218         }
219
220         if (have_flag(f_ptr->flags, FF_TRAP)) fall_trap = TRUE;
221
222         /* Quest entrance */
223         if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
224         {
225                 do_cmd_quest();
226         }
227
228         /* Quest down stairs */
229         else if (have_flag(f_ptr->flags, FF_QUEST))
230         {
231 #ifdef JP
232                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
233                         msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
234                 else
235                         msg_print("²¼¤Î³¬¤Ë¹ß¤ê¤¿¡£");
236 #else
237                         msg_print("You enter the down staircase.");
238 #endif
239
240
241                 leave_quest_check();
242
243                 p_ptr->inside_quest = c_ptr->special;
244
245                 /* Activate the quest */
246                 if (!quest[p_ptr->inside_quest].status)
247                 {
248                         quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
249                 }
250
251                 /* Leaving a quest */
252                 if (!p_ptr->inside_quest)
253                 {
254                         dun_level = 0;
255                 }
256
257                 /* Leaving */
258                 p_ptr->leaving = TRUE;
259
260                 p_ptr->oldpx = 0;
261                 p_ptr->oldpy = 0;
262         }
263
264         else
265         {
266                 int target_dungeon = 0;
267
268                 if (!dun_level)
269                 {
270                         target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND;
271
272                         if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
273                         {
274 #ifdef JP
275                                 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÆþ¸ý¤ÏºÉ¤¬¤ì¤Æ¤¤¤ë¡ª");
276 #else
277                                 msg_print("The entrance of this dungeon is closed!");
278 #endif
279                                 return;
280                         }
281                         if (!max_dlv[target_dungeon])
282                         {
283 #ifdef JP
284                                 msg_format("¤³¤³¤Ë¤Ï%s¤ÎÆþ¤ê¸ý(%d³¬ÁêÅö)¤¬¤¢¤ê¤Þ¤¹", d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
285                                 if (!get_check("ËÜÅö¤Ë¤³¤Î¥À¥ó¥¸¥ç¥ó¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
286 #else
287                                 msg_format("There is the entrance of %s (Danger level: %d)", d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
288                                 if (!get_check("Do you really get in this dungeon? ")) return;
289 #endif
290                         }
291
292                         /* Save old player position */
293                         p_ptr->oldpx = px;
294                         p_ptr->oldpy = py;
295                         dungeon_type = (byte)target_dungeon;
296
297                         /*
298                          * Clear all saved floors
299                          * and create a first saved floor
300                          */
301                         prepare_change_floor_mode(CFM_FIRST_FLOOR);
302                 }
303
304                 /* Hack -- take a turn */
305                 energy_use = 100;
306
307                 if (autosave_l) do_cmd_save_game(TRUE);
308
309                 /* Go down */
310                 if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
311                 else down_num += 1;
312
313                 if (!dun_level)
314                 {
315                         /* Enter the dungeon just now */
316                         p_ptr->enter_dungeon = TRUE;
317                         down_num = d_info[dungeon_type].mindepth;
318                 }
319
320                 if (record_stair)
321                 {
322 #ifdef JP
323                         if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿");
324                         else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
325 #else
326                         if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fell through a trap door");
327                         else do_cmd_write_nikki(NIKKI_STAIR, down_num, "climbed down the stairs to");
328 #endif
329                 }
330
331                 if (fall_trap)
332                 {
333 #ifdef JP
334                         msg_print("¤ï¤¶¤ÈÍî¤È¤·¸Í¤ËÍî¤Á¤¿¡£");
335 #else
336                         msg_print("You deliberately jump through the trap door.");
337 #endif
338                 }
339                 else
340                 {
341                         /* Success */
342                         if (target_dungeon)
343                         {
344 #ifdef JP
345                                 msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
346 #else
347                                 msg_format("You entered %s.", d_text + d_info[dungeon_type].text);
348 #endif
349                         }
350                         else
351                         {
352 #ifdef JP
353                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
354                                         msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
355                                 else
356                                         msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
357 #else
358                                 msg_print("You enter a maze of down staircases.");
359 #endif
360                         }
361                 }
362
363
364                 /* Leaving */
365                 p_ptr->leaving = TRUE;
366
367                 if (fall_trap)
368                 {
369                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
370                 }
371                 else
372                 {
373                         if (have_flag(f_ptr->flags, FF_SHAFT))
374                         {
375                                 /* Create a way back */
376                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_SHAFT);
377                         }
378                         else
379                         {
380                                 /* Create a way back */
381                                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN);
382                         }
383                 }
384         }
385 }
386
387
388
389 /*
390  * Simple command to "search" for one turn
391  */
392 void do_cmd_search(void)
393 {
394         /* Allow repeated command */
395         if (command_arg)
396         {
397                 /* Set repeat count */
398                 command_rep = command_arg - 1;
399
400                 /* Redraw the state */
401                 p_ptr->redraw |= (PR_STATE);
402
403                 /* Cancel the arg */
404                 command_arg = 0;
405         }
406
407         /* Take a turn */
408         energy_use = 100;
409
410         /* Search */
411         search();
412 }
413
414
415 /*
416  * Determine if a grid contains a chest
417  */
418 static s16b chest_check(int y, int x)
419 {
420         cave_type *c_ptr = &cave[y][x];
421
422         s16b this_o_idx, next_o_idx = 0;
423
424
425         /* Scan all objects in the grid */
426         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
427         {
428                 object_type *o_ptr;
429
430                 /* Acquire object */
431                 o_ptr = &o_list[this_o_idx];
432
433                 /* Acquire next object */
434                 next_o_idx = o_ptr->next_o_idx;
435
436                 /* Skip unknown chests XXX XXX */
437                 /* if (!(o_ptr->marked & OM_FOUND)) continue; */
438
439                 /* Check for chest */
440                 if (o_ptr->tval == TV_CHEST) return (this_o_idx);
441         }
442
443         /* No chest */
444         return (0);
445 }
446
447
448 /*
449  * Allocates objects upon opening a chest    -BEN-
450  *
451  * Disperse treasures from the given chest, centered at (x,y).
452  *
453  * Small chests often contain "gold", while Large chests always contain
454  * items.  Wooden chests contain 2 items, Iron chests contain 4 items,
455  * and Steel chests contain 6 items.  The "value" of the items in a
456  * chest is based on the "power" of the chest, which is in turn based
457  * on the level on which the chest is generated.
458  */
459 static void chest_death(bool scatter, int y, int x, s16b o_idx)
460 {
461         int number;
462
463         bool small;
464         u32b mode = AM_GOOD;
465
466         object_type forge;
467         object_type *q_ptr;
468
469         object_type *o_ptr = &o_list[o_idx];
470
471
472         /* Small chests often hold "gold" */
473         small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
474
475         /* Determine how much to drop (see above) */
476         number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
477
478         if (o_ptr->sval == SV_CHEST_KANDUME)
479         {
480                 number = 5;
481                 small = FALSE;
482                 mode |= AM_GREAT;
483                 object_level = o_ptr->xtra3;
484         }
485         else
486         {
487                 /* Determine the "value" of the items */
488                 object_level = ABS(o_ptr->pval) + 10;
489         }
490
491         /* Zero pval means empty chest */
492         if (!o_ptr->pval) number = 0;
493
494         /* Opening a chest */
495         opening_chest = TRUE;
496
497         /* Drop some objects (non-chests) */
498         for (; number > 0; --number)
499         {
500                 /* Get local object */
501                 q_ptr = &forge;
502
503                 /* Wipe the object */
504                 object_wipe(q_ptr);
505
506                 /* Small chests often drop gold */
507                 if (small && (randint0(100) < 25))
508                 {
509                         /* Make some gold */
510                         if (!make_gold(q_ptr)) continue;
511                 }
512
513                 /* Otherwise drop an item */
514                 else
515                 {
516                         /* Make a good object */
517                         if (!make_object(q_ptr, mode)) continue;
518                 }
519
520                 /* If chest scatters its contents, pick any floor square. */
521                 if (scatter)
522                 {
523                         int i;
524                         for (i = 0; i < 200; i++)
525                         {
526                                 /* Pick a totally random spot. */
527                                 y = randint0(MAX_HGT);
528                                 x = randint0(MAX_WID);
529
530                                 /* Must be an empty floor. */
531                                 if (!cave_empty_bold(y, x)) continue;
532
533                                 /* Place the object there. */
534                                 drop_near(q_ptr, -1, y, x);
535
536                                 /* Done. */
537                                 break;
538                         }
539                 }
540                 /* Normally, drop object near the chest. */
541                 else drop_near(q_ptr, -1, y, x);
542         }
543
544         /* Reset the object level */
545         object_level = base_level;
546
547         /* No longer opening a chest */
548         opening_chest = FALSE;
549
550         /* Empty */
551         o_ptr->pval = 0;
552
553         /* Known */
554         object_known(o_ptr);
555 }
556
557
558 /*
559  * Chests have traps too.
560  *
561  * Exploding chest destroys contents (and traps).
562  * Note that the chest itself is never destroyed.
563  */
564 static void chest_trap(int y, int x, s16b o_idx)
565 {
566         int  i, trap;
567
568         object_type *o_ptr = &o_list[o_idx];
569
570         int mon_level = o_ptr->xtra3;
571
572         /* Ignore disarmed chests */
573         if (o_ptr->pval <= 0) return;
574
575         /* Obtain the traps */
576         trap = chest_traps[o_ptr->pval];
577
578         /* Lose strength */
579         if (trap & (CHEST_LOSE_STR))
580         {
581 #ifdef JP
582                 msg_print("»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¾®¤µ¤Ê¿Ë¤Ë»É¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
583                 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "ÆÇ¿Ë", -1);
584 #else
585                 msg_print("A small needle has pricked you!");
586                 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
587 #endif
588
589                 (void)do_dec_stat(A_STR);
590         }
591
592         /* Lose constitution */
593         if (trap & (CHEST_LOSE_CON))
594         {
595 #ifdef JP
596                 msg_print("»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¾®¤µ¤Ê¿Ë¤Ë»É¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
597                 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "ÆÇ¿Ë", -1);
598 #else
599                 msg_print("A small needle has pricked you!");
600                 take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
601 #endif
602
603                 (void)do_dec_stat(A_CON);
604         }
605
606         /* Poison */
607         if (trap & (CHEST_POISON))
608         {
609 #ifdef JP
610                 msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿Îп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
611 #else
612                 msg_print("A puff of green gas surrounds you!");
613 #endif
614
615                 if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
616                 {
617                         (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
618                 }
619         }
620
621         /* Paralyze */
622         if (trap & (CHEST_PARALYZE))
623         {
624 #ifdef JP
625                 msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿²«¿§¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
626 #else
627                 msg_print("A puff of yellow gas surrounds you!");
628 #endif
629
630
631                 if (!p_ptr->free_act)
632                 {
633                         (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
634                 }
635         }
636
637         /* Summon monsters */
638         if (trap & (CHEST_SUMMON))
639         {
640                 int num = 2 + randint1(3);
641 #ifdef JP
642                 msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿±ì¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
643 #else
644                 msg_print("You are enveloped in a cloud of smoke!");
645 #endif
646
647
648                 for (i = 0; i < num; i++)
649                 {
650                         if (randint1(100)<dun_level)
651                                 activate_hi_summon(py, px, FALSE);
652                         else
653                                 (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
654                 }
655         }
656
657         /* Elemental summon. */
658         if (trap & (CHEST_E_SUMMON))
659         {
660 #ifdef JP
661                 msg_print("Êõ¤ò¼é¤ë¤¿¤á¤Ë¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿¡ª");
662 #else
663                 msg_print("Elemental beings appear to protect their treasures!");
664 #endif
665                 for (i = 0; i < randint1(3) + 5; i++)
666                 {
667                         (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
668                 }
669         }
670
671         /* Force clouds, then summon birds. */
672         if (trap & (CHEST_BIRD_STORM))
673         {
674 #ifdef JP
675                 msg_print("Ä»¤Î·²¤ì¤¬¤¢¤Ê¤¿¤ò¼è¤ê´¬¤¤¤¿¡ª");
676 #else
677                 msg_print("A storm of birds swirls around you!");
678 #endif
679
680                 for (i = 0; i < randint1(3) + 3; i++)
681                         (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
682
683                 for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
684                 {
685                         (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
686                 }
687         }
688
689         /* Various colorful summonings. */
690         if (trap & (CHEST_H_SUMMON))
691         {
692                 /* Summon demons. */
693                 if (one_in_(4))
694                 {
695 #ifdef JP
696                         msg_print("±ê¤Èⲫ¤Î±À¤ÎÃæ¤Ë°­Ë⤬»Ñ¤ò¸½¤·¤¿¡ª");
697 #else
698                         msg_print("Demons materialize in clouds of fire and brimstone!");
699 #endif
700
701                         for (i = 0; i < randint1(3) + 2; i++)
702                         {
703                                 (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
704                                 (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
705                         }
706                 }
707
708                 /* Summon dragons. */
709                 else if (one_in_(3))
710                 {
711 #ifdef JP
712                         msg_print("°Å°Ç¤Ë¥É¥é¥´¥ó¤Î±Æ¤¬¤Ü¤ó¤ä¤ê¤È¸½¤ì¤¿¡ª");
713 #else
714                         msg_print("Draconic forms loom out of the darkness!");
715 #endif
716
717                         for (i = 0; i < randint1(3) + 2; i++)
718                         {
719                                 (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
720                         }
721                 }
722
723                 /* Summon hybrids. */
724                 else if (one_in_(2))
725                 {
726 #ifdef JP
727                         msg_print("´ñ̯¤Ê»Ñ¤Î²øʪ¤¬½±¤Ã¤ÆÍ褿¡ª");
728 #else
729                         msg_print("Creatures strange and twisted assault you!");
730 #endif
731
732                         for (i = 0; i < randint1(5) + 3; i++)
733                         {
734                                 (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
735                         }
736                 }
737
738                 /* Summon vortices (scattered) */
739                 else
740                 {
741 #ifdef JP
742                         msg_print("±²´¬¤¬¹çÂΤ·¡¢ÇËÎö¤·¤¿¡ª");
743 #else
744                         msg_print("Vortices coalesce and wreak destruction!");
745 #endif
746
747                         for (i = 0; i < randint1(3) + 2; i++)
748                         {
749                                 (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
750                         }
751                 }
752         }
753
754         /* Dispel player. */
755         if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
756         {
757                 /* Determine how many nasty tricks can be played. */
758                 int nasty_tricks_count = 4 + randint0(3);
759
760                 /* Message. */
761 #ifdef JP
762                 msg_print("¶²¤í¤·¤¤À¼¤¬¶Á¤¤¤¿:  ¡Ö°Å°Ç¤¬Æò¤ò¤Ä¤Ä¤Þ¤ó¡ª¡×");
763 #else
764                 msg_print("Hideous voices bid:  'Let the darkness have thee!'");
765 #endif
766
767                 /* This is gonna hurt... */
768                 for (; nasty_tricks_count > 0; nasty_tricks_count--)
769                 {
770                         /* ...but a high saving throw does help a little. */
771                         if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav)
772                         {
773 #ifdef JP
774                                 if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1);
775 #else
776                                 if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1);
777 #endif
778                                 else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
779                                 else if (one_in_(4))
780                                 {
781                                         if (!p_ptr->free_act) 
782                                                 (void)set_paralyzed(p_ptr->paralyzed + 2 + 
783                                                 randint0(6));
784                                         else 
785                                                 (void)set_stun(p_ptr->stun + 10 + 
786                                                 randint0(100));
787                                 }
788                                 else if (one_in_(3)) apply_disenchant(0);
789                                 else if (one_in_(2))
790                                 {
791                                         (void)do_dec_stat(A_STR);
792                                         (void)do_dec_stat(A_DEX);
793                                         (void)do_dec_stat(A_CON);
794                                         (void)do_dec_stat(A_INT);
795                                         (void)do_dec_stat(A_WIS);
796                                         (void)do_dec_stat(A_CHR);
797                                 }
798                                 else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
799                         }
800                 }
801         }
802
803         /* Aggravate monsters. */
804         if (trap & (CHEST_ALARM))
805         {
806 #ifdef JP
807                 msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
808 #else
809                 msg_print("An alarm sounds!");
810 #endif
811                 aggravate_monsters(0);
812         }
813
814         /* Explode */
815         if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
816         {
817 #ifdef JP
818                 msg_print("ÆÍÁ³¡¢È¢¤¬Çúȯ¤·¤¿¡ª");
819                 msg_print("È¢¤ÎÃæ¤Îʪ¤Ï¤¹¤Ù¤ÆÊ´¡¹¤ËºÕ¤±»¶¤Ã¤¿¡ª");
820 #else
821                 msg_print("There is a sudden explosion!");
822                 msg_print("Everything inside the chest is destroyed!");
823 #endif
824
825                 o_ptr->pval = 0;
826                 sound(SOUND_EXPLODE);
827 #ifdef JP
828                 take_hit(DAMAGE_ATTACK, damroll(5, 8), "Çúȯ¤¹¤ëÈ¢", -1);
829 #else
830                 take_hit(DAMAGE_ATTACK, damroll(5, 8), "an exploding chest", -1);
831 #endif
832
833         }
834         /* Scatter contents. */
835         if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
836         {
837 #ifdef JP
838                 msg_print("ÊõÈ¢¤ÎÃæ¿È¤Ï¥À¥ó¥¸¥ç¥ó¤¸¤å¤¦¤Ë»¶Í𤷤¿¡ª");
839 #else
840                 msg_print("The contents of the chest scatter all over the dungeon!");
841 #endif
842                 chest_death(TRUE, y, x, o_idx);
843                 o_ptr->pval = 0;
844         }
845 }
846
847
848 /*
849  * Attempt to open the given chest at the given location
850  *
851  * Assume there is no monster blocking the destination
852  *
853  * Returns TRUE if repeated commands may continue
854  */
855 static bool do_cmd_open_chest(int y, int x, s16b o_idx)
856 {
857         int i, j;
858
859         bool flag = TRUE;
860
861         bool more = FALSE;
862
863         object_type *o_ptr = &o_list[o_idx];
864
865
866         /* Take a turn */
867         energy_use = 100;
868
869         /* Attempt to unlock it */
870         if (o_ptr->pval > 0)
871         {
872                 /* Assume locked, and thus not open */
873                 flag = FALSE;
874
875                 /* Get the "disarm" factor */
876                 i = p_ptr->skill_dis;
877
878                 /* Penalize some conditions */
879                 if (p_ptr->blind || no_lite()) i = i / 10;
880                 if (p_ptr->confused || p_ptr->image) i = i / 10;
881
882                 /* Extract the difficulty */
883                 j = i - o_ptr->pval;
884
885                 /* Always have a small chance of success */
886                 if (j < 2) j = 2;
887
888                 /* Success -- May still have traps */
889                 if (randint0(100) < j)
890                 {
891 #ifdef JP
892                         msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
893 #else
894                         msg_print("You have picked the lock.");
895 #endif
896
897                         gain_exp(1);
898                         flag = TRUE;
899                 }
900
901                 /* Failure -- Keep trying */
902                 else
903                 {
904                         /* We may continue repeating */
905                         more = TRUE;
906                         if (flush_failure) flush();
907 #ifdef JP
908                         msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
909 #else
910                         msg_print("You failed to pick the lock.");
911 #endif
912
913                 }
914         }
915
916         /* Allowed to open */
917         if (flag)
918         {
919                 /* Apply chest traps, if any */
920                 chest_trap(y, x, o_idx);
921
922                 /* Let the Chest drop items */
923                 chest_death(FALSE, y, x, o_idx);
924         }
925
926         /* Result */
927         return (more);
928 }
929
930
931 #if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */
932
933 /*
934  * Return TRUE if the given feature is an open door
935  */
936 static bool is_open(int feat)
937 {
938         return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
939 }
940
941
942 /*
943  * Return the number of features around (or under) the character.
944  * Usually look for doors and floor traps.
945  */
946 static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)
947 {
948         int d, count, xx, yy;
949
950         /* Count how many matches */
951         count = 0;
952
953         /* Check around (and under) the character */
954         for (d = 0; d < 9; d++)
955         {
956                 cave_type *c_ptr;
957                 s16b feat;
958
959                 /* if not searching under player continue */
960                 if ((d == 8) && !under) continue;
961
962                 /* Extract adjacent (legal) location */
963                 yy = py + ddy_ddd[d];
964                 xx = px + ddx_ddd[d];
965
966                 /* Get the cave */
967                 c_ptr = &cave[yy][xx];
968
969                 /* Must have knowledge */
970                 if (!(c_ptr->info & (CAVE_MARK))) continue;
971
972                 /* Feature code (applying "mimic" field) */
973                 feat = get_feat_mimic(c_ptr);
974
975                 /* Not looking for this feature */
976                 if (!((*test)(feat))) continue;
977
978                 /* OK */
979                 ++count;
980
981                 /* Remember the location. Only useful if only one match */
982                 *y = yy;
983                 *x = xx;
984         }
985
986         /* All done */
987         return count;
988 }
989
990
991 /*
992  * Return the number of chests around (or under) the character.
993  * If requested, count only trapped chests.
994  */
995 static int count_chests(int *y, int *x, bool trapped)
996 {
997         int d, count, o_idx;
998
999         object_type *o_ptr;
1000
1001         /* Count how many matches */
1002         count = 0;
1003
1004         /* Check around (and under) the character */
1005         for (d = 0; d < 9; d++)
1006         {
1007                 /* Extract adjacent (legal) location */
1008                 int yy = py + ddy_ddd[d];
1009                 int xx = px + ddx_ddd[d];
1010
1011                 /* No (visible) chest is there */
1012                 if ((o_idx = chest_check(yy, xx)) == 0) continue;
1013
1014                 /* Grab the object */
1015                 o_ptr = &o_list[o_idx];
1016
1017                 /* Already open */
1018                 if (o_ptr->pval == 0) continue;
1019
1020                 /* No (known) traps here */
1021                 if (trapped && (!object_is_known(o_ptr) ||
1022                         !chest_traps[o_ptr->pval])) continue;
1023
1024                 /* OK */
1025                 ++count;
1026
1027                 /* Remember the location. Only useful if only one match */
1028                 *y = yy;
1029                 *x = xx;
1030         }
1031
1032         /* All done */
1033         return count;
1034 }
1035
1036
1037 /*
1038  * Convert an adjacent location to a direction.
1039  */
1040 static int coords_to_dir(int y, int x)
1041 {
1042         int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
1043         int dy, dx;
1044
1045         dy = y - py;
1046         dx = x - px;
1047
1048         /* Paranoia */
1049         if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
1050
1051         return d[dx + 1][dy + 1];
1052 }
1053
1054 #endif /* defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) -- TNB */
1055
1056
1057 /*
1058  * Perform the basic "open" command on doors
1059  *
1060  * Assume destination is a closed/locked/jammed door
1061  *
1062  * Assume there is no monster blocking the destination
1063  *
1064  * Returns TRUE if repeated commands may continue
1065  */
1066 static bool do_cmd_open_aux(int y, int x)
1067 {
1068         int i, j;
1069
1070         /* Get requested grid */
1071         cave_type *c_ptr = &cave[y][x];
1072
1073         feature_type *f_ptr = &f_info[c_ptr->feat];
1074
1075         bool more = FALSE;
1076
1077
1078         /* Take a turn */
1079         energy_use = 100;
1080
1081         /* Seeing true feature code (ignore mimic) */
1082
1083         /* Jammed door */
1084         if (!have_flag(f_ptr->flags, FF_OPEN))
1085         {
1086                 /* Stuck */
1087 #ifdef JP
1088                 msg_format("%s¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
1089 #else
1090                 msg_format("The %s appears to be stuck.", f_name + f_info[get_feat_mimic(c_ptr)].name);
1091 #endif
1092
1093         }
1094
1095         /* Locked door */
1096         else if (f_ptr->power)
1097         {
1098                 /* Disarm factor */
1099                 i = p_ptr->skill_dis;
1100
1101                 /* Penalize some conditions */
1102                 if (p_ptr->blind || no_lite()) i = i / 10;
1103                 if (p_ptr->confused || p_ptr->image) i = i / 10;
1104
1105                 /* Extract the lock power */
1106                 j = f_ptr->power;
1107
1108                 /* Extract the difficulty XXX XXX XXX */
1109                 j = i - (j * 4);
1110
1111                 /* Always have a small chance of success */
1112                 if (j < 2) j = 2;
1113
1114                 /* Success */
1115                 if (randint0(100) < j)
1116                 {
1117                         /* Message */
1118 #ifdef JP
1119                         msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
1120 #else
1121                         msg_print("You have picked the lock.");
1122 #endif
1123
1124                         /* Open the door */
1125                         cave_alter_feat(y, x, FF_OPEN);
1126
1127                         /* Sound */
1128                         sound(SOUND_OPENDOOR);
1129
1130                         /* Experience */
1131                         gain_exp(1);
1132                 }
1133
1134                 /* Failure */
1135                 else
1136                 {
1137                         /* Failure */
1138                         if (flush_failure) flush();
1139
1140                         /* Message */
1141 #ifdef JP
1142                         msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
1143 #else
1144                         msg_print("You failed to pick the lock.");
1145 #endif
1146
1147
1148                         /* We may keep trying */
1149                         more = TRUE;
1150                 }
1151         }
1152
1153         /* Closed door */
1154         else
1155         {
1156                 /* Open the door */
1157                 cave_alter_feat(y, x, FF_OPEN);
1158
1159                 /* Sound */
1160                 sound(SOUND_OPENDOOR);
1161         }
1162
1163         /* Result */
1164         return (more);
1165 }
1166
1167
1168
1169 /*
1170  * Open a closed/locked/jammed door or a closed/locked chest.
1171  *
1172  * Unlocking a locked door/chest is worth one experience point.
1173  */
1174 void do_cmd_open(void)
1175 {
1176         int y, x, dir;
1177
1178         s16b o_idx;
1179
1180         bool more = FALSE;
1181
1182         if (p_ptr->special_defense & KATA_MUSOU)
1183         {
1184                 set_action(ACTION_NONE);
1185         }
1186
1187 #ifdef ALLOW_EASY_OPEN /* TNB */
1188
1189         /* Option: Pick a direction */
1190         if (easy_open)
1191         {
1192                 int num_doors, num_chests;
1193
1194                 /* Count closed doors (locked or jammed) */
1195                 num_doors = count_dt(&y, &x, is_closed_door, FALSE);
1196
1197                 /* Count chests (locked) */
1198                 num_chests = count_chests(&y, &x, FALSE);
1199
1200                 /* See if only one target */
1201                 if (num_doors || num_chests)
1202                 {
1203                         bool too_many = (num_doors && num_chests) || (num_doors > 1) ||
1204                             (num_chests > 1);
1205                         if (!too_many) command_dir = coords_to_dir(y, x);
1206                 }
1207         }
1208
1209 #endif /* ALLOW_EASY_OPEN -- TNB */
1210
1211         /* Allow repeated command */
1212         if (command_arg)
1213         {
1214                 /* Set repeat count */
1215                 command_rep = command_arg - 1;
1216
1217                 /* Redraw the state */
1218                 p_ptr->redraw |= (PR_STATE);
1219
1220                 /* Cancel the arg */
1221                 command_arg = 0;
1222         }
1223
1224         /* Get a "repeated" direction */
1225         if (get_rep_dir(&dir, TRUE))
1226         {
1227                 s16b feat;
1228                 cave_type *c_ptr;
1229
1230                 /* Get requested location */
1231                 y = py + ddy[dir];
1232                 x = px + ddx[dir];
1233
1234                 /* Get requested grid */
1235                 c_ptr = &cave[y][x];
1236
1237                 /* Feature code (applying "mimic" field) */
1238                 feat = get_feat_mimic(c_ptr);
1239
1240                 /* Check for chest */
1241                 o_idx = chest_check(y, x);
1242
1243                 /* Nothing useful */
1244                 if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
1245                 {
1246                         /* Message */
1247 #ifdef JP
1248                 msg_print("¤½¤³¤Ë¤Ï³«¤±¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
1249 #else
1250                         msg_print("You see nothing there to open.");
1251 #endif
1252
1253                 }
1254
1255                 /* Monster in the way */
1256                 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
1257                 {
1258                         /* Take a turn */
1259                         energy_use = 100;
1260
1261                         /* Message */
1262 #ifdef JP
1263                 msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
1264 #else
1265                         msg_print("There is a monster in the way!");
1266 #endif
1267
1268
1269                         /* Attack */
1270                         py_attack(y, x, 0);
1271                 }
1272
1273                 /* Handle chests */
1274                 else if (o_idx)
1275                 {
1276                         /* Open the chest */
1277                         more = do_cmd_open_chest(y, x, o_idx);
1278                 }
1279
1280                 /* Handle doors */
1281                 else
1282                 {
1283                         /* Open the door */
1284                         more = do_cmd_open_aux(y, x);
1285                 }
1286         }
1287
1288         /* Cancel repeat unless we may continue */
1289         if (!more) disturb(0, 0);
1290 }
1291
1292
1293
1294 /*
1295  * Perform the basic "close" command
1296  *
1297  * Assume destination is an open/broken door
1298  *
1299  * Assume there is no monster blocking the destination
1300  *
1301  * Returns TRUE if repeated commands may continue
1302  */
1303 static bool do_cmd_close_aux(int y, int x)
1304 {
1305         /* Get grid and contents */
1306         cave_type *c_ptr = &cave[y][x];
1307         s16b      old_feat = c_ptr->feat;
1308         bool      more = FALSE;
1309
1310         /* Take a turn */
1311         energy_use = 100;
1312
1313         /* Seeing true feature code (ignore mimic) */
1314
1315         /* Open door */
1316         if (have_flag(f_info[old_feat].flags, FF_CLOSE))
1317         {
1318                 s16b closed_feat = feat_state(old_feat, FF_CLOSE);
1319
1320                 /* Hack -- object in the way */
1321                 if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
1322                     (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
1323                 {
1324                         /* Message */
1325 #ifdef JP
1326                         msg_print("²¿¤«¤¬¤Ä¤Ã¤«¤¨¤ÆÊĤޤé¤Ê¤¤¡£");
1327 #else
1328                         msg_print("There seems stuck.");
1329 #endif
1330                 }
1331                 else
1332                 {
1333                         /* Close the door */
1334                         cave_alter_feat(y, x, FF_CLOSE);
1335
1336                         /* Broken door */
1337                         if (old_feat == c_ptr->feat)
1338                         {
1339                                 /* Message */
1340 #ifdef JP
1341                                 msg_print("¥É¥¢¤Ï²õ¤ì¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
1342 #else
1343                                 msg_print("The door appears to be broken.");
1344 #endif
1345                         }
1346                         else
1347                         {
1348                                 /* Sound */
1349                                 sound(SOUND_SHUTDOOR);
1350                         }
1351                 }
1352         }
1353
1354         /* Result */
1355         return (more);
1356 }
1357
1358
1359 /*
1360  * Close an open door.
1361  */
1362 void do_cmd_close(void)
1363 {
1364         int y, x, dir;
1365
1366         bool more = FALSE;
1367
1368         if (p_ptr->special_defense & KATA_MUSOU)
1369         {
1370                 set_action(ACTION_NONE);
1371         }
1372
1373 #ifdef ALLOW_EASY_OPEN /* TNB */
1374
1375         /* Option: Pick a direction */
1376         if (easy_open)
1377         {
1378                 /* Count open doors */
1379                 if (count_dt(&y, &x, is_open, FALSE) == 1)
1380                 {
1381                         command_dir = coords_to_dir(y, x);
1382                 }
1383         }
1384
1385 #endif /* ALLOW_EASY_OPEN -- TNB */
1386
1387         /* Allow repeated command */
1388         if (command_arg)
1389         {
1390                 /* Set repeat count */
1391                 command_rep = command_arg - 1;
1392
1393                 /* Redraw the state */
1394                 p_ptr->redraw |= (PR_STATE);
1395
1396                 /* Cancel the arg */
1397                 command_arg = 0;
1398         }
1399
1400         /* Get a "repeated" direction */
1401         if (get_rep_dir(&dir,FALSE))
1402         {
1403                 cave_type *c_ptr;
1404                 s16b feat;
1405
1406                 /* Get requested location */
1407                 y = py + ddy[dir];
1408                 x = px + ddx[dir];
1409
1410                 /* Get grid and contents */
1411                 c_ptr = &cave[y][x];
1412
1413                 /* Feature code (applying "mimic" field) */
1414                 feat = get_feat_mimic(c_ptr);
1415
1416                 /* Require open/broken door */
1417                 if (!have_flag(f_info[feat].flags, FF_CLOSE))
1418                 {
1419                         /* Message */
1420 #ifdef JP
1421                         msg_print("¤½¤³¤Ë¤ÏÊĤ¸¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
1422 #else
1423                         msg_print("You see nothing there to close.");
1424 #endif
1425                 }
1426
1427                 /* Monster in the way */
1428                 else if (c_ptr->m_idx)
1429                 {
1430                         /* Take a turn */
1431                         energy_use = 100;
1432
1433                         /* Message */
1434 #ifdef JP
1435                         msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
1436 #else
1437                         msg_print("There is a monster in the way!");
1438 #endif
1439
1440                         /* Attack */
1441                         py_attack(y, x, 0);
1442                 }
1443
1444                 /* Close the door */
1445                 else
1446                 {
1447                         /* Close the door */
1448                         more = do_cmd_close_aux(y, x);
1449                 }
1450         }
1451
1452         /* Cancel repeat unless we may continue */
1453         if (!more) disturb(0, 0);
1454 }
1455
1456
1457 /*
1458  * Determine if a given grid may be "tunneled"
1459  */
1460 static bool do_cmd_tunnel_test(int y, int x)
1461 {
1462         cave_type *c_ptr = &cave[y][x];
1463
1464         /* Must have knowledge */
1465         if (!(c_ptr->info & CAVE_MARK))
1466         {
1467                 /* Message */
1468 #ifdef JP
1469                 msg_print("¤½¤³¤Ë¤Ï²¿¤â¸«Åö¤¿¤é¤Ê¤¤¡£");
1470 #else
1471                 msg_print("You see nothing there.");
1472 #endif
1473
1474                 /* Nope */
1475                 return (FALSE);
1476         }
1477
1478         /* Must be a wall/door/etc */
1479         if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
1480         {
1481                 /* Message */
1482 #ifdef JP
1483                 msg_print("¤½¤³¤Ë¤Ï·¡¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
1484 #else
1485                 msg_print("You see nothing there to tunnel.");
1486 #endif
1487
1488                 /* Nope */
1489                 return (FALSE);
1490         }
1491
1492         /* Okay */
1493         return (TRUE);
1494 }
1495
1496
1497 /*
1498  * Perform the basic "tunnel" command
1499  *
1500  * Assumes that no monster is blocking the destination
1501  *
1502  * Do not use twall anymore
1503  *
1504  * Returns TRUE if repeated commands may continue
1505  */
1506 static bool do_cmd_tunnel_aux(int y, int x)
1507 {
1508         cave_type *c_ptr;
1509         feature_type *f_ptr, *mimic_f_ptr;
1510         int power;
1511         cptr name;
1512         bool more = FALSE;
1513
1514         /* Verify legality */
1515         if (!do_cmd_tunnel_test(y, x)) return (FALSE);
1516
1517         /* Take a turn */
1518         energy_use = 100;
1519
1520         /* Get grid */
1521         c_ptr = &cave[y][x];
1522         f_ptr = &f_info[c_ptr->feat];
1523         power = f_ptr->power;
1524
1525         /* Feature code (applying "mimic" field) */
1526         mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
1527
1528         name = f_name + mimic_f_ptr->name;
1529
1530         /* Sound */
1531         sound(SOUND_DIG);
1532
1533         if (have_flag(f_ptr->flags, FF_PERMANENT))
1534         {
1535                 /* Titanium */
1536                 if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
1537                 {
1538 #ifdef JP
1539                         msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£");
1540 #else
1541                         msg_print("This seems to be permanent rock.");
1542 #endif
1543                 }
1544
1545                 /* Map border (mimiccing Permanent wall) */
1546                 else
1547                 {
1548 #ifdef JP
1549                         msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
1550 #else
1551                         msg_print("You can't tunnel through that!");
1552 #endif
1553                 }
1554         }
1555
1556         /* Dig or tunnel */
1557         else if (have_flag(f_ptr->flags, FF_CAN_DIG))
1558         {
1559                 /* Dig */
1560                 if (p_ptr->skill_dig > randint0(20 * power))
1561                 {
1562                         /* Message */
1563 #ifdef JP
1564                         msg_format("%s¤ò¤¯¤º¤·¤¿¡£", name);
1565 #else
1566                         msg_format("You have removed the %s.", name);
1567 #endif
1568
1569                         /* Remove the feature */
1570                         cave_alter_feat(y, x, FF_TUNNEL);
1571
1572                         /* Update some things */
1573                         p_ptr->update |= (PU_FLOW);
1574                 }
1575                 else
1576                 {
1577                         /* Message, keep digging */
1578 #ifdef JP
1579                         msg_format("%s¤ò¤¯¤º¤·¤Æ¤¤¤ë¡£", name);
1580 #else
1581                         msg_format("You dig into the %s.", name);
1582 #endif
1583
1584                         more = TRUE;
1585                 }
1586         }
1587
1588         else
1589         {
1590                 bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
1591
1592                 /* Tunnel */
1593                 if (p_ptr->skill_dig > power + randint0(40 * power))
1594                 {
1595 #ifdef JP
1596                         if (tree) msg_format("%s¤òÀÚ¤êʧ¤Ã¤¿¡£", name);
1597                         else
1598                         {
1599                                 msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
1600                                 p_ptr->update |= (PU_FLOW);
1601                         }
1602 #else
1603                         if (tree) msg_format("You have cleared away the %s.", name);
1604                         else
1605                         {
1606                                 msg_print("You have finished the tunnel.");
1607                                 p_ptr->update |= (PU_FLOW);
1608                         }
1609 #endif
1610
1611                         /* Sound */
1612                         if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
1613
1614                         /* Remove the feature */
1615                         cave_alter_feat(y, x, FF_TUNNEL);
1616
1617                         chg_virtue(V_DILIGENCE, 1);
1618                         chg_virtue(V_NATURE, -1);
1619                 }
1620
1621                 /* Keep trying */
1622                 else
1623                 {
1624                         if (tree)
1625                         {
1626                                 /* We may continue chopping */
1627 #ifdef JP
1628                                 msg_format("%s¤òÀڤäƤ¤¤ë¡£", name);
1629 #else
1630                                 msg_format("You chop away at the %s.", name);
1631 #endif
1632                                 /* Occasional Search XXX XXX */
1633                                 if (randint0(100) < 25) search();
1634                         }
1635                         else
1636                         {
1637                                 /* We may continue tunelling */
1638 #ifdef JP
1639                                 msg_format("%s¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£", name);
1640 #else
1641                                 msg_format("You tunnel into the %s.", name);
1642 #endif
1643                         }
1644
1645                         more = TRUE;
1646                 }
1647         }
1648
1649         if (is_hidden_door(c_ptr))
1650         {
1651                 /* Occasional Search XXX XXX */
1652                 if (randint0(100) < 25) search();
1653         }
1654
1655         /* Result */
1656         return more;
1657 }
1658
1659
1660 /*
1661  * Tunnels through "walls" (including rubble and closed doors)
1662  *
1663  * Note that you must tunnel in order to hit invisible monsters
1664  * in walls, though moving into walls still takes a turn anyway.
1665  *
1666  * Digging is very difficult without a "digger" weapon, but can be
1667  * accomplished by strong players using heavy weapons.
1668  */
1669 void do_cmd_tunnel(void)
1670 {
1671         int                     y, x, dir;
1672
1673         cave_type       *c_ptr;
1674         s16b feat;
1675
1676         bool            more = FALSE;
1677
1678
1679         if (p_ptr->special_defense & KATA_MUSOU)
1680         {
1681                 set_action(ACTION_NONE);
1682         }
1683
1684         /* Allow repeated command */
1685         if (command_arg)
1686         {
1687                 /* Set repeat count */
1688                 command_rep = command_arg - 1;
1689
1690                 /* Redraw the state */
1691                 p_ptr->redraw |= (PR_STATE);
1692
1693                 /* Cancel the arg */
1694                 command_arg = 0;
1695         }
1696
1697         /* Get a direction to tunnel, or Abort */
1698         if (get_rep_dir(&dir,FALSE))
1699         {
1700                 /* Get location */
1701                 y = py + ddy[dir];
1702                 x = px + ddx[dir];
1703
1704                 /* Get grid */
1705                 c_ptr = &cave[y][x];
1706
1707                 /* Feature code (applying "mimic" field) */
1708                 feat = get_feat_mimic(c_ptr);
1709
1710                 /* No tunnelling through doors */
1711                 if (have_flag(f_info[feat].flags, FF_DOOR))
1712                 {
1713                         /* Message */
1714 #ifdef JP
1715                         msg_print("¥É¥¢¤Ï·¡¤ì¤Ê¤¤¡£");
1716 #else
1717                         msg_print("You cannot tunnel through doors.");
1718 #endif
1719                 }
1720
1721                 /* No tunnelling through most features */
1722                 else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
1723                 {
1724 #ifdef JP
1725                         msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤¡£");
1726 #else
1727                         msg_print("You can't tunnel through that.");
1728 #endif
1729                 }
1730
1731                 /* A monster is in the way */
1732                 else if (c_ptr->m_idx)
1733                 {
1734                         /* Take a turn */
1735                         energy_use = 100;
1736
1737                         /* Message */
1738 #ifdef JP
1739                         msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
1740 #else
1741                         msg_print("There is a monster in the way!");
1742 #endif
1743
1744                         /* Attack */
1745                         py_attack(y, x, 0);
1746                 }
1747
1748                 /* Try digging */
1749                 else
1750                 {
1751                         /* Tunnel through walls */
1752                         more = do_cmd_tunnel_aux(y, x);
1753                 }
1754         }
1755
1756         /* Cancel repetition unless we can continue */
1757         if (!more) disturb(0, 0);
1758 }
1759
1760
1761 #ifdef ALLOW_EASY_OPEN /* TNB */
1762
1763 /*
1764  * easy_open_door --
1765  *
1766  *      If there is a jammed/closed/locked door at the given location,
1767  *      then attempt to unlock/open it. Return TRUE if an attempt was
1768  *      made (successful or not), otherwise return FALSE.
1769  *
1770  *      The code here should be nearly identical to that in
1771  *      do_cmd_open_test() and do_cmd_open_aux().
1772  */
1773 bool easy_open_door(int y, int x)
1774 {
1775         int i, j;
1776
1777         cave_type *c_ptr = &cave[y][x];
1778         feature_type *f_ptr = &f_info[c_ptr->feat];
1779
1780         /* Must be a closed door */
1781         if (!is_closed_door(c_ptr->feat))
1782         {
1783                 /* Nope */
1784                 return (FALSE);
1785         }
1786
1787         /* Jammed door */
1788         if (!have_flag(f_ptr->flags, FF_OPEN))
1789         {
1790                 /* Stuck */
1791 #ifdef JP
1792                 msg_format("%s¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
1793 #else
1794                 msg_format("The %s appears to be stuck.", f_name + f_info[get_feat_mimic(c_ptr)].name);
1795 #endif
1796
1797         }
1798
1799         /* Locked door */
1800         else if (f_ptr->power)
1801         {
1802                 /* Disarm factor */
1803                 i = p_ptr->skill_dis;
1804
1805                 /* Penalize some conditions */
1806                 if (p_ptr->blind || no_lite()) i = i / 10;
1807                 if (p_ptr->confused || p_ptr->image) i = i / 10;
1808
1809                 /* Extract the lock power */
1810                 j = f_ptr->power;
1811
1812                 /* Extract the difficulty XXX XXX XXX */
1813                 j = i - (j * 4);
1814
1815                 /* Always have a small chance of success */
1816                 if (j < 2) j = 2;
1817
1818                 /* Success */
1819                 if (randint0(100) < j)
1820                 {
1821                         /* Message */
1822 #ifdef JP
1823                         msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
1824 #else
1825                         msg_print("You have picked the lock.");
1826 #endif
1827
1828                         /* Open the door */
1829                         cave_alter_feat(y, x, FF_OPEN);
1830
1831                         /* Sound */
1832                         sound(SOUND_OPENDOOR);
1833
1834                         /* Experience */
1835                         gain_exp(1);
1836                 }
1837
1838                 /* Failure */
1839                 else
1840                 {
1841                         /* Failure */
1842                         if (flush_failure) flush();
1843
1844                         /* Message */
1845 #ifdef JP
1846                         msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
1847 #else
1848                         msg_print("You failed to pick the lock.");
1849 #endif
1850
1851                 }
1852         }
1853
1854         /* Closed door */
1855         else
1856         {
1857                 /* Open the door */
1858                 cave_alter_feat(y, x, FF_OPEN);
1859
1860                 /* Sound */
1861                 sound(SOUND_OPENDOOR);
1862         }
1863
1864         /* Result */
1865         return (TRUE);
1866 }
1867
1868 #endif /* ALLOW_EASY_OPEN -- TNB */
1869
1870
1871 /*
1872  * Perform the basic "disarm" command
1873  *
1874  * Assume destination is a visible trap
1875  *
1876  * Assume there is no monster blocking the destination
1877  *
1878  * Returns TRUE if repeated commands may continue
1879  */
1880 static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
1881 {
1882         int i, j;
1883
1884         bool more = FALSE;
1885
1886         object_type *o_ptr = &o_list[o_idx];
1887
1888
1889         /* Take a turn */
1890         energy_use = 100;
1891
1892         /* Get the "disarm" factor */
1893         i = p_ptr->skill_dis;
1894
1895         /* Penalize some conditions */
1896         if (p_ptr->blind || no_lite()) i = i / 10;
1897         if (p_ptr->confused || p_ptr->image) i = i / 10;
1898
1899         /* Extract the difficulty */
1900         j = i - o_ptr->pval;
1901
1902         /* Always have a small chance of success */
1903         if (j < 2) j = 2;
1904
1905         /* Must find the trap first. */
1906         if (!object_is_known(o_ptr))
1907         {
1908 #ifdef JP
1909                 msg_print("¥È¥é¥Ã¥×¤¬¸«¤¢¤¿¤é¤Ê¤¤¡£");
1910 #else
1911                 msg_print("I don't see any traps.");
1912 #endif
1913
1914         }
1915
1916         /* Already disarmed/unlocked */
1917         else if (o_ptr->pval <= 0)
1918         {
1919 #ifdef JP
1920                 msg_print("È¢¤Ë¤Ï¥È¥é¥Ã¥×¤¬»Å³Ý¤±¤é¤ì¤Æ¤¤¤Ê¤¤¡£");
1921 #else
1922                 msg_print("The chest is not trapped.");
1923 #endif
1924
1925         }
1926
1927         /* No traps to find. */
1928         else if (!chest_traps[o_ptr->pval])
1929         {
1930 #ifdef JP
1931                 msg_print("È¢¤Ë¤Ï¥È¥é¥Ã¥×¤¬»Å³Ý¤±¤é¤ì¤Æ¤¤¤Ê¤¤¡£");
1932 #else
1933                 msg_print("The chest is not trapped.");
1934 #endif
1935
1936         }
1937
1938         /* Success (get a lot of experience) */
1939         else if (randint0(100) < j)
1940         {
1941 #ifdef JP
1942                 msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¥È¥é¥Ã¥×¤ò²ò½ü¤·¤¿¡£");
1943 #else
1944                 msg_print("You have disarmed the chest.");
1945 #endif
1946
1947                 gain_exp(o_ptr->pval);
1948                 o_ptr->pval = (0 - o_ptr->pval);
1949         }
1950
1951         /* Failure -- Keep trying */
1952         else if ((i > 5) && (randint1(i) > 5))
1953         {
1954                 /* We may keep trying */
1955                 more = TRUE;
1956                 if (flush_failure) flush();
1957 #ifdef JP
1958                 msg_print("È¢¤Î¥È¥é¥Ã¥×²ò½ü¤Ë¼ºÇÔ¤·¤¿¡£");
1959 #else
1960                 msg_print("You failed to disarm the chest.");
1961 #endif
1962
1963         }
1964
1965         /* Failure -- Set off the trap */
1966         else
1967         {
1968 #ifdef JP
1969                 msg_print("¥È¥é¥Ã¥×¤òºîÆ°¤µ¤»¤Æ¤·¤Þ¤Ã¤¿¡ª");
1970 #else
1971                 msg_print("You set off a trap!");
1972 #endif
1973
1974                 sound(SOUND_FAIL);
1975                 chest_trap(y, x, o_idx);
1976         }
1977
1978         /* Result */
1979         return (more);
1980 }
1981
1982
1983 /*
1984  * Perform the basic "disarm" command
1985  *
1986  * Assume destination is a visible trap
1987  *
1988  * Assume there is no monster blocking the destination
1989  *
1990  * Returns TRUE if repeated commands may continue
1991  */
1992 #ifdef ALLOW_EASY_DISARM /* TNB */
1993
1994 bool do_cmd_disarm_aux(int y, int x, int dir)
1995
1996 #else /* ALLOW_EASY_DISARM -- TNB */
1997
1998 static bool do_cmd_disarm_aux(int y, int x, int dir)
1999
2000 #endif /* ALLOW_EASY_DISARM -- TNB */
2001 {
2002         /* Get grid and contents */
2003         cave_type *c_ptr = &cave[y][x];
2004
2005         /* Get feature */
2006         feature_type *f_ptr = &f_info[c_ptr->feat];
2007
2008         /* Access trap name */
2009         cptr name = (f_name + f_ptr->name);
2010
2011         /* Extract trap "power" */
2012         int power = f_ptr->power;
2013
2014         bool more = FALSE;
2015
2016         /* Get the "disarm" factor */
2017         int i = p_ptr->skill_dis;
2018
2019         int j;
2020
2021         /* Take a turn */
2022         energy_use = 100;
2023
2024         /* Penalize some conditions */
2025         if (p_ptr->blind || no_lite()) i = i / 10;
2026         if (p_ptr->confused || p_ptr->image) i = i / 10;
2027
2028         /* Extract the difficulty */
2029         j = i - power;
2030
2031         /* Always have a small chance of success */
2032         if (j < 2) j = 2;
2033
2034         /* Success */
2035         if (randint0(100) < j)
2036         {
2037                 /* Message */
2038 #ifdef JP
2039                 msg_format("%s¤ò²ò½ü¤·¤¿¡£", name);
2040 #else
2041                 msg_format("You have disarmed the %s.", name);
2042 #endif
2043
2044                 /* Reward */
2045                 gain_exp(power);
2046
2047                 /* Remove the trap */
2048                 cave_alter_feat(y, x, FF_DISARM);
2049
2050 #ifdef ALLOW_EASY_DISARM /* TNB */
2051
2052                 /* Move the player onto the trap */
2053                 move_player(dir, easy_disarm, FALSE);
2054
2055 #else /* ALLOW_EASY_DISARM -- TNB */
2056
2057                 /* move the player onto the trap grid */
2058                 move_player(dir, FALSE, FALSE);
2059
2060 #endif /* ALLOW_EASY_DISARM -- TNB */
2061         }
2062
2063         /* Failure -- Keep trying */
2064         else if ((i > 5) && (randint1(i) > 5))
2065         {
2066                 /* Failure */
2067                 if (flush_failure) flush();
2068
2069                 /* Message */
2070 #ifdef JP
2071                 msg_format("%s¤Î²ò½ü¤Ë¼ºÇÔ¤·¤¿¡£", name);
2072 #else
2073                 msg_format("You failed to disarm the %s.", name);
2074 #endif
2075
2076                 /* We may keep trying */
2077                 more = TRUE;
2078         }
2079
2080         /* Failure -- Set off the trap */
2081         else
2082         {
2083                 /* Message */
2084 #ifdef JP
2085                 msg_format("%s¤òºîÆ°¤µ¤»¤Æ¤·¤Þ¤Ã¤¿¡ª", name);
2086 #else
2087                 msg_format("You set off the %s!", name);
2088 #endif
2089
2090 #ifdef ALLOW_EASY_DISARM /* TNB */
2091
2092                 /* Move the player onto the trap */
2093                 move_player(dir, easy_disarm, FALSE);
2094
2095 #else /* ALLOW_EASY_DISARM -- TNB */
2096
2097                 /* Move the player onto the trap */
2098                 move_player(dir, FALSE, FALSE);
2099
2100 #endif /* ALLOW_EASY_DISARM -- TNB */
2101         }
2102
2103         /* Result */
2104         return (more);
2105 }
2106
2107
2108 /*
2109  * Disarms a trap, or chest
2110  */
2111 void do_cmd_disarm(void)
2112 {
2113         int y, x, dir;
2114
2115         s16b o_idx;
2116
2117         bool more = FALSE;
2118
2119         if (p_ptr->special_defense & KATA_MUSOU)
2120         {
2121                 set_action(ACTION_NONE);
2122         }
2123
2124 #ifdef ALLOW_EASY_DISARM /* TNB */
2125
2126         /* Option: Pick a direction */
2127         if (easy_disarm)
2128         {
2129                 int num_traps, num_chests;
2130
2131                 /* Count visible traps */
2132                 num_traps = count_dt(&y, &x, is_trap, TRUE);
2133
2134                 /* Count chests (trapped) */
2135                 num_chests = count_chests(&y, &x, TRUE);
2136
2137                 /* See if only one target */
2138                 if (num_traps || num_chests)
2139                 {
2140                         bool too_many = (num_traps && num_chests) || (num_traps > 1) ||
2141                             (num_chests > 1);
2142                         if (!too_many) command_dir = coords_to_dir(y, x);
2143                 }
2144         }
2145
2146 #endif /* ALLOW_EASY_DISARM -- TNB */
2147
2148         /* Allow repeated command */
2149         if (command_arg)
2150         {
2151                 /* Set repeat count */
2152                 command_rep = command_arg - 1;
2153
2154                 /* Redraw the state */
2155                 p_ptr->redraw |= (PR_STATE);
2156
2157                 /* Cancel the arg */
2158                 command_arg = 0;
2159         }
2160
2161         /* Get a direction (or abort) */
2162         if (get_rep_dir(&dir,TRUE))
2163         {
2164                 cave_type *c_ptr;
2165                 s16b feat;
2166
2167                 /* Get location */
2168                 y = py + ddy[dir];
2169                 x = px + ddx[dir];
2170
2171                 /* Get grid and contents */
2172                 c_ptr = &cave[y][x];
2173
2174                 /* Feature code (applying "mimic" field) */
2175                 feat = get_feat_mimic(c_ptr);
2176
2177                 /* Check for chests */
2178                 o_idx = chest_check(y, x);
2179
2180                 /* Disarm a trap */
2181                 if (!is_trap(feat) && !o_idx)
2182                 {
2183                         /* Message */
2184 #ifdef JP
2185                         msg_print("¤½¤³¤Ë¤Ï²ò½ü¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
2186 #else
2187                         msg_print("You see nothing there to disarm.");
2188 #endif
2189
2190                 }
2191
2192                 /* Monster in the way */
2193                 else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
2194                 {
2195                         /* Message */
2196 #ifdef JP
2197                         msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
2198 #else
2199                         msg_print("There is a monster in the way!");
2200 #endif
2201
2202
2203                         /* Attack */
2204                         py_attack(y, x, 0);
2205                 }
2206
2207                 /* Disarm chest */
2208                 else if (o_idx)
2209                 {
2210                         /* Disarm the chest */
2211                         more = do_cmd_disarm_chest(y, x, o_idx);
2212                 }
2213
2214                 /* Disarm trap */
2215                 else
2216                 {
2217                         /* Disarm the trap */
2218                         more = do_cmd_disarm_aux(y, x, dir);
2219                 }
2220         }
2221
2222         /* Cancel repeat unless told not to */
2223         if (!more) disturb(0, 0);
2224 }
2225
2226
2227 /*
2228  * Perform the basic "bash" command
2229  *
2230  * Assume destination is a closed/locked/jammed door
2231  *
2232  * Assume there is no monster blocking the destination
2233  *
2234  * Returns TRUE if repeated commands may continue
2235  */
2236 static bool do_cmd_bash_aux(int y, int x, int dir)
2237 {
2238         /* Get grid */
2239         cave_type       *c_ptr = &cave[y][x];
2240
2241         /* Get feature */
2242         feature_type *f_ptr = &f_info[c_ptr->feat];
2243
2244         /* Hack -- Bash power based on strength */
2245         /* (Ranges from 3 to 20 to 100 to 200) */
2246         int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
2247
2248         /* Extract door power */
2249         int temp = f_ptr->power;
2250
2251         bool            more = FALSE;
2252
2253         cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
2254
2255         /* Take a turn */
2256         energy_use = 100;
2257
2258         /* Message */
2259 #ifdef JP
2260         msg_format("%s¤ËÂÎÅö¤¿¤ê¤ò¤·¤¿¡ª", name);
2261 #else
2262         msg_format("You smash into the %s!", name);
2263 #endif
2264
2265         /* Compare bash power to door power XXX XXX XXX */
2266         temp = (bash - (temp * 10));
2267
2268         if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2;
2269
2270         /* Hack -- always have a chance */
2271         if (temp < 1) temp = 1;
2272
2273         /* Hack -- attempt to bash down the door */
2274         if (randint0(100) < temp)
2275         {
2276                 /* Message */
2277 #ifdef JP
2278                 msg_format("%s¤ò²õ¤·¤¿¡ª", name);
2279 #else
2280                 msg_format("The %s crashes open!", name);
2281 #endif
2282
2283                 /* Sound */
2284                 sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
2285
2286                 /* Break down the door */
2287                 if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
2288                 {
2289                         cave_alter_feat(y, x, FF_BASH);
2290                 }
2291
2292                 /* Open the door */
2293                 else
2294                 {
2295                         cave_alter_feat(y, x, FF_OPEN);
2296                 }
2297
2298                 /* Hack -- Fall through the door */
2299                 move_player(dir, FALSE, FALSE);
2300         }
2301
2302         /* Saving throw against stun */
2303         else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
2304                  p_ptr->lev)
2305         {
2306                 /* Message */
2307 #ifdef JP
2308                 msg_format("¤³¤Î%s¤Ï´è¾æ¤À¡£", name);
2309 #else
2310                 msg_format("The %s holds firm.", name);
2311 #endif
2312
2313
2314                 /* Allow repeated bashing */
2315                 more = TRUE;
2316         }
2317
2318         /* High dexterity yields coolness */
2319         else
2320         {
2321                 /* Message */
2322 #ifdef JP
2323                 msg_print("ÂΤΥХé¥ó¥¹¤ò¤¯¤º¤·¤Æ¤·¤Þ¤Ã¤¿¡£");
2324 #else
2325                 msg_print("You are off-balance.");
2326 #endif
2327
2328
2329                 /* Hack -- Lose balance ala paralysis */
2330                 (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
2331         }
2332
2333         /* Result */
2334         return (more);
2335 }
2336
2337
2338 /*
2339  * Bash open a door, success based on character strength
2340  *
2341  * For a closed door, pval is positive if locked; negative if stuck.
2342  *
2343  * For an open door, pval is positive for a broken door.
2344  *
2345  * A closed door can be opened - harder if locked. Any door might be
2346  * bashed open (and thereby broken). Bashing a door is (potentially)
2347  * faster! You move into the door way. To open a stuck door, it must
2348  * be bashed. A closed door can be jammed (see do_cmd_spike()).
2349  *
2350  * Creatures can also open or bash doors, see elsewhere.
2351  */
2352 void do_cmd_bash(void)
2353 {
2354         int                     y, x, dir;
2355
2356         cave_type       *c_ptr;
2357
2358         bool            more = FALSE;
2359
2360
2361         if (p_ptr->special_defense & KATA_MUSOU)
2362         {
2363                 set_action(ACTION_NONE);
2364         }
2365
2366         /* Allow repeated command */
2367         if (command_arg)
2368         {
2369                 /* Set repeat count */
2370                 command_rep = command_arg - 1;
2371
2372                 /* Redraw the state */
2373                 p_ptr->redraw |= (PR_STATE);
2374
2375                 /* Cancel the arg */
2376                 command_arg = 0;
2377         }
2378
2379         /* Get a "repeated" direction */
2380         if (get_rep_dir(&dir,FALSE))
2381         {
2382                 s16b feat;
2383
2384                 /* Bash location */
2385                 y = py + ddy[dir];
2386                 x = px + ddx[dir];
2387
2388                 /* Get grid */
2389                 c_ptr = &cave[y][x];
2390
2391                 /* Feature code (applying "mimic" field) */
2392                 feat = get_feat_mimic(c_ptr);
2393
2394                 /* Nothing useful */
2395                 if (!have_flag(f_info[feat].flags, FF_BASH))
2396                 {
2397                         /* Message */
2398 #ifdef JP
2399                         msg_print("¤½¤³¤Ë¤ÏÂÎÅö¤¿¤ê¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
2400 #else
2401                         msg_print("You see nothing there to bash.");
2402 #endif
2403
2404                 }
2405
2406                 /* Monster in the way */
2407                 else if (c_ptr->m_idx)
2408                 {
2409                         /* Take a turn */
2410                         energy_use = 100;
2411
2412                         /* Message */
2413 #ifdef JP
2414                         msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
2415 #else
2416                         msg_print("There is a monster in the way!");
2417 #endif
2418
2419
2420                         /* Attack */
2421                         py_attack(y, x, 0);
2422                 }
2423
2424                 /* Bash a closed door */
2425                 else
2426                 {
2427                         /* Bash the door */
2428                         more = do_cmd_bash_aux(y, x, dir);
2429                 }
2430         }
2431
2432         /* Unless valid action taken, cancel bash */
2433         if (!more) disturb(0, 0);
2434 }
2435
2436
2437 /*
2438  * Manipulate an adjacent grid in some way
2439  *
2440  * Attack monsters, tunnel through walls, disarm traps, open doors.
2441  *
2442  * Consider confusion XXX XXX XXX
2443  *
2444  * This command must always take a turn, to prevent free detection
2445  * of invisible monsters.
2446  */
2447 void do_cmd_alter(void)
2448 {
2449         int                     y, x, dir;
2450
2451         cave_type       *c_ptr;
2452
2453         bool            more = FALSE;
2454
2455
2456         if (p_ptr->special_defense & KATA_MUSOU)
2457         {
2458                 set_action(ACTION_NONE);
2459         }
2460
2461         /* Allow repeated command */
2462         if (command_arg)
2463         {
2464                 /* Set repeat count */
2465                 command_rep = command_arg - 1;
2466
2467                 /* Redraw the state */
2468                 p_ptr->redraw |= (PR_STATE);
2469
2470                 /* Cancel the arg */
2471                 command_arg = 0;
2472         }
2473
2474         /* Get a direction */
2475         if (get_rep_dir(&dir,TRUE))
2476         {
2477                 s16b feat;
2478                 feature_type *f_ptr;
2479
2480                 /* Get location */
2481                 y = py + ddy[dir];
2482                 x = px + ddx[dir];
2483
2484                 /* Get grid */
2485                 c_ptr = &cave[y][x];
2486
2487                 /* Feature code (applying "mimic" field) */
2488                 feat = get_feat_mimic(c_ptr);
2489                 f_ptr = &f_info[feat];
2490
2491                 /* Take a turn */
2492                 energy_use = 100;
2493
2494                 /* Attack monsters */
2495                 if (c_ptr->m_idx)
2496                 {
2497                         /* Attack */
2498                         py_attack(y, x, 0);
2499                 }
2500
2501                 /* Locked doors */
2502                 else if (have_flag(f_ptr->flags, FF_OPEN))
2503                 {
2504                         more = do_cmd_open_aux(y, x);
2505                 }
2506
2507                 /* Bash jammed doors */
2508                 else if (have_flag(f_ptr->flags, FF_BASH))
2509                 {
2510                         more = do_cmd_bash_aux(y, x, dir);
2511                 }
2512
2513                 /* Tunnel through walls */
2514                 else if (have_flag(f_ptr->flags, FF_TUNNEL))
2515                 {
2516                         more = do_cmd_tunnel_aux(y, x);
2517                 }
2518
2519                 /* Close open doors */
2520                 else if (have_flag(f_ptr->flags, FF_CLOSE))
2521                 {
2522                         more = do_cmd_close_aux(y, x);
2523                 }
2524
2525                 /* Disarm traps */
2526                 else if (have_flag(f_ptr->flags, FF_DISARM))
2527                 {
2528                         more = do_cmd_disarm_aux(y, x, dir);
2529                 }
2530
2531                 /* Oops */
2532                 else
2533                 {
2534                         /* Oops */
2535 #ifdef JP
2536                         msg_print("²¿¤â¤Ê¤¤¶õÃæ¤ò¹¶·â¤·¤¿¡£");
2537 #else
2538                         msg_print("You attack the empty air.");
2539 #endif
2540
2541                 }
2542         }
2543
2544         /* Cancel repetition unless we can continue */
2545         if (!more) disturb(0, 0);
2546 }
2547
2548
2549 /*
2550  * Find the index of some "spikes", if possible.
2551  *
2552  * XXX XXX XXX Let user choose a pile of spikes, perhaps?
2553  */
2554 static bool get_spike(int *ip)
2555 {
2556         int i;
2557
2558         /* Check every item in the pack */
2559         for (i = 0; i < INVEN_PACK; i++)
2560         {
2561                 object_type *o_ptr = &inventory[i];
2562
2563                 /* Skip non-objects */
2564                 if (!o_ptr->k_idx) continue;
2565
2566                 /* Check the "tval" code */
2567                 if (o_ptr->tval == TV_SPIKE)
2568                 {
2569                         /* Save the spike index */
2570                         (*ip) = i;
2571
2572                         /* Success */
2573                         return (TRUE);
2574                 }
2575         }
2576
2577         /* Oops */
2578         return (FALSE);
2579 }
2580
2581
2582 /*
2583  * Jam a closed door with a spike
2584  *
2585  * This command may NOT be repeated
2586  */
2587 void do_cmd_spike(void)
2588 {
2589         int dir;
2590
2591         if (p_ptr->special_defense & KATA_MUSOU)
2592         {
2593                 set_action(ACTION_NONE);
2594         }
2595
2596         /* Get a "repeated" direction */
2597         if (get_rep_dir(&dir,FALSE))
2598         {
2599                 int y, x, item;
2600                 cave_type *c_ptr;
2601                 s16b feat;
2602
2603                 /* Get location */
2604                 y = py + ddy[dir];
2605                 x = px + ddx[dir];
2606
2607                 /* Get grid and contents */
2608                 c_ptr = &cave[y][x];
2609
2610                 /* Feature code (applying "mimic" field) */
2611                 feat = get_feat_mimic(c_ptr);
2612
2613                 /* Require closed door */
2614                 if (!have_flag(f_info[feat].flags, FF_SPIKE))
2615                 {
2616                         /* Message */
2617 #ifdef JP
2618                         msg_print("¤½¤³¤Ë¤Ï¤¯¤µ¤Ó¤òÂǤƤë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
2619 #else
2620                         msg_print("You see nothing there to spike.");
2621 #endif
2622
2623                 }
2624
2625                 /* Get a spike */
2626                 else if (!get_spike(&item))
2627                 {
2628                         /* Message */
2629 #ifdef JP
2630                         msg_print("¤¯¤µ¤Ó¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡ª");
2631 #else
2632                         msg_print("You have no spikes!");
2633 #endif
2634                 }
2635
2636                 /* Is a monster in the way? */
2637                 else if (c_ptr->m_idx)
2638                 {
2639                         /* Take a turn */
2640                         energy_use = 100;
2641
2642                         /* Message */
2643 #ifdef JP
2644                         msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
2645 #else
2646                         msg_print("There is a monster in the way!");
2647 #endif
2648
2649                         /* Attack */
2650                         py_attack(y, x, 0);
2651                 }
2652
2653                 /* Go for it */
2654                 else
2655                 {
2656                         /* Take a turn */
2657                         energy_use = 100;
2658
2659                         /* Successful jamming */
2660 #ifdef JP
2661                         msg_format("%s¤Ë¤¯¤µ¤Ó¤òÂǤÁ¹þ¤ó¤À¡£", f_name + f_info[feat].name);
2662 #else
2663                         msg_format("You jam the %s with a spike.", f_name + f_info[feat].name);
2664 #endif
2665
2666                         cave_alter_feat(y, x, FF_SPIKE);
2667
2668                         /* Use up, and describe, a single spike, from the bottom */
2669                         inven_item_increase(item, -1);
2670                         inven_item_describe(item);
2671                         inven_item_optimize(item);
2672                 }
2673         }
2674 }
2675
2676
2677
2678 /*
2679  * Support code for the "Walk" and "Jump" commands
2680  */
2681 void do_cmd_walk(bool pickup)
2682 {
2683         int dir;
2684
2685         bool more = FALSE;
2686
2687
2688         /* Allow repeated command */
2689         if (command_arg)
2690         {
2691                 /* Set repeat count */
2692                 command_rep = command_arg - 1;
2693
2694                 /* Redraw the state */
2695                 p_ptr->redraw |= (PR_STATE);
2696
2697                 /* Cancel the arg */
2698                 command_arg = 0;
2699         }
2700
2701         /* Get a "repeated" direction */
2702         if (get_rep_dir(&dir,FALSE))
2703         {
2704                 /* Take a turn */
2705                 energy_use = 100;
2706
2707                 if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
2708                 {
2709                         set_action(ACTION_NONE);
2710                 }
2711
2712                 /* Hack -- In small scale wilderness it takes MUCH more time to move */
2713                 if (p_ptr->wild_mode) energy_use *= ((MAX_HGT + MAX_WID) / 2);
2714                 if (p_ptr->action == ACTION_HAYAGAKE) energy_use = energy_use * (45-(p_ptr->lev/2)) / 100;
2715
2716                 /* Actually move the character */
2717                 move_player(dir, pickup, FALSE);
2718
2719                 /* Allow more walking */
2720                 more = TRUE;
2721         }
2722
2723         /* Hack again -- Is there a special encounter ??? */
2724         if (p_ptr->wild_mode && !cave_have_flag_bold(py, px, FF_TOWN))
2725         {
2726                 int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5;
2727                 if (tmp < 1) 
2728                         tmp = 1;
2729                 if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
2730                 {
2731                         /* Inform the player of his horrible fate :=) */
2732 #ifdef JP
2733                         msg_print("½±·â¤À¡ª");
2734 #else
2735                         msg_print("You are ambushed !");
2736 #endif
2737
2738                         /* Go into large wilderness view */
2739                         p_ptr->oldpy = randint1(MAX_HGT-2);
2740                         p_ptr->oldpx = randint1(MAX_WID-2);
2741                         change_wild_mode();
2742
2743                         /* Give first move to monsters */
2744                         energy_use = 100;
2745
2746                         /* HACk -- set the encouter flag for the wilderness generation */
2747                         generate_encounter = TRUE;
2748                 }
2749         }
2750
2751         /* Cancel repeat unless we may continue */
2752         if (!more) disturb(0, 0);
2753 }
2754
2755
2756
2757 /*
2758  * Start running.
2759  */
2760 void do_cmd_run(void)
2761 {
2762         int dir;
2763
2764         /* Hack -- no running when confused */
2765         if (p_ptr->confused)
2766         {
2767 #ifdef JP
2768                 msg_print("º®Í𤷤Ƥ¤¤ÆÁö¤ì¤Ê¤¤¡ª");
2769 #else
2770                 msg_print("You are too confused!");
2771 #endif
2772
2773                 return;
2774         }
2775
2776         if (p_ptr->special_defense & KATA_MUSOU)
2777         {
2778                 set_action(ACTION_NONE);
2779         }
2780
2781         /* Get a "repeated" direction */
2782         if (get_rep_dir(&dir,FALSE))
2783         {
2784                 /* Hack -- Set the run counter */
2785                 running = (command_arg ? command_arg : 1000);
2786
2787                 /* First step */
2788                 run_step(dir);
2789         }
2790 }
2791
2792
2793
2794 /*
2795  * Stay still.  Search.  Enter stores.
2796  * Pick up treasure if "pickup" is true.
2797  */
2798 void do_cmd_stay(bool pickup)
2799 {
2800         u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
2801
2802         /* Allow repeated command */
2803         if (command_arg)
2804         {
2805                 /* Set repeat count */
2806                 command_rep = command_arg - 1;
2807
2808                 /* Redraw the state */
2809                 p_ptr->redraw |= (PR_STATE);
2810
2811                 /* Cancel the arg */
2812                 command_arg = 0;
2813         }
2814
2815         /* Take a turn */
2816         energy_use = 100;
2817
2818         if (pickup) mpe_mode |= MPE_DO_PICKUP;
2819         (void)move_player_effect(py, px, mpe_mode);
2820 }
2821
2822
2823
2824 /*
2825  * Resting allows a player to safely restore his hp     -RAK-
2826  */
2827 void do_cmd_rest(void)
2828 {
2829
2830         set_action(ACTION_NONE);
2831
2832         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] || p_ptr->magic_num1[1]))
2833         {
2834                 stop_singing();
2835         }
2836
2837         /* Hex */
2838         if (hex_spelling_any()) stop_hex_spell_all();
2839
2840         /* Prompt for time if needed */
2841         if (command_arg <= 0)
2842         {
2843 #ifdef JP
2844                 cptr p = "µÙ·Æ (0-9999, '*' ¤Ç HP/MPÁ´²÷, '&' ¤ÇɬÍפʤÀ¤±): ";
2845 #else
2846                 cptr p = "Rest (0-9999, '*' for HP/SP, '&' as needed): ";
2847 #endif
2848
2849
2850                 char out_val[80];
2851
2852                 /* Default */
2853                 strcpy(out_val, "&");
2854
2855                 /* Ask for duration */
2856                 if (!get_string(p, out_val, 4)) return;
2857
2858                 /* Rest until done */
2859                 if (out_val[0] == '&')
2860                 {
2861                         command_arg = (-2);
2862                 }
2863
2864                 /* Rest a lot */
2865                 else if (out_val[0] == '*')
2866                 {
2867                         command_arg = (-1);
2868                 }
2869
2870                 /* Rest some */
2871                 else
2872                 {
2873                         command_arg = atoi(out_val);
2874                         if (command_arg <= 0) return;
2875                 }
2876         }
2877
2878
2879         /* Paranoia */
2880         if (command_arg > 9999) command_arg = 9999;
2881
2882         if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
2883
2884         /* Take a turn XXX XXX XXX (?) */
2885         energy_use = 100;
2886
2887         /* The sin of sloth */
2888         if (command_arg > 100)
2889                 chg_virtue(V_DILIGENCE, -1);
2890         
2891         /* Why are you sleeping when there's no need?  WAKE UP!*/
2892         if ((p_ptr->chp == p_ptr->mhp) &&
2893             (p_ptr->csp == p_ptr->msp) &&
2894             !p_ptr->blind && !p_ptr->confused &&
2895             !p_ptr->poisoned && !p_ptr->afraid &&
2896             !p_ptr->stun && !p_ptr->cut &&
2897             !p_ptr->slow && !p_ptr->paralyzed &&
2898             !p_ptr->image && !p_ptr->word_recall &&
2899             !p_ptr->alter_reality)
2900                         chg_virtue(V_DILIGENCE, -1);
2901
2902         /* Save the rest code */
2903         resting = command_arg;
2904         p_ptr->action = ACTION_REST;
2905
2906         /* Recalculate bonuses */
2907         p_ptr->update |= (PU_BONUS);
2908
2909         /* Redraw the state */
2910         p_ptr->redraw |= (PR_STATE);
2911
2912         /* Handle stuff */
2913         handle_stuff();
2914
2915         /* Refresh */
2916         Term_fresh();
2917 }
2918
2919
2920 /*
2921  * Determines the odds of an object breaking when thrown at a monster
2922  *
2923  * Note that artifacts never break, see the "drop_near()" function.
2924  */
2925 static int breakage_chance(object_type *o_ptr)
2926 {
2927         int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);
2928
2929         /* Examine the snipe type */
2930         if (snipe_type)
2931         {
2932                 if (snipe_type == SP_KILL_WALL) return (100);
2933                 if (snipe_type == SP_EXPLODE) return (100);
2934                 if (snipe_type == SP_PIERCE) return (100);
2935                 if (snipe_type == SP_FINAL) return (100);
2936                 if (snipe_type == SP_NEEDLE) return (100);
2937                 if (snipe_type == SP_EVILNESS) return (40);
2938                 if (snipe_type == SP_HOLYNESS) return (40);
2939         }
2940
2941         /* Examine the item type */
2942         switch (o_ptr->tval)
2943         {
2944                 /* Always break */
2945                 case TV_FLASK:
2946                 case TV_POTION:
2947                 case TV_BOTTLE:
2948                 case TV_FOOD:
2949                 case TV_JUNK:
2950                         return (100);
2951
2952                 /* Often break */
2953                 case TV_LITE:
2954                 case TV_SCROLL:
2955                 case TV_SKELETON:
2956                         return (50);
2957
2958                 /* Sometimes break */
2959                 case TV_WAND:
2960                 case TV_SPIKE:
2961                         return (25);
2962                 case TV_ARROW:
2963                         return (20 - archer_bonus * 2);
2964
2965                 /* Rarely break */
2966                 case TV_SHOT:
2967                 case TV_BOLT:
2968                         return (10 - archer_bonus);
2969                 default:
2970                         return (10);
2971         }
2972 }
2973
2974
2975 static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
2976 {
2977         int mult = 10;
2978
2979         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2980
2981         u32b flgs[TR_FLAG_SIZE];
2982
2983         /* Extract the flags */
2984         object_flags(o_ptr, flgs);
2985
2986         /* Some "weapons" and "ammo" do extra damage */
2987         switch (o_ptr->tval)
2988         {
2989                 case TV_SHOT:
2990                 case TV_ARROW:
2991                 case TV_BOLT:
2992                 {
2993                         /* Slay Animal */
2994                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
2995                             (r_ptr->flags3 & RF3_ANIMAL))
2996                         {
2997                                 if (is_original_ap_and_seen(m_ptr))
2998                                 {
2999                                         r_ptr->r_flags3 |= RF3_ANIMAL;
3000                                 }
3001
3002                                 if (mult < 17) mult = 17;
3003                         }
3004
3005                         /* Kill Animal */
3006                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
3007                             (r_ptr->flags3 & RF3_ANIMAL))
3008                         {
3009                                 if (is_original_ap_and_seen(m_ptr))
3010                                 {
3011                                         r_ptr->r_flags3 |= RF3_ANIMAL;
3012                                 }
3013
3014                                 if (mult < 27) mult = 27;
3015                         }
3016
3017                         /* Slay Evil */
3018                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
3019                             (r_ptr->flags3 & RF3_EVIL))
3020                         {
3021                                 if (is_original_ap_and_seen(m_ptr))
3022                                 {
3023                                         r_ptr->r_flags3 |= RF3_EVIL;
3024                                 }
3025
3026                                 if (mult < 15) mult = 15;
3027                         }
3028
3029                         /* Kill Evil */
3030                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
3031                             (r_ptr->flags3 & RF3_EVIL))
3032                         {
3033                                 if (is_original_ap_and_seen(m_ptr))
3034                                 {
3035                                         r_ptr->r_flags3 |= RF3_EVIL;
3036                                 }
3037
3038                                 if (mult < 25) mult = 25;
3039                         }
3040
3041                         /* Slay Human */
3042                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
3043                             (r_ptr->flags2 & RF2_HUMAN))
3044                         {
3045                                 if (is_original_ap_and_seen(m_ptr))
3046                                 {
3047                                         r_ptr->r_flags2 |= RF2_HUMAN;
3048                                 }
3049
3050                                 if (mult < 17) mult = 17;
3051                         }
3052
3053                         /* Kill Human */
3054                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
3055                             (r_ptr->flags2 & RF2_HUMAN))
3056                         {
3057                                 if (is_original_ap_and_seen(m_ptr))
3058                                 {
3059                                         r_ptr->r_flags2 |= RF2_HUMAN;
3060                                 }
3061
3062                                 if (mult < 27) mult = 27;
3063                         }
3064
3065                         /* Slay Undead */
3066                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
3067                             (r_ptr->flags3 & RF3_UNDEAD))
3068                         {
3069                                 if (is_original_ap_and_seen(m_ptr))
3070                                 {
3071                                         r_ptr->r_flags3 |= RF3_UNDEAD;
3072                                 }
3073
3074                                 if (mult < 20) mult = 20;
3075                         }
3076
3077                         /* Kill Undead */
3078                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
3079                             (r_ptr->flags3 & RF3_UNDEAD))
3080                         {
3081                                 if (is_original_ap_and_seen(m_ptr))
3082                                 {
3083                                         r_ptr->r_flags3 |= RF3_UNDEAD;
3084                                 }
3085
3086                                 if (mult < 30) mult = 30;
3087                         }
3088
3089                         /* Slay Demon */
3090                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
3091                             (r_ptr->flags3 & RF3_DEMON))
3092                         {
3093                                 if (is_original_ap_and_seen(m_ptr))
3094                                 {
3095                                         r_ptr->r_flags3 |= RF3_DEMON;
3096                                 }
3097
3098                                 if (mult < 20) mult = 20;
3099                         }
3100
3101                         /* Kill Demon */
3102                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
3103                             (r_ptr->flags3 & RF3_DEMON))
3104                         {
3105                                 if (is_original_ap_and_seen(m_ptr))
3106                                 {
3107                                         r_ptr->r_flags3 |= RF3_DEMON;
3108                                 }
3109
3110                                 if (mult < 30) mult = 30;
3111                         }
3112
3113                         /* Slay Orc */
3114                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
3115                             (r_ptr->flags3 & RF3_ORC))
3116                         {
3117                                 if (is_original_ap_and_seen(m_ptr))
3118                                 {
3119                                         r_ptr->r_flags3 |= RF3_ORC;
3120                                 }
3121
3122                                 if (mult < 20) mult = 20;
3123                         }
3124
3125                         /* Kill Orc */
3126                         if ((have_flag(flgs, TR_KILL_ORC)) &&
3127                             (r_ptr->flags3 & RF3_ORC))
3128                         {
3129                                 if (is_original_ap_and_seen(m_ptr))
3130                                 {
3131                                         r_ptr->r_flags3 |= RF3_ORC;
3132                                 }
3133
3134                                 if (mult < 30) mult = 30;
3135                         }
3136
3137                         /* Slay Troll */
3138                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
3139                             (r_ptr->flags3 & RF3_TROLL))
3140                         {
3141                                 if (is_original_ap_and_seen(m_ptr))
3142                                 {
3143                                         r_ptr->r_flags3 |= RF3_TROLL;
3144                                 }
3145
3146                                 if (mult < 20) mult = 20;
3147                         }
3148
3149                         /* Kill Troll */
3150                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
3151                             (r_ptr->flags3 & RF3_TROLL))
3152                         {
3153                                 if (is_original_ap_and_seen(m_ptr))
3154                                 {
3155                                         r_ptr->r_flags3 |= RF3_TROLL;
3156                                 }
3157
3158                                 if (mult < 30) mult = 30;
3159                         }
3160
3161                         /* Slay Giant */
3162                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
3163                             (r_ptr->flags3 & RF3_GIANT))
3164                         {
3165                                 if (is_original_ap_and_seen(m_ptr))
3166                                 {
3167                                         r_ptr->r_flags3 |= RF3_GIANT;
3168                                 }
3169
3170                                 if (mult < 20) mult = 20;
3171                         }
3172
3173                         /* Kill Giant */
3174                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
3175                             (r_ptr->flags3 & RF3_GIANT))
3176                         {
3177                                 if (is_original_ap_and_seen(m_ptr))
3178                                 {
3179                                         r_ptr->r_flags3 |= RF3_GIANT;
3180                                 }
3181
3182                                 if (mult < 30) mult = 30;
3183                         }
3184
3185                         /* Slay Dragon  */
3186                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
3187                             (r_ptr->flags3 & RF3_DRAGON))
3188                         {
3189                                 if (is_original_ap_and_seen(m_ptr))
3190                                 {
3191                                         r_ptr->r_flags3 |= RF3_DRAGON;
3192                                 }
3193
3194                                 if (mult < 20) mult = 20;
3195                         }
3196
3197                         /* Execute Dragon */
3198                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
3199                             (r_ptr->flags3 & RF3_DRAGON))
3200                         {
3201                                 if (is_original_ap_and_seen(m_ptr))
3202                                 {
3203                                         r_ptr->r_flags3 |= RF3_DRAGON;
3204                                 }
3205
3206                                 if (mult < 30) mult = 30;
3207
3208                                 if ((o_ptr->name1 == ART_BARD_ARROW) &&
3209                                     (m_ptr->r_idx == MON_SMAUG) &&
3210                                     (inventory[INVEN_BOW].name1 == ART_BARD))
3211                                         mult *= 5;
3212                         }
3213
3214                         /* Brand (Acid) */
3215                         if (have_flag(flgs, TR_BRAND_ACID))
3216                         {
3217                                 /* Notice immunity */
3218                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
3219                                 {
3220                                         if (is_original_ap_and_seen(m_ptr))
3221                                         {
3222                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
3223                                         }
3224                                 }
3225
3226                                 /* Otherwise, take the damage */
3227                                 else
3228                                 {
3229                                         if (mult < 17) mult = 17;
3230                                 }
3231                         }
3232
3233                         /* Brand (Elec) */
3234                         if (have_flag(flgs, TR_BRAND_ELEC))
3235                         {
3236                                 /* Notice immunity */
3237                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
3238                                 {
3239                                         if (is_original_ap_and_seen(m_ptr))
3240                                         {
3241                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3242                                         }
3243                                 }
3244
3245                                 /* Otherwise, take the damage */
3246                                 else
3247                                 {
3248                                         if (mult < 17) mult = 17;
3249                                 }
3250                         }
3251
3252                         /* Brand (Fire) */
3253                         if (have_flag(flgs, TR_BRAND_FIRE))
3254                         {
3255                                 /* Notice immunity */
3256                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
3257                                 {
3258                                         if (is_original_ap_and_seen(m_ptr))
3259                                         {
3260                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3261                                         }
3262                                 }
3263
3264                                 /* Otherwise, take the damage */
3265                                 else
3266                                 {
3267                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
3268                                         {
3269                                                 if (mult < 25) mult = 25;
3270                                                 if (is_original_ap_and_seen(m_ptr))
3271                                                 {
3272                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
3273                                                 }
3274                                         }
3275                                         else if (mult < 17) mult = 17;
3276                                 }
3277                         }
3278
3279                         /* Brand (Cold) */
3280                         if (have_flag(flgs, TR_BRAND_COLD))
3281                         {
3282                                 /* Notice immunity */
3283                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
3284                                 {
3285                                         if (is_original_ap_and_seen(m_ptr))
3286                                         {
3287                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3288                                         }
3289                                 }
3290                                 /* Otherwise, take the damage */
3291                                 else
3292                                 {
3293                                         if (r_ptr->flags3 & RF3_HURT_COLD)
3294                                         {
3295                                                 if (mult < 25) mult = 25;
3296                                                 if (is_original_ap_and_seen(m_ptr))
3297                                                 {
3298                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
3299                                                 }
3300                                         }
3301                                         else if (mult < 17) mult = 17;
3302                                 }
3303                         }
3304
3305                         /* Brand (Poison) */
3306                         if (have_flag(flgs, TR_BRAND_POIS))
3307                         {
3308                                 /* Notice immunity */
3309                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
3310                                 {
3311                                         if (is_original_ap_and_seen(m_ptr))
3312                                         {
3313                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
3314                                         }
3315                                 }
3316
3317                                 /* Otherwise, take the damage */
3318                                 else
3319                                 {
3320                                         if (mult < 17) mult = 17;
3321                                 }
3322                         }
3323
3324                         if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
3325                         {
3326                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
3327                                 p_ptr->redraw |= (PR_MANA);
3328                                 mult = mult * 5 / 2;
3329                         }
3330                         break;
3331                 }
3332         }
3333
3334         /* Sniper */
3335         if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
3336
3337         /* Return the total damage */
3338         return (tdam * mult / 10);
3339 }
3340
3341
3342 /*
3343  * Fire an object from the pack or floor.
3344  *
3345  * You may only fire items that "match" your missile launcher.
3346  *
3347  * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
3348  *
3349  * See "calc_bonuses()" for more calculations and such.
3350  *
3351  * Note that "firing" a missile is MUCH better than "throwing" it.
3352  *
3353  * Note: "unseen" monsters are very hard to hit.
3354  *
3355  * Objects are more likely to break if they "attempt" to hit a monster.
3356  *
3357  * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
3358  *
3359  * The "extra shot" code works by decreasing the amount of energy
3360  * required to make each shot, spreading the shots out over time.
3361  *
3362  * Note that when firing missiles, the launcher multiplier is applied
3363  * after all the bonuses are added in, making multipliers very useful.
3364  *
3365  * Note that Bows of "Extra Might" get extra range and an extra bonus
3366  * for the damage multiplier.
3367  *
3368  * Note that Bows of "Extra Shots" give an extra shot.
3369  */
3370 void do_cmd_fire_aux(int item, object_type *j_ptr)
3371 {
3372         int dir;
3373         int i, j, y, x, ny, nx, ty, tx, prev_y, prev_x;
3374         int tdam_base, tdis, thits, tmul;
3375         int bonus, chance;
3376         int cur_dis, visible;
3377
3378         object_type forge;
3379         object_type *q_ptr;
3380
3381         object_type *o_ptr;
3382
3383         bool hit_body = FALSE;
3384
3385         char o_name[MAX_NLEN];
3386
3387         u16b path_g[512];       /* For calcuration of path length */
3388
3389         int msec = delay_factor * delay_factor * delay_factor;
3390
3391         /* STICK TO */
3392         bool stick_to = FALSE;
3393
3394         /* Access the item (if in the pack) */
3395         if (item >= 0)
3396         {
3397                 o_ptr = &inventory[item];
3398         }
3399         else
3400         {
3401                 o_ptr = &o_list[0 - item];
3402         }
3403
3404         /* Sniper - Cannot shot a single arrow twice */
3405         if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
3406
3407         /* Describe the object */
3408         object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3409
3410         /* Use the proper number of shots */
3411         thits = p_ptr->num_fire;
3412
3413         /* Use a base distance */
3414         tdis = 10;
3415
3416         /* Base damage from thrown object plus launcher bonus */
3417         tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
3418
3419         /* Actually "fire" the object */
3420         bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
3421         if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
3422                 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
3423         else
3424                 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
3425
3426         energy_use = bow_energy(j_ptr->sval);
3427         tmul = bow_tmul(j_ptr->sval);
3428
3429         /* Get extra "power" from "extra might" */
3430         if (p_ptr->xtra_might) tmul++;
3431
3432         tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
3433
3434         /* Boost the damage */
3435         tdam_base *= tmul;
3436         tdam_base /= 100;
3437
3438         /* Base range */
3439         tdis = 13 + tmul/80;
3440         if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
3441         {
3442                 if (p_ptr->concent)
3443                         tdis -= (5 - (p_ptr->concent + 1) / 2);
3444                 else
3445                         tdis -= 5;
3446         }
3447
3448         project_length = tdis + 1;
3449
3450         /* Get a direction (or cancel) */
3451         if (!get_aim_dir(&dir))
3452         {
3453                 energy_use = 0;
3454
3455                 if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
3456
3457                 /* need not to reset project_length (already did)*/
3458
3459                 return;
3460         }
3461
3462         /* Predict the "target" location */
3463         tx = px + 99 * ddx[dir];
3464         ty = py + 99 * ddy[dir];
3465
3466         /* Check for "target request" */
3467         if ((dir == 5) && target_okay())
3468         {
3469                 tx = target_col;
3470                 ty = target_row;
3471         }
3472
3473         /* Get projection path length */
3474         tdis = project_path(path_g, project_length, py, px, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
3475
3476         project_length = 0; /* reset to default */
3477
3478         /* Don't shoot at my feet */
3479         if (tx == px && ty == py)
3480         {
3481                 energy_use = 0;
3482
3483                 /* project_length is already reset to 0 */
3484
3485                 return;
3486         }
3487
3488
3489         /* Take a (partial) turn */
3490         energy_use = (energy_use / thits);
3491         is_fired = TRUE;
3492
3493         /* Sniper - Difficult to shot twice at 1 turn */
3494         if (snipe_type == SP_DOUBLE)  p_ptr->concent = (p_ptr->concent + 1) / 2;
3495
3496         /* Sniper - Repeat shooting when double shots */
3497         for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
3498         {
3499
3500         /* Start at the player */
3501         y = py;
3502         x = px;
3503
3504         /* Get local object */
3505         q_ptr = &forge;
3506
3507         /* Obtain a local object */
3508         object_copy(q_ptr, o_ptr);
3509
3510         /* Single object */
3511         q_ptr->number = 1;
3512
3513         /* Reduce and describe inventory */
3514         if (item >= 0)
3515         {
3516                 inven_item_increase(item, -1);
3517                 inven_item_describe(item);
3518                 inven_item_optimize(item);
3519         }
3520
3521         /* Reduce and describe floor item */
3522         else
3523         {
3524                 floor_item_increase(0 - item, -1);
3525                 floor_item_optimize(0 - item);
3526         }
3527
3528         /* Sound */
3529         sound(SOUND_SHOOT);
3530
3531         /* Hack -- Handle stuff */
3532         handle_stuff();
3533
3534         /* Save the old location */
3535         prev_y = y;
3536         prev_x = x;
3537
3538         /* The shot does not hit yet */
3539         hit_body = FALSE;
3540
3541         /* Travel until stopped */
3542         for (cur_dis = 0; cur_dis <= tdis; )
3543         {
3544                 cave_type *c_ptr;
3545
3546                 /* Hack -- Stop at the target */
3547                 if ((y == ty) && (x == tx)) break;
3548
3549                 /* Calculate the new location (see "project()") */
3550                 ny = y;
3551                 nx = x;
3552                 mmove2(&ny, &nx, py, px, ty, tx);
3553
3554                 /* Shatter Arrow */
3555                 if (snipe_type == SP_KILL_WALL)
3556                 {
3557                         c_ptr = &cave[ny][nx];
3558
3559                         if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
3560                         {
3561 #ifdef JP
3562                                 if (c_ptr->info & (CAVE_MARK)) msg_print("´ä¤¬ºÕ¤±»¶¤Ã¤¿¡£");
3563 #else
3564                                 if (c_ptr->info & (CAVE_MARK)) msg_print("Wall rocks were shattered.");
3565 #endif
3566                                 /* Forget the wall */
3567                                 c_ptr->info &= ~(CAVE_MARK);
3568
3569                                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
3570
3571                                 /* Destroy the wall */
3572                                 cave_alter_feat(ny, nx, FF_HURT_ROCK);
3573
3574                                 hit_body = TRUE;
3575                                 break;
3576                         }
3577                 }
3578
3579                 /* Stopped by walls/doors */
3580                 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
3581
3582                 /* Advance the distance */
3583                 cur_dis++;
3584
3585                 /* Sniper */
3586                 if (snipe_type == SP_LITE)
3587                 {
3588                         cave[ny][nx].info |= (CAVE_GLOW);
3589
3590                         /* Notice */
3591                         note_spot(ny, nx);
3592
3593                         /* Redraw */
3594                         lite_spot(ny, nx);
3595                 }
3596
3597                 /* The player can see the (on screen) missile */
3598                 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
3599                 {
3600                         char c = object_char(q_ptr);
3601                         byte a = object_attr(q_ptr);
3602
3603                         /* Draw, Hilite, Fresh, Pause, Erase */
3604                         print_rel(c, a, ny, nx);
3605                         move_cursor_relative(ny, nx);
3606                         Term_fresh();
3607                         Term_xtra(TERM_XTRA_DELAY, msec);
3608                         lite_spot(ny, nx);
3609                         Term_fresh();
3610                 }
3611
3612                 /* The player cannot see the missile */
3613                 else
3614                 {
3615                         /* Pause anyway, for consistancy */
3616                         Term_xtra(TERM_XTRA_DELAY, msec);
3617                 }
3618
3619                 /* Sniper */
3620                 if (snipe_type == SP_KILL_TRAP)
3621                 {
3622                         project(0, 0, ny, nx, 0, GF_KILL_TRAP,
3623                                 (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
3624                 }
3625
3626                 /* Sniper */
3627                 if (snipe_type == SP_EVILNESS)
3628                 {
3629                         cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
3630
3631                         /* Notice */
3632                         note_spot(ny, nx);
3633
3634                         /* Redraw */
3635                         lite_spot(ny, nx);
3636                 }
3637
3638                 /* Save the old location */
3639                 prev_y = y;
3640                 prev_x = x;
3641
3642                 /* Save the new location */
3643                 x = nx;
3644                 y = ny;
3645
3646
3647                 /* Monster here, Try to hit it */
3648                 if (cave[y][x].m_idx)
3649                 {
3650                         int armour;
3651                         cave_type *c_ptr = &cave[y][x];
3652
3653                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
3654                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
3655
3656                         /* Check the visibility */
3657                         visible = m_ptr->ml;
3658
3659                         /* Note the collision */
3660                         hit_body = TRUE;
3661
3662                         if (MON_CSLEEP(m_ptr))
3663                         {
3664                                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3665                                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3666                         }
3667
3668                         if ((r_ptr->level + 10) > p_ptr->lev)
3669                         {
3670                                 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
3671                                 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
3672                                 {
3673                                         int amount = 0;
3674                                         if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
3675                                         else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
3676                                         else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
3677                                         else if (p_ptr->lev > 34) amount = 2;
3678                                         p_ptr->weapon_exp[0][j_ptr->sval] += amount;
3679                                         p_ptr->update |= (PU_BONUS);
3680                                 }
3681                         }
3682
3683                         if (p_ptr->riding)
3684                         {
3685                                 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
3686                                         && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
3687                                         && one_in_(2))
3688                                 {
3689                                         p_ptr->skill_exp[GINOU_RIDING] += 1;
3690                                         p_ptr->update |= (PU_BONUS);
3691                                 }
3692                         }
3693
3694                         /* Some shots have hit bonus */
3695                         armour = r_ptr->ac;
3696                         if (p_ptr->concent)
3697                         {
3698                                 armour *= (10 - p_ptr->concent);
3699                                 armour /= 10;
3700                         }
3701
3702                         /* Did we hit it (penalize range) */
3703                         if (test_hit_fire(chance - cur_dis, armour, m_ptr->ml))
3704                         {
3705                                 bool fear = FALSE;
3706                                 int tdam = tdam_base;
3707
3708                                 /* Get extra damage from concentration */
3709                                 if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
3710
3711                                 /* Handle unseen monster */
3712                                 if (!visible)
3713                                 {
3714                                         /* Invisible monster */
3715 #ifdef JP
3716                                         msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name);
3717 #else
3718                                         msg_format("The %s finds a mark.", o_name);
3719 #endif
3720
3721                                 }
3722
3723                                 /* Handle visible monster */
3724                                 else
3725                                 {
3726                                         char m_name[80];
3727
3728                                         /* Get "the monster" or "it" */
3729                                         monster_desc(m_name, m_ptr, 0);
3730
3731                                         /* Message */
3732 #ifdef JP
3733                                         msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name);
3734 #else
3735                                         msg_format("The %s hits %s.", o_name, m_name);
3736 #endif
3737
3738                                         if (m_ptr->ml)
3739                                         {
3740                                                 /* Hack -- Track this monster race */
3741                                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3742
3743                                                 /* Hack -- Track this monster */
3744                                                 health_track(c_ptr->m_idx);
3745                                         }
3746                                 }
3747
3748                                 if (snipe_type == SP_NEEDLE)
3749                                 {
3750                                         if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
3751                                                 && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
3752                                         {
3753                                                 char m_name[80];
3754
3755                                                 /* Get "the monster" or "it" */
3756                                                 monster_desc(m_name, m_ptr, 0);
3757
3758                                                 tdam = m_ptr->hp + 1;
3759 #ifdef JP
3760                                                 msg_format("%s¤ÎµÞ½ê¤ËÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
3761 #else
3762                                                 msg_format("Your shot sticked on a fatal spot of %s!", m_name);
3763 #endif
3764                                         }
3765                                         else tdam = 1;
3766                                 }
3767                                 else
3768                                 {
3769                                         /* Apply special damage XXX XXX XXX */
3770                                         tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
3771                                         tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
3772
3773                                         /* No negative damage */
3774                                         if (tdam < 0) tdam = 0;
3775
3776                                         /* Modify the damage */
3777                                         tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3778                                 }
3779
3780                                 /* Complex message */
3781                                 if (p_ptr->wizard || cheat_xtra)
3782                                 {
3783 #ifdef JP
3784                                         msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
3785                                                    tdam, m_ptr->hp);
3786 #else
3787                                         msg_format("You do %d (out of %d) damage.",
3788                                                    tdam, m_ptr->hp);
3789 #endif
3790
3791                                 }
3792
3793                                 /* Sniper */
3794                                 if (snipe_type == SP_EXPLODE)
3795                                 {
3796                                         u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
3797
3798                                         sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
3799                                         project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
3800                                         break;
3801                                 }
3802
3803                                 /* Sniper */
3804                                 if (snipe_type == SP_HOLYNESS)
3805                                 {
3806                                         cave[ny][nx].info |= (CAVE_GLOW);
3807
3808                                         /* Notice */
3809                                         note_spot(ny, nx);
3810
3811                                         /* Redraw */
3812                                         lite_spot(ny, nx);
3813                                 }
3814
3815                                 /* Hit the monster, check for death */
3816                                 if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3817                                 {
3818                                         /* Dead monster */
3819                                 }
3820
3821                                 /* No death */
3822                                 else
3823                                 {
3824                                         /* STICK TO */
3825                                         if (object_is_fixed_artifact(q_ptr))
3826                                         {
3827                                                 char m_name[80];
3828
3829                                                 monster_desc(m_name, m_ptr, 0);
3830
3831                                                 stick_to = TRUE;
3832 #ifdef JP
3833                                                 msg_format("%s¤Ï%s¤ËÆͤ­»É¤µ¤Ã¤¿¡ª",o_name, m_name);
3834 #else
3835                                                 msg_format("%^s have stuck into %s!",o_name, m_name);
3836 #endif
3837                                         }
3838
3839                                         /* Message */
3840                                         message_pain(c_ptr->m_idx, tdam);
3841
3842                                         /* Anger the monster */
3843                                         if (tdam > 0) anger_monster(m_ptr);
3844
3845                                         /* Take note */
3846                                         if (fear && m_ptr->ml)
3847                                         {
3848                                                 char m_name[80];
3849
3850                                                 /* Sound */
3851                                                 sound(SOUND_FLEE);
3852
3853                                                 /* Get the monster name (or "it") */
3854                                                 monster_desc(m_name, m_ptr, 0);
3855
3856                                                 /* Message */
3857 #ifdef JP
3858                                                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3859 #else
3860                                                 msg_format("%^s flees in terror!", m_name);
3861 #endif
3862
3863                                         }
3864
3865                                         set_target(m_ptr, py, px);
3866
3867                                         /* Sniper */
3868                                         if (snipe_type == SP_RUSH)
3869                                         {
3870                                                 int n = randint1(5) + 3;
3871                                                 int m_idx = c_ptr->m_idx;
3872
3873                                                 for ( ; cur_dis <= tdis; )
3874                                                 {
3875                                                         int ox = nx;
3876                                                         int oy = ny;
3877
3878                                                         if (!n) break;
3879
3880                                                         /* Calculate the new location (see "project()") */
3881                                                         mmove2(&ny, &nx, py, px, ty, tx);
3882
3883                                                         /* Stopped by wilderness boundary */
3884                                                         if (!in_bounds2(ny, nx)) break;
3885
3886                                                         /* Stopped by walls/doors */
3887                                                         if (!player_can_enter(cave[ny][nx].feat, 0)) break;
3888
3889                                                         /* Stopped by monsters */
3890                                                         if (!cave_empty_bold(ny, nx)) break;
3891
3892                                                         cave[ny][nx].m_idx = m_idx;
3893                                                         cave[oy][ox].m_idx = 0;
3894
3895                                                         m_ptr->fx = nx;
3896                                                         m_ptr->fy = ny;
3897
3898                                                         /* Update the monster (new location) */
3899                                                         update_mon(c_ptr->m_idx, TRUE);
3900
3901                                                         lite_spot(ny, nx);
3902                                                         lite_spot(oy, ox);
3903
3904                                                         Term_fresh();
3905                                                         Term_xtra(TERM_XTRA_DELAY, msec);
3906
3907                                                         x = nx;
3908                                                         y = ny;
3909                                                         cur_dis++;
3910                                                         n--;
3911                                                 }
3912                                         }
3913                                 }
3914                         }
3915
3916                         /* Sniper */
3917                         if (snipe_type == SP_PIERCE)
3918                         {
3919                                 if(p_ptr->concent < 1) break;
3920                                 p_ptr->concent--;
3921                                 continue;
3922                         }
3923
3924                         /* Stop looking */
3925                         break;
3926                 }
3927         }
3928
3929         /* Chance of breakage (during attacks) */
3930         j = (hit_body ? breakage_chance(q_ptr) : 0);
3931
3932         if (stick_to)
3933         {
3934                 int m_idx = cave[y][x].m_idx;
3935                 monster_type *m_ptr = &m_list[m_idx];
3936                 int o_idx = o_pop();
3937
3938                 if (!o_idx)
3939                 {
3940 #ifdef JP
3941                         msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name);
3942 #else
3943                         msg_format("The %s have gone to somewhere.", o_name);
3944 #endif
3945                         if (object_is_fixed_artifact(q_ptr))
3946                         {
3947                                 a_info[j_ptr->name1].cur_num = 0;
3948                         }
3949                         return;
3950                 }
3951
3952                 o_ptr = &o_list[o_idx];
3953                 object_copy(o_ptr, q_ptr);
3954
3955                 /* Forget mark */
3956                 o_ptr->marked &= OM_TOUCHED;
3957
3958                 /* Forget location */
3959                 o_ptr->iy = o_ptr->ix = 0;
3960
3961                 /* Memorize monster */
3962                 o_ptr->held_m_idx = m_idx;
3963
3964                 /* Build a stack */
3965                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3966
3967                 /* Carry object */
3968                 m_ptr->hold_o_idx = o_idx;
3969         }
3970         else if (cave_have_flag_bold(y, x, FF_PROJECT))
3971         {
3972                 /* Drop (or break) near that location */
3973                 (void)drop_near(q_ptr, j, y, x);
3974         }
3975         else
3976         {
3977                 /* Drop (or break) near that location */
3978                 (void)drop_near(q_ptr, j, prev_y, prev_x);
3979         }
3980
3981         /* Sniper - Repeat shooting when double shots */
3982         }
3983
3984         /* Sniper - Loose his/her concentration after any shot */
3985         if (p_ptr->concent) reset_concentration(FALSE);
3986 }
3987
3988
3989 void do_cmd_fire(void)
3990 {
3991         int item;
3992         object_type *j_ptr;
3993         cptr q, s;
3994
3995         is_fired = FALSE;       /* not fired yet */
3996
3997         /* Get the "bow" (if any) */
3998         j_ptr = &inventory[INVEN_BOW];
3999
4000         /* Require a launcher */
4001         if (!j_ptr->tval)
4002         {
4003 #ifdef JP
4004                 msg_print("¼Í·âÍѤÎÉð´ï¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£");
4005 #else
4006                 msg_print("You have nothing to fire with.");
4007 #endif
4008                 flush();
4009                 return;
4010         }
4011
4012         if (j_ptr->sval == SV_CRIMSON)
4013         {
4014 #ifdef JP
4015                 msg_print("¤³¤ÎÉð´ï¤Ïȯư¤·¤Æ»È¤¦¤â¤Î¤Î¤è¤¦¤À¡£");
4016 #else
4017                 msg_print("Do activate.");
4018 #endif
4019                 flush();
4020                 return;
4021         }
4022
4023
4024         if (p_ptr->special_defense & KATA_MUSOU)
4025         {
4026                 set_action(ACTION_NONE);
4027         }
4028
4029         /* Require proper missile */
4030         item_tester_tval = p_ptr->tval_ammo;
4031
4032         /* Get an item */
4033 #ifdef JP
4034         q = "¤É¤ì¤ò·â¤Á¤Þ¤¹¤«? ";
4035         s = "ȯ¼Í¤µ¤ì¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
4036 #else
4037         q = "Fire which item? ";
4038         s = "You have nothing to fire.";
4039 #endif
4040
4041         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
4042         {
4043                 flush();
4044                 return;
4045         }
4046
4047         /* Fire the item */
4048         do_cmd_fire_aux(item, j_ptr);
4049
4050         if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
4051
4052         /* Sniper actions after some shootings */
4053         if (snipe_type == SP_AWAY)
4054         {
4055                 teleport_player(10 + (p_ptr->concent * 2), 0L);
4056         }
4057         if (snipe_type == SP_FINAL)
4058         {
4059 #ifdef JP
4060                 msg_print("¼Í·â¤ÎÈ¿Æ°¤¬ÂΤò½±¤Ã¤¿¡£");
4061 #else
4062                 msg_print("A reactionary of shooting attacked you. ");
4063 #endif
4064                 (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
4065                 (void)set_stun(p_ptr->stun + randint1(25));
4066         }
4067 }
4068
4069
4070 static bool item_tester_hook_boomerang(object_type *o_ptr)
4071 {
4072         if ((o_ptr->tval==TV_DIGGING) || (o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM) || (o_ptr->tval == TV_HAFTED)) return (TRUE);
4073
4074         /* Assume not */
4075         return (FALSE);
4076 }
4077
4078
4079 /*
4080  * Throw an object from the pack or floor.
4081  *
4082  * Note: "unseen" monsters are very hard to hit.
4083  *
4084  * Should throwing a weapon do full damage?  Should it allow the magic
4085  * to hit bonus of the weapon to have an effect?  Should it ever cause
4086  * the item to be destroyed?  Should it do any damage at all?
4087  */
4088 bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
4089 {
4090         int dir, item;
4091         int i, j, y, x, ty, tx, prev_y, prev_x;
4092         int ny[19], nx[19];
4093         int chance, tdam, tdis;
4094         int mul, div;
4095         int cur_dis, visible;
4096
4097         object_type forge;
4098         object_type *q_ptr;
4099
4100         object_type *o_ptr;
4101
4102         bool hit_body = FALSE;
4103         bool hit_wall = FALSE;
4104         bool equiped_item = FALSE;
4105         bool return_when_thrown = FALSE;
4106
4107         char o_name[MAX_NLEN];
4108
4109         int msec = delay_factor * delay_factor * delay_factor;
4110
4111         u32b flgs[TR_FLAG_SIZE];
4112         cptr q, s;
4113         bool come_back = FALSE;
4114         bool do_drop = TRUE;
4115
4116
4117         if (p_ptr->special_defense & KATA_MUSOU)
4118         {
4119                 set_action(ACTION_NONE);
4120         }
4121
4122         if (shuriken >= 0)
4123         {
4124                 item = shuriken;
4125         }
4126         else if (boomerang)
4127         {
4128                 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
4129                 {
4130                         item_tester_hook = item_tester_hook_boomerang;
4131 #ifdef JP
4132                         q = "¤É¤ÎÉð´ï¤òÅꤲ¤Þ¤¹¤«? ";
4133                         s = "Åꤲ¤ëÉð´ï¤¬¤Ê¤¤¡£";
4134 #else
4135                         q = "Throw which item? ";
4136                         s = "You have nothing to throw.";
4137 #endif
4138
4139                         if (!get_item(&item, q, s, (USE_EQUIP)))
4140                         {
4141                                 flush();
4142                                 return FALSE;
4143                         }
4144                 }
4145                 else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
4146                 else item = INVEN_RARM;
4147         }
4148         else
4149         {
4150                 /* Get an item */
4151 #ifdef JP
4152                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÅꤲ¤Þ¤¹¤«? ";
4153                 s = "Åꤲ¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
4154 #else
4155                 q = "Throw which item? ";
4156                 s = "You have nothing to throw.";
4157 #endif
4158
4159                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
4160                 {
4161                         flush();
4162                         return FALSE;
4163                 }
4164         }
4165
4166         /* Access the item (if in the pack) */
4167         if (item >= 0)
4168         {
4169                 o_ptr = &inventory[item];
4170         }
4171         else
4172         {
4173                 o_ptr = &o_list[0 - item];
4174         }
4175
4176
4177         /* Item is cursed */
4178         if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
4179         {
4180                 /* Oops */
4181 #ifdef JP
4182                 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
4183 #else
4184                 msg_print("Hmmm, it seems to be cursed.");
4185 #endif
4186
4187                 /* Nope */
4188                 return FALSE;
4189         }
4190
4191         if (p_ptr->inside_arena && !boomerang)
4192         {
4193                 if (o_ptr->tval != TV_SPIKE)
4194                 {
4195 #ifdef JP
4196                         msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
4197 #else
4198                         msg_print("You're in the arena now. This is hand-to-hand!");
4199 #endif
4200                         msg_print(NULL);
4201
4202                         /* Nope */
4203                         return FALSE;
4204                 }
4205         }
4206
4207         /* Get local object */
4208         q_ptr = &forge;
4209
4210         /* Obtain a local object */
4211         object_copy(q_ptr, o_ptr);
4212
4213         /* Extract the thrown object's flags. */
4214         object_flags(q_ptr, flgs);
4215
4216         /* Distribute the charges of rods/wands between the stacks */
4217         distribute_charges(o_ptr, q_ptr, 1);
4218
4219         /* Single object */
4220         q_ptr->number = 1;
4221
4222         /* Description */
4223         object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
4224
4225         if (p_ptr->mighty_throw) mult += 3;
4226
4227         /* Extract a "distance multiplier" */
4228         /* Changed for 'launcher' mutation */
4229         mul = 10 + 2 * (mult - 1);
4230
4231         /* Enforce a minimum "weight" of one pound */
4232         div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
4233         if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
4234
4235         /* Hack -- Distance -- Reward strength, penalize weight */
4236         tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
4237
4238         /* Max distance of 10-18 */
4239         if (tdis > mul) tdis = mul;
4240
4241         if (shuriken >= 0)
4242         {
4243                 ty = randint0(101)-50+py;
4244                 tx = randint0(101)-50+px;
4245         }
4246         else
4247         {
4248                 project_length = tdis + 1;
4249
4250                 /* Get a direction (or cancel) */
4251                 if (!get_aim_dir(&dir)) return FALSE;
4252
4253                 /* Predict the "target" location */
4254                 tx = px + 99 * ddx[dir];
4255                 ty = py + 99 * ddy[dir];
4256
4257                 /* Check for "target request" */
4258                 if ((dir == 5) && target_okay())
4259                 {
4260                         tx = target_col;
4261                         ty = target_row;
4262                 }
4263
4264                 project_length = 0;  /* reset to default */
4265         }
4266
4267         if ((q_ptr->name1 == ART_MJOLLNIR) ||
4268             (q_ptr->name1 == ART_AEGISFANG) || boomerang)
4269                 return_when_thrown = TRUE;
4270
4271         /* Reduce and describe inventory */
4272         if (item >= 0)
4273         {
4274                 inven_item_increase(item, -1);
4275                 if (!return_when_thrown)
4276                         inven_item_describe(item);
4277                 inven_item_optimize(item);
4278         }
4279
4280         /* Reduce and describe floor item */
4281         else
4282         {
4283                 floor_item_increase(0 - item, -1);
4284                 floor_item_optimize(0 - item);
4285         }
4286         if (item >= INVEN_RARM)
4287         {
4288                 equiped_item = TRUE;
4289                 p_ptr->redraw |= (PR_EQUIPPY);
4290         }
4291
4292         /* Take a turn */
4293         energy_use = 100;
4294
4295         /* Rogue and Ninja gets bonus */
4296         if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
4297                 energy_use -= p_ptr->lev;
4298
4299         /* Start at the player */
4300         y = py;
4301         x = px;
4302
4303
4304         /* Hack -- Handle stuff */
4305         handle_stuff();
4306
4307         if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
4308         else shuriken = FALSE;
4309
4310         /* Chance of hitting */
4311         if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
4312                 ((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
4313         else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
4314
4315         if (shuriken) chance *= 2;
4316
4317         /* Save the old location */
4318         prev_y = y;
4319         prev_x = x;
4320
4321         /* Travel until stopped */
4322         for (cur_dis = 0; cur_dis <= tdis; )
4323         {
4324                 /* Hack -- Stop at the target */
4325                 if ((y == ty) && (x == tx)) break;
4326
4327                 /* Calculate the new location (see "project()") */
4328                 ny[cur_dis] = y;
4329                 nx[cur_dis] = x;
4330                 mmove2(&ny[cur_dis], &nx[cur_dis], py, px, ty, tx);
4331
4332                 /* Stopped by walls/doors */
4333                 if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
4334                 {
4335                         hit_wall = TRUE;
4336                         if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
4337                 }
4338
4339                 /* The player can see the (on screen) missile */
4340                 if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
4341                 {
4342                         char c = object_char(q_ptr);
4343                         byte a = object_attr(q_ptr);
4344
4345                         /* Draw, Hilite, Fresh, Pause, Erase */
4346                         print_rel(c, a, ny[cur_dis], nx[cur_dis]);
4347                         move_cursor_relative(ny[cur_dis], nx[cur_dis]);
4348                         Term_fresh();
4349                         Term_xtra(TERM_XTRA_DELAY, msec);
4350                         lite_spot(ny[cur_dis], nx[cur_dis]);
4351                         Term_fresh();
4352                 }
4353
4354                 /* The player cannot see the missile */
4355                 else
4356                 {
4357                         /* Pause anyway, for consistancy */
4358                         Term_xtra(TERM_XTRA_DELAY, msec);
4359                 }
4360
4361                 /* Save the old location */
4362                 prev_y = y;
4363                 prev_x = x;
4364
4365                 /* Save the new location */
4366                 x = nx[cur_dis];
4367                 y = ny[cur_dis];
4368
4369                 /* Advance the distance */
4370                 cur_dis++;
4371
4372                 /* Monster here, Try to hit it */
4373                 if (cave[y][x].m_idx)
4374                 {
4375                         cave_type *c_ptr = &cave[y][x];
4376
4377                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4378                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
4379
4380                         /* Check the visibility */
4381                         visible = m_ptr->ml;
4382
4383                         /* Note the collision */
4384                         hit_body = TRUE;
4385
4386                         /* Did we hit it (penalize range) */
4387                         if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
4388                         {
4389                                 bool fear = FALSE;
4390
4391                                 /* Handle unseen monster */
4392                                 if (!visible)
4393                                 {
4394                                         /* Invisible monster */
4395 #ifdef JP
4396                                         msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name);
4397 #else
4398                                         msg_format("The %s finds a mark.", o_name);
4399 #endif
4400
4401                                 }
4402
4403                                 /* Handle visible monster */
4404                                 else
4405                                 {
4406                                         char m_name[80];
4407
4408                                         /* Get "the monster" or "it" */
4409                                         monster_desc(m_name, m_ptr, 0);
4410
4411                                         /* Message */
4412 #ifdef JP
4413                                         msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name);
4414 #else
4415                                         msg_format("The %s hits %s.", o_name, m_name);
4416 #endif
4417
4418                                         if (m_ptr->ml)
4419                                         {
4420                                                 /* Hack -- Track this monster race */
4421                                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
4422
4423                                                 /* Hack -- Track this monster */
4424                                                 health_track(c_ptr->m_idx);
4425                                         }
4426                                 }
4427
4428                                 /* Hack -- Base damage from thrown object */
4429                                 tdam = damroll(q_ptr->dd, q_ptr->ds);
4430                                 /* Apply special damage XXX XXX XXX */
4431                                 tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
4432                                 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
4433                                 if (q_ptr->to_d > 0)
4434                                         tdam += q_ptr->to_d;
4435                                 else
4436                                         tdam += -q_ptr->to_d;
4437
4438                                 if (boomerang)
4439                                 {
4440                                         tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
4441                                         tdam += p_ptr->to_d_m;
4442                                 }
4443                                 else if (have_flag(flgs, TR_THROW))
4444                                 {
4445                                         tdam *= (3+mult);
4446                                         tdam += p_ptr->to_d_m;
4447                                 }
4448                                 else
4449                                 {
4450                                         tdam *= mult;
4451                                 }
4452                                 if (shuriken)
4453                                 {
4454                                         tdam += ((p_ptr->lev+30)*(p_ptr->lev+30)-900)/55;
4455                                 }
4456
4457                                 /* No negative damage */
4458                                 if (tdam < 0) tdam = 0;
4459
4460                                 /* Modify the damage */
4461                                 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
4462
4463                                 /* Complex message */
4464                                 if (p_ptr->wizard)
4465                                 {
4466 #ifdef JP
4467                                         msg_format("%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
4468                                                    tdam, m_ptr->hp);
4469 #else
4470                                         msg_format("You do %d (out of %d) damage.",
4471                                                    tdam, m_ptr->hp);
4472 #endif
4473
4474                                 }
4475
4476                                 /* Hit the monster, check for death */
4477                                 if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
4478                                 {
4479                                         /* Dead monster */
4480                                 }
4481
4482                                 /* No death */
4483                                 else
4484                                 {
4485                                         /* Message */
4486                                         message_pain(c_ptr->m_idx, tdam);
4487
4488                                         /* Anger the monster */
4489                                         if ((tdam > 0) && !object_is_potion(q_ptr))
4490                                                 anger_monster(m_ptr);
4491
4492                                         /* Take note */
4493                                         if (fear && m_ptr->ml)
4494                                         {
4495                                                 char m_name[80];
4496
4497                                                 /* Sound */
4498                                                 sound(SOUND_FLEE);
4499
4500                                                 /* Get the monster name (or "it") */
4501                                                 monster_desc(m_name, m_ptr, 0);
4502
4503                                                 /* Message */
4504 #ifdef JP
4505                                                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
4506 #else
4507                                                 msg_format("%^s flees in terror!", m_name);
4508 #endif
4509
4510                                         }
4511                                 }
4512                         }
4513
4514                         /* Stop looking */
4515                         break;
4516                 }
4517         }
4518
4519         /* Chance of breakage (during attacks) */
4520         j = (hit_body ? breakage_chance(q_ptr) : 0);
4521
4522         /* Figurines transform */
4523         if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
4524         {
4525                 j = 100;
4526
4527                 if (!(summon_named_creature(0, y, x, q_ptr->pval,
4528                                             !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
4529 #ifdef JP
4530 msg_print("¿Í·Á¤ÏDZ¤¸¶Ê¤¬¤êºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
4531 #else
4532                         msg_print("The Figurine writhes and then shatters.");
4533 #endif
4534
4535                 else if (object_is_cursed(q_ptr))
4536 #ifdef JP
4537 msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
4538 #else
4539                         msg_print("You have a bad feeling about this.");
4540 #endif
4541
4542         }
4543
4544
4545         /* Potions smash open */
4546         if (object_is_potion(q_ptr))
4547         {
4548                 if (hit_body || hit_wall || (randint1(100) < j))
4549                 {
4550                         /* Message */
4551 #ifdef JP
4552                         msg_format("%s¤ÏºÕ¤±»¶¤Ã¤¿¡ª", o_name);
4553 #else
4554                         msg_format("The %s shatters!", o_name);
4555 #endif
4556
4557
4558                         if (potion_smash_effect(0, y, x, q_ptr->k_idx))
4559                         {
4560                                 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
4561
4562                                 /* ToDo (Robert): fix the invulnerability */
4563                                 if (cave[y][x].m_idx &&
4564                                     is_friendly(&m_list[cave[y][x].m_idx]) &&
4565                                     !MON_INVULNER(m_ptr))
4566                                 {
4567                                         char m_name[80];
4568                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4569 #ifdef JP
4570                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4571 #else
4572                                         msg_format("%^s gets angry!", m_name);
4573 #endif
4574
4575                                         set_hostile(&m_list[cave[y][x].m_idx]);
4576                                 }
4577                         }
4578                         do_drop = FALSE;
4579                 }
4580                 else
4581                 {
4582                         j = 0;
4583                 }
4584         }
4585
4586         if (return_when_thrown)
4587         {
4588                 int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4589                 char o2_name[MAX_NLEN];
4590                 bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
4591
4592                 j = -1;
4593                 if (boomerang) back_chance += 4+randint1(5);
4594                 if (super_boomerang) back_chance += 100;
4595                 object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4596
4597                 if((back_chance > 30) && (!one_in_(100) || super_boomerang))
4598                 {
4599                         for (i = cur_dis - 1; i > 0; i--)
4600                         {
4601                                 if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
4602                                 {
4603                                         char c = object_char(q_ptr);
4604                                         byte a = object_attr(q_ptr);
4605
4606                                         /* Draw, Hilite, Fresh, Pause, Erase */
4607                                         print_rel(c, a, ny[i], nx[i]);
4608                                         move_cursor_relative(ny[i], nx[i]);
4609                                         Term_fresh();
4610                                         Term_xtra(TERM_XTRA_DELAY, msec);
4611                                         lite_spot(ny[i], nx[i]);
4612                                         Term_fresh();
4613                                 }
4614                                 else
4615                                 {
4616                                         /* Pause anyway, for consistancy */
4617                                         Term_xtra(TERM_XTRA_DELAY, msec);
4618                                 }
4619                         }
4620                         if((back_chance > 37) && !p_ptr->blind && (item >= 0))
4621                         {
4622 #ifdef JP
4623                                 msg_format("%s¤¬¼ê¸µ¤ËÊ֤äƤ­¤¿¡£", o2_name);
4624 #else
4625                                 msg_format("%s comes back to you.", o2_name);
4626 #endif
4627                                 come_back = TRUE;
4628                         }
4629                         else
4630                         {
4631                                 if (item >= 0)
4632                                 {
4633 #ifdef JP
4634                                         msg_format("%s¤ò¼õ¤±Â»¤Í¤¿¡ª", o2_name);
4635 #else
4636                                         msg_format("%s backs, but you can't catch!", o2_name);
4637 #endif
4638                                 }
4639                                 else
4640                                 {
4641 #ifdef JP
4642                                         msg_format("%s¤¬Ê֤äƤ­¤¿¡£", o2_name);
4643 #else
4644                                         msg_format("%s comes back.", o2_name);
4645 #endif
4646                                 }
4647                                 y = py;
4648                                 x = px;
4649                         }
4650                 }
4651                 else
4652                 {
4653 #ifdef JP
4654                         msg_format("%s¤¬Ê֤äƤ³¤Ê¤«¤Ã¤¿¡ª", o2_name);
4655 #else
4656                         msg_format("%s doesn't back!", o2_name);
4657 #endif
4658                 }
4659         }
4660
4661         if (come_back)
4662         {
4663                 if (item == INVEN_RARM || item == INVEN_LARM)
4664                 {
4665                         /* Access the wield slot */
4666                         o_ptr = &inventory[item];
4667
4668                         /* Wear the new stuff */
4669                         object_copy(o_ptr, q_ptr);
4670
4671                         /* Increase the weight */
4672                         p_ptr->total_weight += q_ptr->weight;
4673
4674                         /* Increment the equip counter by hand */
4675                         equip_cnt++;
4676
4677                         /* Recalculate bonuses */
4678                         p_ptr->update |= (PU_BONUS);
4679
4680                         /* Recalculate torch */
4681                         p_ptr->update |= (PU_TORCH);
4682
4683                         /* Recalculate mana XXX */
4684                         p_ptr->update |= (PU_MANA);
4685
4686                         /* Window stuff */
4687                         p_ptr->window |= (PW_EQUIP);
4688                 }
4689                 else
4690                 {
4691                         inven_carry(q_ptr);
4692                 }
4693                 do_drop = FALSE;
4694         }
4695         else if (equiped_item)
4696         {
4697                 kamaenaoshi(item);
4698                 calc_android_exp();
4699         }
4700
4701         /* Drop (or break) near that location */
4702         if (do_drop)
4703         {
4704                 if (cave_have_flag_bold(y, x, FF_PROJECT))
4705                 {
4706                         /* Drop (or break) near that location */
4707                         (void)drop_near(q_ptr, j, y, x);
4708                 }
4709                 else
4710                 {
4711                         /* Drop (or break) near that location */
4712                         (void)drop_near(q_ptr, j, prev_y, prev_x);
4713                 }
4714         }
4715
4716         return TRUE;
4717 }
4718
4719
4720 /*
4721  * Throw an object from the pack or floor.
4722  */
4723 void do_cmd_throw(void)
4724 {
4725         do_cmd_throw_aux(1, FALSE, -1);
4726 }
4727
4728
4729 #ifdef TRAVEL
4730 /*
4731  * Hack: travel command
4732  */
4733 #define TRAVEL_UNABLE 9999
4734
4735 static int flow_head = 0;
4736 static int flow_tail = 0;
4737 static s16b temp2_x[MAX_SHORT];
4738 static s16b temp2_y[MAX_SHORT];
4739
4740 /* Hack: forget the "flow" information */
4741 void forget_travel_flow(void)
4742 {
4743         int x, y;
4744
4745         /* Check the entire dungeon */
4746         for (y = 0; y < cur_hgt; y++)
4747         {
4748                 for (x = 0; x < cur_wid; x++)
4749                 {
4750                         /* Forget the old data */
4751                         travel.cost[y][x] = TRAVEL_UNABLE;
4752                 }       
4753         }
4754 }
4755
4756 static bool travel_flow_aux(int y, int x, int n, bool wall)
4757 {
4758         cave_type *c_ptr = &cave[y][x];
4759         feature_type *f_ptr = &f_info[c_ptr->feat];
4760         int old_head = flow_head;
4761
4762         n = n % TRAVEL_UNABLE;
4763
4764         /* Ignore out of bounds */
4765         if (!in_bounds(y, x)) return wall;
4766
4767         /* Ignore "pre-stamped" entries */
4768         if (travel.cost[y][x] != TRAVEL_UNABLE) return wall;
4769
4770         /* Ignore "walls" and "rubble" (include "secret doors") */
4771         if (have_flag(f_ptr->flags, FF_WALL) ||
4772                 have_flag(f_ptr->flags, FF_CAN_DIG) ||
4773                 (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
4774                 (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
4775         {
4776                 if (!wall) return wall;
4777         }
4778         else
4779         {
4780                 wall = FALSE;
4781         }
4782
4783         /* Save the flow cost */
4784         travel.cost[y][x] = n;
4785         if (wall) travel.cost[y][x] += TRAVEL_UNABLE;
4786
4787         /* Enqueue that entry */
4788         temp2_y[flow_head] = y;
4789         temp2_x[flow_head] = x;
4790
4791         /* Advance the queue */
4792         if (++flow_head == MAX_SHORT) flow_head = 0;
4793
4794         /* Hack -- notice overflow by forgetting new entry */
4795         if (flow_head == flow_tail) flow_head = old_head;
4796
4797         return wall;
4798 }
4799
4800
4801 static void travel_flow(int ty, int tx)
4802 {
4803         int x, y, d;
4804         bool wall = FALSE;
4805         feature_type *f_ptr = &f_info[cave[ty][tx].feat];
4806
4807         /* Reset the "queue" */
4808         flow_head = flow_tail = 0;
4809
4810         if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
4811
4812         /* Add the player's grid to the queue */
4813         wall = travel_flow_aux(ty, tx, 0, wall);
4814
4815         /* Now process the queue */
4816         while (flow_head != flow_tail)
4817         {
4818                 /* Extract the next entry */
4819                 y = temp2_y[flow_tail];
4820                 x = temp2_x[flow_tail];
4821
4822                 /* Forget that entry */
4823                 if (++flow_tail == MAX_SHORT) flow_tail = 0;
4824
4825                 /* Add the "children" */
4826                 for (d = 0; d < 8; d++)
4827                 {
4828                         /* Add that child if "legal" */
4829                         wall = travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x] + 1, wall);
4830                 }
4831         }
4832
4833         /* Forget the flow info */
4834         flow_head = flow_tail = 0;
4835 }
4836
4837 void do_cmd_travel(void)
4838 {
4839         int x, y, i;
4840         int dx, dy, sx, sy;
4841         feature_type *f_ptr;
4842
4843         if (!tgt_pt(&x, &y)) return;
4844
4845         if ((x == px) && (y == py))
4846         {
4847 #ifdef JP
4848                 msg_print("¤¹¤Ç¤Ë¤½¤³¤Ë¤¤¤Þ¤¹¡ª");
4849 #else
4850                 msg_print("You are already there!!");
4851 #endif
4852                 return;
4853         }
4854
4855         f_ptr = &f_info[cave[y][x].feat];
4856
4857         if ((cave[y][x].info & CAVE_MARK) &&
4858                 (have_flag(f_ptr->flags, FF_WALL) ||
4859                         have_flag(f_ptr->flags, FF_CAN_DIG) ||
4860                         (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
4861         {
4862 #ifdef JP
4863                 msg_print("¤½¤³¤Ë¤Ï¹Ô¤¯¤³¤È¤¬¤Ç¤­¤Þ¤»¤ó¡ª");
4864 #else
4865                 msg_print("You cannot travel there!");
4866 #endif
4867                 return;
4868         }
4869
4870         travel.x = x;
4871         travel.y = y;
4872
4873         forget_travel_flow();
4874         travel_flow(y, x);
4875
4876         /* Travel till 255 steps */
4877         travel.run = 255;
4878
4879         /* Paranoia */
4880         travel.dir = 0;
4881
4882         /* Decides first direction */
4883         dx = abs(px - x);
4884         dy = abs(py - y);
4885         sx = ((x == px) || (dx < dy)) ? 0 : ((x > px) ? 1 : -1);
4886         sy = ((y == py) || (dy < dx)) ? 0 : ((y > py) ? 1 : -1);
4887
4888         for (i = 1; i <= 9; i++)
4889         {
4890                 if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
4891         }
4892 }
4893 #endif