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[Refactor] #37353 PROJECT_* 定義を新規ファイル projection.h へ移動。 / Move PROJECT_* definition...
[hengband/hengband.git] / src / cmd1.c
index af1a040..33b3d9e 100644 (file)
  * </pre>
  */
 
-
 #include "angband.h"
-#define MAX_VAMPIRIC_DRAIN 50 /*!< 吸血処理の最大回復HP */
-
-
-/*!
- * @brief プレイヤーからモンスターへの射撃命中判定 /
- * Determine if the player "hits" a monster (normal combat).
- * @param chance 基本命中値
- * @param m_ptr モンスターの構造体参照ポインタ
- * @param vis 目標を視界に捕らえているならばTRUEを指定
- * @param o_name メッセージ表示時のモンスター名
- * @return 命中と判定された場合TRUEを返す
- * @note Always miss 5%, always hit 5%, otherwise random.
- */
-bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
-{
-       int k, ac;
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-       
-       ac = r_ptr->ac;
-       if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
-
-       /* Percentile dice */
-       k = randint0(100);
-       
-       /* Snipers with high-concentration reduce instant miss percentage.*/
-       k += p_ptr->concent;
-       
-       /* Hack -- Instant miss or hit */
-       if (k < 10) return (k < 5);
-
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (FALSE);
-
-       /* Never hit */
-       if (chance <= 0) return (FALSE);
-
-       /* Invisible monsters are harder to hit */
-       if (!vis) chance = (chance + 1) / 2;
-
-       /* Power competes against armor */
-       if (randint0(chance) < (ac * 3 / 4))
-       {
-               if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
-               {
-                       char m_name[80];
-                       
-                       /* Extract monster name */
-                       monster_desc(m_name, m_ptr, 0);
-                       msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
-               }
-               return (FALSE);
-       }
-
-       /* Assume hit */
-       return (TRUE);
-}
-
-
-
-/*!
- * @brief プレイヤーからモンスターへの打撃命中判定 /
- * Determine if the player "hits" a monster (normal combat).
- * @param chance 基本命中値
- * @param ac モンスターのAC
- * @param vis 目標を視界に捕らえているならばTRUEを指定
- * @return 命中と判定された場合TRUEを返す
- * @note Always miss 5%, always hit 5%, otherwise random.
- */
-bool test_hit_norm(int chance, int ac, int vis)
-{
-       int k;
-
-       /* Percentile dice */
-       k = randint0(100);
-
-       /* Hack -- Instant miss or hit */
-       if (k < 10) return (k < 5);
-
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (FALSE);
-
-       /* Wimpy attack never hits */
-       if (chance <= 0) return (FALSE);
-
-       /* Penalize invisible targets */
-       if (!vis) chance = (chance + 1) / 2;
-
-       /* Power must defeat armor */
-       if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
-
-       /* Assume hit */
-       return (TRUE);
-}
-
-
-
-/*!
- * @brief プレイヤーからモンスターへの射撃クリティカル判定 /
- * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
- * @param weight 矢弾の重量
- * @param plus_ammo 矢弾の命中修正
- * @param plus_bow 弓の命中修正
- * @param dam 現在算出中のダメージ値
- * @return クリティカル修正が入ったダメージ値
- */
-s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
-{
-       int i, k;
-       object_type *j_ptr =  &inventory[INVEN_BOW];
-       
-       /* Extract "shot" power */
-       i = p_ptr->to_h_b + plus_ammo;
-       
-       if (p_ptr->tval_ammo == TV_BOLT)
-               i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
-       else
-               i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
-
-       
-       /* Snipers can shot more critically with crossbows */
-       if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
-       if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
-       
-       /* Good bow makes more critical */
-       i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
-       
-       /* Critical hit */
-       if (randint1(10000) <= i)
-       {
-               k = weight * randint1(500);
-
-               if (k < 900)
-               {
-                       msg_print(_("手ごたえがあった!", "It was a good hit!"));
-                       dam += (dam / 2);
-               }
-               else if (k < 1350)
-               {
-                       msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
-                       dam *= 2;
-               }
-               else
-               {
-                       msg_print(_("会心の一撃だ!", "It was a superb hit!"));
-                       dam *= 3;
-               }
-       }
-
-       return (dam);
-}
-
-
-
-/*!
- * @brief プレイヤーからモンスターへの打撃クリティカル判定 /
- * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
- * @param weight 矢弾の重量
- * @param plus 武器の命中修正
- * @param dam 現在算出中のダメージ値
- * @param meichuu 打撃の基本命中力
- * @param mode オプションフラグ
- * @return クリティカル修正が入ったダメージ値
- */
-s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
-{
-       int i, k;
-       
-       /* Extract "blow" power */
-       i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
-
-       /* Chance */
-       if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
-       {
-               k = weight + randint1(650);
-               if ((mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN)) k+= randint1(650);
-
-               if (k < 400)
-               {
-                       msg_print(_("手ごたえがあった!", "It was a good hit!"));
-
-                       dam = 2 * dam + 5;
-               }
-               else if (k < 700)
-               {
-                       msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
-                       dam = 2 * dam + 10;
-               }
-               else if (k < 900)
-               {
-                       msg_print(_("会心の一撃だ!", "It was a superb hit!"));
-                       dam = 3 * dam + 15;
-               }
-               else if (k < 1300)
-               {
-                       msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
-                       dam = 3 * dam + 20;
-               }
-               else
-               {
-                       msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
-                       dam = ((7 * dam) / 2) + 25;
-               }
-       }
-
-       return (dam);
-}
+#include "melee.h"
+#include "trap.h"
+#include "projection.h"
 
 
 
@@ -357,12 +153,12 @@ s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
  * @param m_ptr 目標モンスターの構造体参照ポインタ
  * @return スレイング加味後の倍率(/10倍)
  */
-static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
 {
        static const struct slay_table_t {
                int slay_flag;
-               u32b affect_race_flag;
-               int slay_mult;
+               BIT_FLAGS affect_race_flag;
+               MULTIPLY slay_mult;
                size_t flag_offset;
                size_t r_flag_offset;
        } slay_table[] = {
@@ -418,12 +214,12 @@ static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
  * @param m_ptr 目標モンスターの構造体参照ポインタ
  * @return スレイング加味後の倍率(/10倍)
  */
-static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
 {
        static const struct brand_table_t {
                int brand_flag;
-               u32b resist_mask;
-               u32b hurt_flag;
+               BIT_FLAGS resist_mask;
+               BIT_FLAGS hurt_flag;
        } brand_table[] = {
                {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
                {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
@@ -485,13 +281,11 @@ static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
  * Note that most brands and slays are x3, except Slay Animal (x2),\n
  * Slay Evil (x2), and Kill dragon (x5).\n
  */
-s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
+HIT_POINT tot_dam_aux(object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
 {
-       int mult = 10;
+       MULTIPLY mult = 10;
 
-       u32b flgs[TR_FLAG_SIZE];
-
-       /* Extract the flags */
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
        object_flags(o_ptr, flgs);
        torch_flags(o_ptr, flgs); /* torches has secret flags */
 
@@ -560,13 +354,10 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
  * @param x 対象となるマスのX座標
  * @return なし
  */
-static void discover_hidden_things(int y, int x)
+static void discover_hidden_things(POSITION y, POSITION x)
 {
-       s16b this_o_idx, next_o_idx = 0;
-
+       OBJECT_IDX this_o_idx, next_o_idx = 0;
        cave_type *c_ptr;
-
-       /* Access the grid */
        c_ptr = &cave[y][x];
 
        /* Invisible trap */
@@ -575,32 +366,26 @@ static void discover_hidden_things(int y, int x)
                /* Pick a trap */
                disclose_grid(y, x);
 
-               /* Message */
                msg_print(_("トラップを発見した。", "You have found a trap."));
 
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
        }
 
        /* Secret door */
        if (is_hidden_door(c_ptr))
        {
-               /* Message */
                msg_print(_("隠しドアを発見した。", "You have found a secret door."));
 
                /* Disclose */
                disclose_grid(y, x);
 
-               /* Disturb */
-               disturb(0, 0);
+               disturb(FALSE, FALSE);
        }
 
        /* Scan all objects in the grid */
        for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
-
-               /* Acquire object */
                o_ptr = &o_list[this_o_idx];
 
                /* Acquire next object */
@@ -609,2046 +394,268 @@ static void discover_hidden_things(int y, int x)
                /* Skip non-chests */
                if (o_ptr->tval != TV_CHEST) continue;
 
-               /* Skip non-trapped chests */
-               if (!chest_traps[o_ptr->pval]) continue;
-
-               /* Identify once */
-               if (!object_is_known(o_ptr))
-               {
-                       /* Message */
-                       msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!"));
-
-                       /* Know the trap */
-                       object_known(o_ptr);
-
-                       /* Notice it */
-                       disturb(0, 0);
-               }
-       }
-}
-
-/*!
- * @brief プレイヤーの探索処理判定
- * @return なし
- */
-void search(void)
-{
-       int i, chance;
-
-       /* Start with base search ability */
-       chance = p_ptr->skill_srh;
-
-       /* Penalize various conditions */
-       if (p_ptr->blind || no_lite()) chance = chance / 10;
-       if (p_ptr->confused || p_ptr->image) chance = chance / 10;
-
-       /* Search the nearby grids, which are always in bounds */
-       for (i = 0; i < 9; ++ i)
-       {
-               /* Sometimes, notice things */
-               if (randint0(100) < chance)
-               {
-                       discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]);
-               }
-       }
-}
-
-
-/*!
- * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 /
- * Helper routine for py_pickup() and py_pickup_floor().
- * @param o_idx 取得したオブジェクトの参照ID
- * @return なし
- * @details
- * アイテムを拾った際に「2つのケーキを持っている」\n
- * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n
- * だが、違和感が\n
- * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n
- * にかえてある。そのための配列。\n
- * Add the given dungeon object to the character's inventory.\n
- * Delete the object afterwards.\n
- */
-void py_pickup_aux(int o_idx)
-{
-       int slot;
-
-#ifdef JP
-       char o_name[MAX_NLEN];
-       char old_name[MAX_NLEN];
-       char kazu_str[80];
-       int hirottakazu;
-#else
-       char o_name[MAX_NLEN];
-#endif
-
-       object_type *o_ptr;
-
-       o_ptr = &o_list[o_idx];
-
-#ifdef JP
-       /* Describe the object */
-       object_desc(old_name, o_ptr, OD_NAME_ONLY);
-       object_desc_kosuu(kazu_str, o_ptr);
-       hirottakazu = o_ptr->number;
-#endif
-       /* Carry the object */
-       slot = inven_carry(o_ptr);
-
-       /* Get the object again */
-       o_ptr = &inventory[slot];
-
-       /* Delete the object */
-       delete_object_idx(o_idx);
-
-       if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
-       {
-               bool old_known = identify_item(o_ptr);
-
-               /* Auto-inscription/destroy */
-               autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
-
-               /* If it is destroyed, don't pick it up */
-               if (o_ptr->marked & OM_AUTODESTROY) return;
-       }
-
-       /* Describe the object */
-       object_desc(o_name, o_ptr, 0);
-
-       /* Message */
-#ifdef JP
-       if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
-       {
-               msg_format("こうして、%sは『クリムゾン』を手に入れた。", player_name);
-               msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
-               msg_format("%sに襲いかかる...", player_name);
-       }
-       else
-       {
-               if (plain_pickup)
-               {
-                       msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
-               }
-               else
-               {
-                       if (o_ptr->number > hirottakazu) {
-                           msg_format("%s拾って、%s(%c)を持っている。",
-                              kazu_str, o_name, index_to_label(slot));
-                       } else {
-                               msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
-                       }
-               }
-       }
-       strcpy(record_o_name, old_name);
-#else
-       msg_format("You have %s (%c).", o_name, index_to_label(slot));
-       strcpy(record_o_name, o_name);
-#endif
-       record_turn = turn;
-
-
-       check_find_art_quest_completion(o_ptr);
-}
-
-
-/*!
- * @brief プレイヤーがオブジェクト上に乗った際の表示処理
- * @param pickup 自動拾い処理を行うならばTRUEとする
- * @return なし
- * @details
- * Player "wants" to pick up an object or gold.
- * Note that we ONLY handle things that can be picked up.
- * See "move_player()" for handling of other things.
- */
-void carry(bool pickup)
-{
-       cave_type *c_ptr = &cave[py][px];
-
-       s16b this_o_idx, next_o_idx = 0;
-
-       char    o_name[MAX_NLEN];
-
-       /* Recenter the map around the player */
-       verify_panel();
-
-       /* Update stuff */
-       p_ptr->update |= (PU_MONSTERS);
-
-       /* Redraw map */
-       p_ptr->redraw |= (PR_MAP);
-
-       /* Window stuff */
-       p_ptr->window |= (PW_OVERHEAD);
-
-       /* Handle stuff */
-       handle_stuff();
-
-       /* Automatically pickup/destroy/inscribe items */
-       autopick_pickup_items(c_ptr);
-
-
-#ifdef ALLOW_EASY_FLOOR
-
-       if (easy_floor)
-       {
-               py_pickup_floor(pickup);
-               return;
-       }
-
-#endif /* ALLOW_EASY_FLOOR */
-
-       /* Scan the pile of objects */
-       for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-       {
-               object_type *o_ptr;
-
-               /* Acquire object */
-               o_ptr = &o_list[this_o_idx];
-
-#ifdef ALLOW_EASY_SENSE /* TNB */
-
-               /* Option: Make item sensing easy */
-               if (easy_sense)
-               {
-                       /* Sense the object */
-                       (void)sense_object(o_ptr);
-               }
-
-#endif /* ALLOW_EASY_SENSE -- TNB */
-
-               /* Describe the object */
-               object_desc(o_name, o_ptr, 0);
-
-               /* Acquire next object */
-               next_o_idx = o_ptr->next_o_idx;
-
-               /* Hack -- disturb */
-               disturb(0, 0);
-
-               /* Pick up gold */
-               if (o_ptr->tval == TV_GOLD)
-               {
-                       int value = (long)o_ptr->pval;
-
-                       /* Delete the gold */
-                       delete_object_idx(this_o_idx);
-
-                       /* Message */
-#ifdef JP
-               msg_format(" $%ld の価値がある%sを見つけた。",
-                          (long)value, o_name);
-#else
-                       msg_format("You collect %ld gold pieces worth of %s.",
-                                  (long)value, o_name);
-#endif
-
-
-                       sound(SOUND_SELL);
-
-                       /* Collect the gold */
-                       p_ptr->au += value;
-
-                       /* Redraw gold */
-                       p_ptr->redraw |= (PR_GOLD);
-
-                       /* Window stuff */
-                       p_ptr->window |= (PW_PLAYER);
-               }
-
-               /* Pick up objects */
-               else
-               {
-                       /* Hack - some objects were handled in autopick_pickup_items(). */
-                       if (o_ptr->marked & OM_NOMSG)
-                       {
-                               /* Clear the flag. */
-                               o_ptr->marked &= ~OM_NOMSG;
-                       }
-                       /* Describe the object */
-                       else if (!pickup)
-                       {
-                               msg_format(_("%sがある。", "You see %s."), o_name);
-                       }
-
-                       /* Note that the pack is too full */
-                       else if (!inven_carry_okay(o_ptr))
-                       {
-                               msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
-                       }
-
-                       /* Pick up the item (if requested and allowed) */
-                       else
-                       {
-                               int okay = TRUE;
-
-                               /* Hack -- query every item */
-                               if (carry_query_flag)
-                               {
-                                       char out_val[MAX_NLEN+20];
-                                       sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
-                                       okay = get_check(out_val);
-                               }
-
-                               /* Attempt to pick up an object. */
-                               if (okay)
-                               {
-                                       /* Pick up the object */
-                                       py_pickup_aux(this_o_idx);
-                               }
-                       }
-               }
-       }
-}
-
-
-/*!
- * @brief プレイヤーへのトラップ命中判定 /
- * Determine if a trap affects the player.
- * @param power 基本回避難度
- * @return トラップが命中した場合TRUEを返す。
- * @details
- * Always miss 5% of the time, Always hit 5% of the time.
- * Otherwise, match trap power against player armor.
- */
-static int check_hit(int power)
-{
-       int k, ac;
-
-       /* Percentile dice */
-       k = randint0(100);
-
-       /* Hack -- 5% hit, 5% miss */
-       if (k < 10) return (k < 5);
-
-       if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               if (one_in_(20)) return (TRUE);
-
-       /* Paranoia -- No power */
-       if (power <= 0) return (FALSE);
-
-       /* Total armor */
-       ac = p_ptr->ac + p_ptr->to_a;
-
-       /* Power competes against Armor */
-       if (randint1(power) > ((ac * 3) / 4)) return (TRUE);
-
-       /* Assume miss */
-       return (FALSE);
-}
-
-
-/*!
- * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
- * @param trap_feat_type トラップの種別ID
- * @return なし
- */
-static void hit_trap_pit(int trap_feat_type)
-{
-       int dam;
-       cptr trap_name = "";
-       cptr spike_name = "";
-
-       switch (trap_feat_type)
-       {
-       case TRAP_PIT:
-               trap_name = _("落とし穴", "a pit trap");
-               break;
-       case TRAP_SPIKED_PIT:
-               trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
-               spike_name = _("スパイク", "spikes");
-               break;
-       case TRAP_POISON_PIT:
-               trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
-               spike_name = _("毒を塗られたスパイク", "poisonous spikes");
-               break;
-       default:
-               return;
-       }
-
-       if (p_ptr->levitation)
-       {
-               msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
-               return;
-       }
-
-       msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
-
-       /* Base damage */
-       dam = damroll(2, 6);
-
-       /* Extra spike damage */
-       if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
-           one_in_(2))
-       {
-               msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
-
-               dam = dam * 2;
-               (void)set_cut(p_ptr->cut + randint1(dam));
-
-               if (trap_feat_type == TRAP_POISON_PIT) {
-                       if (p_ptr->resist_pois || IS_OPPOSE_POIS())
-                       {
-                               msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
-                       }
-                       else
-                       {
-                               dam = dam * 2;
-                               (void)set_poisoned(p_ptr->poisoned + randint1(dam));
-                       }
-               }
-       }
-
-       /* Take the damage */
-       take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
-}
-
-/*!
- * @brief ダーツ系トラップ(通常ダメージ)の判定とプレイヤーの被害処理
- * @return ダーツが命中した場合TRUEを返す
- */
-static bool hit_trap_dart(void)
-{
-       bool hit = FALSE;
-
-       if (check_hit(125))
-       {
-               msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
-
-               take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
-
-               if (!CHECK_MULTISHADOW()) hit = TRUE;
-       }
-       else
-       {
-               msg_print(_("小さなダーツが飛んできた!が、運良く当たらなかった。", "A small dart barely misses you."));
-       }
-
-       return hit;
-}
-
-/*!
- * @brief ダーツ系トラップ(通常ダメージ+能力値減少)の判定とプレイヤーの被害処理
- * @param stat 低下する能力値ID
- * @return なし
- */
-static void hit_trap_lose_stat(int stat)
-{
-       if (hit_trap_dart())
-       {
-               do_dec_stat(stat);
-       }
-}
-
-/*!
- * @brief ダーツ系トラップ(通常ダメージ+減速)の判定とプレイヤーの被害処理
- * @return なし
- */
-static void hit_trap_slow(void)
-{
-       if (hit_trap_dart())
-       {
-               set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
-       }
-}
-
-/*!
- * @brief ダーツ系トラップ(通常ダメージ+状態異常)の判定とプレイヤーの被害処理
- * @param trap_message メッセージの補完文字列
- * @param resist 状態異常に抵抗する判定が出たならTRUE
- * @param set_status 状態異常を指定する関数ポインタ
- * @param turn 状態異常の追加ターン量
- * @return なし
- */
-static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
-{
-       msg_print(trap_message);
-
-       if (!resist)
-       {
-               set_status(turn);
-       }
-}
-
-/*!
- * @brief プレイヤーへのトラップ作動処理メインルーチン /
- * Handle player hitting a real trap
- * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
- * @return なし
- */
-static void hit_trap(bool break_trap)
-{
-       int i, num, dam;
-       int x = px, y = py;
-
-       /* Get the cave grid */
-       cave_type *c_ptr = &cave[y][x];
-       feature_type *f_ptr = &f_info[c_ptr->feat];
-       int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
-       cptr name = _("トラップ", "a trap");
-
-       /* Disturb the player */
-       disturb(0, 1);
-
-       cave_alter_feat(y, x, FF_HIT_TRAP);
-
-       /* Analyze XXX XXX XXX */
-       switch (trap_feat_type)
-       {
-               case TRAP_TRAPDOOR:
-               {
-                       if (p_ptr->levitation)
-                       {
-                               msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
-                       }
-                       else
-                       {
-                               msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
-                               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                       msg_print(_("くっそ~!", ""));
-
-                               sound(SOUND_FALL);
-                               dam = damroll(2, 8);
-                               name = _("落とし戸", "a trap door");
-
-                               take_hit(DAMAGE_NOESCAPE, dam, name, -1);
-
-                               /* Still alive and autosave enabled */
-                               if (autosave_l && (p_ptr->chp >= 0))
-                                       do_cmd_save_game(TRUE);
-
-                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
-                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-
-                               /* Leaving */
-                               p_ptr->leaving = TRUE;
-                       }
-                       break;
-               }
-
-               case TRAP_PIT:
-               case TRAP_SPIKED_PIT:
-               case TRAP_POISON_PIT:
-               {
-                       hit_trap_pit(trap_feat_type);
-                       break;
-               }
-
-               case TRAP_TY_CURSE:
-               {
-                       msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
-                       num = 2 + randint1(3);
-                       for (i = 0; i < num; i++)
-                       {
-                               (void)summon_specific(0, y, x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
-                       }
-
-                       if (dun_level > randint1(100)) /* No nasty effect for low levels */
-                       {
-                               bool stop_ty = FALSE;
-                               int count = 0;
-
-                               do
-                               {
-                                       stop_ty = activate_ty_curse(stop_ty, &count);
-                               }
-                               while (one_in_(6));
-                       }
-                       break;
-               }
-
-               case TRAP_TELEPORT:
-               {
-                       msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
-                       teleport_player(100, TELEPORT_PASSIVE);
-                       break;
-               }
-
-               case TRAP_FIRE:
-               {
-                       msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
-                       dam = damroll(4, 6);
-                       (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
-                       break;
-               }
-
-               case TRAP_ACID:
-               {
-                       msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
-                       dam = damroll(4, 6);
-                       (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
-                       break;
-               }
-
-               case TRAP_SLOW:
-               {
-                       hit_trap_slow();
-                       break;
-               }
-
-               case TRAP_LOSE_STR:
-               {
-                       hit_trap_lose_stat(A_STR);
-                       break;
-               }
-
-               case TRAP_LOSE_DEX:
-               {
-                       hit_trap_lose_stat(A_DEX);
-                       break;
-               }
-
-               case TRAP_LOSE_CON:
-               {
-                       hit_trap_lose_stat(A_CON);
-                       break;
-               }
-
-               case TRAP_BLIND:
-               {
-                       hit_trap_set_abnormal_status(
-                               _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
-                               p_ptr->resist_blind,
-                               set_blind, p_ptr->blind + randint0(50) + 25);
-                       break;
-               }
-
-               case TRAP_CONFUSE:
-               {
-                       hit_trap_set_abnormal_status(
-                               _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
-                               p_ptr->resist_conf,
-                               set_confused, p_ptr->confused + randint0(20) + 10);
-                       break;
-               }
-
-               case TRAP_POISON:
-               {
-                       hit_trap_set_abnormal_status(
-                               _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
-                               p_ptr->resist_pois || IS_OPPOSE_POIS(),
-                               set_poisoned, p_ptr->poisoned + randint0(20) + 10);
-                       break;
-               }
-
-               case TRAP_SLEEP:
-               {
-                       msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
-                       if (!p_ptr->free_act)
-                       {
-                               msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
-
-                               if (ironman_nightmare)
-                               {
-                                       msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
-
-                                       /* Have some nightmares */
-                                       sanity_blast(NULL, FALSE);
-
-                               }
-                               (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
-                       }
-                       break;
-               }
-
-               case TRAP_TRAPS:
-               {
-                       msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
-                       /* Make some new traps */
-                       project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
-
-                       break;
-               }
-
-               case TRAP_ALARM:
-               {
-                       msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
-
-                       aggravate_monsters(0);
-
-                       break;
-               }
-
-               case TRAP_OPEN:
-               {
-                       msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
-                       (void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
-                       (void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
-                       (void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
-                       aggravate_monsters(0);
-
-                       break;
-               }
-
-               case TRAP_ARMAGEDDON:
-               {
-                       static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
-                       int evil_idx = 0, good_idx = 0;
-
-                       int lev;
-                       msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
-
-                       /* Summon Demons and Angels */
-                       for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
-                       {
-                               num = levs[MIN(lev/10, 9)];
-                               for (i = 0; i < num; i++)
-                               {
-                                       int x1 = rand_spread(x, 7);
-                                       int y1 = rand_spread(y, 5);
-
-                                       /* Skip illegal grids */
-                                       if (!in_bounds(y1, x1)) continue;
-
-                                       /* Require line of projection */
-                                       if (!projectable(py, px, y1, x1)) continue;
-
-                                       if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
-                                               evil_idx = hack_m_idx_ii;
-
-                                       if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_GOOD, (PM_NO_PET)))
-                                       {
-                                               good_idx = hack_m_idx_ii;
-                                       }
-
-                                       /* Let them fight each other */
-                                       if (evil_idx && good_idx)
-                                       {
-                                               monster_type *evil_ptr = &m_list[evil_idx];
-                                               monster_type *good_ptr = &m_list[good_idx];
-                                               evil_ptr->target_y = good_ptr->fy;
-                                               evil_ptr->target_x = good_ptr->fx;
-                                               good_ptr->target_y = evil_ptr->fy;
-                                               good_ptr->target_x = evil_ptr->fx;
-                                       }
-                               }
-                       }
-                       break;
-               }
-
-               case TRAP_PIRANHA:
-               {
-                       msg_print(_("突然壁から水が溢れ出した!ピラニアがいる!", "Suddenly, the room is filled with water with piranhas!"));
-
-                       /* Water fills room */
-                       fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
-
-                       /* Summon Piranhas */
-                       num = 1 + dun_level/20;
-                       for (i = 0; i < num; i++)
-                       {
-                               (void)summon_specific(0, y, x, dun_level, SUMMON_PIRANHAS, (PM_ALLOW_GROUP | PM_NO_PET));
-                       }
-                       break;
-               }
-       }
-
-       if (break_trap && is_trap(c_ptr->feat))
-       {
-               cave_alter_feat(y, x, FF_DISARM);
-               msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
-       }
-}
-
-
-/*!
- * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
- * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
- * @param immune ダメージを回避できる免疫フラグ
- * @param flags_offset オーラフラグ配列の参照オフセット
- * @param r_flags_offset モンスターの耐性配列の参照オフセット
- * @param aura_flag オーラフラグ配列
- * @param dam_func ダメージ処理を行う関数の参照ポインタ
- * @param message オーラダメージを受けた際のメッセージ
- * @return なし
- */
-static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
-                                int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
-{
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
-       {
-               char mon_name[80];
-               int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
-
-               /* Hack -- Get the "died from" name */
-               monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
-               msg_print(message);
-
-               dam_func(aura_damage, mon_name, -1, TRUE);
-
-               if (is_original_ap_and_seen(m_ptr))
-               {
-                       atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
-               }
-
-               handle_stuff();
-       }
-}
-
-/*!
- * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
- * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
- * @return なし
- */
-static void touch_zap_player(monster_type *m_ptr)
-{
-       touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
-                            fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
-       touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
-                            cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
-       touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
-                            elec_dam, _("電撃をくらった!", "You get zapped!"));
-}
-
-
-/*!
- * @brief プレイヤーの変異要素による打撃処理
- * @param m_idx 攻撃目標となったモンスターの参照ID
- * @param attack 変異要素による攻撃要素の種類
- * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
- * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
- * @return なし
- */
-static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
-{
-       int             k, bonus, chance;
-       int             n_weight = 0;
-       monster_type    *m_ptr = &m_list[m_idx];
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-       char            m_name[80];
-
-       int             dss, ddd;
-
-       cptr            atk_desc;
-
-       switch (attack)
-       {
-               case MUT2_SCOR_TAIL:
-                       dss = 3;
-                       ddd = 7;
-                       n_weight = 5;
-                       atk_desc = _("尻尾", "tail");
-
-                       break;
-               case MUT2_HORNS:
-                       dss = 2;
-                       ddd = 6;
-                       n_weight = 15;
-                       atk_desc = _("角", "horns");
-
-                       break;
-               case MUT2_BEAK:
-                       dss = 2;
-                       ddd = 4;
-                       n_weight = 5;
-                       atk_desc = _("クチバシ", "beak");
-
-                       break;
-               case MUT2_TRUNK:
-                       dss = 1;
-                       ddd = 4;
-                       n_weight = 35;
-                       atk_desc = _("象の鼻", "trunk");
-
-                       break;
-               case MUT2_TENTACLES:
-                       dss = 2;
-                       ddd = 5;
-                       n_weight = 5;
-                       atk_desc = _("触手", "tentacles");
-
-                       break;
-               default:
-                       dss = ddd = n_weight = 1;
-                       atk_desc = _("未定義の部位", "undefined body part");
-
-       }
-
-       /* Extract monster name (or "it") */
-       monster_desc(m_name, m_ptr, 0);
-
-
-       /* Calculate the "attack quality" */
-       bonus = p_ptr->to_h_m;
-       bonus += (p_ptr->lev * 6 / 5);
-       chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
-
-       /* Test for hit */
-       if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
-       {
-               /* Sound */
-               sound(SOUND_HIT);
-               msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
-
-               k = damroll(ddd, dss);
-               k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
-
-               /* Apply the player damage bonuses */
-               k += p_ptr->to_d_m;
-
-               /* No negative damage */
-               if (k < 0) k = 0;
-
-               /* Modify the damage */
-               k = mon_damage_mod(m_ptr, k, FALSE);
-
-               /* Complex message */
-               if (p_ptr->wizard)
-               {
-                       msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp);
-               }
-
-               /* Anger the monster */
-               if (k > 0) anger_monster(m_ptr);
-
-               /* Damage, check for fear and mdeath */
-               switch (attack)
-               {
-                       case MUT2_SCOR_TAIL:
-                               project(0, 0, m_ptr->fy, m_ptr->fx, k, GF_POIS, PROJECT_KILL, -1);
-                               *mdeath = (m_ptr->r_idx == 0);
-                               break;
-                       case MUT2_HORNS:
-                               *mdeath = mon_take_hit(m_idx, k, fear, NULL);
-                               break;
-                       case MUT2_BEAK:
-                               *mdeath = mon_take_hit(m_idx, k, fear, NULL);
-                               break;
-                       case MUT2_TRUNK:
-                               *mdeath = mon_take_hit(m_idx, k, fear, NULL);
-                               break;
-                       case MUT2_TENTACLES:
-                               *mdeath = mon_take_hit(m_idx, k, fear, NULL);
-                               break;
-                       default:
-                               *mdeath = mon_take_hit(m_idx, k, fear, NULL);
-               }
-
-               touch_zap_player(m_ptr);
-       }
-       /* Player misses */
-       else
-       {
-               /* Sound */
-               sound(SOUND_MISS);
-
-               /* Message */
-               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
-       }
-}
-
-
-/*!
- * @brief プレイヤーの打撃処理サブルーチン /
- * Player attacks a (poor, defenseless) creature        -RAK-
- * @param y 攻撃目標のY座標
- * @param x 攻撃目標のX座標
- * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
- * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
- * @param hand 攻撃を行うための武器を持つ手
- * @param mode 発動中の剣術ID
- * @return なし
- * @details
- * If no "weapon" is available, then "punch" the monster one time.
- */
-static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
-{
-       int             num = 0, k, bonus, chance, vir;
-
-       cave_type       *c_ptr = &cave[y][x];
-
-       monster_type    *m_ptr = &m_list[c_ptr->m_idx];
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-
-       /* Access the weapon */
-       object_type     *o_ptr = &inventory[INVEN_RARM + hand];
-
-       char            m_name[80];
-
-       bool            success_hit = FALSE;
-       bool            backstab = FALSE;
-       bool            vorpal_cut = FALSE;
-       int             chaos_effect = 0;
-       bool            stab_fleeing = FALSE;
-       bool            fuiuchi = FALSE;
-       bool            monk_attack = FALSE;
-       bool            do_quake = FALSE;
-       bool            weak = FALSE;
-       bool            drain_msg = TRUE;
-       int             drain_result = 0, drain_heal = 0;
-       bool            can_drain = FALSE;
-       int             num_blow;
-       int             drain_left = MAX_VAMPIRIC_DRAIN;
-       u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
-       bool            is_human = (r_ptr->d_char == 'p');
-       bool            is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
-       bool            zantetsu_mukou, e_j_mukou;
-
-       switch (p_ptr->pclass)
-       {
-       case CLASS_ROGUE:
-       case CLASS_NINJA:
-               if (buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand])
-               {
-                       int tmp = p_ptr->lev * 6 + (p_ptr->skill_stl + 10) * 4;
-                       if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
-                       if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
-                       if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
-                       if (MON_CSLEEP(m_ptr) && m_ptr->ml)
-                       {
-                               /* Can't backstab creatures that we can't see, right? */
-                               backstab = TRUE;
-                       }
-                       else if ((p_ptr->special_defense & NINJA_S_STEALTH) && (randint0(tmp) > (r_ptr->level+20)) && m_ptr->ml && !(r_ptr->flagsr & RFR_RES_ALL))
-                       {
-                               fuiuchi = TRUE;
-                       }
-                       else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
-                       {
-                               stab_fleeing = TRUE;
-                       }
-               }
-               break;
-
-       case CLASS_MONK:
-       case CLASS_FORCETRAINER:
-       case CLASS_BERSERKER:
-               if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
-               break;
-       }
-
-       if (!o_ptr->k_idx) /* Empty hand */
-       {
-               if ((r_ptr->level + 10) > p_ptr->lev)
-               {
-                       if (p_ptr->skill_exp[GINOU_SUDE] < s_info[p_ptr->pclass].s_max[GINOU_SUDE])
-                       {
-                               if (p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_BEGINNER)
-                                       p_ptr->skill_exp[GINOU_SUDE] += 40;
-                               else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_SKILLED))
-                                       p_ptr->skill_exp[GINOU_SUDE] += 5;
-                               else if ((p_ptr->skill_exp[GINOU_SUDE] < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19))
-                                       p_ptr->skill_exp[GINOU_SUDE] += 1;
-                               else if ((p_ptr->lev > 34))
-                                       if (one_in_(3)) p_ptr->skill_exp[GINOU_SUDE] += 1;
-                               p_ptr->update |= (PU_BONUS);
-                       }
-               }
-       }
-       else if (object_is_melee_weapon(o_ptr))
-       {
-               if ((r_ptr->level + 10) > p_ptr->lev)
-               {
-                       int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
-                       int sval = inventory[INVEN_RARM+hand].sval;
-                       int now_exp = p_ptr->weapon_exp[tval][sval];
-                       if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
-                       {
-                               int amount = 0;
-                               if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
-                               else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
-                               else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
-                               else if ((p_ptr->lev > 34) && one_in_(2)) amount = 1;
-                               p_ptr->weapon_exp[tval][sval] += amount;
-                               p_ptr->update |= (PU_BONUS);
-                       }
-               }
-       }
-
-       /* Disturb the monster */
-       (void)set_monster_csleep(c_ptr->m_idx, 0);
-
-       /* Extract monster name (or "it") */
-       monster_desc(m_name, m_ptr, 0);
-
-       /* Calculate the "attack quality" */
-       bonus = p_ptr->to_h[hand] + o_ptr->to_h;
-       chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
-       if (mode == HISSATSU_IAI) chance += 60;
-       if (p_ptr->special_defense & KATA_KOUKIJIN) chance += 150;
-
-       if (p_ptr->sutemi) chance = MAX(chance * 3 / 2, chance + 60);
-
-       vir = virtue_number(V_VALOUR);
-       if (vir)
-       {
-               chance += (p_ptr->virtues[vir - 1]/10);
-       }
-
-       zantetsu_mukou = ((o_ptr->name1 == ART_ZANTETSU) && (r_ptr->d_char == 'j'));
-       e_j_mukou = ((o_ptr->name1 == ART_EXCALIBUR_J) && (r_ptr->d_char == 'S'));
-
-       if ((mode == HISSATSU_KYUSHO) || (mode == HISSATSU_MINEUCHI) || (mode == HISSATSU_3DAN) || (mode == HISSATSU_IAI)) num_blow = 1;
-       else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
-       else num_blow = p_ptr->num_blow[hand];
-
-       /* Hack -- DOKUBARI always hit once */
-       if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
-
-       /* Attack once for each legal blow */
-       while ((num++ < num_blow) && !p_ptr->is_dead)
-       {
-               if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
-               {
-                       int n = 1;
-
-                       if (p_ptr->migite && p_ptr->hidarite)
-                       {
-                               n *= 2;
-                       }
-                       if (mode == HISSATSU_3DAN)
-                       {
-                               n *= 2;
-                       }
-
-                       success_hit = one_in_(n);
-               }
-               else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
-               else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
-
-               if (mode == HISSATSU_MAJIN)
-               {
-                       if (one_in_(2))
-                               success_hit = FALSE;
-               }
-
-               /* Test for hit */
-               if (success_hit)
-               {
-                       int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4;
-
-                       /* Sound */
-                       sound(SOUND_HIT);
-
-                       /* Message */
-#ifdef JP
-                       if (backstab) msg_format("あなたは冷酷にも眠っている無力な%sを突き刺した!", m_name);
-                       else if (fuiuchi) msg_format("不意を突いて%sに強烈な一撃を喰らわせた!", m_name);
-                       else if (stab_fleeing) msg_format("逃げる%sを背中から突き刺した!", m_name);
-                       else if (!monk_attack) msg_format("%sを攻撃した。", m_name);
-#else
-                       if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
-                       else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
-                       else if (stab_fleeing) msg_format("You backstab the fleeing %s!",  m_name);
-                       else if (!monk_attack) msg_format("You hit %s.", m_name);
-#endif
-
-                       /* Hack -- bare hands do one damage */
-                       k = 1;
-
-                       object_flags(o_ptr, flgs);
-
-                       /* Select a chaotic effect (50% chance) */
-                       if ((have_flag(flgs, TR_CHAOTIC)) && one_in_(2))
-                       {
-                               if (one_in_(10))
-                               chg_virtue(V_CHANCE, 1);
-
-                               if (randint1(5) < 3)
-                               {
-                                       /* Vampiric (20%) */
-                                       chaos_effect = 1;
-                               }
-                               else if (one_in_(250))
-                               {
-                                       /* Quake (0.12%) */
-                                       chaos_effect = 2;
-                               }
-                               else if (!one_in_(10))
-                               {
-                                       /* Confusion (26.892%) */
-                                       chaos_effect = 3;
-                               }
-                               else if (one_in_(2))
-                               {
-                                       /* Teleport away (1.494%) */
-                                       chaos_effect = 4;
-                               }
-                               else
-                               {
-                                       /* Polymorph (1.494%) */
-                                       chaos_effect = 5;
-                               }
-                       }
-
-                       /* Vampiric drain */
-                       if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
-                       {
-                               /* Only drain "living" monsters */
-                               if (monster_living(r_ptr))
-                                       can_drain = TRUE;
-                               else
-                                       can_drain = FALSE;
-                       }
-
-                       if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
-                               vorpal_cut = TRUE;
-                       else vorpal_cut = FALSE;
-
-                       if (monk_attack)
-                       {
-                               int special_effect = 0, stun_effect = 0, times = 0, max_times;
-                               int min_level = 1;
-                               const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
-                               int resist_stun = 0;
-                               int weight = 8;
-
-                               if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
-                               if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
-                               if (r_ptr->flags3 & RF3_NO_CONF) resist_stun += 33;
-                               if (r_ptr->flags3 & RF3_NO_SLEEP) resist_stun += 33;
-                               if ((r_ptr->flags3 & RF3_UNDEAD) || (r_ptr->flags3 & RF3_NONLIVING))
-                                       resist_stun += 66;
-
-                               if (p_ptr->special_defense & KAMAE_BYAKKO)
-                                       max_times = (p_ptr->lev < 3 ? 1 : p_ptr->lev / 3);
-                               else if (p_ptr->special_defense & KAMAE_SUZAKU)
-                                       max_times = 1;
-                               else if (p_ptr->special_defense & KAMAE_GENBU)
-                                       max_times = 1;
-                               else
-                                       max_times = (p_ptr->lev < 7 ? 1 : p_ptr->lev / 7);
-                               /* Attempt 'times' */
-                               for (times = 0; times < max_times; times++)
-                               {
-                                       do
-                                       {
-                                               ma_ptr = &ma_blows[randint0(MAX_MA)];
-                                               if ((p_ptr->pclass == CLASS_FORCETRAINER) && (ma_ptr->min_level > 1)) min_level = ma_ptr->min_level + 3;
-                                               else min_level = ma_ptr->min_level;
-                                       }
-                                       while ((min_level > p_ptr->lev) ||
-                                              (randint1(p_ptr->lev) < ma_ptr->chance));
-
-                                       /* keep the highest level attack available we found */
-                                       if ((ma_ptr->min_level > old_ptr->min_level) &&
-                                           !p_ptr->stun && !p_ptr->confused)
-                                       {
-                                               old_ptr = ma_ptr;
-
-                                               if (p_ptr->wizard && cheat_xtra)
-                                               {
-                                                       msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
-                                               }
-                                       }
-                                       else
-                                       {
-                                               ma_ptr = old_ptr;
-                                       }
-                               }
-
-                               if (p_ptr->pclass == CLASS_FORCETRAINER) min_level = MAX(1, ma_ptr->min_level - 3);
-                               else min_level = ma_ptr->min_level;
-                               k = damroll(ma_ptr->dd + p_ptr->to_dd[hand], ma_ptr->ds + p_ptr->to_ds[hand]);
-                               if (p_ptr->special_attack & ATTACK_SUIKEN) k *= 2;
-
-                               if (ma_ptr->effect == MA_KNEE)
-                               {
-                                       if (r_ptr->flags1 & RF1_MALE)
-                                       {
-                                               msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), m_name);
-                                               sound(SOUND_PAIN);
-                                               special_effect = MA_KNEE;
-                                       }
-                                       else
-                                               msg_format(ma_ptr->desc, m_name);
-                               }
-
-                               else if (ma_ptr->effect == MA_SLOW)
-                               {
-                                       if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
-                                           my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
-                                       {
-                                               msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), m_name);
-                                               special_effect = MA_SLOW;
-                                       }
-                                       else msg_format(ma_ptr->desc, m_name);
-                               }
-                               else
-                               {
-                                       if (ma_ptr->effect)
-                                       {
-                                               stun_effect = (ma_ptr->effect / 2) + randint1(ma_ptr->effect / 2);
-                                       }
-
-                                       msg_format(ma_ptr->desc, m_name);
-                               }
-
-                               if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
-                               if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
-                               {
-                                       weight += (p_ptr->magic_num1[0]/30);
-                                       if (weight > 20) weight = 20;
-                               }
-
-                               k = critical_norm(p_ptr->lev * weight, min_level, k, p_ptr->to_h[0], 0);
-
-                               if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
-                               {
-                                       msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
-                                       stun_effect = 7 + randint1(13);
-                                       resist_stun /= 3;
-                               }
-
-                               else if ((special_effect == MA_SLOW) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
-                               {
-                                       if (!(r_ptr->flags1 & RF1_UNIQUE) &&
-                                           (randint1(p_ptr->lev) > r_ptr->level) &&
-                                           m_ptr->mspeed > 60)
-                                       {
-                                               msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
-                                               m_ptr->mspeed -= 10;
-                                       }
-                               }
-
-                               if (stun_effect && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
-                               {
-                                       if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
-                                       {
-                                               if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
-                                               {
-                                                       msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
-                                               }
-                                               else
-                                               {
-                                                       msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
-                                               }
-                                       }
-                               }
-                       }
-
-                       /* Handle normal weapon */
-                       else if (o_ptr->k_idx)
-                       {
-                               k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
-                               k = tot_dam_aux(o_ptr, k, m_ptr, mode, FALSE);
-
-                               if (backstab)
-                               {
-                                       k *= (3 + (p_ptr->lev / 20));
-                               }
-                               else if (fuiuchi)
-                               {
-                                       k = k*(5+(p_ptr->lev*2/25))/2;
-                               }
-                               else if (stab_fleeing)
-                               {
-                                       k = (3 * k) / 2;
-                               }
-
-                               if ((p_ptr->impact[hand] && ((k > 50) || one_in_(7))) ||
-                                        (chaos_effect == 2) || (mode == HISSATSU_QUAKE))
-                               {
-                                       do_quake = TRUE;
-                               }
-
-                               if ((!(o_ptr->tval == TV_SWORD) || !(o_ptr->sval == SV_DOKUBARI)) && !(mode == HISSATSU_KYUSHO))
-                                       k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
-
-                               drain_result = k;
-
-                               if (vorpal_cut)
-                               {
-                                       int mult = 2;
-
-                                       if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
-                                       {
-                                               char chainsword_noise[1024];
-                                               if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
-                                               {
-                                                       msg_print(chainsword_noise);
-                                               }
-                                       }
-
-                                       if (o_ptr->name1 == ART_VORPAL_BLADE)
-                                       {
-                                               msg_print(_("目にも止まらぬヴォーパルブレード、手錬の早業!", "Your Vorpal Blade goes snicker-snack!"));
-                                       }
-                                       else
-                                       {
-                                               msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
-                                       }
-
-                                       /* Try to increase the damage */
-                                       while (one_in_(vorpal_chance))
-                                       {
-                                               mult++;
-                                       }
-
-                                       k *= mult;
-
-                                       /* Ouch! */
-                                       if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
-                                       {
-                                               msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
-                                       }
-                                       else
-                                       {
-                                               switch (mult)
-                                               {
-                                               case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
-                                               case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
-                                               case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
-                                               case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
-                                               case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
-                                               case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
-                                               default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
-                                               }
-                                       }
-                                       drain_result = drain_result * 3 / 2;
-                               }
-
-                               k += o_ptr->to_d;
-                               drain_result += o_ptr->to_d;
-                       }
-
-                       /* Apply the player damage bonuses */
-                       k += p_ptr->to_d[hand];
-                       drain_result += p_ptr->to_d[hand];
-
-                       if ((mode == HISSATSU_SUTEMI) || (mode == HISSATSU_3DAN)) k *= 2;
-                       if ((mode == HISSATSU_SEKIRYUKA) && !monster_living(r_ptr)) k = 0;
-                       if ((mode == HISSATSU_SEKIRYUKA) && !p_ptr->cut) k /= 2;
-
-                       /* No negative damage */
-                       if (k < 0) k = 0;
-
-                       if ((mode == HISSATSU_ZANMA) && !(!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL)))
-                       {
-                               k = 0;
-                       }
-
-                       if (zantetsu_mukou)
-                       {
-                               msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
-                               k = 0;
-                       }
-
-                       if (e_j_mukou)
-                       {
-                               msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
-                               k /= 2;
-                       }
-
-                       if (mode == HISSATSU_MINEUCHI)
-                       {
-                               int tmp = (10 + randint1(15) + p_ptr->lev / 5);
-
-                               k = 0;
-                               anger_monster(m_ptr);
-
-                               if (!(r_ptr->flags3 & (RF3_NO_STUN)))
-                               {
-                                       /* Get stunned */
-                                       if (MON_STUNNED(m_ptr))
-                                       {
-                                               msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
-                                               tmp /= 2;
-                                       }
-                                       else
-                                       {
-                                               msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
-                                       }
-
-                                       /* Apply stun */
-                                       (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
-                               }
-                               else
-                               {
-                                       msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
-                               }
-                       }
-
-                       /* Modify the damage */
-                       k = mon_damage_mod(m_ptr, k, (bool)(((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) || ((p_ptr->pclass == CLASS_BERSERKER) && one_in_(2))));
-                       if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
-                       {
-                               if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
-                               {
-                                       k = m_ptr->hp + 1;
-                                       msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
-                               }
-                               else k = 1;
-                       }
-                       else if ((p_ptr->pclass == CLASS_NINJA) && buki_motteruka(INVEN_RARM + hand) && !p_ptr->icky_wield[hand] && ((p_ptr->cur_lite <= 0) || one_in_(7)))
-                       {
-                               int maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
-                               if (one_in_(backstab ? 13 : (stab_fleeing || fuiuchi) ? 15 : 27))
-                               {
-                                       k *= 5;
-                                       drain_result *= 2;
-                                       msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
-                               }
-                               else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
-                               {
-                                       if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE2) || (m_ptr->hp >= maxhp/2))
-                                       {
-                                               k = MAX(k*5, m_ptr->hp/2);
-                                               drain_result *= 2;
-                                               msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
-                                       }
-                                       else
-                                       {
-                                               k = m_ptr->hp + 1;
-                                               msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
-                                       }
-                               }
-                       }
-
-                       /* Complex message */
-                       if (p_ptr->wizard || cheat_xtra)
-                       {
-                               msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp);
-                       }
-
-                       if (k <= 0) can_drain = FALSE;
-
-                       if (drain_result > m_ptr->hp)
-                               drain_result = m_ptr->hp;
-
-                       /* Damage, check for fear and death */
-                       if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
-                       {
-                               *mdeath = TRUE;
-                               if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
-                               {
-                                       if (p_ptr->migite && p_ptr->hidarite)
-                                       {
-                                               if (hand) p_ptr->energy_use = p_ptr->energy_use*3/5+p_ptr->energy_use*num*2/(p_ptr->num_blow[hand]*5);
-                                               else p_ptr->energy_use = p_ptr->energy_use*num*3/(p_ptr->num_blow[hand]*5);
-                                       }
-                                       else
-                                       {
-                                               p_ptr->energy_use = p_ptr->energy_use*num/p_ptr->num_blow[hand];
-                                       }
-                               }
-                               if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
-                                       msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut...."));
-                               break;
-                       }
-
-                       /* Anger the monster */
-                       if (k > 0) anger_monster(m_ptr);
-
-                       touch_zap_player(m_ptr);
-
-                       /* Are we draining it?  A little note: If the monster is
-                       dead, the drain does not work... */
-
-                       if (can_drain && (drain_result > 0))
-                       {
-                               if (o_ptr->name1 == ART_MURAMASA)
-                               {
-                                       if (is_human)
-                                       {
-                                               int to_h = o_ptr->to_h;
-                                               int to_d = o_ptr->to_d;
-                                               int i, flag;
-
-                                               flag = 1;
-                                               for (i = 0; i < to_h + 3; i++) if (one_in_(4)) flag = 0;
-                                               if (flag) to_h++;
-
-                                               flag = 1;
-                                               for (i = 0; i < to_d + 3; i++) if (one_in_(4)) flag = 0;
-                                               if (flag) to_d++;
-
-                                               if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
-                                               {
-                                                       msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
-                                                       o_ptr->to_h = to_h;
-                                                       o_ptr->to_d = to_d;
-                                               }
-                                       }
-                               }
-                               else
-                               {
-                                       if (drain_result > 5) /* Did we really hurt it? */
-                                       {
-                                               drain_heal = damroll(2, drain_result / 6);
-
-                                               /* Hex */
-                                               if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
-
-                                               if (cheat_xtra)
-                                               {
-                                                       msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
-                                               }
-
-                                               if (drain_left)
-                                               {
-                                                       if (drain_heal < drain_left)
-                                                       {
-                                                               drain_left -= drain_heal;
-                                                       }
-                                                       else
-                                                       {
-                                                               drain_heal = drain_left;
-                                                               drain_left = 0;
-                                                       }
-
-                                                       if (drain_msg)
-                                                       {
-                                                               msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
-                                                               drain_msg = FALSE;
-                                                       }
-
-                                                       drain_heal = (drain_heal * mutant_regenerate_mod) / 100;
-
-                                                       hp_player(drain_heal);
-                                                       /* We get to keep some of it! */
-                                               }
-                                       }
-                               }
-                               m_ptr->maxhp -= (k+7)/8;
-                               if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
-                               if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
-                               weak = TRUE;
-                       }
-                       can_drain = FALSE;
-                       drain_result = 0;
-
-                       /* Confusion attack */
-                       if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
-                       {
-                               /* Cancel glowing hands */
-                               if (p_ptr->special_attack & ATTACK_CONFUSE)
-                               {
-                                       p_ptr->special_attack &= ~(ATTACK_CONFUSE);
-                                       msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
-                                       p_ptr->redraw |= (PR_STATUS);
-
-                               }
-
-                               /* Confuse the monster */
-                               if (r_ptr->flags3 & RF3_NO_CONF)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
-                                       msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
-
-                               }
-                               else if (randint0(100) < r_ptr->level)
-                               {
-                                       msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
-                               }
-                               else
-                               {
-                                       msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
-                                       (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
-                               }
-                       }
-
-                       else if (chaos_effect == 4)
-                       {
-                               bool resists_tele = FALSE;
-
-                               if (r_ptr->flagsr & RFR_RES_TELE)
-                               {
-                                       if (r_ptr->flags1 & RF1_UNIQUE)
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-                                               msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
-                                               resists_tele = TRUE;
-                                       }
-                                       else if (r_ptr->level > randint1(100))
-                                       {
-                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-                                               msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
-                                               resists_tele = TRUE;
-                                       }
-                               }
-
-                               if (!resists_tele)
-                               {
-                                       msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
-                                       teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
-                                       num = num_blow + 1; /* Can't hit it anymore! */
-                                       *mdeath = TRUE;
-                               }
-                       }
-
-                       else if ((chaos_effect == 5) && (randint1(90) > r_ptr->level))
-                       {
-                               if (!(r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) &&
-                                   !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
-                               {
-                                       if (polymorph_monster(y, x))
-                                       {
-                                               msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
-                                               *fear = FALSE;
-                                               weak = FALSE;
-                                       }
-                                       else
-                                       {
-                                               msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
-                                       }
-
-                                       /* Hack -- Get new monster */
-                                       m_ptr = &m_list[c_ptr->m_idx];
-
-                                       /* Oops, we need a different name... */
-                                       monster_desc(m_name, m_ptr, 0);
-
-                                       /* Hack -- Get new race */
-                                       r_ptr = &r_info[m_ptr->r_idx];
-                               }
-                       }
-                       else if (o_ptr->name1 == ART_G_HAMMER)
-                       {
-                               monster_type *m_ptr = &m_list[c_ptr->m_idx];
-
-                               if (m_ptr->hold_o_idx)
-                               {
-                                       object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
-                                       char o_name[MAX_NLEN];
-
-                                       object_desc(o_name, q_ptr, OD_NAME_ONLY);
-                                       q_ptr->held_m_idx = 0;
-                                       q_ptr->marked = OM_TOUCHED;
-                                       m_ptr->hold_o_idx = q_ptr->next_o_idx;
-                                       q_ptr->next_o_idx = 0;
-                                       msg_format(_("%sを奪った。", "You snatched %s."), o_name);
-                                       inven_carry(q_ptr);
-                               }
-                       }
-               }
-
-               /* Player misses */
-               else
-               {
-                       backstab = FALSE; /* Clumsy! */
-                       fuiuchi = FALSE; /* Clumsy! */
-
-                       if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
-                       {
-                               u32b flgs[TR_FLAG_SIZE];
-
-                               /* Sound */
-                               sound(SOUND_HIT);
-
-                               /* Message */
-                               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
-                               /* Message */
-                               msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
-
-                               /* Extract the flags */
-                               object_flags(o_ptr, flgs);
-
-                               k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
-                               {
-                                       int mult;
-                                       switch (p_ptr->mimic_form)
-                                       {
-                                       case MIMIC_NONE:
-                                               switch (p_ptr->prace)
-                                               {
-                                                       case RACE_YEEK:
-                                                       case RACE_KLACKON:
-                                                       case RACE_HUMAN:
-                                                       case RACE_AMBERITE:
-                                                       case RACE_DUNADAN:
-                                                       case RACE_BARBARIAN:
-                                                       case RACE_BEASTMAN:
-                                                               mult = 25;break;
-                                                       case RACE_HALF_ORC:
-                                                       case RACE_HALF_TROLL:
-                                                       case RACE_HALF_OGRE:
-                                                       case RACE_HALF_GIANT:
-                                                       case RACE_HALF_TITAN:
-                                                       case RACE_CYCLOPS:
-                                                       case RACE_IMP:
-                                                       case RACE_SKELETON:
-                                                       case RACE_ZOMBIE:
-                                                       case RACE_VAMPIRE:
-                                                       case RACE_SPECTRE:
-                                                       case RACE_DEMON:
-                                                       case RACE_DRACONIAN:
-                                                               mult = 30;break;
-                                                       default:
-                                                               mult = 10;break;
-                                               }
-                                               break;
-                                       case MIMIC_DEMON:
-                                       case MIMIC_DEMON_LORD:
-                                       case MIMIC_VAMPIRE:
-                                               mult = 30;break;
-                                       default:
-                                               mult = 10;break;
-                                       }
-
-                                       if (p_ptr->align < 0 && mult < 20)
-                                               mult = 20;
-                                       if (!(p_ptr->resist_acid || IS_OPPOSE_ACID() || p_ptr->immune_acid) && (mult < 25))
-                                               mult = 25;
-                                       if (!(p_ptr->resist_elec || IS_OPPOSE_ELEC() || p_ptr->immune_elec) && (mult < 25))
-                                               mult = 25;
-                                       if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire) && (mult < 25))
-                                               mult = 25;
-                                       if (!(p_ptr->resist_cold || IS_OPPOSE_COLD() || p_ptr->immune_cold) && (mult < 25))
-                                               mult = 25;
-                                       if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
-                                               mult = 25;
-
-                                       if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
-                                       {
-                                               p_ptr->csp -= (1+(p_ptr->msp / 30));
-                                               p_ptr->redraw |= (PR_MANA);
-                                               mult = mult * 3 / 2 + 20;
-                                       }
-                                       k *= mult;
-                                       k /= 10;
-                               }
+               /* Skip non-trapped chests */
+               if (!chest_traps[o_ptr->pval]) continue;
 
-                               k = critical_norm(o_ptr->weight, o_ptr->to_h, k, p_ptr->to_h[hand], mode);
-                               if (one_in_(6))
-                               {
-                                       int mult = 2;
-                                       msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
-                                       /* Try to increase the damage */
-                                       while (one_in_(4))
-                                       {
-                                               mult++;
-                                       }
-
-                                       k *= mult;
-                               }
-                               k += (p_ptr->to_d[hand] + o_ptr->to_d);
-                               if (k < 0) k = 0;
+               /* Identify once */
+               if (!object_is_known(o_ptr))
+               {
+                       msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!"));
 
-                               take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
-                               redraw_stuff();
-                       }
-                       else
-                       {
-                               /* Sound */
-                               sound(SOUND_MISS);
+                       /* Know the trap */
+                       object_known(o_ptr);
 
-                               /* Message */
-                               msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
-                       }
+                       /* Notice it */
+                       disturb(FALSE, FALSE);
                }
-               backstab = FALSE;
-               fuiuchi = FALSE;
        }
+}
+
+/*!
+ * @brief プレイヤーの探索処理判定
+ * @return なし
+ */
+void search(void)
+{
+       DIRECTION i;
+       PERCENTAGE chance;
 
+       /* Start with base search ability */
+       chance = p_ptr->skill_srh;
 
-       if (weak && !(*mdeath))
-       {
-               msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
-       }
-       if (drain_left != MAX_VAMPIRIC_DRAIN)
+       /* Penalize various conditions */
+       if (p_ptr->blind || no_lite()) chance = chance / 10;
+       if (p_ptr->confused || p_ptr->image) chance = chance / 10;
+
+       /* Search the nearby grids, which are always in bounds */
+       for (i = 0; i < 9; ++ i)
        {
-               if (one_in_(4))
+               /* Sometimes, notice things */
+               if (randint0(100) < chance)
                {
-                       chg_virtue(V_UNLIFE, 1);
+                       discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
                }
        }
-       /* Mega-Hack -- apply earthquake brand */
-       if (do_quake)
-       {
-               earthquake(py, px, 10);
-               if (!cave[y][x].m_idx) *mdeath = TRUE;
-       }
 }
 
+
 /*!
- * @brief プレイヤーの打撃処理メインルーチン
- * @param y 攻撃目標のY座標
- * @param x 攻撃目標のX座標
- * @param mode 発動中の剣術ID
- * @return 実際に攻撃処理が行われた場合TRUEを返す。
+ * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 /
+ * Helper routine for py_pickup() and py_pickup_floor().
+ * @param o_idx 取得したオブジェクトの参照ID
+ * @return なし
  * @details
- * If no "weapon" is available, then "punch" the monster one time.
+ * アイテムを拾った際に「2つのケーキを持っている」\n
+ * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n
+ * だが、違和感が\n
+ * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n
+ * にかえてある。そのための配列。\n
+ * Add the given dungeon object to the character's inventory.\n
+ * Delete the object afterwards.\n
  */
-bool py_attack(int y, int x, int mode)
+void py_pickup_aux(OBJECT_IDX o_idx)
 {
-       bool            fear = FALSE;
-       bool            mdeath = FALSE;
-       bool            stormbringer = FALSE;
+       INVENTORY_IDX slot;
 
-       cave_type       *c_ptr = &cave[y][x];
-       monster_type    *m_ptr = &m_list[c_ptr->m_idx];
-       monster_race    *r_ptr = &r_info[m_ptr->r_idx];
-       char            m_name[80];
+#ifdef JP
+       GAME_TEXT o_name[MAX_NLEN];
+       GAME_TEXT old_name[MAX_NLEN];
+       char kazu_str[80];
+       int hirottakazu;
+#else
+       GAME_TEXT o_name[MAX_NLEN];
+#endif
 
-       /* Disturb the player */
-       disturb(0, 1);
+       object_type *o_ptr;
 
-       p_ptr->energy_use = 100;
+       o_ptr = &o_list[o_idx];
 
-       if (!p_ptr->migite && !p_ptr->hidarite &&
-           !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
-       {
-               msg_format(_("%s攻撃できない。", "You cannot do attacking."), 
-                                       (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
-               return FALSE;
-       }
+#ifdef JP
+       object_desc(old_name, o_ptr, OD_NAME_ONLY);
+       object_desc_kosuu(kazu_str, o_ptr);
+       hirottakazu = o_ptr->number;
+#endif
+       /* Carry the object */
+       slot = inven_carry(o_ptr);
 
-       /* Extract monster name (or "it") */
-       monster_desc(m_name, m_ptr, 0);
+       /* Get the object again */
+       o_ptr = &inventory[slot];
+
+       delete_object_idx(o_idx);
 
-       if (m_ptr->ml)
+       if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
        {
-               /* Auto-Recall if possible and visible */
-               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
+               bool old_known = identify_item(o_ptr);
 
-               /* Track a new monster */
-               health_track(c_ptr->m_idx);
-       }
+               /* Auto-inscription/destroy */
+               autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
 
-       if ((r_ptr->flags1 & RF1_FEMALE) &&
-           !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
-       {
-               if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
-               {
-                       msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
-                       return FALSE;
-               }
+               /* If it is destroyed, don't pick it up */
+               if (o_ptr->marked & OM_AUTODESTROY) return;
        }
 
-       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+       object_desc(o_name, o_ptr, 0);
+
+#ifdef JP
+       if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
        {
-               msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
-               return FALSE;
+               msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
+               msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
+               msg_format("%sに襲いかかる...", p_ptr->name);
        }
-
-       /* Stop if friendly */
-       if (!is_hostile(m_ptr) &&
-           !(p_ptr->stun || p_ptr->confused || p_ptr->image ||
-           p_ptr->shero || !m_ptr->ml))
+       else
        {
-               if (inventory[INVEN_RARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
-               if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
-               if (stormbringer)
+               if (plain_pickup)
                {
-                       msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
-                       chg_virtue(V_INDIVIDUALISM, 1);
-                       chg_virtue(V_HONOUR, -1);
-                       chg_virtue(V_JUSTICE, -1);
-                       chg_virtue(V_COMPASSION, -1);
+                       msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
                }
-               else if (p_ptr->pclass != CLASS_BERSERKER)
+               else
                {
-                       if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
-                       {
-                               chg_virtue(V_INDIVIDUALISM, 1);
-                               chg_virtue(V_HONOUR, -1);
-                               chg_virtue(V_JUSTICE, -1);
-                               chg_virtue(V_COMPASSION, -1);
-                       }
-                       else
-                       {
-                               msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
-                               return FALSE;
+                       if (o_ptr->number > hirottakazu) {
+                           msg_format("%s拾って、%s(%c)を持っている。",
+                              kazu_str, o_name, index_to_label(slot));
+                       } else {
+                               msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
                        }
                }
        }
+       strcpy(record_o_name, old_name);
+#else
+       msg_format("You have %s (%c).", o_name, index_to_label(slot));
+       strcpy(record_o_name, o_name);
+#endif
+       record_turn = turn;
 
 
-       /* Handle player fear */
-       if (p_ptr->afraid)
-       {
-               /* Message */
-               if (m_ptr->ml)
-                       msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
-               else
-                       msg_format (_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
+       check_find_art_quest_completion(o_ptr);
+}
 
-               /* Disturb the monster */
-               (void)set_monster_csleep(c_ptr->m_idx, 0);
 
-               /* Done */
-               return FALSE;
-       }
+/*!
+ * @brief プレイヤーがオブジェクト上に乗った際の表示処理
+ * @param pickup 自動拾い処理を行うならばTRUEとする
+ * @return なし
+ * @details
+ * Player "wants" to pick up an object or gold.
+ * Note that we ONLY handle things that can be picked up.
+ * See "move_player()" for handling of other things.
+ */
+void carry(bool pickup)
+{
+       cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+
+       OBJECT_IDX this_o_idx, next_o_idx = 0;
+
+       GAME_TEXT o_name[MAX_NLEN];
+
+       /* Recenter the map around the player */
+       verify_panel();
+
+       p_ptr->update |= (PU_MONSTERS);
+
+       p_ptr->redraw |= (PR_MAP);
+
+       p_ptr->window |= (PW_OVERHEAD);
+       handle_stuff();
+
+       /* Automatically pickup/destroy/inscribe items */
+       autopick_pickup_items(c_ptr);
 
-       if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
+       if (easy_floor)
        {
-               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
-               if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
+               py_pickup_floor(pickup);
+               return;
        }
 
-       if (p_ptr->migite && p_ptr->hidarite)
+       /* Scan the pile of objects */
+       for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
-               if ((p_ptr->skill_exp[GINOU_NITOURYU] < s_info[p_ptr->pclass].s_max[GINOU_NITOURYU]) && ((p_ptr->skill_exp[GINOU_NITOURYU] - 1000) / 200 < r_ptr->level))
+               object_type *o_ptr;
+               o_ptr = &o_list[this_o_idx];
+
+#ifdef ALLOW_EASY_SENSE /* TNB */
+
+               /* Option: Make item sensing easy */
+               if (easy_sense)
                {
-                       if (p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_BEGINNER)
-                               p_ptr->skill_exp[GINOU_NITOURYU] += 80;
-                       else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_SKILLED)
-                               p_ptr->skill_exp[GINOU_NITOURYU] += 4;
-                       else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_EXPERT)
-                               p_ptr->skill_exp[GINOU_NITOURYU] += 1;
-                       else if(p_ptr->skill_exp[GINOU_NITOURYU] < WEAPON_EXP_MASTER)
-                               if (one_in_(3)) p_ptr->skill_exp[GINOU_NITOURYU] += 1;
-                       p_ptr->update |= (PU_BONUS);
+                       /* Sense the object */
+                       (void)sense_object(o_ptr);
                }
-       }
 
-       /* Gain riding experience */
-       if (p_ptr->riding)
-       {
-               int cur = p_ptr->skill_exp[GINOU_RIDING];
-               int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
+#endif /* ALLOW_EASY_SENSE -- TNB */
+
+               object_desc(o_name, o_ptr, 0);
+
+               /* Acquire next object */
+               next_o_idx = o_ptr->next_o_idx;
+
+               /* Hack -- disturb */
+               disturb(FALSE, FALSE);
 
-               if (cur < max)
+               /* Pick up gold */
+               if (o_ptr->tval == TV_GOLD)
                {
-                       int ridinglevel = r_info[m_list[p_ptr->riding].r_idx].level;
-                       int targetlevel = r_ptr->level;
-                       int inc = 0;
+                       int value = (long)o_ptr->pval;
+
+                       /* Delete the gold */
+                       delete_object_idx(this_o_idx);
 
-                       if ((cur / 200 - 5) < targetlevel)
-                               inc += 1;
+                       msg_format(_(" $%ld の価値がある%sを見つけた。", "You collect %ld gold pieces worth of %s."),
+                          (long)value, o_name);
 
-                       /* Extra experience */
-                       if ((cur / 100) < ridinglevel)
-                       {
-                               if ((cur / 100 + 15) < ridinglevel)
-                                       inc += 1 + (ridinglevel - (cur / 100 + 15));
-                               else
-                                       inc += 1;
-                       }
+                       sound(SOUND_SELL);
+
+                       /* Collect the gold */
+                       p_ptr->au += value;
 
-                       p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
+                       /* Redraw gold */
+                       p_ptr->redraw |= (PR_GOLD);
 
-                       p_ptr->update |= (PU_BONUS);
+                       p_ptr->window |= (PW_PLAYER);
                }
-       }
 
-       riding_t_m_idx = c_ptr->m_idx;
-       if (p_ptr->migite) py_attack_aux(y, x, &fear, &mdeath, 0, mode);
-       if (p_ptr->hidarite && !mdeath) py_attack_aux(y, x, &fear, &mdeath, 1, mode);
+               /* Pick up objects */
+               else
+               {
+                       /* Hack - some objects were handled in autopick_pickup_items(). */
+                       if (o_ptr->marked & OM_NOMSG)
+                       {
+                               /* Clear the flag. */
+                               o_ptr->marked &= ~OM_NOMSG;
+                       }
+                       else if (!pickup)
+                       {
+                               msg_format(_("%sがある。", "You see %s."), o_name);
+                       }
 
-       /* Mutations which yield extra 'natural' attacks */
-       if (!mdeath)
-       {
-               if ((p_ptr->muta2 & MUT2_HORNS) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_HORNS, &fear, &mdeath);
-               if ((p_ptr->muta2 & MUT2_BEAK) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_BEAK, &fear, &mdeath);
-               if ((p_ptr->muta2 & MUT2_SCOR_TAIL) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_SCOR_TAIL, &fear, &mdeath);
-               if ((p_ptr->muta2 & MUT2_TRUNK) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_TRUNK, &fear, &mdeath);
-               if ((p_ptr->muta2 & MUT2_TENTACLES) && !mdeath)
-                       natural_attack(c_ptr->m_idx, MUT2_TENTACLES, &fear, &mdeath);
-       }
+                       /* Note that the pack is too full */
+                       else if (!inven_carry_okay(o_ptr))
+                       {
+                               msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
+                       }
 
-       /* Hack -- delay fear messages */
-       if (fear && m_ptr->ml && !mdeath)
-       {
-               /* Sound */
-               sound(SOUND_FLEE);
+                       /* Pick up the item (if requested and allowed) */
+                       else
+                       {
+                               int okay = TRUE;
 
-               /* Message */
-               msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
-       }
+                               /* Hack -- query every item */
+                               if (carry_query_flag)
+                               {
+                                       char out_val[MAX_NLEN+20];
+                                       sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
+                                       okay = get_check(out_val);
+                               }
 
-       if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
-       {
-               set_action(ACTION_NONE);
+                               /* Attempt to pick up an object. */
+                               if (okay)
+                               {
+                                       /* Pick up the object */
+                                       py_pickup_aux(this_o_idx);
+                               }
+                       }
+               }
        }
-
-       return mdeath;
 }
 
 
@@ -2660,7 +667,7 @@ bool py_attack(int y, int x, int mode)
  * @param n_x プレイヤーの移動先X座標
  * @return 移動処理が可能である場合(可能な場合に選択した場合)TRUEを返す。
  */
-bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
+bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x)
 {
        feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
        feature_type *new_f_ptr = &f_info[cave[n_y][n_x].feat];
@@ -2787,19 +794,17 @@ bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
  * @param mode 移動に関するオプションフラグ
  * @return 移動可能ならばTRUEを返す
  */
-bool player_can_enter(s16b feature, u16b mode)
+bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
 {
        feature_type *f_ptr = &f_info[feature];
 
        if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
 
-       /* Pattern */
        if (have_flag(f_ptr->flags, FF_PATTERN))
        {
                if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
        }
 
-       /* "CAN" flags */
        if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
        if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
        if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
@@ -2817,22 +822,23 @@ bool player_can_enter(s16b feature, u16b mode)
  * @param mpe_mode 移動オプションフラグ
  * @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
  */
-bool move_player_effect(int ny, int nx, u32b mpe_mode)
+bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
 {
+       POSITION oy = p_ptr->y;
+       POSITION ox = p_ptr->x;
        cave_type *c_ptr = &cave[ny][nx];
+       cave_type *oc_ptr = &cave[oy][ox];
        feature_type *f_ptr = &f_info[c_ptr->feat];
+       feature_type *of_ptr = &f_info[oc_ptr->feat];
 
        if (!(mpe_mode & MPE_STAYING))
        {
-               int oy = py;
-               int ox = px;
-               cave_type *oc_ptr = &cave[oy][ox];
-               int om_idx = oc_ptr->m_idx;
-               int nm_idx = c_ptr->m_idx;
+               MONSTER_IDX om_idx = oc_ptr->m_idx;
+               MONSTER_IDX nm_idx = c_ptr->m_idx;
 
                /* Move the player */
-               py = ny;
-               px = nx;
+               p_ptr->y = ny;
+               p_ptr->x = nx;
 
                /* Hack -- For moving monster or riding player's moving */
                if (!(mpe_mode & MPE_DONT_SWAP_MON))
@@ -2846,7 +852,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                                monster_type *om_ptr = &m_list[om_idx];
                                om_ptr->fy = ny;
                                om_ptr->fx = nx;
-                               update_mon(om_idx, TRUE);
+                               update_monster(om_idx, TRUE);
                        }
 
                        if (nm_idx > 0) /* Monster on new spot */
@@ -2854,14 +860,11 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                                monster_type *nm_ptr = &m_list[nm_idx];
                                nm_ptr->fy = oy;
                                nm_ptr->fx = ox;
-                               update_mon(nm_idx, TRUE);
+                               update_monster(nm_idx, TRUE);
                        }
                }
 
-               /* Redraw old spot */
                lite_spot(oy, ox);
-
-               /* Redraw new spot */
                lite_spot(ny, nx);
 
                /* Check for new panel (redraw map) */
@@ -2871,17 +874,11 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                {
                        forget_flow();
 
-                       /* Mega-Hack -- Forget the view */
                        p_ptr->update |= (PU_UN_VIEW);
-
-                       /* Redraw map */
                        p_ptr->redraw |= (PR_MAP);
                }
 
-               /* Update stuff */
                p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
-
-               /* Window stuff */
                p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
 
                /* Remove "unsafe" flag */
@@ -2889,8 +886,6 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
 
                /* For get everything when requested hehe I'm *NASTY* */
                if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
-
-               /* Handle stuff */
                if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
 
                if (p_ptr->pclass == CLASS_NINJA)
@@ -2906,13 +901,21 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                        msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
                        set_action(ACTION_NONE);
                }
+               if (p_ptr->prace == RACE_MERFOLK)
+               {
+                       if(have_flag(f_ptr->flags, FF_WATER) ^ have_flag(of_ptr->flags, FF_WATER))
+                       {
+                               p_ptr->update |= PU_BONUS;
+                               update_creature(p_ptr);
+                       }
+               }
        }
 
        if (mpe_mode & MPE_ENERGY_USE)
        {
                if (music_singing(MUSIC_WALL))
                {
-                       (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
+                       (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
                                PROJECT_KILL | PROJECT_ITEM, -1);
 
                        if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
@@ -2940,8 +943,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        /* Handle "store doors" */
        if (have_flag(f_ptr->flags, FF_STORE))
        {
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
                p_ptr->energy_use = 0;
                /* Hack -- Enter store */
@@ -2951,8 +953,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        /* Handle "building doors" -KMW- */
        else if (have_flag(f_ptr->flags, FF_BLDG))
        {
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
                p_ptr->energy_use = 0;
                /* Hack -- Enter building */
@@ -2962,8 +963,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        /* Handle quest areas -KMW- */
        else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
        {
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
                p_ptr->energy_use = 0;
                /* Hack -- Enter quest level */
@@ -2990,17 +990,15 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
        /* Set off a trap */
        else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
        {
-               /* Disturb */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
                /* Hidden trap */
                if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
                {
-                       /* Message */
                        msg_print(_("トラップだ!", "You found a trap!"));
 
                        /* Pick a trap */
-                       disclose_grid(py, px);
+                       disclose_grid(p_ptr->y, p_ptr->x);
                }
 
                /* Hit the trap */
@@ -3024,7 +1022,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
                                msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
                        }
 
-                       if (disturb_trap_detect) disturb(0, 1);
+                       if (disturb_trap_detect) disturb(FALSE, TRUE);
                }
        }
 
@@ -3036,7 +1034,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode)
  * @param feat 地形ID
  * @return トラップが自動的に無効ならばTRUEを返す
  */
-bool trap_can_be_ignored(int feat)
+bool trap_can_be_ignored(FEAT_IDX feat)
 {
        feature_type *f_ptr = &f_info[feat];
 
@@ -3101,11 +1099,11 @@ bool trap_can_be_ignored(int feat)
  * any monster which might be in the destination grid.  Previously,\n
  * moving into walls was "free" and did NOT hit invisible monsters.\n
  */
-void move_player(int dir, bool do_pickup, bool break_trap)
+void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
 {
        /* Find the result of moving */
-       int y = py + ddy[dir];
-       int x = px + ddx[dir];
+       POSITION y = p_ptr->y + ddy[dir];
+       POSITION x = p_ptr->x + ddx[dir];
 
        /* Examine the destination */
        cave_type *c_ptr = &cave[y][x];
@@ -3117,7 +1115,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
        monster_type *riding_m_ptr = &m_list[p_ptr->riding];
        monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
 
-       char m_name[80];
+       GAME_TEXT m_name[MAX_NLEN];
 
        bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
        bool p_can_kill_walls = FALSE;
@@ -3236,7 +1234,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                if (!is_hostile(m_ptr) &&
                    !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
                    ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
-                   pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
+                   pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
                {
                        /* Disturb the monster */
                        (void)set_monster_csleep(c_ptr->m_idx, 0);
@@ -3259,7 +1257,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                                py_attack(y, x, 0);
                                oktomove = FALSE;
                        }
-                       else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
+                       else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
                        {
                                do_past = TRUE;
                        }
@@ -3286,24 +1284,20 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        msg_print(_("動けない!", "Can't move!"));
                        p_ptr->energy_use = 0;
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
                else if (MON_MONFEAR(riding_m_ptr))
                {
-                       char m_name[80];
-
-                       /* Acquire the monster name */
-                       monster_desc(m_name, riding_m_ptr, 0);
-
-                       /* Dump a message */
-                       msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), m_name);
+                       GAME_TEXT steed_name[MAX_NLEN];
+                       monster_desc(steed_name, riding_m_ptr, 0);
+                       msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
                else if (p_ptr->riding_ryoute)
                {
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
                else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
                {
@@ -3320,30 +1314,30 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
                        p_ptr->energy_use = 0;
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
                else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
                {
-                       msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[py][px])].name);
+                       msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name);
                        p_ptr->energy_use = 0;
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
                else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
                {
                        msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(c_ptr)].name);
                        p_ptr->energy_use = 0;
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
 
                if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
                {
-                       char m_name[80];
-                       monster_desc(m_name, riding_m_ptr, 0);
-                       msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"),m_name);
+                       GAME_TEXT steed_name[MAX_NLEN];
+                       monster_desc(steed_name, riding_m_ptr, 0);
+                       msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
                        oktomove = FALSE;
-                       disturb(0, 1);
+                       disturb(FALSE, TRUE);
                }
        }
 
@@ -3369,7 +1363,6 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
        }
 
-#ifdef ALLOW_EASY_DISARM /* TNB */
 
        /* Disarm a visible trap */
        else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
@@ -3381,15 +1374,14 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                }
        }
 
-#endif /* ALLOW_EASY_DISARM -- TNB */
 
        /* Player can not walk through "walls" unless in wraith form...*/
        else if (!p_can_enter && !p_can_kill_walls)
        {
                /* Feature code (applying "mimic" field) */
-               s16b feat = get_feat_mimic(c_ptr);
+               FEAT_IDX feat = get_feat_mimic(c_ptr);
                feature_type *mimic_f_ptr = &f_info[feat];
-               cptr name = f_name + mimic_f_ptr->name;
+               concptr name = f_name + mimic_f_ptr->name;
 
                oktomove = FALSE;
 
@@ -3431,10 +1423,8 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        /* Wall (or secret door) */
                        else
                        {
-#ifdef ALLOW_EASY_OPEN
                                /* Closed doors */
                                if (easy_open && is_closed_door(feat) && easy_open_door(y, x)) return;
-#endif /* ALLOW_EASY_OPEN */
 
 #ifdef JP
                                msg_format("%sが行く手をはばんでいる。", name);
@@ -3453,15 +1443,13 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        }
                }
 
-               /* Disturb the player */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
-               /* Sound */
                if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
        }
 
        /* Normal movement */
-       if (oktomove && !pattern_seq(py, px, y, x))
+       if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
        {
                if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
                {
@@ -3469,7 +1457,7 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                }
 
                /* To avoid a loop with running */
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
 
                oktomove = FALSE;
        }
@@ -3512,19 +1500,9 @@ void move_player(int dir, bool do_pickup, bool break_trap)
                        p_ptr->update |= (PU_FLOW);
                }
 
-               /* Sound */
                /* sound(SOUND_WALK); */
 
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
                if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
-               if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
                if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
 
                /* Move the player */
@@ -3543,9 +1521,9 @@ static bool ignore_avoid_run;
  * @param x 移動元のX座標
  * @return 移動先が既知の壁ならばTRUE
  */
-static int see_wall(int dir, int y, int x)
+static bool see_wall(DIRECTION dir, POSITION y, POSITION x)
 {
-       cave_type   *c_ptr;
+       cave_type *c_ptr;
 
        /* Get the new location */
        y += ddy[dir];
@@ -3588,7 +1566,7 @@ static int see_wall(int dir, int y, int x)
  * @param x 移動元のX座標
  * @return 移動先が未知の地形ならばTRUE
  */
-static int see_nothing(int dir, int y, int x)
+static bool see_nothing(DIRECTION dir, POSITION y, POSITION x)
 {
        /* Get the new location */
        y += ddy[dir];
@@ -3608,31 +1586,25 @@ static int see_nothing(int dir, int y, int x)
 }
 
 
-
-
-
-
 /*
  * Hack -- allow quick "cycling" through the legal directions
  */
-static byte cycle[] =
-{ 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
+static byte cycle[] = { 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };
 
 /*
  * Hack -- map each direction into the "middle" of the "cycle[]" array
  */
-static byte chome[] =
-{ 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
+static byte chome[] = { 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };
 
 /*
  * The direction we are running
  */
-static byte find_current;
+static DIRECTION find_current;
 
 /*
  * The direction we came from
  */
-static byte find_prevdir;
+static DIRECTION find_prevdir;
 
 /*
  * We are looking for open area
@@ -3645,8 +1617,6 @@ static bool find_openarea;
 static bool find_breakright;
 static bool find_breakleft;
 
-
-
 /*!
  * @brief ダッシュ処理の導入 /
  * Initialize the running algorithm for a new direction.
@@ -3663,11 +1633,10 @@ static bool find_breakleft;
  *       \#x\#                  \@x\#\n
  *       \@\@p.                  p\n
  */
-static void run_init(int dir)
+static void run_init(DIRECTION dir)
 {
-       int             row, col, deepleft, deepright;
-       int             i, shortleft, shortright;
-
+       int row, col, deepleft, deepright;
+       int i, shortleft, shortright;
 
        /* Save the direction */
        find_current = dir;
@@ -3685,12 +1654,12 @@ static void run_init(int dir)
        deepleft = deepright = FALSE;
        shortright = shortleft = FALSE;
 
-       p_ptr->run_py = py;
-       p_ptr->run_px = px;
+       p_ptr->run_py = p_ptr->y;
+       p_ptr->run_px = p_ptr->x;
 
        /* Find the destination grid */
-       row = py + ddy[dir];
-       col = px + ddx[dir];
+       row = p_ptr->y + ddy[dir];
+       col = p_ptr->x + ddx[dir];
 
        ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
 
@@ -3698,7 +1667,7 @@ static void run_init(int dir)
        i = chome[dir];
 
        /* Check for walls */
-       if (see_wall(cycle[i+1], py, px))
+       if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
        {
                find_breakleft = TRUE;
                shortleft = TRUE;
@@ -3710,7 +1679,7 @@ static void run_init(int dir)
        }
 
        /* Check for walls */
-       if (see_wall(cycle[i-1], py, px))
+       if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
        {
                find_breakright = TRUE;
                shortright = TRUE;
@@ -3765,12 +1734,12 @@ static void run_init(int dir)
  */
 static bool run_test(void)
 {
-       int         prev_dir, new_dir, check_dir = 0;
-       int         row, col;
-       int         i, max, inv;
-       int         option = 0, option2 = 0;
-       cave_type   *c_ptr;
-       s16b        feat;
+       DIRECTION prev_dir, new_dir, check_dir = 0;
+       int row, col;
+       int i, max, inv;
+       int option = 0, option2 = 0;
+       cave_type *c_ptr;
+       FEAT_IDX feat;
        feature_type *f_ptr;
 
        /* Where we came from */
@@ -3782,13 +1751,13 @@ static bool run_test(void)
 
        /* break run when leaving trap detected region */
        if ((disturb_trap_detect || alert_trap_detect)
-           && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
+           && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
        {
                /* No duplicate warning */
                p_ptr->dtrap = FALSE;
 
                /* You are just on the edge */
-               if (!(cave[py][px].info & CAVE_UNSAFE))
+               if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
                {
                        if (alert_trap_detect)
                        {
@@ -3806,14 +1775,14 @@ static bool run_test(void)
        /* Look at every newly adjacent square. */
        for (i = -max; i <= max; i++)
        {
-               s16b this_o_idx, next_o_idx = 0;
+               OBJECT_IDX this_o_idx, next_o_idx = 0;
 
                /* New direction */
                new_dir = cycle[chome[prev_dir] + i];
 
                /* New location */
-               row = py + ddy[new_dir];
-               col = px + ddx[new_dir];
+               row = p_ptr->y + ddy[new_dir];
+               col = p_ptr->x + ddx[new_dir];
 
                /* Access grid */
                c_ptr = &cave[row][col];
@@ -3835,8 +1804,6 @@ static bool run_test(void)
                for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
                {
                        object_type *o_ptr;
-
-                       /* Acquire object */
                        o_ptr = &o_list[this_o_idx];
 
                        /* Acquire next object */
@@ -3963,7 +1930,7 @@ static bool run_test(void)
                for (i = -max; i < 0; i++)
                {
                        /* Unknown grid or non-wall */
-                       if (!see_wall(cycle[chome[prev_dir] + i], py, px))
+                       if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
                        {
                                /* Looking to break right */
                                if (find_breakright)
@@ -3987,7 +1954,7 @@ static bool run_test(void)
                for (i = max; i > 0; i--)
                {
                        /* Unknown grid or non-wall */
-                       if (!see_wall(cycle[chome[prev_dir] + i], py, px))
+                       if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
                        {
                                /* Looking to break left */
                                if (find_breakleft)
@@ -4041,8 +2008,8 @@ static bool run_test(void)
                else
                {
                        /* Get next location */
-                       row = py + ddy[option];
-                       col = px + ddx[option];
+                       row = p_ptr->y + ddy[option];
+                       col = p_ptr->x + ddx[option];
 
                        /* Don't see that it is closed off. */
                        /* This could be a potential corner or an intersection. */
@@ -4083,7 +2050,7 @@ static bool run_test(void)
        }
 
        /* About to hit a known wall, stop */
-       if (see_wall(find_current, py, px))
+       if (see_wall(find_current, p_ptr->y, p_ptr->x))
        {
                return (TRUE);
        }
@@ -4100,7 +2067,7 @@ static bool run_test(void)
  * @param dir 移動を試みる方向ID
  * @return なし
  */
-void run_step(int dir)
+void run_step(DIRECTION dir)
 {
        /* Start running */
        if (dir)
@@ -4109,19 +2076,17 @@ void run_step(int dir)
                ignore_avoid_run = TRUE;
 
                /* Hack -- do not start silly run */
-               if (see_wall(dir, py, px))
+               if (see_wall(dir, p_ptr->y, p_ptr->x))
                {
-                       /* Message */
+                       sound(SOUND_HITWALL);
+
                        msg_print(_("その方向には走れません。", "You cannot run in that direction."));
 
-                       /* Disturb */
-                       disturb(0, 0);
+                       disturb(FALSE, FALSE);
 
-                       /* Done */
                        return;
                }
 
-               /* Initialize */
                run_init(dir);
        }
 
@@ -4131,10 +2096,8 @@ void run_step(int dir)
                /* Update run */
                if (run_test())
                {
-                       /* Disturb */
-                       disturb(0, 0);
+                       disturb(FALSE, FALSE);
 
-                       /* Done */
                        return;
                }
        }
@@ -4146,21 +2109,13 @@ void run_step(int dir)
        p_ptr->energy_use = 100;
 
        /* Move the player, using the "pickup" flag */
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
        move_player(find_current, FALSE, FALSE);
 
-#else /* ALLOW_EASY_DISARM -- TNB */
-
-       move_player(find_current, always_pickup, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
        if (player_bold(p_ptr->run_py, p_ptr->run_px))
        {
                p_ptr->run_py = 0;
                p_ptr->run_px = 0;
-               disturb(0, 0);
+               disturb(FALSE, FALSE);
        }
 }
 
@@ -4171,11 +2126,11 @@ void run_step(int dir)
  * @brief トラベル機能の判定処理 /
  * Test for traveling
  * @param prev_dir 前回移動を行った元の方角ID
- * @return なし
+ * @return 次の方向
  */
-static int travel_test(int prev_dir)
+static DIRECTION travel_test(DIRECTION prev_dir)
 {
-       int new_dir = 0;
+       DIRECTION new_dir = 0;
        int i, max;
        const cave_type *c_ptr;
        int cost;
@@ -4189,13 +2144,13 @@ static int travel_test(int prev_dir)
 
        /* break run when leaving trap detected region */
        if ((disturb_trap_detect || alert_trap_detect)
-           && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
+           && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
        {
                /* No duplicate warning */
                p_ptr->dtrap = FALSE;
 
                /* You are just on the edge */
-               if (!(cave[py][px].info & CAVE_UNSAFE))
+               if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
                {
                        if (alert_trap_detect)
                        {
@@ -4217,11 +2172,11 @@ static int travel_test(int prev_dir)
        for (i = -max; i <= max; i++)
        {
                /* New direction */
-               int dir = cycle[chome[prev_dir] + i];
+               DIRECTION dir = cycle[chome[prev_dir] + i];
 
                /* New location */
-               int row = py + ddy[dir];
-               int col = px + ddx[dir];
+               POSITION row = p_ptr->y + ddy[dir];
+               POSITION col = p_ptr->x + ddx[dir];
 
                /* Access grid */
                c_ptr = &cave[row][col];
@@ -4238,11 +2193,11 @@ static int travel_test(int prev_dir)
        }
 
        /* Travel cost of current grid */
-       cost = travel.cost[py][px];
+       cost = travel.cost[p_ptr->y][p_ptr->x];
 
        /* Determine travel direction */
        for (i = 0; i < 8; ++ i) {
-               int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
+               int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
 
                if (dir_cost < cost)
                {
@@ -4254,7 +2209,7 @@ static int travel_test(int prev_dir)
        if (!new_dir) return (0);
 
        /* Access newly move grid */
-       c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
+       c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
 
        /* Close door abort traveling */
        if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
@@ -4277,7 +2232,6 @@ void travel_step(void)
        /* Get travel direction */
        travel.dir = travel_test(travel.dir);
 
-       /* disturb */
        if (!travel.dir)
        {
                if (travel.run == 255)
@@ -4285,7 +2239,7 @@ void travel_step(void)
                        msg_print(_("道筋が見つかりません!", "No route is found!"));
                        travel.y = travel.x = 0;
                }
-               disturb(0, 1);
+               disturb(FALSE, TRUE);
                return;
        }
 
@@ -4293,7 +2247,7 @@ void travel_step(void)
 
        move_player(travel.dir, always_pickup, FALSE);
 
-       if ((py == travel.y) && (px == travel.x))
+       if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
        {
                travel.run = 0;
                travel.y = travel.x = 0;