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英語版のフォント設定で日本語フォントを指定すると次回起動時に設定が反映されていなかったのを修正。
[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         /* Prompt for time if needed */
2838         if (command_arg <= 0)
2839         {
2840 #ifdef JP
2841                 cptr p = "µÙ·Æ (0-9999, '*' ¤Ç HP/MPÁ´²÷, '&' ¤ÇɬÍפʤÀ¤±): ";
2842 #else
2843                 cptr p = "Rest (0-9999, '*' for HP/SP, '&' as needed): ";
2844 #endif
2845
2846
2847                 char out_val[80];
2848
2849                 /* Default */
2850                 strcpy(out_val, "&");
2851
2852                 /* Ask for duration */
2853                 if (!get_string(p, out_val, 4)) return;
2854
2855                 /* Rest until done */
2856                 if (out_val[0] == '&')
2857                 {
2858                         command_arg = (-2);
2859                 }
2860
2861                 /* Rest a lot */
2862                 else if (out_val[0] == '*')
2863                 {
2864                         command_arg = (-1);
2865                 }
2866
2867                 /* Rest some */
2868                 else
2869                 {
2870                         command_arg = atoi(out_val);
2871                         if (command_arg <= 0) return;
2872                 }
2873         }
2874
2875
2876         /* Paranoia */
2877         if (command_arg > 9999) command_arg = 9999;
2878
2879         if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
2880
2881         /* Take a turn XXX XXX XXX (?) */
2882         energy_use = 100;
2883
2884         /* The sin of sloth */
2885         if (command_arg > 100)
2886                 chg_virtue(V_DILIGENCE, -1);
2887         
2888         /* Why are you sleeping when there's no need?  WAKE UP!*/
2889         if ((p_ptr->chp == p_ptr->mhp) &&
2890             (p_ptr->csp == p_ptr->msp) &&
2891             !p_ptr->blind && !p_ptr->confused &&
2892             !p_ptr->poisoned && !p_ptr->afraid &&
2893             !p_ptr->stun && !p_ptr->cut &&
2894             !p_ptr->slow && !p_ptr->paralyzed &&
2895             !p_ptr->image && !p_ptr->word_recall &&
2896             !p_ptr->alter_reality)
2897                         chg_virtue(V_DILIGENCE, -1);
2898
2899         /* Save the rest code */
2900         resting = command_arg;
2901         p_ptr->action = ACTION_REST;
2902
2903         /* Recalculate bonuses */
2904         p_ptr->update |= (PU_BONUS);
2905
2906         /* Redraw the state */
2907         p_ptr->redraw |= (PR_STATE);
2908
2909         /* Handle stuff */
2910         handle_stuff();
2911
2912         /* Refresh */
2913         Term_fresh();
2914 }
2915
2916
2917 /*
2918  * Determines the odds of an object breaking when thrown at a monster
2919  *
2920  * Note that artifacts never break, see the "drop_near()" function.
2921  */
2922 static int breakage_chance(object_type *o_ptr)
2923 {
2924         int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);
2925
2926         /* Examine the item type */
2927         switch (o_ptr->tval)
2928         {
2929                 /* Always break */
2930                 case TV_FLASK:
2931                 case TV_POTION:
2932                 case TV_BOTTLE:
2933                 case TV_FOOD:
2934                 case TV_JUNK:
2935                         return (100);
2936
2937                 /* Often break */
2938                 case TV_LITE:
2939                 case TV_SCROLL:
2940                 case TV_SKELETON:
2941                         return (50);
2942
2943                 /* Sometimes break */
2944                 case TV_WAND:
2945                 case TV_SPIKE:
2946                         return (25);
2947                 case TV_ARROW:
2948                         return (20 - archer_bonus * 2);
2949
2950                 /* Rarely break */
2951                 case TV_SHOT:
2952                 case TV_BOLT:
2953                         return (10 - archer_bonus);
2954                 default:
2955                         return (10);
2956         }
2957 }
2958
2959
2960 static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
2961 {
2962         int mult = 10;
2963
2964         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2965
2966         u32b flgs[TR_FLAG_SIZE];
2967
2968         /* Extract the flags */
2969         object_flags(o_ptr, flgs);
2970
2971         /* Some "weapons" and "ammo" do extra damage */
2972         switch (o_ptr->tval)
2973         {
2974                 case TV_SHOT:
2975                 case TV_ARROW:
2976                 case TV_BOLT:
2977                 {
2978                         /* Slay Animal */
2979                         if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
2980                             (r_ptr->flags3 & RF3_ANIMAL))
2981                         {
2982                                 if (is_original_ap_and_seen(m_ptr))
2983                                 {
2984                                         r_ptr->r_flags3 |= RF3_ANIMAL;
2985                                 }
2986
2987                                 if (mult < 17) mult = 17;
2988                         }
2989
2990                         /* Kill Animal */
2991                         if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
2992                             (r_ptr->flags3 & RF3_ANIMAL))
2993                         {
2994                                 if (is_original_ap_and_seen(m_ptr))
2995                                 {
2996                                         r_ptr->r_flags3 |= RF3_ANIMAL;
2997                                 }
2998
2999                                 if (mult < 27) mult = 27;
3000                         }
3001
3002                         /* Slay Evil */
3003                         if ((have_flag(flgs, TR_SLAY_EVIL)) &&
3004                             (r_ptr->flags3 & RF3_EVIL))
3005                         {
3006                                 if (is_original_ap_and_seen(m_ptr))
3007                                 {
3008                                         r_ptr->r_flags3 |= RF3_EVIL;
3009                                 }
3010
3011                                 if (mult < 15) mult = 15;
3012                         }
3013
3014                         /* Kill Evil */
3015                         if ((have_flag(flgs, TR_KILL_EVIL)) &&
3016                             (r_ptr->flags3 & RF3_EVIL))
3017                         {
3018                                 if (is_original_ap_and_seen(m_ptr))
3019                                 {
3020                                         r_ptr->r_flags3 |= RF3_EVIL;
3021                                 }
3022
3023                                 if (mult < 25) mult = 25;
3024                         }
3025
3026                         /* Slay Human */
3027                         if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
3028                             (r_ptr->flags2 & RF2_HUMAN))
3029                         {
3030                                 if (is_original_ap_and_seen(m_ptr))
3031                                 {
3032                                         r_ptr->r_flags2 |= RF2_HUMAN;
3033                                 }
3034
3035                                 if (mult < 17) mult = 17;
3036                         }
3037
3038                         /* Kill Human */
3039                         if ((have_flag(flgs, TR_KILL_HUMAN)) &&
3040                             (r_ptr->flags2 & RF2_HUMAN))
3041                         {
3042                                 if (is_original_ap_and_seen(m_ptr))
3043                                 {
3044                                         r_ptr->r_flags2 |= RF2_HUMAN;
3045                                 }
3046
3047                                 if (mult < 27) mult = 27;
3048                         }
3049
3050                         /* Slay Undead */
3051                         if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
3052                             (r_ptr->flags3 & RF3_UNDEAD))
3053                         {
3054                                 if (is_original_ap_and_seen(m_ptr))
3055                                 {
3056                                         r_ptr->r_flags3 |= RF3_UNDEAD;
3057                                 }
3058
3059                                 if (mult < 20) mult = 20;
3060                         }
3061
3062                         /* Kill Undead */
3063                         if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
3064                             (r_ptr->flags3 & RF3_UNDEAD))
3065                         {
3066                                 if (is_original_ap_and_seen(m_ptr))
3067                                 {
3068                                         r_ptr->r_flags3 |= RF3_UNDEAD;
3069                                 }
3070
3071                                 if (mult < 30) mult = 30;
3072                         }
3073
3074                         /* Slay Demon */
3075                         if ((have_flag(flgs, TR_SLAY_DEMON)) &&
3076                             (r_ptr->flags3 & RF3_DEMON))
3077                         {
3078                                 if (is_original_ap_and_seen(m_ptr))
3079                                 {
3080                                         r_ptr->r_flags3 |= RF3_DEMON;
3081                                 }
3082
3083                                 if (mult < 20) mult = 20;
3084                         }
3085
3086                         /* Kill Demon */
3087                         if ((have_flag(flgs, TR_KILL_DEMON)) &&
3088                             (r_ptr->flags3 & RF3_DEMON))
3089                         {
3090                                 if (is_original_ap_and_seen(m_ptr))
3091                                 {
3092                                         r_ptr->r_flags3 |= RF3_DEMON;
3093                                 }
3094
3095                                 if (mult < 30) mult = 30;
3096                         }
3097
3098                         /* Slay Orc */
3099                         if ((have_flag(flgs, TR_SLAY_ORC)) &&
3100                             (r_ptr->flags3 & RF3_ORC))
3101                         {
3102                                 if (is_original_ap_and_seen(m_ptr))
3103                                 {
3104                                         r_ptr->r_flags3 |= RF3_ORC;
3105                                 }
3106
3107                                 if (mult < 20) mult = 20;
3108                         }
3109
3110                         /* Kill Orc */
3111                         if ((have_flag(flgs, TR_KILL_ORC)) &&
3112                             (r_ptr->flags3 & RF3_ORC))
3113                         {
3114                                 if (is_original_ap_and_seen(m_ptr))
3115                                 {
3116                                         r_ptr->r_flags3 |= RF3_ORC;
3117                                 }
3118
3119                                 if (mult < 30) mult = 30;
3120                         }
3121
3122                         /* Slay Troll */
3123                         if ((have_flag(flgs, TR_SLAY_TROLL)) &&
3124                             (r_ptr->flags3 & RF3_TROLL))
3125                         {
3126                                 if (is_original_ap_and_seen(m_ptr))
3127                                 {
3128                                         r_ptr->r_flags3 |= RF3_TROLL;
3129                                 }
3130
3131                                 if (mult < 20) mult = 20;
3132                         }
3133
3134                         /* Kill Troll */
3135                         if ((have_flag(flgs, TR_KILL_TROLL)) &&
3136                             (r_ptr->flags3 & RF3_TROLL))
3137                         {
3138                                 if (is_original_ap_and_seen(m_ptr))
3139                                 {
3140                                         r_ptr->r_flags3 |= RF3_TROLL;
3141                                 }
3142
3143                                 if (mult < 30) mult = 30;
3144                         }
3145
3146                         /* Slay Giant */
3147                         if ((have_flag(flgs, TR_SLAY_GIANT)) &&
3148                             (r_ptr->flags3 & RF3_GIANT))
3149                         {
3150                                 if (is_original_ap_and_seen(m_ptr))
3151                                 {
3152                                         r_ptr->r_flags3 |= RF3_GIANT;
3153                                 }
3154
3155                                 if (mult < 20) mult = 20;
3156                         }
3157
3158                         /* Kill Giant */
3159                         if ((have_flag(flgs, TR_KILL_GIANT)) &&
3160                             (r_ptr->flags3 & RF3_GIANT))
3161                         {
3162                                 if (is_original_ap_and_seen(m_ptr))
3163                                 {
3164                                         r_ptr->r_flags3 |= RF3_GIANT;
3165                                 }
3166
3167                                 if (mult < 30) mult = 30;
3168                         }
3169
3170                         /* Slay Dragon  */
3171                         if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
3172                             (r_ptr->flags3 & RF3_DRAGON))
3173                         {
3174                                 if (is_original_ap_and_seen(m_ptr))
3175                                 {
3176                                         r_ptr->r_flags3 |= RF3_DRAGON;
3177                                 }
3178
3179                                 if (mult < 20) mult = 20;
3180                         }
3181
3182                         /* Execute Dragon */
3183                         if ((have_flag(flgs, TR_KILL_DRAGON)) &&
3184                             (r_ptr->flags3 & RF3_DRAGON))
3185                         {
3186                                 if (is_original_ap_and_seen(m_ptr))
3187                                 {
3188                                         r_ptr->r_flags3 |= RF3_DRAGON;
3189                                 }
3190
3191                                 if (mult < 30) mult = 30;
3192
3193                                 if ((o_ptr->name1 == ART_BARD_ARROW) &&
3194                                     (m_ptr->r_idx == MON_SMAUG) &&
3195                                     (inventory[INVEN_BOW].name1 == ART_BARD))
3196                                         mult *= 5;
3197                         }
3198
3199                         /* Brand (Acid) */
3200                         if (have_flag(flgs, TR_BRAND_ACID))
3201                         {
3202                                 /* Notice immunity */
3203                                 if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
3204                                 {
3205                                         if (is_original_ap_and_seen(m_ptr))
3206                                         {
3207                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
3208                                         }
3209                                 }
3210
3211                                 /* Otherwise, take the damage */
3212                                 else
3213                                 {
3214                                         if (mult < 17) mult = 17;
3215                                 }
3216                         }
3217
3218                         /* Brand (Elec) */
3219                         if (have_flag(flgs, TR_BRAND_ELEC))
3220                         {
3221                                 /* Notice immunity */
3222                                 if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
3223                                 {
3224                                         if (is_original_ap_and_seen(m_ptr))
3225                                         {
3226                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
3227                                         }
3228                                 }
3229
3230                                 /* Otherwise, take the damage */
3231                                 else
3232                                 {
3233                                         if (mult < 17) mult = 17;
3234                                 }
3235                         }
3236
3237                         /* Brand (Fire) */
3238                         if (have_flag(flgs, TR_BRAND_FIRE))
3239                         {
3240                                 /* Notice immunity */
3241                                 if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
3242                                 {
3243                                         if (is_original_ap_and_seen(m_ptr))
3244                                         {
3245                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
3246                                         }
3247                                 }
3248
3249                                 /* Otherwise, take the damage */
3250                                 else
3251                                 {
3252                                         if (r_ptr->flags3 & RF3_HURT_FIRE)
3253                                         {
3254                                                 if (mult < 25) mult = 25;
3255                                                 if (is_original_ap_and_seen(m_ptr))
3256                                                 {
3257                                                         r_ptr->r_flags3 |= RF3_HURT_FIRE;
3258                                                 }
3259                                         }
3260                                         else if (mult < 17) mult = 17;
3261                                 }
3262                         }
3263
3264                         /* Brand (Cold) */
3265                         if (have_flag(flgs, TR_BRAND_COLD))
3266                         {
3267                                 /* Notice immunity */
3268                                 if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
3269                                 {
3270                                         if (is_original_ap_and_seen(m_ptr))
3271                                         {
3272                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
3273                                         }
3274                                 }
3275                                 /* Otherwise, take the damage */
3276                                 else
3277                                 {
3278                                         if (r_ptr->flags3 & RF3_HURT_COLD)
3279                                         {
3280                                                 if (mult < 25) mult = 25;
3281                                                 if (is_original_ap_and_seen(m_ptr))
3282                                                 {
3283                                                         r_ptr->r_flags3 |= RF3_HURT_COLD;
3284                                                 }
3285                                         }
3286                                         else if (mult < 17) mult = 17;
3287                                 }
3288                         }
3289
3290                         /* Brand (Poison) */
3291                         if (have_flag(flgs, TR_BRAND_POIS))
3292                         {
3293                                 /* Notice immunity */
3294                                 if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
3295                                 {
3296                                         if (is_original_ap_and_seen(m_ptr))
3297                                         {
3298                                                 r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
3299                                         }
3300                                 }
3301
3302                                 /* Otherwise, take the damage */
3303                                 else
3304                                 {
3305                                         if (mult < 17) mult = 17;
3306                                 }
3307                         }
3308
3309                         if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
3310                         {
3311                                 p_ptr->csp -= (1+(p_ptr->msp / 30));
3312                                 p_ptr->redraw |= (PR_MANA);
3313                                 mult = mult * 5 / 2;
3314                         }
3315                         break;
3316                 }
3317         }
3318
3319         /* Return the total damage */
3320         return (tdam * mult / 10);
3321 }
3322
3323
3324 /*
3325  * Fire an object from the pack or floor.
3326  *
3327  * You may only fire items that "match" your missile launcher.
3328  *
3329  * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
3330  *
3331  * See "calc_bonuses()" for more calculations and such.
3332  *
3333  * Note that "firing" a missile is MUCH better than "throwing" it.
3334  *
3335  * Note: "unseen" monsters are very hard to hit.
3336  *
3337  * Objects are more likely to break if they "attempt" to hit a monster.
3338  *
3339  * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
3340  *
3341  * The "extra shot" code works by decreasing the amount of energy
3342  * required to make each shot, spreading the shots out over time.
3343  *
3344  * Note that when firing missiles, the launcher multiplier is applied
3345  * after all the bonuses are added in, making multipliers very useful.
3346  *
3347  * Note that Bows of "Extra Might" get extra range and an extra bonus
3348  * for the damage multiplier.
3349  *
3350  * Note that Bows of "Extra Shots" give an extra shot.
3351  */
3352 void do_cmd_fire_aux(int item, object_type *j_ptr)
3353 {
3354         int dir;
3355         int j, y, x, ny, nx, ty, tx, prev_y, prev_x;
3356         int tdam, tdis, thits, tmul;
3357         int bonus, chance;
3358         int cur_dis, visible;
3359
3360         object_type forge;
3361         object_type *q_ptr;
3362
3363         object_type *o_ptr;
3364
3365         bool hit_body = FALSE;
3366
3367         char o_name[MAX_NLEN];
3368
3369         int msec = delay_factor * delay_factor * delay_factor;
3370
3371         /* STICK TO */
3372         bool stick_to = FALSE;
3373
3374         /* Access the item (if in the pack) */
3375         if (item >= 0)
3376         {
3377                 o_ptr = &inventory[item];
3378         }
3379         else
3380         {
3381                 o_ptr = &o_list[0 - item];
3382         }
3383
3384         /* Describe the object */
3385         object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
3386
3387
3388         /* Use the proper number of shots */
3389         thits = p_ptr->num_fire;
3390
3391         /* Use a base distance */
3392         tdis = 10;
3393
3394         /* Base damage from thrown object plus launcher bonus */
3395         tdam = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
3396
3397         /* Actually "fire" the object */
3398         bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
3399         if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
3400                 chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
3401         else
3402                 chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
3403
3404         energy_use = bow_energy(j_ptr->sval);
3405         tmul = bow_tmul(j_ptr->sval);
3406
3407         /* Get extra "power" from "extra might" */
3408         if (p_ptr->xtra_might) tmul++;
3409
3410         tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
3411
3412         /* Boost the damage */
3413         tdam *= tmul;
3414         tdam /= 100;
3415
3416         /* Base range */
3417         tdis = 10 + tmul/40;
3418         if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
3419                 tdis -= 5;
3420
3421         project_length = tdis + 1;
3422
3423         /* Get a direction (or cancel) */
3424         if (!get_aim_dir(&dir))
3425         {
3426                 energy_use = 0;
3427
3428                 /* need not to reset project_length (already did)*/
3429
3430                 return;
3431         }
3432
3433         /* Start at the player */
3434         y = py;
3435         x = px;
3436
3437         /* Predict the "target" location */
3438         tx = px + 99 * ddx[dir];
3439         ty = py + 99 * ddy[dir];
3440
3441         /* Check for "target request" */
3442         if ((dir == 5) && target_okay())
3443         {
3444                 tx = target_col;
3445                 ty = target_row;
3446         }
3447
3448         project_length = 0; /* reset to default */
3449
3450         /* Don't shoot at my feet */
3451         if (tx == px && ty == py)
3452         {
3453                 energy_use = 0;
3454
3455                 /* project_length is already reset to 0 */
3456
3457                 return;
3458         }
3459
3460
3461         /* Get local object */
3462         q_ptr = &forge;
3463
3464         /* Obtain a local object */
3465         object_copy(q_ptr, o_ptr);
3466
3467         /* Single object */
3468         q_ptr->number = 1;
3469
3470         /* Reduce and describe inventory */
3471         if (item >= 0)
3472         {
3473                 inven_item_increase(item, -1);
3474                 inven_item_describe(item);
3475                 inven_item_optimize(item);
3476         }
3477
3478         /* Reduce and describe floor item */
3479         else
3480         {
3481                 floor_item_increase(0 - item, -1);
3482                 floor_item_optimize(0 - item);
3483         }
3484
3485
3486         /* Sound */
3487         sound(SOUND_SHOOT);
3488
3489
3490         /* Take a (partial) turn */
3491         energy_use = (energy_use / thits);
3492
3493
3494         /* Hack -- Handle stuff */
3495         handle_stuff();
3496
3497         /* Save the old location */
3498         prev_y = y;
3499         prev_x = x;
3500
3501         /* Travel until stopped */
3502         for (cur_dis = 0; cur_dis <= tdis; )
3503         {
3504                 /* Hack -- Stop at the target */
3505                 if ((y == ty) && (x == tx)) break;
3506
3507                 /* Calculate the new location (see "project()") */
3508                 ny = y;
3509                 nx = x;
3510                 mmove2(&ny, &nx, py, px, ty, tx);
3511
3512                 /* Stopped by walls/doors */
3513                 if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
3514
3515                 /* Advance the distance */
3516                 cur_dis++;
3517
3518
3519                 /* The player can see the (on screen) missile */
3520                 if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
3521                 {
3522                         char c = object_char(q_ptr);
3523                         byte a = object_attr(q_ptr);
3524
3525                         /* Draw, Hilite, Fresh, Pause, Erase */
3526                         print_rel(c, a, ny, nx);
3527                         move_cursor_relative(ny, nx);
3528                         Term_fresh();
3529                         Term_xtra(TERM_XTRA_DELAY, msec);
3530                         lite_spot(ny, nx);
3531                         Term_fresh();
3532                 }
3533
3534                 /* The player cannot see the missile */
3535                 else
3536                 {
3537                         /* Pause anyway, for consistancy */
3538                         Term_xtra(TERM_XTRA_DELAY, msec);
3539                 }
3540
3541                 /* Save the old location */
3542                 prev_y = y;
3543                 prev_x = x;
3544
3545                 /* Save the new location */
3546                 x = nx;
3547                 y = ny;
3548
3549
3550                 /* Monster here, Try to hit it */
3551                 if (cave[y][x].m_idx)
3552                 {
3553                         cave_type *c_ptr = &cave[y][x];
3554
3555                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
3556                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
3557
3558                         /* Check the visibility */
3559                         visible = m_ptr->ml;
3560
3561                         /* Note the collision */
3562                         hit_body = TRUE;
3563
3564                         if (MON_CSLEEP(m_ptr))
3565                         {
3566                                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
3567                                 if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
3568                         }
3569
3570                         if ((r_ptr->level + 10) > p_ptr->lev)
3571                         {
3572                                 int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
3573                                 if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
3574                                 {
3575                                         int amount = 0;
3576                                         if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
3577                                         else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
3578                                         else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
3579                                         else if (p_ptr->lev > 34) amount = 2;
3580                                         p_ptr->weapon_exp[0][j_ptr->sval] += amount;
3581                                         p_ptr->update |= (PU_BONUS);
3582                                 }
3583                         }
3584
3585                         if (p_ptr->riding)
3586                         {
3587                                 if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
3588                                         && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
3589                                         && one_in_(2))
3590                                 {
3591                                         p_ptr->skill_exp[GINOU_RIDING] += 1;
3592                                         p_ptr->update |= (PU_BONUS);
3593                                 }
3594                         }
3595
3596                         /* Did we hit it (penalize range) */
3597                         if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
3598                         {
3599                                 bool fear = FALSE;
3600
3601                                 /* Handle unseen monster */
3602                                 if (!visible)
3603                                 {
3604                                         /* Invisible monster */
3605 #ifdef JP
3606                                         msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name);
3607 #else
3608                                         msg_format("The %s finds a mark.", o_name);
3609 #endif
3610
3611                                 }
3612
3613                                 /* Handle visible monster */
3614                                 else
3615                                 {
3616                                         char m_name[80];
3617
3618                                         /* Get "the monster" or "it" */
3619                                         monster_desc(m_name, m_ptr, 0);
3620
3621                                         /* Message */
3622 #ifdef JP
3623                                         msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name);
3624 #else
3625                                         msg_format("The %s hits %s.", o_name, m_name);
3626 #endif
3627
3628                                         if (m_ptr->ml)
3629                                         {
3630                                                 /* Hack -- Track this monster race */
3631                                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
3632
3633                                                 /* Hack -- Track this monster */
3634                                                 health_track(c_ptr->m_idx);
3635                                         }
3636                                 }
3637
3638                                 /* Apply special damage XXX XXX XXX */
3639                                 tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
3640                                 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
3641
3642                                 /* No negative damage */
3643                                 if (tdam < 0) tdam = 0;
3644
3645                                 /* Modify the damage */
3646                                 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
3647
3648                                 /* Complex message */
3649                                 if (p_ptr->wizard || cheat_xtra)
3650                                 {
3651 #ifdef JP
3652                                         msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
3653                                                    tdam, m_ptr->hp);
3654 #else
3655                                         msg_format("You do %d (out of %d) damage.",
3656                                                    tdam, m_ptr->hp);
3657 #endif
3658
3659                                 }
3660
3661                                 /* Hit the monster, check for death */
3662                                 if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
3663                                 {
3664                                         /* Dead monster */
3665                                 }
3666
3667                                 /* No death */
3668                                 else
3669                                 {
3670                                         /* STICK TO */
3671                                         if (object_is_fixed_artifact(q_ptr))
3672                                         {
3673                                                 char m_name[80];
3674
3675                                                 monster_desc(m_name, m_ptr, 0);
3676
3677                                                 stick_to = TRUE;
3678 #ifdef JP
3679                                                 msg_format("%s¤Ï%s¤ËÆͤ­»É¤µ¤Ã¤¿¡ª",o_name, m_name);
3680 #else
3681                                                 msg_format("%^s have stuck into %s!",o_name, m_name);
3682 #endif
3683                                         }
3684
3685                                         /* Message */
3686                                         message_pain(c_ptr->m_idx, tdam);
3687
3688                                         /* Anger the monster */
3689                                         if (tdam > 0) anger_monster(m_ptr);
3690
3691                                         /* Take note */
3692                                         if (fear && m_ptr->ml)
3693                                         {
3694                                                 char m_name[80];
3695
3696                                                 /* Sound */
3697                                                 sound(SOUND_FLEE);
3698
3699                                                 /* Get the monster name (or "it") */
3700                                                 monster_desc(m_name, m_ptr, 0);
3701
3702                                                 /* Message */
3703 #ifdef JP
3704                                                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
3705 #else
3706                                                 msg_format("%^s flees in terror!", m_name);
3707 #endif
3708
3709                                         }
3710                                         if (!projectable(m_ptr->fy, m_ptr->fx, py, px))
3711                                         {
3712                                                 set_target(m_ptr, py, px);
3713                                         }
3714                                 }
3715                         }
3716
3717                         /* Stop looking */
3718                         break;
3719                 }
3720         }
3721
3722         /* Chance of breakage (during attacks) */
3723         j = (hit_body ? breakage_chance(q_ptr) : 0);
3724
3725         if (stick_to)
3726         {
3727                 int m_idx = cave[y][x].m_idx;
3728                 monster_type *m_ptr = &m_list[m_idx];
3729                 int o_idx = o_pop();
3730
3731                 if (!o_idx)
3732                 {
3733 #ifdef JP
3734                         msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name);
3735 #else
3736                         msg_format("The %s have gone to somewhere.", o_name);
3737 #endif
3738                         if (object_is_fixed_artifact(q_ptr))
3739                         {
3740                                 a_info[j_ptr->name1].cur_num = 0;
3741                         }
3742                         return;
3743                 }
3744
3745                 o_ptr = &o_list[o_idx];
3746                 object_copy(o_ptr, q_ptr);
3747
3748                 /* Forget mark */
3749                 o_ptr->marked &= OM_TOUCHED;
3750
3751                 /* Forget location */
3752                 o_ptr->iy = o_ptr->ix = 0;
3753
3754                 /* Memorize monster */
3755                 o_ptr->held_m_idx = m_idx;
3756
3757                 /* Build a stack */
3758                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3759
3760                 /* Carry object */
3761                 m_ptr->hold_o_idx = o_idx;
3762         }
3763         else if (cave_have_flag_bold(y, x, FF_PROJECT))
3764         {
3765                 /* Drop (or break) near that location */
3766                 (void)drop_near(q_ptr, j, y, x);
3767         }
3768         else
3769         {
3770                 /* Drop (or break) near that location */
3771                 (void)drop_near(q_ptr, j, prev_y, prev_x);
3772         }
3773 }
3774
3775
3776 void do_cmd_fire(void)
3777 {
3778         int item;
3779         object_type *j_ptr;
3780         cptr q, s;
3781
3782         /* Get the "bow" (if any) */
3783         j_ptr = &inventory[INVEN_BOW];
3784
3785         /* Require a launcher */
3786         if (!j_ptr->tval)
3787         {
3788 #ifdef JP
3789                 msg_print("¼Í·âÍѤÎÉð´ï¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£");
3790 #else
3791                 msg_print("You have nothing to fire with.");
3792 #endif
3793                 flush();
3794                 return;
3795         }
3796
3797         if (j_ptr->sval == SV_CRIMSON)
3798         {
3799 #ifdef JP
3800                 msg_print("¤³¤ÎÉð´ï¤Ïȯư¤·¤Æ»È¤¦¤â¤Î¤Î¤è¤¦¤À¡£");
3801 #else
3802                 msg_print("Do activate.");
3803 #endif
3804                 flush();
3805                 return;
3806         }
3807
3808
3809         if (p_ptr->special_defense & KATA_MUSOU)
3810         {
3811                 set_action(ACTION_NONE);
3812         }
3813
3814         /* Require proper missile */
3815         item_tester_tval = p_ptr->tval_ammo;
3816
3817         /* Get an item */
3818 #ifdef JP
3819         q = "¤É¤ì¤ò·â¤Á¤Þ¤¹¤«? ";
3820         s = "ȯ¼Í¤µ¤ì¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3821 #else
3822         q = "Fire which item? ";
3823         s = "You have nothing to fire.";
3824 #endif
3825
3826         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
3827         {
3828                 flush();
3829                 return;
3830         }
3831
3832         /* Fire the item */
3833         do_cmd_fire_aux(item, j_ptr);
3834 }
3835
3836
3837 static bool item_tester_hook_boomerang(object_type *o_ptr)
3838 {
3839         if ((o_ptr->tval==TV_DIGGING) || (o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM) || (o_ptr->tval == TV_HAFTED)) return (TRUE);
3840
3841         /* Assume not */
3842         return (FALSE);
3843 }
3844
3845
3846 /*
3847  * Throw an object from the pack or floor.
3848  *
3849  * Note: "unseen" monsters are very hard to hit.
3850  *
3851  * Should throwing a weapon do full damage?  Should it allow the magic
3852  * to hit bonus of the weapon to have an effect?  Should it ever cause
3853  * the item to be destroyed?  Should it do any damage at all?
3854  */
3855 bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
3856 {
3857         int dir, item;
3858         int i, j, y, x, ty, tx, prev_y, prev_x;
3859         int ny[19], nx[19];
3860         int chance, tdam, tdis;
3861         int mul, div;
3862         int cur_dis, visible;
3863
3864         object_type forge;
3865         object_type *q_ptr;
3866
3867         object_type *o_ptr;
3868
3869         bool hit_body = FALSE;
3870         bool hit_wall = FALSE;
3871         bool equiped_item = FALSE;
3872         bool return_when_thrown = FALSE;
3873
3874         char o_name[MAX_NLEN];
3875
3876         int msec = delay_factor * delay_factor * delay_factor;
3877
3878         u32b flgs[TR_FLAG_SIZE];
3879         cptr q, s;
3880         bool come_back = FALSE;
3881         bool do_drop = TRUE;
3882
3883
3884         if (p_ptr->special_defense & KATA_MUSOU)
3885         {
3886                 set_action(ACTION_NONE);
3887         }
3888
3889         if (shuriken)
3890         {
3891                 item = shuriken;
3892         }
3893         else if (boomerang)
3894         {
3895                 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
3896                 {
3897                         item_tester_hook = item_tester_hook_boomerang;
3898 #ifdef JP
3899                         q = "¤É¤ÎÉð´ï¤òÅꤲ¤Þ¤¹¤«? ";
3900                         s = "Åꤲ¤ëÉð´ï¤¬¤Ê¤¤¡£";
3901 #else
3902                         q = "Throw which item? ";
3903                         s = "You have nothing to throw.";
3904 #endif
3905
3906                         if (!get_item(&item, q, s, (USE_EQUIP)))
3907                         {
3908                                 flush();
3909                                 return FALSE;
3910                         }
3911                 }
3912                 else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
3913                 else item = INVEN_RARM;
3914         }
3915         else
3916         {
3917                 /* Get an item */
3918 #ifdef JP
3919                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÅꤲ¤Þ¤¹¤«? ";
3920                 s = "Åꤲ¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3921 #else
3922                 q = "Throw which item? ";
3923                 s = "You have nothing to throw.";
3924 #endif
3925
3926                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
3927                 {
3928                         flush();
3929                         return FALSE;
3930                 }
3931         }
3932
3933         /* Access the item (if in the pack) */
3934         if (item >= 0)
3935         {
3936                 o_ptr = &inventory[item];
3937         }
3938         else
3939         {
3940                 o_ptr = &o_list[0 - item];
3941         }
3942
3943
3944         /* Item is cursed */
3945         if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
3946         {
3947                 /* Oops */
3948 #ifdef JP
3949                 msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
3950 #else
3951                 msg_print("Hmmm, it seems to be cursed.");
3952 #endif
3953
3954                 /* Nope */
3955                 return FALSE;
3956         }
3957
3958         if (p_ptr->inside_arena && !boomerang)
3959         {
3960                 if (o_ptr->tval != TV_SPIKE)
3961                 {
3962 #ifdef JP
3963                         msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
3964 #else
3965                         msg_print("You're in the arena now. This is hand-to-hand!");
3966 #endif
3967                         msg_print(NULL);
3968
3969                         /* Nope */
3970                         return FALSE;
3971                 }
3972         }
3973
3974         /* Get local object */
3975         q_ptr = &forge;
3976
3977         /* Obtain a local object */
3978         object_copy(q_ptr, o_ptr);
3979
3980         /* Extract the thrown object's flags. */
3981         object_flags(q_ptr, flgs);
3982
3983         /* Distribute the charges of rods/wands between the stacks */
3984         distribute_charges(o_ptr, q_ptr, 1);
3985
3986         /* Single object */
3987         q_ptr->number = 1;
3988
3989         /* Description */
3990         object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
3991
3992         if (p_ptr->mighty_throw) mult += 3;
3993
3994         /* Extract a "distance multiplier" */
3995         /* Changed for 'launcher' mutation */
3996         mul = 10 + 2 * (mult - 1);
3997
3998         /* Enforce a minimum "weight" of one pound */
3999         div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
4000         if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
4001
4002         /* Hack -- Distance -- Reward strength, penalize weight */
4003         tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
4004
4005         /* Max distance of 10-18 */
4006         if (tdis > mul) tdis = mul;
4007
4008         if (shuriken)
4009         {
4010                 ty = randint0(101)-50+py;
4011                 tx = randint0(101)-50+px;
4012         }
4013         else
4014         {
4015                 project_length = tdis + 1;
4016
4017                 /* Get a direction (or cancel) */
4018                 if (!get_aim_dir(&dir)) return FALSE;
4019
4020                 /* Predict the "target" location */
4021                 tx = px + 99 * ddx[dir];
4022                 ty = py + 99 * ddy[dir];
4023
4024                 /* Check for "target request" */
4025                 if ((dir == 5) && target_okay())
4026                 {
4027                         tx = target_col;
4028                         ty = target_row;
4029                 }
4030
4031                 project_length = 0;  /* reset to default */
4032         }
4033
4034         if ((q_ptr->name1 == ART_MJOLLNIR) ||
4035             (q_ptr->name1 == ART_AEGISFANG) || boomerang)
4036                 return_when_thrown = TRUE;
4037
4038         /* Reduce and describe inventory */
4039         if (item >= 0)
4040         {
4041                 inven_item_increase(item, -1);
4042                 if (!return_when_thrown)
4043                         inven_item_describe(item);
4044                 inven_item_optimize(item);
4045         }
4046
4047         /* Reduce and describe floor item */
4048         else
4049         {
4050                 floor_item_increase(0 - item, -1);
4051                 floor_item_optimize(0 - item);
4052         }
4053         if (item >= INVEN_RARM)
4054         {
4055                 equiped_item = TRUE;
4056                 p_ptr->redraw |= (PR_EQUIPPY);
4057         }
4058
4059         /* Take a turn */
4060         energy_use = 100;
4061
4062         /* Rogue and Ninja gets bonus */
4063         if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
4064                 energy_use -= p_ptr->lev;
4065
4066         /* Start at the player */
4067         y = py;
4068         x = px;
4069
4070
4071         /* Hack -- Handle stuff */
4072         handle_stuff();
4073
4074         if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
4075         else shuriken = FALSE;
4076
4077         /* Chance of hitting */
4078         if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
4079                 ((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
4080         else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
4081
4082         if (shuriken) chance *= 2;
4083
4084         /* Save the old location */
4085         prev_y = y;
4086         prev_x = x;
4087
4088         /* Travel until stopped */
4089         for (cur_dis = 0; cur_dis <= tdis; )
4090         {
4091                 /* Hack -- Stop at the target */
4092                 if ((y == ty) && (x == tx)) break;
4093
4094                 /* Calculate the new location (see "project()") */
4095                 ny[cur_dis] = y;
4096                 nx[cur_dis] = x;
4097                 mmove2(&ny[cur_dis], &nx[cur_dis], py, px, ty, tx);
4098
4099                 /* Stopped by walls/doors */
4100                 if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
4101                 {
4102                         hit_wall = TRUE;
4103                         if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
4104                 }
4105
4106                 /* The player can see the (on screen) missile */
4107                 if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
4108                 {
4109                         char c = object_char(q_ptr);
4110                         byte a = object_attr(q_ptr);
4111
4112                         /* Draw, Hilite, Fresh, Pause, Erase */
4113                         print_rel(c, a, ny[cur_dis], nx[cur_dis]);
4114                         move_cursor_relative(ny[cur_dis], nx[cur_dis]);
4115                         Term_fresh();
4116                         Term_xtra(TERM_XTRA_DELAY, msec);
4117                         lite_spot(ny[cur_dis], nx[cur_dis]);
4118                         Term_fresh();
4119                 }
4120
4121                 /* The player cannot see the missile */
4122                 else
4123                 {
4124                         /* Pause anyway, for consistancy */
4125                         Term_xtra(TERM_XTRA_DELAY, msec);
4126                 }
4127
4128                 /* Save the old location */
4129                 prev_y = y;
4130                 prev_x = x;
4131
4132                 /* Save the new location */
4133                 x = nx[cur_dis];
4134                 y = ny[cur_dis];
4135
4136                 /* Advance the distance */
4137                 cur_dis++;
4138
4139                 /* Monster here, Try to hit it */
4140                 if (cave[y][x].m_idx)
4141                 {
4142                         cave_type *c_ptr = &cave[y][x];
4143
4144                         monster_type *m_ptr = &m_list[c_ptr->m_idx];
4145                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
4146
4147                         /* Check the visibility */
4148                         visible = m_ptr->ml;
4149
4150                         /* Note the collision */
4151                         hit_body = TRUE;
4152
4153                         /* Did we hit it (penalize range) */
4154                         if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
4155                         {
4156                                 bool fear = FALSE;
4157
4158                                 /* Handle unseen monster */
4159                                 if (!visible)
4160                                 {
4161                                         /* Invisible monster */
4162 #ifdef JP
4163                                         msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name);
4164 #else
4165                                         msg_format("The %s finds a mark.", o_name);
4166 #endif
4167
4168                                 }
4169
4170                                 /* Handle visible monster */
4171                                 else
4172                                 {
4173                                         char m_name[80];
4174
4175                                         /* Get "the monster" or "it" */
4176                                         monster_desc(m_name, m_ptr, 0);
4177
4178                                         /* Message */
4179 #ifdef JP
4180                                         msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name);
4181 #else
4182                                         msg_format("The %s hits %s.", o_name, m_name);
4183 #endif
4184
4185                                         if (m_ptr->ml)
4186                                         {
4187                                                 /* Hack -- Track this monster race */
4188                                                 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
4189
4190                                                 /* Hack -- Track this monster */
4191                                                 health_track(c_ptr->m_idx);
4192                                         }
4193                                 }
4194
4195                                 /* Hack -- Base damage from thrown object */
4196                                 tdam = damroll(q_ptr->dd, q_ptr->ds);
4197                                 /* Apply special damage XXX XXX XXX */
4198                                 tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
4199                                 tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
4200                                 if (q_ptr->to_d > 0)
4201                                         tdam += q_ptr->to_d;
4202                                 else
4203                                         tdam += -q_ptr->to_d;
4204
4205                                 if (boomerang)
4206                                 {
4207                                         tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
4208                                         tdam += p_ptr->to_d_m;
4209                                 }
4210                                 else if (have_flag(flgs, TR_THROW))
4211                                 {
4212                                         tdam *= (3+mult);
4213                                         tdam += p_ptr->to_d_m;
4214                                 }
4215                                 else
4216                                 {
4217                                         tdam *= mult;
4218                                 }
4219                                 if (shuriken)
4220                                 {
4221                                         tdam += ((p_ptr->lev+30)*(p_ptr->lev+30)-900)/55;
4222                                 }
4223
4224                                 /* No negative damage */
4225                                 if (tdam < 0) tdam = 0;
4226
4227                                 /* Modify the damage */
4228                                 tdam = mon_damage_mod(m_ptr, tdam, FALSE);
4229
4230                                 /* Complex message */
4231                                 if (p_ptr->wizard)
4232                                 {
4233 #ifdef JP
4234                                         msg_format("%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
4235                                                    tdam, m_ptr->hp);
4236 #else
4237                                         msg_format("You do %d (out of %d) damage.",
4238                                                    tdam, m_ptr->hp);
4239 #endif
4240
4241                                 }
4242
4243                                 /* Hit the monster, check for death */
4244                                 if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
4245                                 {
4246                                         /* Dead monster */
4247                                 }
4248
4249                                 /* No death */
4250                                 else
4251                                 {
4252                                         /* Message */
4253                                         message_pain(c_ptr->m_idx, tdam);
4254
4255                                         /* Anger the monster */
4256                                         if ((tdam > 0) && !object_is_potion(q_ptr))
4257                                                 anger_monster(m_ptr);
4258
4259                                         /* Take note */
4260                                         if (fear && m_ptr->ml)
4261                                         {
4262                                                 char m_name[80];
4263
4264                                                 /* Sound */
4265                                                 sound(SOUND_FLEE);
4266
4267                                                 /* Get the monster name (or "it") */
4268                                                 monster_desc(m_name, m_ptr, 0);
4269
4270                                                 /* Message */
4271 #ifdef JP
4272                                                 msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
4273 #else
4274                                                 msg_format("%^s flees in terror!", m_name);
4275 #endif
4276
4277                                         }
4278                                 }
4279                         }
4280
4281                         /* Stop looking */
4282                         break;
4283                 }
4284         }
4285
4286         /* Chance of breakage (during attacks) */
4287         j = (hit_body ? breakage_chance(q_ptr) : 0);
4288
4289         /* Figurines transform */
4290         if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
4291         {
4292                 j = 100;
4293
4294                 if (!(summon_named_creature(0, y, x, q_ptr->pval,
4295                                             !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
4296 #ifdef JP
4297 msg_print("¿Í·Á¤ÏDZ¤¸¶Ê¤¬¤êºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
4298 #else
4299                         msg_print("The Figurine writhes and then shatters.");
4300 #endif
4301
4302                 else if (object_is_cursed(q_ptr))
4303 #ifdef JP
4304 msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
4305 #else
4306                         msg_print("You have a bad feeling about this.");
4307 #endif
4308
4309         }
4310
4311
4312         /* Potions smash open */
4313         if (object_is_potion(q_ptr))
4314         {
4315                 if (hit_body || hit_wall || (randint1(100) < j))
4316                 {
4317                         /* Message */
4318 #ifdef JP
4319                         msg_format("%s¤ÏºÕ¤±»¶¤Ã¤¿¡ª", o_name);
4320 #else
4321                         msg_format("The %s shatters!", o_name);
4322 #endif
4323
4324
4325                         if (potion_smash_effect(0, y, x, q_ptr->k_idx))
4326                         {
4327                                 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
4328
4329                                 /* ToDo (Robert): fix the invulnerability */
4330                                 if (cave[y][x].m_idx &&
4331                                     is_friendly(&m_list[cave[y][x].m_idx]) &&
4332                                     !MON_INVULNER(m_ptr))
4333                                 {
4334                                         char m_name[80];
4335                                         monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
4336 #ifdef JP
4337                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4338 #else
4339                                         msg_format("%^s gets angry!", m_name);
4340 #endif
4341
4342                                         set_hostile(&m_list[cave[y][x].m_idx]);
4343                                 }
4344                         }
4345                         do_drop = FALSE;
4346                 }
4347                 else
4348                 {
4349                         j = 0;
4350                 }
4351         }
4352
4353         if (return_when_thrown)
4354         {
4355                 int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
4356                 char o2_name[MAX_NLEN];
4357                 bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
4358
4359                 j = -1;
4360                 if (boomerang) back_chance += 4+randint1(5);
4361                 if (super_boomerang) back_chance += 100;
4362                 object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
4363
4364                 if((back_chance > 30) && (!one_in_(100) || super_boomerang))
4365                 {
4366                         for (i = cur_dis - 1; i > 0; i--)
4367                         {
4368                                 if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
4369                                 {
4370                                         char c = object_char(q_ptr);
4371                                         byte a = object_attr(q_ptr);
4372
4373                                         /* Draw, Hilite, Fresh, Pause, Erase */
4374                                         print_rel(c, a, ny[i], nx[i]);
4375                                         move_cursor_relative(ny[i], nx[i]);
4376                                         Term_fresh();
4377                                         Term_xtra(TERM_XTRA_DELAY, msec);
4378                                         lite_spot(ny[i], nx[i]);
4379                                         Term_fresh();
4380                                 }
4381                                 else
4382                                 {
4383                                         /* Pause anyway, for consistancy */
4384                                         Term_xtra(TERM_XTRA_DELAY, msec);
4385                                 }
4386                         }
4387                         if((back_chance > 37) && !p_ptr->blind && (item >= 0))
4388                         {
4389 #ifdef JP
4390                                 msg_format("%s¤¬¼ê¸µ¤ËÊ֤äƤ­¤¿¡£", o2_name);
4391 #else
4392                                 msg_format("%s comes back to you.", o2_name);
4393 #endif
4394                                 come_back = TRUE;
4395                         }
4396                         else
4397                         {
4398                                 if (item >= 0)
4399                                 {
4400 #ifdef JP
4401                                         msg_format("%s¤ò¼õ¤±Â»¤Í¤¿¡ª", o2_name);
4402 #else
4403                                         msg_format("%s backs, but you can't catch!", o2_name);
4404 #endif
4405                                 }
4406                                 else
4407                                 {
4408 #ifdef JP
4409                                         msg_format("%s¤¬Ê֤äƤ­¤¿¡£", o2_name);
4410 #else
4411                                         msg_format("%s comes back.", o2_name);
4412 #endif
4413                                 }
4414                                 y = py;
4415                                 x = px;
4416                         }
4417                 }
4418                 else
4419                 {
4420 #ifdef JP
4421                         msg_format("%s¤¬Ê֤äƤ³¤Ê¤«¤Ã¤¿¡ª", o2_name);
4422 #else
4423                         msg_format("%s doesn't back!", o2_name);
4424 #endif
4425                 }
4426         }
4427
4428         if (come_back)
4429         {
4430                 if (item == INVEN_RARM || item == INVEN_LARM)
4431                 {
4432                         /* Access the wield slot */
4433                         o_ptr = &inventory[item];
4434
4435                         /* Wear the new stuff */
4436                         object_copy(o_ptr, q_ptr);
4437
4438                         /* Increase the weight */
4439                         p_ptr->total_weight += q_ptr->weight;
4440
4441                         /* Increment the equip counter by hand */
4442                         equip_cnt++;
4443
4444                         /* Recalculate bonuses */
4445                         p_ptr->update |= (PU_BONUS);
4446
4447                         /* Recalculate torch */
4448                         p_ptr->update |= (PU_TORCH);
4449
4450                         /* Recalculate mana XXX */
4451                         p_ptr->update |= (PU_MANA);
4452
4453                         /* Window stuff */
4454                         p_ptr->window |= (PW_EQUIP);
4455                 }
4456                 else
4457                 {
4458                         inven_carry(q_ptr);
4459                 }
4460                 do_drop = FALSE;
4461         }
4462         else if (equiped_item)
4463         {
4464                 kamaenaoshi(item);
4465                 calc_android_exp();
4466         }
4467
4468         /* Drop (or break) near that location */
4469         if (do_drop)
4470         {
4471                 if (cave_have_flag_bold(y, x, FF_PROJECT))
4472                 {
4473                         /* Drop (or break) near that location */
4474                         (void)drop_near(q_ptr, j, y, x);
4475                 }
4476                 else
4477                 {
4478                         /* Drop (or break) near that location */
4479                         (void)drop_near(q_ptr, j, prev_y, prev_x);
4480                 }
4481         }
4482
4483         return TRUE;
4484 }
4485
4486
4487 /*
4488  * Throw an object from the pack or floor.
4489  */
4490 void do_cmd_throw(void)
4491 {
4492         do_cmd_throw_aux(1, FALSE, 0);
4493 }