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Modify travel command
[hengband/hengband.git] / src / cmd1.c
index 0839d28..473b395 100644 (file)
@@ -88,14 +88,18 @@ s16b critical_shot(int weight, int plus, int dam)
        int i, k;
 
        /* Extract "shot" power */
-       i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
+       i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
+
+       /* 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;
 
        /* Critical hit */
        if (randint1(5000) <= i)
        {
-               k = weight + randint1(500);
+               k = weight * randint1(500);
 
-               if (k < 500)
+               if (k < 900)
                {
 #ifdef JP
                        msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
@@ -103,9 +107,9 @@ s16b critical_shot(int weight, int plus, int dam)
                        msg_print("It was a good hit!");
 #endif
 
-                       dam = 2 * dam + 5;
+                       dam += (dam / 2);
                }
-               else if (k < 1000)
+               else if (k < 1350)
                {
 #ifdef JP
                        msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
@@ -113,7 +117,7 @@ s16b critical_shot(int weight, int plus, int dam)
                        msg_print("It was a great hit!");
 #endif
 
-                       dam = 2 * dam + 10;
+                       dam *= 2;
                }
                else
                {
@@ -123,7 +127,7 @@ s16b critical_shot(int weight, int plus, int dam)
                        msg_print("It was a superb hit!");
 #endif
 
-                       dam = 3 * dam + 15;
+                       dam *= 3;
                }
        }
 
@@ -207,6 +211,110 @@ s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
 
 
 
+static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
+{
+       static const struct slay_table_t {
+               int slay_flag;
+               u32b affect_race_flag;
+               int slay_mult;
+               size_t flag_offset;
+               size_t r_flag_offset;
+       } slay_table[] = {
+#define OFFSET(X) offsetof(monster_race, X)
+               {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_EVIL,   RF3_EVIL,   20, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_EVIL,   RF3_EVIL,   35, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_GOOD,   RF3_GOOD,   20, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_GOOD,   RF3_GOOD,   35, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_HUMAN,  RF2_HUMAN,  25, OFFSET(flags2), OFFSET(r_flags2)},
+               {TR_KILL_HUMAN,  RF2_HUMAN,  40, OFFSET(flags2), OFFSET(r_flags2)},
+               {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_DEMON,  RF3_DEMON,  30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_DEMON,  RF3_DEMON,  50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_ORC,    RF3_ORC,    30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_ORC,    RF3_ORC,    50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_TROLL,  RF3_TROLL,  30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_TROLL,  RF3_TROLL,  50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_GIANT,  RF3_GIANT,  30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_GIANT,  RF3_GIANT,  50, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
+               {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
+#undef OFFSET
+       };
+       int i;
+       monster_race* r_ptr = &r_info[m_ptr->r_idx];
+
+       for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
+       {
+               const struct slay_table_t* p = &slay_table[i];
+
+               if ((have_flag(flgs, p->slay_flag)) &&
+                   (*(u32b*)(((char*)r_ptr) + p->flag_offset) & p->affect_race_flag))
+               {
+                       if (is_original_ap_and_seen(m_ptr))
+                       {
+                               *(u32b*)(((char*)r_ptr) + p->r_flag_offset) |= p->affect_race_flag;
+                       }
+
+                       mult = MAX(mult, p->slay_mult);
+               }
+       }
+
+       return mult;
+}
+
+static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
+{
+       static const struct brand_table_t {
+               int brand_flag;
+               u32b resist_mask;
+               u32b hurt_flag;
+       } brand_table[] = {
+               {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U           },
+               {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U           },
+               {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
+               {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
+               {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U           },
+       };
+       int i;
+       monster_race* r_ptr = &r_info[m_ptr->r_idx];
+
+       for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
+       {
+               const struct brand_table_t* p = &brand_table[i];
+
+               if (have_flag(flgs, p->brand_flag))
+               {
+                       /* Notice immunity */
+                       if (r_ptr->flagsr & p->resist_mask)
+                       {
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
+                               }
+                       }
+
+                       /* Otherwise, take the damage */
+                       else if (r_ptr->flags3 & p->hurt_flag)
+                       {
+                               if (is_original_ap_and_seen(m_ptr))
+                               {
+                                       r_ptr->r_flags3 |= p->hurt_flag;
+                               }
+
+                               mult = MAX(mult, 50);
+                       }
+                       else
+                       {
+                               mult = MAX(mult, 25);
+                       }
+               }
+       }
+
+       return mult;
+}
 /*
  * Extract the "total damage" from a given object hitting a given monster.
  *
@@ -220,12 +328,24 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
 {
        int mult = 10;
 
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
        u32b flgs[TR_FLAG_SIZE];
 
        /* Extract the flags */
        object_flags(o_ptr, flgs);
+       torch_flags(o_ptr, flgs); /* torches has secret flags */
+
+       if (!thrown)
+       {
+               /* Magical Swords */
+               if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
+               if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
+               if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
+               if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
+               if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
+       }
+
+       /* Hex - Slay Good (Runesword) */
+       if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
 
        /* Some "weapons" and "ammo" do extra damage */
        switch (o_ptr->tval)
@@ -237,592 +357,193 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo
                case TV_POLEARM:
                case TV_SWORD:
                case TV_DIGGING:
+               case TV_LITE:
                {
-                       /* Slay Animal */
-                       if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
-                           (r_ptr->flags3 & RF3_ANIMAL))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ANIMAL;
-                               }
-
-                               if (mult < 25) mult = 25;
-                       }
+                       /* Slaying */
+                       mult = mult_slaying(mult, flgs, m_ptr);
 
-                       /* Execute Animal */
-                       if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
-                           (r_ptr->flags3 & RF3_ANIMAL))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ANIMAL;
-                               }
-
-                               if (mult < 40) mult = 40;
-                       }
+                       /* Elemental Brand */
+                       mult = mult_brand(mult, flgs, m_ptr);
 
-                       /* Slay Evil */
-                       if ((have_flag(flgs, TR_SLAY_EVIL)) &&
-                           (r_ptr->flags3 & RF3_EVIL))
+                       /* Hissatsu */
+                       if (p_ptr->pclass == CLASS_SAMURAI)
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_EVIL;
-                               }
-
-                               if (mult < 20) mult = 20;
+                               mult = mult_hissatsu(mult, flgs, m_ptr, mode);
                        }
 
-                       /* Execute Evil */
-                       if ((have_flag(flgs, TR_KILL_EVIL)) &&
-                           (r_ptr->flags3 & RF3_EVIL))
+                       /* Force Weapon */
+                       if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
                        {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_EVIL;
-                               }
-
-                               if (mult < 35) mult = 35;
+                               p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
+                               p_ptr->redraw |= (PR_MANA);
+                               mult = mult * 3 / 2 + 20;
                        }
 
-                       /* Slay Human */
-                       if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
-                           (r_ptr->flags2 & RF2_HUMAN))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags2 |= RF2_HUMAN;
-                               }
+                       /* Hack -- The Nothung cause special damage to Fafner */
+                       if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
+                               mult = 150;
+                       break;
+               }
+       }
+       if (mult > 150) mult = 150;
 
-                               if (mult < 25) mult = 25;
-                       }
+       /* Return the total damage */
+       return (tdam * mult / 10);
+}
 
-                       /* Execute Human */
-                       if ((have_flag(flgs, TR_KILL_HUMAN)) &&
-                           (r_ptr->flags2 & RF2_HUMAN))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags2 |= RF2_HUMAN;
-                               }
 
-                               if (mult < 40) mult = 40;
-                       }
+/*
+ * Search for hidden things
+ */
+static void discover_hidden_things(int y, int x)
+{
+       s16b this_o_idx, next_o_idx = 0;
 
-                       /* Slay Undead */
-                       if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
-                           (r_ptr->flags3 & RF3_UNDEAD))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_UNDEAD;
-                               }
+       cave_type *c_ptr;
 
-                               if (mult < 30) mult = 30;
-                       }
+       /* Access the grid */
+       c_ptr = &cave[y][x];
 
-                       /* Execute Undead */
-                       if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
-                           (r_ptr->flags3 & RF3_UNDEAD))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_UNDEAD;
-                               }
+       /* Invisible trap */
+       if (c_ptr->mimic && is_trap(c_ptr->feat))
+       {
+               /* Pick a trap */
+               disclose_grid(y, x);
 
-                               if (mult < 50) mult = 50;
-                       }
+               /* Message */
+               msg_print(_("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£", "You have found a trap."));
 
-                       /* Slay Demon */
-                       if ((have_flag(flgs, TR_SLAY_DEMON)) &&
-                           (r_ptr->flags3 & RF3_DEMON))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DEMON;
-                               }
+               /* Disturb */
+               disturb(0, 1);
+       }
 
-                               if (mult < 30) mult = 30;
-                       }
+       /* Secret door */
+       if (is_hidden_door(c_ptr))
+       {
+               /* Message */
+               msg_print(_("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£", "You have found a secret door."));
 
-                       /* Execute Demon */
-                       if ((have_flag(flgs, TR_KILL_DEMON)) &&
-                           (r_ptr->flags3 & RF3_DEMON))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DEMON;
-                               }
+               /* Disclose */
+               disclose_grid(y, x);
 
-                               if (mult < 50) mult = 50;
-                       }
+               /* Disturb */
+               disturb(0, 0);
+       }
 
-                       /* Slay Orc */
-                       if ((have_flag(flgs, TR_SLAY_ORC)) &&
-                           (r_ptr->flags3 & RF3_ORC))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ORC;
-                               }
+       /* 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;
 
-                               if (mult < 30) mult = 30;
-                       }
+               /* Acquire object */
+               o_ptr = &o_list[this_o_idx];
 
-                       /* Execute Orc */
-                       if ((have_flag(flgs, TR_KILL_ORC)) &&
-                           (r_ptr->flags3 & RF3_ORC))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ORC;
-                               }
+               /* Acquire next object */
+               next_o_idx = o_ptr->next_o_idx;
 
-                               if (mult < 50) mult = 50;
-                       }
+               /* Skip non-chests */
+               if (o_ptr->tval != TV_CHEST) continue;
 
-                       /* Slay Troll */
-                       if ((have_flag(flgs, TR_SLAY_TROLL)) &&
-                           (r_ptr->flags3 & RF3_TROLL))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_TROLL;
-                               }
+               /* Skip non-trapped chests */
+               if (!chest_traps[o_ptr->pval]) continue;
 
-                               if (mult < 30) mult = 30;
-                       }
+               /* Identify once */
+               if (!object_is_known(o_ptr))
+               {
+                       /* Message */
+                       msg_print(_("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª", "You have discovered a trap on the chest!"));
 
-                       /* Execute Troll */
-                       if ((have_flag(flgs, TR_KILL_TROLL)) &&
-                           (r_ptr->flags3 & RF3_TROLL))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_TROLL;
-                               }
+                       /* Know the trap */
+                       object_known(o_ptr);
 
-                               if (mult < 50) mult = 50;
-                       }
+                       /* Notice it */
+                       disturb(0, 0);
+               }
+       }
+}
 
-                       /* Slay Giant */
-                       if ((have_flag(flgs, TR_SLAY_GIANT)) &&
-                           (r_ptr->flags3 & RF3_GIANT))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_GIANT;
-                               }
+void search(void)
+{
+       int i, chance;
 
-                               if (mult < 30) mult = 30;
-                       }
+       /* Start with base search ability */
+       chance = p_ptr->skill_srh;
 
-                       /* Execute Giant */
-                       if ((have_flag(flgs, TR_KILL_GIANT)) &&
-                           (r_ptr->flags3 & RF3_GIANT))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_GIANT;
-                               }
+       /* Penalize various conditions */
+       if (p_ptr->blind || no_lite()) chance = chance / 10;
+       if (p_ptr->confused || p_ptr->image) chance = chance / 10;
 
-                               if (mult < 50) mult = 50;
-                       }
+       /* 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]);
+               }
+       }
+}
 
-                       /* Slay Dragon  */
-                       if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
-                           (r_ptr->flags3 & RF3_DRAGON))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DRAGON;
-                               }
 
-                               if (mult < 30) mult = 30;
-                       }
+/*
+ * Helper routine for py_pickup() and py_pickup_floor().
+ *
+ * Add the given dungeon object to the character's inventory.
+ *
+ * Delete the object afterwards.
+ */
+void py_pickup_aux(int o_idx)
+{
+       int slot;
 
-                       /* Execute Dragon */
-                       if ((have_flag(flgs, TR_KILL_DRAGON)) &&
-                           (r_ptr->flags3 & RF3_DRAGON))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DRAGON;
-                               }
+#ifdef JP
+/*
+ * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
+ * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
+ * ¤À¤¬¡¢°ãÏ´¶¤¬
+ * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
+ * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
+ */
+       char o_name[MAX_NLEN];
+       char old_name[MAX_NLEN];
+       char kazu_str[80];
+       int hirottakazu;
+#else
+       char o_name[MAX_NLEN];
+#endif
 
-                               if (mult < 50) mult = 50;
+       object_type *o_ptr;
 
-                               if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
-                                       mult *= 3;
-                       }
+       o_ptr = &o_list[o_idx];
 
-                       /* Brand (Acid) */
-                       if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
-                               {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
-                                       }
-                               }
+#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);
 
-                               /* Otherwise, take the damage */
-                               else
-                               {
-                                       if (mult < 25) mult = 25;
-                               }
-                       }
+       /* Get the object again */
+       o_ptr = &inventory[slot];
 
-                       /* Brand (Elec) */
-                       if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
-                               {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
-                                       }
-                               }
+       /* Delete the object */
+       delete_object_idx(o_idx);
 
-                               /* Otherwise, take the damage */
-                               else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
-                               {
-                                       if (mult < 70) mult = 70;
-                               }
-                               else if (mode == HISSATSU_ELEC)
-                               {
-                                       if (mult < 50) mult = 50;
-                               }
+       if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+       {
+               bool old_known = identify_item(o_ptr);
 
-                               else
-                               {
-                                       if (mult < 25) mult = 25;
-                               }
-                       }
+               /* Auto-inscription/destroy */
+               autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
 
-                       /* Brand (Fire) */
-                       if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
-                               {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
-                                       }
-                               }
+               /* If it is destroyed, don't pick it up */
+               if (o_ptr->marked & OM_AUTODESTROY) return;
+       }
 
-                               /* Otherwise, take the damage */
-                               else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
-                               {
-                                       if (r_ptr->flags3 & RF3_HURT_FIRE)
-                                       {
-                                               if (mult < 70) mult = 70;
-                                               if (m_ptr->ml && is_original_ap(m_ptr))
-                                               {
-                                                       r_ptr->r_flags3 |= RF3_HURT_FIRE;
-                                               }
-                                       }
-                                       else if (mult < 35) mult = 35;
-                               }
-                               else
-                               {
-                                       if (r_ptr->flags3 & RF3_HURT_FIRE)
-                                       {
-                                               if (mult < 50) mult = 50;
-                                               if (m_ptr->ml && is_original_ap(m_ptr))
-                                               {
-                                                       r_ptr->r_flags3 |= RF3_HURT_FIRE;
-                                               }
-                                       }
-                                       else if (mult < 25) mult = 25;
-                               }
-                       }
-
-                       /* Brand (Cold) */
-                       if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
-                               {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
-                                       }
-                               }
-                               /* Otherwise, take the damage */
-                               else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
-                               {
-                                       if (r_ptr->flags3 & RF3_HURT_COLD)
-                                       {
-                                               if (mult < 70) mult = 70;
-                                               if (m_ptr->ml && is_original_ap(m_ptr))
-                                               {
-                                                       r_ptr->r_flags3 |= RF3_HURT_COLD;
-                                               }
-                                       }
-                                       else if (mult < 35) mult = 35;
-                               }
-                               else
-                               {
-                                       if (r_ptr->flags3 & RF3_HURT_COLD)
-                                       {
-                                               if (mult < 50) mult = 50;
-                                               if (m_ptr->ml && is_original_ap(m_ptr))
-                                               {
-                                                       r_ptr->r_flags3 |= RF3_HURT_COLD;
-                                               }
-                                       }
-                                       else if (mult < 25) mult = 25;
-                               }
-                       }
-
-                       /* Brand (Poison) */
-                       if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
-                               {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
-                                       }
-                               }
-
-                               /* Otherwise, take the damage */
-                               else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
-                               {
-                                       if (mult < 35) mult = 35;
-                               }
-                               else
-                               {
-                                       if (mult < 25) mult = 25;
-                               }
-                       }
-                       if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
-                       {
-                               if (mult < 15) mult = 25;
-                               else if (mult < 50) mult = MIN(50, mult+20);
-                       }
-                       if (mode == HISSATSU_UNDEAD)
-                       {
-                               if (r_ptr->flags3 & RF3_UNDEAD)
-                               {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
-                                       {
-                                               r_ptr->r_flags3 |= RF3_UNDEAD;
-                                       }
-                                       if (mult == 10) mult = 70;
-                                       else if (mult < 140) mult = MIN(140, mult+60);
-                               }
-                               if (mult == 10) mult = 40;
-                               else if (mult < 60) mult = MIN(60, mult+30);
-                       }
-                       if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
-                       {
-                               int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
-                               if (mult < tmp) mult = tmp;
-                       }
-                       if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
-                       {
-                               if (m_ptr->ml && is_original_ap(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_HURT_ROCK;
-                               }
-                               if (mult == 10) mult = 40;
-                               else if (mult < 60) mult = 60;
-                       }
-                       if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
-                       {
-                               p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
-                               p_ptr->redraw |= (PR_MANA);
-                               mult = mult * 3 / 2 + 20;
-                       }
-                       break;
-               }
-       }
-       if (mult > 150) mult = 150;
-
-       /* Return the total damage */
-       return (tdam * mult / 10);
-}
-
-
-/*
- * Search for hidden things
- */
-void search(void)
-{
-       int y, x, chance;
-
-       s16b this_o_idx, next_o_idx = 0;
-
-       cave_type *c_ptr;
-
-
-       /* 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 (y = (py - 1); y <= (py + 1); y++)
-       {
-               for (x = (px - 1); x <= (px + 1); x++)
-               {
-                       /* Sometimes, notice things */
-                       if (randint0(100) < chance)
-                       {
-                               /* Access the grid */
-                               c_ptr = &cave[y][x];
-
-                               /* Invisible trap */
-                               if (c_ptr->mimic && is_trap(c_ptr->feat))
-                               {
-                                       /* Pick a trap */
-                                       disclose_grid(y, x);
-
-                                       /* Message */
-#ifdef JP
-                                       msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
-#else
-                                       msg_print("You have found a trap.");
-#endif
-
-
-                                       /* Disturb */
-                                       disturb(0, 0);
-                               }
-
-                               /* Secret door */
-                               if (is_hidden_door(c_ptr))
-                               {
-                                       /* Message */
-#ifdef JP
-                                       msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
-#else
-                                       msg_print("You have found a secret door.");
-#endif
-
-                                       /* Disclose */
-                                       disclose_grid(y, x);
-
-                                       /* Disturb */
-                                       disturb(0, 0);
-                               }
-
-                               /* 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 */
-                                       next_o_idx = o_ptr->next_o_idx;
-
-                                       /* 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_known_p(o_ptr))
-                                       {
-                                               /* Message */
-#ifdef JP
-                                               msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
-#else
-                                               msg_print("You have discovered a trap on the chest!");
-#endif
-
-
-                                               /* Know the trap */
-                                               object_known(o_ptr);
-
-                                               /* Notice it */
-                                               disturb(0, 0);
-                                       }
-                               }
-                       }
-               }
-       }
-}
-
-
-/*
- * Helper routine for py_pickup() and py_pickup_floor().
- *
- * Add the given dungeon object to the character's inventory.
- *
- * Delete the object afterwards.
- */
-void py_pickup_aux(int o_idx)
-{
-       int slot, i;
-
-#ifdef JP
-/*
- * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥­¤ò»ý¤Ã¤Æ¤¤¤ë¡×
- * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
- * ¤À¤¬¡¢°ãÏ´¶¤¬
- * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
- * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
- */
-       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, TRUE, 0);
-       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)
-       {
-               int idx;
-               bool old_known = identify_item(o_ptr);
-
-               /* Auto-inscription/destroy */
-               idx = is_autopick(o_ptr);
-               auto_inscribe_item(slot, idx);
-               if (destroy_identify && !old_known)
-               {
-                       if (auto_destroy_item(slot, idx))
-                       {
-                               if (o_ptr->marked & OM_AUTODESTROY) return;
-                       }
-               }
-       }
-
-       /* Describe the object */
-       object_desc(o_name, o_ptr, TRUE, 3);
+       /* Describe the object */
+       object_desc(o_name, o_ptr, 0);
 
        /* Message */
 #ifdef JP
@@ -856,25 +577,7 @@ void py_pickup_aux(int o_idx)
        record_turn = turn;
 
 
-       /* Check if completed a quest */
-       for (i = 0; i < max_quests; i++)
-       {
-               if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
-                   (quest[i].status == QUEST_STATUS_TAKEN) &&
-                          (quest[i].k_idx == o_ptr->name1))
-               {
-                       if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
-                       quest[i].status = QUEST_STATUS_COMPLETED;
-                       quest[i].complev = (byte)p_ptr->lev;
-#ifdef JP
-                       msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
-                       msg_print("You completed your quest!");
-#endif
-
-                       msg_print(NULL);
-               }
-       }
+       check_find_art_quest_completion(o_ptr);
 }
 
 
@@ -883,7 +586,7 @@ void py_pickup_aux(int o_idx)
  * Note that we ONLY handle things that can be picked up.
  * See "move_player()" for handling of other things.
  */
-void carry(int pickup)
+void carry(bool pickup)
 {
        cave_type *c_ptr = &cave[py][px];
 
@@ -907,7 +610,7 @@ void carry(int pickup)
        handle_stuff();
 
        /* Automatically pickup/destroy/inscribe items */
-       auto_pickup_items(c_ptr);
+       autopick_pickup_items(c_ptr);
 
 
 #ifdef ALLOW_EASY_FLOOR
@@ -940,7 +643,7 @@ void carry(int pickup)
 #endif /* ALLOW_EASY_SENSE -- TNB */
 
                /* Describe the object */
-               object_desc(o_name, o_ptr, TRUE, 3);
+               object_desc(o_name, o_ptr, 0);
 
                /* Acquire next object */
                next_o_idx = o_ptr->next_o_idx;
@@ -981,7 +684,7 @@ void carry(int pickup)
                /* Pick up objects */
                else
                {
-                       /* Hack - some objects were handled in auto_pickup_items(). */
+                       /* Hack - some objects were handled in autopick_pickup_items(). */
                        if (o_ptr->marked & OM_NOMSG)
                        {
                                /* Clear the flag. */
@@ -989,7 +692,6 @@ void carry(int pickup)
                        }
                        /* Describe the object */
                        else if (!pickup)
-
                        {
 #ifdef JP
                                msg_format("%s¤¬¤¢¤ë¡£", o_name);
@@ -1081,31 +783,31 @@ static void hit_trap(bool break_trap)
        int i, num, dam;
        int x = px, y = py;
 
-       cave_type *c_ptr;
+       /* 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;
 
 #ifdef JP
-       cptr            name = "¥È¥é¥Ã¥×";
+       cptr name = "¥È¥é¥Ã¥×";
 #else
        cptr name = "a trap";
 #endif
 
-
-
        /* Disturb the player */
-       disturb(0, 0);
+       disturb(0, 1);
 
-       /* Get the cave grid */
-       c_ptr = &cave[y][x];
+       cave_alter_feat(y, x, FF_HIT_TRAP);
 
        /* Analyze XXX XXX XXX */
-       switch (c_ptr->feat)
+       switch (trap_feat_type)
        {
-               case FEAT_TRAP_TRAPDOOR:
+               case TRAP_TRAPDOOR:
                {
-                       if (p_ptr->ffall)
+                       if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("Íî¤Ȥ·¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a trap door.");
 #endif
@@ -1114,7 +816,7 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                               msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
+                               msg_print("Íî¤Ȥ·¸Í¤ËÍî¤Á¤¿¡ª");
                                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
                                        msg_print("¤¯¤Ã¤½¡Á¡ª");
 #else
@@ -1124,7 +826,7 @@ static void hit_trap(bool break_trap)
                                sound(SOUND_FALL);
                                dam = damroll(2, 8);
 #ifdef JP
-                               name = "Í¸Í";
+                               name = "Íî¤Ȥ·¸Í";
 #else
                                name = "a trap door";
 #endif
@@ -1136,7 +838,7 @@ static void hit_trap(bool break_trap)
                                        do_cmd_save_game(TRUE);
 
 #ifdef JP
-                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
+                               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Íî¤Ȥ·¸Í¤ËÍî¤Á¤¿");
 #else
                                do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
 #endif
@@ -1148,12 +850,12 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_PIT:
+               case TRAP_PIT:
                {
-                       if (p_ptr->ffall)
+                       if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("Íî¤Ȥ··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a pit trap.");
 #endif
@@ -1162,14 +864,14 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                               msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
+                               msg_print("Íî¤Ȥ··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                                msg_print("You have fallen into a pit!");
 #endif
 
                                dam = damroll(2, 6);
 #ifdef JP
-                               name = "Í·ê";
+                               name = "Íî¤Ȥ··ê";
 #else
                                name = "a pit trap";
 #endif
@@ -1179,12 +881,12 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_SPIKED_PIT:
+               case TRAP_SPIKED_PIT:
                {
-                       if (p_ptr->ffall)
+                       if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a spiked pit.");
 #endif
@@ -1193,7 +895,7 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                       msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
+                               msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤È¤··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                                msg_print("You fall into a spiked pit!");
 #endif
@@ -1201,7 +903,7 @@ static void hit_trap(bool break_trap)
 
                                /* Base damage */
 #ifdef JP
-                               name = "Í·ê";
+                               name = "Íî¤Ȥ··ê";
 #else
                                name = "a pit trap";
 #endif
@@ -1219,7 +921,7 @@ static void hit_trap(bool break_trap)
 
 
 #ifdef JP
-                                       name = "¥È¥²¤Î¤¢¤ëÍ·ê";
+                                       name = "¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê";
 #else
                                        name = "a spiked pit";
 #endif
@@ -1234,12 +936,12 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_POISON_PIT:
+               case TRAP_POISON_PIT:
                {
-                       if (p_ptr->ffall)
+                       if (p_ptr->levitation)
                        {
 #ifdef JP
-                               msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
+                               msg_print("¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê¤òÈô¤Ó±Û¤¨¤¿¡£");
 #else
                                msg_print("You fly over a spiked pit.");
 #endif
@@ -1248,7 +950,7 @@ static void hit_trap(bool break_trap)
                        else
                        {
 #ifdef JP
-                       msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
+                       msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Íî¤Ȥ··ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                                msg_print("You fall into a spiked pit!");
 #endif
@@ -1258,7 +960,7 @@ static void hit_trap(bool break_trap)
                                dam = damroll(2, 6);
 
 #ifdef JP
-                               name = "Í·ê";
+                               name = "Íî¤Ȥ··ê";
 #else
                                name = "a pit trap";
 #endif
@@ -1275,7 +977,7 @@ static void hit_trap(bool break_trap)
 
 
 #ifdef JP
-                                       name = "¥È¥²¤Î¤¢¤ëÍ·ê";
+                                       name = "¥È¥²¤Î¤¢¤ëÍî¤Ȥ··ê";
 #else
                                        name = "a spiked pit";
 #endif
@@ -1308,7 +1010,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_TY_CURSE:
+               case TRAP_TY_CURSE:
                {
 #ifdef JP
                        msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
@@ -1316,8 +1018,6 @@ static void hit_trap(bool break_trap)
                        msg_print("There is a flash of shimmering light!");
 #endif
 
-                       c_ptr->info &= ~(CAVE_MARK);
-                       cave_set_feat(y, x, floor_type[randint0(100)]);
                        num = 2 + randint1(3);
                        for (i = 0; i < num; i++)
                        {
@@ -1338,7 +1038,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_TELEPORT:
+               case TRAP_TELEPORT:
                {
 #ifdef JP
                        msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
@@ -1346,11 +1046,11 @@ static void hit_trap(bool break_trap)
                        msg_print("You hit a teleport trap!");
 #endif
 
-                       teleport_player(100);
+                       teleport_player(100, TELEPORT_PASSIVE);
                        break;
                }
 
-               case FEAT_TRAP_FIRE:
+               case TRAP_FIRE:
                {
 #ifdef JP
                        msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
@@ -1368,7 +1068,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_ACID:
+               case TRAP_ACID:
                {
 #ifdef JP
                        msg_print("»À¤¬¿á¤­¤«¤±¤é¤ì¤¿¡ª");
@@ -1386,7 +1086,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_SLOW:
+               case TRAP_SLOW:
                {
                        if (check_hit(125))
                        {
@@ -1397,8 +1097,13 @@ static void hit_trap(bool break_trap)
 #endif
 
                                dam = damroll(1, 4);
-                               take_hit(DAMAGE_ATTACK, dam, name, -1);
-                               (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
+#ifdef JP
+                               take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
+#else
+                               take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
+#endif
+
+                               if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
                        }
                        else
                        {
@@ -1412,7 +1117,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_LOSE_STR:
+               case TRAP_LOSE_STR:
                {
                        if (check_hit(125))
                        {
@@ -1429,7 +1134,7 @@ static void hit_trap(bool break_trap)
                                take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
 #endif
 
-                               (void)do_dec_stat(A_STR);
+                               if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_STR);
                        }
                        else
                        {
@@ -1443,7 +1148,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_LOSE_DEX:
+               case TRAP_LOSE_DEX:
                {
                        if (check_hit(125))
                        {
@@ -1460,7 +1165,7 @@ static void hit_trap(bool break_trap)
                                take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
 #endif
 
-                               (void)do_dec_stat(A_DEX);
+                               if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_DEX);
                        }
                        else
                        {
@@ -1474,7 +1179,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_LOSE_CON:
+               case TRAP_LOSE_CON:
                {
                        if (check_hit(125))
                        {
@@ -1491,7 +1196,7 @@ static void hit_trap(bool break_trap)
                                take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
 #endif
 
-                               (void)do_dec_stat(A_CON);
+                               if (!CHECK_MULTISHADOW()) (void)do_dec_stat(A_CON);
                        }
                        else
                        {
@@ -1505,7 +1210,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_BLIND:
+               case TRAP_BLIND:
                {
 #ifdef JP
                        msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
@@ -1520,7 +1225,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_CONFUSE:
+               case TRAP_CONFUSE:
                {
 #ifdef JP
                        msg_print("¤­¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
@@ -1535,7 +1240,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_POISON:
+               case TRAP_POISON:
                {
 #ifdef JP
                        msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
@@ -1550,7 +1255,7 @@ static void hit_trap(bool break_trap)
                        break;
                }
 
-               case FEAT_TRAP_SLEEP:
+               case TRAP_SLEEP:
                {
 #ifdef JP
                        msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
@@ -1590,7 +1295,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_TRAPS:
+               case TRAP_TRAPS:
                {
 #ifdef JP
 msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
@@ -1598,17 +1303,13 @@ msg_print("
                        msg_print("There is a bright flash of light!");
 #endif
 
-
-                       /* Destroy this trap */
-                       cave_set_feat(y, x, floor_type[randint0(100)]);
-
                        /* Make some new traps */
                        project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
 
                        break;
                }
 
-               case FEAT_TRAP_ALARM:
+               case TRAP_ALARM:
                {
 #ifdef JP
                        msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
@@ -1621,7 +1322,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_OPEN:
+               case TRAP_OPEN:
                {
 #ifdef JP
                        msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
@@ -1636,7 +1337,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_ARMAGEDDON:
+               case TRAP_ARMAGEDDON:
                {
                        static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
                        int evil_idx = 0, good_idx = 0;
@@ -1648,9 +1349,6 @@ msg_print("
                        msg_print("Suddenly, you are surrounded by immotal beings!");
 #endif
 
-                       /* Destroy this trap */
-                       cave_set_feat(y, x, floor_type[randint0(100)]);
-
                        /* Summon Demons and Angels */
                        for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
                        {
@@ -1663,8 +1361,8 @@ msg_print("
                                        /* Skip illegal grids */
                                        if (!in_bounds(y1, x1)) continue;
 
-                                       /* Require line of sight */
-                                       if (!player_has_los_bold(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;
@@ -1689,7 +1387,7 @@ msg_print("
                        break;
                }
 
-               case FEAT_TRAP_PIRANHA:
+               case TRAP_PIRANHA:
                {
 #ifdef JP
                        msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
@@ -1697,9 +1395,6 @@ msg_print("
                        msg_print("Suddenly, the room is filled with water with piranhas!");
 #endif
 
-                       /* Destroy this trap */
-                       cave_set_feat(y, x, floor_type[randint0(100)]);
-
                        /* Water fills room */
                        fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
 
@@ -1712,9 +1407,10 @@ msg_print("
                        break;
                }
        }
+
        if (break_trap && is_trap(c_ptr->feat))
        {
-               cave_set_feat(y, x, floor_type[randint0(100)]);
+               cave_alter_feat(y, x, FF_DISARM);
 #ifdef JP
                msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
 #else
@@ -1746,13 +1442,12 @@ static void touch_zap_player(monster_type *m_ptr)
                        msg_print("You are suddenly very hot!");
 #endif
 
-
                        if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
                        if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
                        if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
 
                        take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
-                       if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
+                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
                        handle_stuff();
                }
        }
@@ -1774,12 +1469,11 @@ static void touch_zap_player(monster_type *m_ptr)
                        msg_print("You are suddenly very cold!");
 #endif
 
-
                        if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
                        if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
 
                        take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
-                       if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
+                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
                        handle_stuff();
                }
        }
@@ -1806,7 +1500,7 @@ static void touch_zap_player(monster_type *m_ptr)
 #endif
 
                        take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
-                       if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
+                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
                        handle_stuff();
                }
        }
@@ -1997,12 +1691,12 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        monster_type    *m_ptr = &m_list[c_ptr->m_idx];
        monster_race    *r_ptr = &r_info[m_ptr->r_idx];
 
-       object_type     *o_ptr;
+       /* Access the weapon */
+       object_type     *o_ptr = &inventory[INVEN_RARM + hand];
 
        char            m_name[80];
 
        bool            success_hit = FALSE;
-       bool            old_success_hit = FALSE;
        bool            backstab = FALSE;
        bool            vorpal_cut = FALSE;
        int             chaos_effect = 0;
@@ -2031,7 +1725,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        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 (m_ptr->csleep && m_ptr->ml)
+                       if (MON_CSLEEP(m_ptr) && m_ptr->ml)
                        {
                                /* Can't backstab creatures that we can't see, right? */
                                backstab = TRUE;
@@ -2040,7 +1734,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        {
                                fuiuchi = TRUE;
                        }
-                       else if (m_ptr->monfear && m_ptr->ml)
+                       else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
                        {
                                stab_fleeing = TRUE;
                        }
@@ -2050,11 +1744,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        case CLASS_MONK:
        case CLASS_FORCETRAINER:
        case CLASS_BERSERKER:
-               if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
+               if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
                break;
        }
 
-       if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+       if (!o_ptr->k_idx) /* Empty hand */
        {
                if ((r_ptr->level + 10) > p_ptr->lev)
                {
@@ -2072,7 +1766,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        }
                }
        }
-       else
+       else if (object_is_melee_weapon(o_ptr))
        {
                if ((r_ptr->level + 10) > p_ptr->lev)
                {
@@ -2093,15 +1787,11 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        }
 
        /* Disturb the monster */
-       m_ptr->csleep = 0;
-       if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+       (void)set_monster_csleep(c_ptr->m_idx, 0);
 
        /* Extract monster name (or "it") */
        monster_desc(m_name, m_ptr, 0);
 
-       /* Access the weapon */
-       o_ptr = &inventory[INVEN_RARM+hand];
-
        /* Calculate the "attack quality" */
        bonus = p_ptr->to_h[hand] + o_ptr->to_h;
        chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
@@ -2123,30 +1813,36 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
        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)
                        {
-                               success_hit = one_in_(2);
+                               n *= 2;
                        }
-                       else success_hit = TRUE;
-               }
-               else if (mode == HISSATSU_MAJIN)
-               {
-                       if (num == 1)
+                       if (mode == HISSATSU_3DAN)
                        {
-                               if (one_in_(2))
-                                       success_hit = FALSE;
-                               old_success_hit = success_hit;
+                               n *= 2;
                        }
-                       else success_hit = old_success_hit;
+
+                       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)
                {
@@ -2207,7 +1903,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        }
 
                        /* Vampiric drain */
-                       if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_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))
@@ -2216,7 +1912,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        can_drain = FALSE;
                        }
 
-                       if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
+                       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;
 
@@ -2224,7 +1920,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                        {
                                int special_effect = 0, stun_effect = 0, times = 0, max_times;
                                int min_level = 1;
-                               martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
+                               const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
                                int resist_stun = 0;
                                int weight = 8;
 
@@ -2301,7 +1997,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                else if (ma_ptr->effect == MA_SLOW)
                                {
                                        if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
-                                           strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
+                                           my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
                                        {
 #ifdef JP
                                                msg_format("%s¤Î­¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
@@ -2364,15 +2060,22 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        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)))
+                                               {
 #ifdef JP
-                                               if (m_ptr->stunned) msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
-                                               else msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
+                                                       msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
 #else
-                                               if (m_ptr->stunned) msg_format("%^s is more stunned.", m_name);
-                                               else msg_format("%^s is stunned.", m_name);
+                                                       msg_format("%^s is stunned.", m_name);
 #endif
-
-                                               m_ptr->stunned += stun_effect;
+                                               }
+                                               else
+                                               {
+#ifdef JP
+                                                       msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
+#else
+                                                       msg_format("%^s is more stunned.", m_name);
+#endif
+                                               }
                                        }
                                }
                        }
@@ -2534,7 +2237,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                if (!(r_ptr->flags3 & (RF3_NO_STUN)))
                                {
                                        /* Get stunned */
-                                       if (m_ptr->stunned)
+                                       if (MON_STUNNED(m_ptr))
                                        {
 #ifdef JP
                                                msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
@@ -2554,7 +2257,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        }
 
                                        /* Apply stun */
-                                       m_ptr->stunned = (tmp < 200) ? tmp : 200;
+                                       (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
                                }
                                else
                                {
@@ -2702,6 +2405,9 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        {
                                                drain_heal = damroll(2, drain_result / 6);
 
+                                               /* Hex */
+                                               if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
+
                                                if (cheat_xtra)
                                                {
 #ifdef JP
@@ -2744,13 +2450,14 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                }
                                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))
+                       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)
@@ -2768,10 +2475,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                /* Confuse the monster */
                                if (r_ptr->flags3 & RF3_NO_CONF)
                                {
-                                       if (m_ptr->ml && is_original_ap(m_ptr))
-                                       {
-                                               r_ptr->r_flags3 |= RF3_NO_CONF;
-                                       }
+                                       if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
 
 #ifdef JP
                                        msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
@@ -2797,7 +2501,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        msg_format("%^s appears confused.", m_name);
 #endif
 
-                                       m_ptr->confused += 10 + randint0(p_ptr->lev) / 5;
+                                       (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
                                }
                        }
 
@@ -2809,7 +2513,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                {
                                        if (r_ptr->flags1 & RF1_UNIQUE)
                                        {
-                                               if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
 #ifdef JP
                                                msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
 #else
@@ -2820,7 +2524,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        }
                                        else if (r_ptr->level > randint1(100))
                                        {
-                                               if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
 #ifdef JP
                                                msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
 #else
@@ -2839,14 +2543,13 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        msg_format("%^s disappears!", m_name);
 #endif
 
-                                       teleport_away(c_ptr->m_idx, 50, FALSE);
+                                       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) && cave_floor_bold(y, x) &&
-                                (randint1(90) > r_ptr->level))
+                       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))
@@ -2859,16 +2562,6 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                                msg_format("%^s changes!", m_name);
 #endif
 
-
-                                               /* 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];
-
                                                *fear = FALSE;
                                                weak = FALSE;
                                        }
@@ -2879,8 +2572,16 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
 #else
                                                msg_format("%^s is unaffected.", m_name);
 #endif
-
                                        }
+
+                                       /* 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)
@@ -2892,9 +2593,9 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                        object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
                                        char o_name[MAX_NLEN];
 
-                                       object_desc(o_name, q_ptr, TRUE, 0);
+                                       object_desc(o_name, q_ptr, OD_NAME_ONLY);
                                        q_ptr->held_m_idx = 0;
-                                       q_ptr->marked = 0;
+                                       q_ptr->marked = OM_TOUCHED;
                                        m_ptr->hold_o_idx = q_ptr->next_o_idx;
                                        q_ptr->next_o_idx = 0;
 #ifdef JP
@@ -2949,6 +2650,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int
                                                        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:
@@ -3081,24 +2784,32 @@ bool py_attack(int y, int x, int mode)
        char            m_name[80];
 
        /* Disturb the player */
-       disturb(0, 0);
+       disturb(0, 1);
 
        energy_use = 100;
 
-       if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
+       if (!p_ptr->migite && !p_ptr->hidarite &&
+           !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
        {
-               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);
+#ifdef JP
+               msg_format("%s¹¶·â¤Ç¤­¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
+#else
+               msg_print("You cannot do attacking.");
+#endif
+               return FALSE;
        }
 
        /* Extract monster name (or "it") */
        monster_desc(m_name, m_ptr, 0);
 
-       /* Auto-Recall if possible and visible */
-       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
+       if (m_ptr->ml)
+       {
+               /* Auto-Recall if possible and visible */
+               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
 
-       /* Track a new monster */
-       if (m_ptr->ml) health_track(c_ptr->m_idx);
+               /* Track a new monster */
+               health_track(c_ptr->m_idx);
+       }
 
        if ((r_ptr->flags1 & RF1_FEMALE) &&
            !(p_ptr->stun || p_ptr->confused || p_ptr->image || !m_ptr->ml))
@@ -3175,7 +2886,7 @@ bool py_attack(int y, int x, int mode)
                /* Message */
                if (m_ptr->ml)
 #ifdef JP
-               msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
+                       msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤­¤Ê¤¤¡ª", m_name);
 #else
                        msg_format("You are too afraid to attack %s!", m_name);
 #endif
@@ -3188,13 +2899,18 @@ bool py_attack(int y, int x, int mode)
 #endif
 
                /* Disturb the monster */
-               m_ptr->csleep = 0;
-               if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+               (void)set_monster_csleep(c_ptr->m_idx, 0);
 
                /* Done */
                return FALSE;
        }
 
+       if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
+       {
+               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);
+       }
+
        if (p_ptr->migite && p_ptr->hidarite)
        {
                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))
@@ -3284,22 +3000,28 @@ bool py_attack(int y, int x, int mode)
 }
 
 
-static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
+bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
 {
-       if (!pattern_tile(c_y, c_x) && !pattern_tile(n_y, n_x))
-               return TRUE;
+       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];
+       bool is_pattern_tile_cur = have_flag(cur_f_ptr->flags, FF_PATTERN);
+       bool is_pattern_tile_new = have_flag(new_f_ptr->flags, FF_PATTERN);
+       int pattern_type_cur, pattern_type_new;
+
+       if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
 
-       if (cave[n_y][n_x].feat == FEAT_PATTERN_START)
+       pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
+       pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
+
+       if (pattern_type_new == PATTERN_TILE_START)
        {
-               if (!pattern_tile(c_y, c_x) &&
-                   !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
+               if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
                {
 #ifdef JP
                        if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤭»Ï¤á¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
 #else
                        if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
 #endif
-
                                return TRUE;
                        else
                                return FALSE;
@@ -3307,11 +3029,11 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                else
                        return TRUE;
        }
-       else if ((cave[n_y][n_x].feat == FEAT_PATTERN_OLD) ||
-                (cave[n_y][n_x].feat == FEAT_PATTERN_END) ||
-                (cave[n_y][n_x].feat == FEAT_PATTERN_XTRA2))
+       else if ((pattern_type_new == PATTERN_TILE_OLD) ||
+                (pattern_type_new == PATTERN_TILE_END) ||
+                (pattern_type_new == PATTERN_TILE_WRECKED))
        {
-               if (pattern_tile(c_y, c_x))
+               if (is_pattern_tile_cur)
                {
                        return TRUE;
                }
@@ -3326,14 +3048,14 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                        return FALSE;
                }
        }
-       else if ((cave[n_y][n_x].feat == FEAT_PATTERN_XTRA1) ||
-                (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA1))
+       else if ((pattern_type_new == PATTERN_TILE_TELEPORT) ||
+                (pattern_type_cur == PATTERN_TILE_TELEPORT))
        {
                return TRUE;
        }
-       else if (cave[c_y][c_x].feat == FEAT_PATTERN_START)
+       else if (pattern_type_cur == PATTERN_TILE_START)
        {
-               if (pattern_tile(n_y, n_x))
+               if (is_pattern_tile_new)
                        return TRUE;
                else
                {
@@ -3346,11 +3068,11 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                        return FALSE;
                }
        }
-       else if ((cave[c_y][c_x].feat == FEAT_PATTERN_OLD) ||
-                (cave[c_y][c_x].feat == FEAT_PATTERN_END) ||
-                (cave[c_y][c_x].feat == FEAT_PATTERN_XTRA2))
+       else if ((pattern_type_cur == PATTERN_TILE_OLD) ||
+                (pattern_type_cur == PATTERN_TILE_END) ||
+                (pattern_type_cur == PATTERN_TILE_WRECKED))
        {
-               if (!pattern_tile(n_y, n_x))
+               if (!is_pattern_tile_new)
                {
 #ifdef JP
                        msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
@@ -3367,7 +3089,7 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
        }
        else
        {
-               if (!pattern_tile(c_y, c_x))
+               if (!is_pattern_tile_cur)
                {
 #ifdef JP
                        msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤭»Ï¤á¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
@@ -3379,44 +3101,43 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                }
                else
                {
-                       byte ok_move = FEAT_PATTERN_START;
-                       switch (cave[c_y][c_x].feat)
+                       byte ok_move = PATTERN_TILE_START;
+                       switch (pattern_type_cur)
                        {
-                               case FEAT_PATTERN_1:
-                                       ok_move = FEAT_PATTERN_2;
+                               case PATTERN_TILE_1:
+                                       ok_move = PATTERN_TILE_2;
                                        break;
-                               case FEAT_PATTERN_2:
-                                       ok_move = FEAT_PATTERN_3;
+                               case PATTERN_TILE_2:
+                                       ok_move = PATTERN_TILE_3;
                                        break;
-                               case FEAT_PATTERN_3:
-                                       ok_move = FEAT_PATTERN_4;
+                               case PATTERN_TILE_3:
+                                       ok_move = PATTERN_TILE_4;
                                        break;
-                               case FEAT_PATTERN_4:
-                                       ok_move = FEAT_PATTERN_1;
+                               case PATTERN_TILE_4:
+                                       ok_move = PATTERN_TILE_1;
                                        break;
                                default:
                                        if (p_ptr->wizard)
 #ifdef JP
-                                               msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", cave[c_y][c_x].feat);
+                                               msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
 #else
-                                               msg_format("Funny Pattern walking, %d.", cave[c_y][c_x].feat);
+                                               msg_format("Funny Pattern walking, %d.", pattern_type_cur);
 #endif
 
                                        return TRUE; /* Goof-up */
                        }
 
-                       if ((cave[n_y][n_x].feat == ok_move) ||
-                           (cave[n_y][n_x].feat == cave[c_y][c_x].feat))
+                       if ((pattern_type_new == ok_move) ||
+                           (pattern_type_new == pattern_type_cur))
                                return TRUE;
                        else
                        {
-                               if (!pattern_tile(n_y, n_x))
+                               if (!is_pattern_tile_new)
 #ifdef JP
                                        msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
 #else
                                        msg_print("You may not step off from the Pattern.");
 #endif
-
                                else
 #ifdef JP
                                        msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
@@ -3424,7 +3145,6 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
                                        msg_print("You must walk the Pattern in correct order.");
 #endif
 
-
                                return FALSE;
                        }
                }
@@ -3432,89 +3152,309 @@ static bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
 }
 
 
-
-bool player_can_enter(byte feature)
+bool player_can_enter(s16b feature, u16b mode)
 {
-       switch (feature)
-       {
-       case FEAT_DOOR_HEAD: /* Nasty hack -- Doors */
-       case FEAT_DOOR_HEAD + 0x01:
-       case FEAT_DOOR_HEAD + 0x02:
-       case FEAT_DOOR_HEAD + 0x03:
-       case FEAT_DOOR_HEAD + 0x04:
-       case FEAT_DOOR_HEAD + 0x05:
-       case FEAT_DOOR_HEAD + 0x06:
-       case FEAT_DOOR_HEAD + 0x07:
-       case FEAT_DOOR_HEAD + 0x08:
-       case FEAT_DOOR_HEAD + 0x09:
-       case FEAT_DOOR_HEAD + 0x0a:
-       case FEAT_DOOR_HEAD + 0x0b:
-       case FEAT_DOOR_HEAD + 0x0c:
-       case FEAT_DOOR_HEAD + 0x0d:
-       case FEAT_DOOR_HEAD + 0x0e:
-       case FEAT_DOOR_TAIL: /* Equals FEAT_DOOR_HEAD + 0x0f */
-       case FEAT_SECRET:
-       case FEAT_RUBBLE:
-       case FEAT_MAGMA:
-       case FEAT_QUARTZ:
-       case FEAT_MAGMA_H:
-       case FEAT_QUARTZ_H:
-       case FEAT_MAGMA_K:
-       case FEAT_QUARTZ_K:
-       case FEAT_WALL_EXTRA:
-       case FEAT_WALL_INNER:
-       case FEAT_WALL_OUTER:
-       case FEAT_WALL_SOLID:
-               /* Player can not walk through "walls" unless in Shadow Form */
-               return p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke;
-
-       case FEAT_PERM_EXTRA:
-       case FEAT_PERM_INNER:
-       case FEAT_PERM_OUTER:
-       case FEAT_PERM_SOLID:
-       case FEAT_PATTERN_START:
-       case FEAT_PATTERN_1:
-       case FEAT_PATTERN_2:
-       case FEAT_PATTERN_3:
-       case FEAT_PATTERN_4:
-       case FEAT_PATTERN_END:
-       case FEAT_PATTERN_OLD:
-       case FEAT_PATTERN_XTRA1:
-       case FEAT_PATTERN_XTRA2:
-               return FALSE;
+       feature_type *f_ptr = &f_info[feature];
 
-       case FEAT_DARK_PIT:
-               return p_ptr->ffall;
+       if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
 
-       case FEAT_MOUNTAIN:
-               return !dun_level && p_ptr->ffall;
+       /* Pattern */
+       if (have_flag(f_ptr->flags, FF_PATTERN))
+       {
+               if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
        }
 
-       /* Assume okay */
+       /* "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;
+
+       if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
+
        return TRUE;
 }
 
 
 /*
- * Get feature string which blocks your way
+ * Move the player
  */
-static cptr blocking_feat_name(byte feat)
+bool move_player_effect(int ny, int nx, u32b mpe_mode)
 {
-       switch (feat)
+       cave_type *c_ptr = &cave[ny][nx];
+       feature_type *f_ptr = &f_info[c_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;
+
+               /* Move the player */
+               py = ny;
+               px = nx;
+
+               /* Hack -- For moving monster or riding player's moving */
+               if (!(mpe_mode & MPE_DONT_SWAP_MON))
+               {
+                       /* Swap two monsters */
+                       c_ptr->m_idx = om_idx;
+                       oc_ptr->m_idx = nm_idx;
+
+                       if (om_idx > 0) /* Monster on old spot (or p_ptr->riding) */
+                       {
+                               monster_type *om_ptr = &m_list[om_idx];
+                               om_ptr->fy = ny;
+                               om_ptr->fx = nx;
+                               update_mon(om_idx, TRUE);
+                       }
+
+                       if (nm_idx > 0) /* Monster on new spot */
+                       {
+                               monster_type *nm_ptr = &m_list[nm_idx];
+                               nm_ptr->fy = oy;
+                               nm_ptr->fx = ox;
+                               update_mon(nm_idx, TRUE);
+                       }
+               }
+
+               /* Redraw old spot */
+               lite_spot(oy, ox);
+
+               /* Redraw new spot */
+               lite_spot(ny, nx);
+
+               /* Check for new panel (redraw map) */
+               verify_panel();
+
+               if (mpe_mode & MPE_FORGET_FLOW)
+               {
+                       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 */
+               if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
+
+               /* 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)
+               {
+                       if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
+                       else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
+               }
+
+               if ((p_ptr->action == ACTION_HAYAGAKE) &&
+                   (!have_flag(f_ptr->flags, FF_PROJECT) ||
+                    (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
+               {
 #ifdef JP
-       case FEAT_TREES: return "ÌÚ";
-       case FEAT_MOUNTAIN: return "»³";
-       default: return "ÊÉ";
+                       msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
 #else
-       case FEAT_TREES: return "tree";
-       case FEAT_MOUNTAIN: return "mountain";
-       default: return "wall";
+                       msg_print("You cannot run in here.");
 #endif
+                       set_action(ACTION_NONE);
+               }
        }
+
+       if (mpe_mode & MPE_ENERGY_USE)
+       {
+               if (music_singing(MUSIC_WALL))
+               {
+                       (void)project(0, 0, py, px, (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;
+               }
+
+               /* Spontaneous Searching */
+               if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
+               {
+                       search();
+               }
+
+               /* Continuous Searching */
+               if (p_ptr->action == ACTION_SEARCH)
+               {
+                       search();
+               }
+       }
+
+       /* Handle "objects" */
+       if (!(mpe_mode & MPE_DONT_PICKUP))
+       {
+               carry((mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
+       }
+
+       /* Handle "store doors" */
+       if (have_flag(f_ptr->flags, FF_STORE))
+       {
+               /* Disturb */
+               disturb(0, 1);
+
+               energy_use = 0;
+               /* Hack -- Enter store */
+               command_new = SPECIAL_KEY_STORE;
+       }
+
+       /* Handle "building doors" -KMW- */
+       else if (have_flag(f_ptr->flags, FF_BLDG))
+       {
+               /* Disturb */
+               disturb(0, 1);
+
+               energy_use = 0;
+               /* Hack -- Enter building */
+               command_new = SPECIAL_KEY_BUILDING;
+       }
+
+       /* Handle quest areas -KMW- */
+       else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
+       {
+               /* Disturb */
+               disturb(0, 1);
+
+               energy_use = 0;
+               /* Hack -- Enter quest level */
+               command_new = SPECIAL_KEY_QUEST;
+       }
+
+       else if (have_flag(f_ptr->flags, FF_QUEST_EXIT))
+       {
+               if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
+               {
+                       complete_quest(p_ptr->inside_quest);
+               }
+
+               leave_quest_check();
+
+               p_ptr->inside_quest = c_ptr->special;
+               dun_level = 0;
+               p_ptr->oldpx = 0;
+               p_ptr->oldpy = 0;
+
+               p_ptr->leaving = TRUE;
+       }
+
+       /* Set off a trap */
+       else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
+       {
+               /* Disturb */
+               disturb(0, 1);
+
+               /* Hidden trap */
+               if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
+               {
+                       /* Message */
+#ifdef JP
+                       msg_print("¥È¥é¥Ã¥×¤À¡ª");
+#else
+                       msg_print("You found a trap!");
+#endif
+
+                       /* Pick a trap */
+                       disclose_grid(py, px);
+               }
+
+               /* Hit the trap */
+               hit_trap((mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
+
+               if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
+       }
+
+       /* Warn when leaving trap detected region */
+       if (!(mpe_mode & MPE_STAYING) && (disturb_trap_detect || alert_trap_detect)
+           && p_ptr->dtrap && !(c_ptr->info & CAVE_IN_DETECT))
+       {
+               /* No duplicate warning */
+               p_ptr->dtrap = FALSE;
+
+               /* You are just on the edge */
+               if (!(c_ptr->info & CAVE_UNSAFE))
+               {
+                       if (alert_trap_detect)
+                       {
+#ifdef JP
+                               msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
+#else
+                               msg_print("*Leaving trap detect region!*");
+#endif
+                       }
+
+                       if (disturb_trap_detect) disturb(0, 1);
+               }
+       }
+
+       return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
 }
 
 
+bool trap_can_be_ignored(int feat)
+{
+       feature_type *f_ptr = &f_info[feat];
+
+       if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
+
+       switch (f_ptr->subtype)
+       {
+       case TRAP_TRAPDOOR:
+       case TRAP_PIT:
+       case TRAP_SPIKED_PIT:
+       case TRAP_POISON_PIT:
+               if (p_ptr->levitation) return TRUE;
+               break;
+       case TRAP_TELEPORT:
+               if (p_ptr->anti_tele) return TRUE;
+               break;
+       case TRAP_FIRE:
+               if (p_ptr->immune_fire) return TRUE;
+               break;
+       case TRAP_ACID:
+               if (p_ptr->immune_acid) return TRUE;
+               break;
+       case TRAP_BLIND:
+               if (p_ptr->resist_blind) return TRUE;
+               break;
+       case TRAP_CONFUSE:
+               if (p_ptr->resist_conf) return TRUE;
+               break;
+       case TRAP_POISON:
+               if (p_ptr->resist_pois) return TRUE;
+               break;
+       case TRAP_SLEEP:
+               if (p_ptr->free_act) return TRUE;
+               break;
+       }
+
+       return FALSE;
+}
+
+
+/*
+ * Determine if a "boundary" grid is "floor mimic"
+ */
+#define boundary_floor(C, F, MF) \
+       ((C)->mimic && permanent_wall(F) && \
+        (have_flag((MF)->flags, FF_MOVE) || have_flag((MF)->flags, FF_CAN_FLY)) && \
+        have_flag((MF)->flags, FF_PROJECT) && \
+        !have_flag((MF)->flags, FF_OPEN))
+
 /*
  * Move player in the given direction, with the given "pickup" flag.
  *
@@ -3524,11 +3464,17 @@ static cptr blocking_feat_name(byte feat)
  * any monster which might be in the destination grid.  Previously,
  * moving into walls was "free" and did NOT hit invisible monsters.
  */
-void move_player(int dir, int do_pickup, bool break_trap)
+void move_player(int dir, bool do_pickup, bool break_trap)
 {
-       int y, x;
+       /* Find the result of moving */
+       int y = py + ddy[dir];
+       int x = px + ddx[dir];
+
+       /* Examine the destination */
+       cave_type *c_ptr = &cave[y][x];
+
+       feature_type *f_ptr = &f_info[c_ptr->feat];
 
-       cave_type *c_ptr;
        monster_type *m_ptr;
 
        monster_type *riding_m_ptr = &m_list[p_ptr->riding];
@@ -3536,26 +3482,20 @@ void move_player(int dir, int do_pickup, bool break_trap)
 
        char m_name[80];
 
-       bool p_can_pass_walls = FALSE;
+       bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
+       bool p_can_kill_walls = FALSE;
        bool stormbringer = FALSE;
 
        bool oktomove = TRUE;
        bool do_past = FALSE;
 
-       /* Find the result of moving */
-       y = py + ddy[dir];
-       x = px + ddx[dir];
-
-       /* Examine the destination */
-       c_ptr = &cave[y][x];
-
        /* Exit the area */
        if (!dun_level && !p_ptr->wild_mode &&
                ((x == 0) || (x == MAX_WID - 1) ||
                 (y == 0) || (y == MAX_HGT - 1)))
        {
                /* Can the player enter the grid? */
-               if (c_ptr->mimic && player_can_enter(c_ptr->mimic))
+               if (c_ptr->mimic && player_can_enter(c_ptr->mimic, 0))
                {
                        /* Hack: move to new area */
                        if ((y == 0) && (x == 0))
@@ -3634,6 +3574,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
 
                /* "Blocked" message appears later */
                /* oktomove = FALSE; */
+               p_can_enter = FALSE;
        }
 
        /* Get the monster */
@@ -3645,15 +3586,12 @@ void move_player(int dir, int do_pickup, bool break_trap)
 
        /* Player can not walk through "walls"... */
        /* unless in Shadow Form */
-       if (p_ptr->wraith_form || p_ptr->pass_wall || p_ptr->kabenuke)
-               p_can_pass_walls = TRUE;
-       if ((c_ptr->feat >= FEAT_PERM_EXTRA) && (c_ptr->feat <= FEAT_PERM_SOLID))
-       {
-               p_can_pass_walls = FALSE;
-       }
+       p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
+               (!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
+               !have_flag(f_ptr->flags, FF_PERMANENT);
 
        /* Hack -- attack monsters */
-       if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x) || p_can_pass_walls))
+       if (c_ptr->m_idx && (m_ptr->ml || p_can_enter || p_can_kill_walls))
        {
                monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
@@ -3661,20 +3599,22 @@ void move_player(int dir, int 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)) &&
-                   ((cave_floor_bold(y, x)) || (c_ptr->feat == FEAT_TREES) || (p_can_pass_walls)))
+                   pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
                {
-                       m_ptr->csleep = 0;
-                       if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+                       /* Disturb the monster */
+                       (void)set_monster_csleep(c_ptr->m_idx, 0);
 
                        /* Extract monster name (or "it") */
                        monster_desc(m_name, m_ptr, 0);
 
-                       /* Auto-Recall if possible and visible */
-                       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
+                       if (m_ptr->ml)
+                       {
+                               /* Auto-Recall if possible and visible */
+                               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
 
-                       /* Track a new monster */
-                       if (m_ptr->ml) health_track(c_ptr->m_idx);
+                               /* Track a new monster */
+                               health_track(c_ptr->m_idx);
+                       }
 
                        /* displace? */
                        if ((stormbringer && (randint1(1000) > 666)) || (p_ptr->pclass == CLASS_BERSERKER))
@@ -3682,9 +3622,7 @@ void move_player(int dir, int do_pickup, bool break_trap)
                                py_attack(y, x, 0);
                                oktomove = FALSE;
                        }
-                       else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr) &&
-                                (cave_floor_bold(py, px) || cave[py][px].feat == FEAT_TREES ||
-                                 (r_ptr->flags2 & RF2_PASS_WALL)))
+                       else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
                        {
                                do_past = TRUE;
                        }
@@ -3709,240 +3647,154 @@ void move_player(int dir, int do_pickup, bool break_trap)
                }
        }
 
-       if (!oktomove)
-       {
-       }
-
-       else if ((c_ptr->feat == FEAT_DARK_PIT) && !p_ptr->ffall)
+       if (oktomove && p_ptr->riding)
        {
+               if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
+               {
 #ifdef JP
-               msg_print("Îö¤±Ìܤò²£Àڤ뤳¤È¤Ï¤Ç¤­¤Þ¤»¤ó¡£");
+                       msg_print("Æ°¤±¤Ê¤¤¡ª");
 #else
-               msg_print("You can't cross the chasm.");
+                       msg_print("Can't move!");
 #endif
+                       energy_use = 0;
+                       oktomove = FALSE;
+                       disturb(0, 1);
+               }
+               else if (MON_MONFEAR(riding_m_ptr))
+               {
+                       char m_name[80];
 
-               energy_use = 0;
-               running = 0;
-               oktomove = FALSE;
-       }
+                       /* Acquire the monster name */
+                       monster_desc(m_name, riding_m_ptr, 0);
 
-       else if (c_ptr->feat == FEAT_MOUNTAIN)
-       {
-               if (dun_level || !p_ptr->ffall)
-               {
+                       /* Dump a message */
 #ifdef JP
-                       msg_print("»³¤Ë¤ÏÅФì¤Þ¤»¤ó¡ª");
+                       msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
 #else
-                       msg_print("You can't climb the mountains!");
+                       msg_format("%^s is too scared to control.", m_name);
 #endif
-
-                       running = 0;
-                       energy_use = 0;
                        oktomove = FALSE;
+                       disturb(0, 1);
                }
-       }
-       /*
-        * Player can move through trees and
-        * has effective -10 speed
-        * Rangers can move without penality
-        */
-       else if (c_ptr->feat == FEAT_TREES)
-       {
-               oktomove = TRUE;
-               if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->ffall) energy_use *= 2;
-       }
-
-       else if ((c_ptr->feat >= FEAT_QUEST_ENTER) &&
-               (c_ptr->feat <= FEAT_QUEST_EXIT))
-       {
-               oktomove = TRUE;
-       }
-
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
-       /* Disarm a visible trap */
-       else if ((do_pickup != easy_disarm) && is_known_trap(c_ptr))
-       {
-               bool ignore = FALSE;
-               switch (c_ptr->feat)
+               else if (p_ptr->riding_ryoute)
                {
-                       case FEAT_TRAP_TRAPDOOR:
-                       case FEAT_TRAP_PIT:
-                       case FEAT_TRAP_SPIKED_PIT:
-                       case FEAT_TRAP_POISON_PIT:
-                               if (p_ptr->ffall) ignore = TRUE;
-                               break;
-                       case FEAT_TRAP_TELEPORT:
-                               if (p_ptr->anti_tele) ignore = TRUE;
-                               break;
-                       case FEAT_TRAP_FIRE:
-                               if (p_ptr->immune_fire) ignore = TRUE;
-                               break;
-                       case FEAT_TRAP_ACID:
-                               if (p_ptr->immune_acid) ignore = TRUE;
-                               break;
-                       case FEAT_TRAP_BLIND:
-                               if (p_ptr->resist_blind) ignore = TRUE;
-                               break;
-                       case FEAT_TRAP_CONFUSE:
-                               if (p_ptr->resist_conf) ignore = TRUE;
-                               break;
-                       case FEAT_TRAP_POISON:
-                               if (p_ptr->resist_pois) ignore = TRUE;
-                               break;
-                       case FEAT_TRAP_SLEEP:
-                               if (p_ptr->free_act) ignore = TRUE;
-                               break;
+                       oktomove = FALSE;
+                       disturb(0, 1);
                }
-
-               if (!ignore)
+               else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
                {
-                       (void)do_cmd_disarm_aux(y, x, dir);
-                       return;
+                       /* Allow moving */
                }
-       }
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-       else if (p_ptr->riding && (riding_r_ptr->flags1 & RF1_NEVER_MOVE))
-       {
+               else if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM))
+               {
+                       /* Allow moving */
+               }
+               else if (have_flag(f_ptr->flags, FF_WATER) &&
+                       !(riding_r_ptr->flags7 & RF7_AQUATIC) &&
+                       (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
+               {
 #ifdef JP
-               msg_print("Æ°¤±¤Ê¤¤¡ª");
+                       msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
 #else
-               msg_print("Can't move!");
+                       msg_print("Can't swim.");
 #endif
-               energy_use = 0;
-               oktomove = FALSE;
-               disturb(0, 0);
-       }
-
-       else if (p_ptr->riding && riding_m_ptr->monfear)
-       {
-               char m_name[80];
-
-               /* Acquire the monster name */
-               monster_desc(m_name, riding_m_ptr, 0);
-
-               /* Dump a message */
+                       energy_use = 0;
+                       oktomove = FALSE;
+                       disturb(0, 1);
+               }
+               else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
+               {
 #ifdef JP
-               msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤­¤Ê¤¤¡£", m_name);
+                       msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
 #else
-               msg_format("%^s is too scared to control.", m_name);
+                       msg_print("Can't land.");
 #endif
-               oktomove = FALSE;
-               disturb(0, 0);
-       }
-
-       else if (p_ptr->riding && p_ptr->riding_ryoute)
-       {
-               oktomove = FALSE;
-               disturb(0, 0);
-       }
-
-       else if ((p_ptr->riding && (riding_r_ptr->flags7 & RF7_AQUATIC)) && (c_ptr->feat != FEAT_SHAL_WATER) && (c_ptr->feat != FEAT_DEEP_WATER))
-       {
+                       energy_use = 0;
+                       oktomove = FALSE;
+                       disturb(0, 1);
+               }
+               else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
+               {
 #ifdef JP
-               msg_print("Φ¾å¤Ë¾å¤¬¤ì¤Ê¤¤¡£");
+                       msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
 #else
-               msg_print("Can't land.");
+                       msg_print("Too hot to go through.");
 #endif
-               energy_use = 0;
-               oktomove = FALSE;
-               disturb(0, 0);
-       }
+                       energy_use = 0;
+                       oktomove = FALSE;
+                       disturb(0, 1);
+               }
 
-       else if ((p_ptr->riding && !(riding_r_ptr->flags7 & (RF7_AQUATIC | RF7_CAN_SWIM | RF7_CAN_FLY))) && (c_ptr->feat == FEAT_DEEP_WATER))
-       {
+               if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
+               {
+                       char m_name[80];
+                       monster_desc(m_name, riding_m_ptr, 0);
 #ifdef JP
-               msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
+                       msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
 #else
-               msg_print("Can't swim.");
+                       msg_format("You cannot control stunned %s!",m_name);
 #endif
-               energy_use = 0;
-               oktomove = FALSE;
-               disturb(0, 0);
+                       oktomove = FALSE;
+                       disturb(0, 1);
+               }
        }
 
-       else if ((p_ptr->riding && (riding_r_ptr->flags2 & RF2_AURA_FIRE) && !(riding_r_ptr->flags7 & RF7_CAN_FLY)) && (c_ptr->feat == FEAT_SHAL_WATER))
+       if (!oktomove)
        {
-#ifdef JP
-               msg_print("¿å¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
-#else
-               msg_print("Can't swim.");
-#endif
-               energy_use = 0;
-               oktomove = FALSE;
-               disturb(0, 0);
        }
 
-       else if ((p_ptr->riding && !(riding_r_ptr->flags7 & RF7_CAN_FLY) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) && ((c_ptr->feat == FEAT_SHAL_LAVA) || (c_ptr->feat == FEAT_DEEP_LAVA)))
+       else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
        {
 #ifdef JP
-               msg_print("ÍÏ´ä¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£");
+               msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
 #else
-               msg_print("Too hot to go through.");
+               msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
 #endif
+
                energy_use = 0;
+               running = 0;
                oktomove = FALSE;
-               disturb(0, 0);
        }
 
-       else if (p_ptr->riding && riding_m_ptr->stunned && one_in_(2))
+       /*
+        * Player can move through trees and
+        * has effective -10 speed
+        * Rangers can move without penality
+        */
+       else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
        {
-               char m_name[80];
-               monster_desc(m_name, riding_m_ptr, 0);
-#ifdef JP
-               msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
-#else
-               msg_format("You cannot control stunned %s!",m_name);
-#endif
-               oktomove = FALSE;
-               disturb(0, 0);
+               if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) 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)
+       {
+               if (!trap_can_be_ignored(c_ptr->feat))
+               {
+                       (void)do_cmd_disarm_aux(y, x, dir);
+                       return;
+               }
+       }
+
+#endif /* ALLOW_EASY_DISARM -- TNB */
+
        /* Player can not walk through "walls" unless in wraith form...*/
-       else if ((!cave_floor_bold(y, x)) &&
-               (!p_can_pass_walls))
+       else if (!p_can_enter && !p_can_kill_walls)
        {
                /* Feature code (applying "mimic" field) */
-               byte feat = get_feat_mimic(c_ptr);
+               s16b feat = get_feat_mimic(c_ptr);
+               feature_type *mimic_f_ptr = &f_info[feat];
+               cptr name = f_name + mimic_f_ptr->name;
 
                oktomove = FALSE;
 
-               /* Disturb the player */
-               disturb(0, 0);
-
                /* Notice things in the dark */
-               if ((!(c_ptr->info & (CAVE_MARK))) &&
-                   (p_ptr->blind || !(c_ptr->info & (CAVE_LITE))))
+               if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
                {
-                       /* Rubble */
-                       if (feat == FEAT_RUBBLE)
-                       {
-#ifdef JP
-                               msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
-#else
-                               msg_print("You feel some rubble blocking your way.");
-#endif
-
-                               c_ptr->info |= (CAVE_MARK);
-                               lite_spot(y, x);
-                       }
-
-                       /* Closed door */
-                       else if (is_closed_door(feat))
-                       {
-#ifdef JP
-                               msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£");
-#else
-                               msg_print("You feel a closed door blocking your way.");
-#endif
-
-                               c_ptr->info |= (CAVE_MARK);
-                               lite_spot(y, x);
-                       }
-
                        /* Boundary floor mimic */
-                       else if (boundary_floor_grid(c_ptr))
+                       if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
                        {
 #ifdef JP
                                msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
@@ -3955,370 +3807,144 @@ void move_player(int dir, int do_pickup, bool break_trap)
                        else
                        {
 #ifdef JP
-                               msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", blocking_feat_name(feat));
+                               msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
 #else
-                               msg_format("You feel a %s blocking your way.", blocking_feat_name(feat));
+                               msg_format("You feel %s %s blocking your way.",
+                                       is_a_vowel(name[0]) ? "an" : "a", name);
 #endif
 
                                c_ptr->info |= (CAVE_MARK);
-                               lite_spot(y, x);
-                       }
-               }
-
-               /* Notice things */
-               else
-               {
-                       /* Rubble */
-                       if (feat == FEAT_RUBBLE)
-                       {
-#ifdef JP
-                               msg_print("´äÀФ¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
-#else
-                               msg_print("There is rubble blocking your way.");
-#endif
-
-                               if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
-                                       energy_use = 0;
-
-                               /*
-                                * Well, it makes sense that you lose time bumping into
-                                * a wall _if_ you are confused, stunned or blind; but
-                                * typing mistakes should not cost you a turn...
-                                */
-                       }
-                       /* Closed doors */
-                       else if (is_closed_door(feat))
-                       {
-#ifdef ALLOW_EASY_OPEN
-
-                               if (easy_open && easy_open_door(y, x)) return;
-
-#endif /* ALLOW_EASY_OPEN */
-
-#ifdef JP
-                               msg_print("¥É¥¢¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£");
-#else
-                               msg_print("There is a closed door blocking your way.");
-#endif
-
-                               if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
-                                       energy_use = 0;
-                       }
-
-                       /* Boundary floor mimic */
-                       else if (boundary_floor_grid(c_ptr))
-                       {
-#ifdef JP
-                               msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
-#else
-                               msg_print("You cannot go any more.");
-#endif
-
-                               if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
-                                       energy_use = 0;
-                       }
-
-                       /* Wall (or secret door) */
-                       else
-                       {
-#ifdef JP
-                               msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", blocking_feat_name(feat));
-#else
-                               msg_format("There is a %s blocking your way.", blocking_feat_name(feat));
-#endif
-
-                               if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
-                                       energy_use = 0;
-                       }
-               }
-
-               /* Sound */
-               if (!boundary_floor_grid(c_ptr)) sound(SOUND_HITWALL);
-       }
-
-       /* Normal movement */
-       if (!pattern_seq(py, px, y, x))
-       {
-               if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
-               {
-                       energy_use = 0;
-               }
-
-               /* To avoid a loop with running */
-               disturb(0, 0);
-
-               oktomove = FALSE;
-       }
-
-       /* Normal movement */
-       if (oktomove)
-       {
-               int oy, ox;
-
-               if (p_ptr->warning)
-               {
-                       if(!process_warning(x, y))
-                       {
-                               energy_use = 25;
-                               return;
-                       }
-               }
-
-               /* Hack -- For moving monster or riding player's moving */
-               cave[py][px].m_idx = c_ptr->m_idx;
-               c_ptr->m_idx = 0;
-
-               if (do_past)
-               {
-#ifdef JP
-                       msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
-#else
-                       msg_format("You push past %s.", m_name);
-#endif
-
-                       m_ptr->fy = py;
-                       m_ptr->fx = px;
-                       update_mon(cave[py][px].m_idx, TRUE);
-               }
-
-               /* Change oldpx and oldpy to place the player well when going back to big mode */
-               if (p_ptr->wild_mode)
-               {
-                       if(ddy[dir] > 0)  p_ptr->oldpy = 1;
-                       if(ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
-                       if(ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
-                       if(ddx[dir] > 0)  p_ptr->oldpx = 1;
-                       if(ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
-                       if(ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
-               }
-
-               /* Save old location */
-               oy = py;
-               ox = px;
-
-               /* Move the player */
-               py = y;
-               px = x;
-
-               if (music_singing(MUSIC_WALL))
-               {
-                       project(0, 0, py, px,
-                               (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
-               }
-               else if (p_ptr->kill_wall || (p_ptr->riding && (riding_r_ptr->flags2 & RF2_KILL_WALL)))
-               {
-                       if (!cave_floor_bold(py, px) && cave_valid_bold(py, px) &&
-                               (cave[py][px].feat < FEAT_PATTERN_START ||
-                                cave[py][px].feat > FEAT_PATTERN_XTRA2) &&
-                               (cave[py][px].feat < FEAT_DEEP_WATER ||
-                                cave[py][px].feat > FEAT_GRASS))
-                       {
-                               /* Forget the wall */
-                               cave[py][px].info &= ~(CAVE_MARK);
-
-                               if (cave[py][px].feat == FEAT_TREES)
-                                       cave_set_feat(py, px, FEAT_GRASS);
-                               else
-                                       cave_set_feat(py, px, floor_type[randint0(100)]);
-                       }
-
-                       /* Update some things -- similar to GF_KILL_WALL */
-                       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
-               }
-
-               /* Remove "unsafe" flag */
-               if ((!p_ptr->blind && !no_lite()) || !is_trap(c_ptr->feat)) c_ptr->info &= ~(CAVE_UNSAFE);
-
-               if (p_ptr->riding)
-               {
-                       riding_m_ptr->fy = py;
-                       riding_m_ptr->fx = px;
-                       cave[py][px].m_idx = p_ptr->riding;
-                       update_mon(p_ptr->riding, TRUE);
-               }
-
-               /* Redraw new spot */
-               lite_spot(py, px);
-
-               /* Redraw old spot */
-               lite_spot(oy, ox);
-
-               /* Sound */
-               /* sound(SOUND_WALK); */
-
-               /* Check for new panel (redraw map) */
-               verify_panel();
-
-               /* For get everything when requested hehe I'm *NASTY* */
-               if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET))
-               {
-                       wiz_dark();
-               }
-
-               if ((p_ptr->pclass == CLASS_NINJA))
-               {
-                       if (c_ptr->info & (CAVE_GLOW)) set_superstealth(FALSE);
-                       else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
-               }
-               if ((p_ptr->action == ACTION_HAYAGAKE) && !cave_floor_bold(py, px))
-               {
-#ifdef JP
-                       msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
-#else
-                       msg_print("You cannot run in wall.");
-#endif
-                       set_action(ACTION_NONE);
-               }
-
-               /* Update stuff */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
-               /* Update the monsters */
-               p_ptr->update |= (PU_DISTANCE);
-
-               /* Window stuff */
-               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-               /* Spontaneous Searching */
-               if ((p_ptr->skill_fos >= 50) ||
-                   (0 == randint0(50 - p_ptr->skill_fos)))
-               {
-                       search();
+                               lite_spot(y, x);
+                       }
                }
 
-               /* Continuous Searching */
-               if (p_ptr->action == ACTION_SEARCH)
+               /* Notice things */
+               else
                {
-                       search();
-               }
+                       /* Boundary floor mimic */
+                       if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
+                       {
+#ifdef JP
+                               msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
+#else
+                               msg_print("You cannot go any more.");
+#endif
 
-               /* Handle "objects" */
+                               if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
+                                       energy_use = 0;
+                       }
 
-#ifdef ALLOW_EASY_DISARM /* TNB */
+                       /* 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 */
 
-               carry(do_pickup != always_pickup);
+#ifdef JP
+                               msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
+#else
+                               msg_format("There is %s %s blocking your way.",
+                                       is_a_vowel(name[0]) ? "an" : "a", name);
+#endif
 
-#else /* ALLOW_EASY_DISARM -- TNB */
+                               /*
+                                * Well, it makes sense that you lose time bumping into
+                                * a wall _if_ you are confused, stunned or blind; but
+                                * typing mistakes should not cost you a turn...
+                                */
+                               if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
+                                       energy_use = 0;
+                       }
+               }
 
-               carry(do_pickup);
+               /* Disturb the player */
+               disturb(0, 1);
 
-#endif /* ALLOW_EASY_DISARM -- TNB */
+               /* Sound */
+               if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
+       }
 
-               /* Handle "store doors" */
-               if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
-                   (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
-                   (c_ptr->feat == FEAT_MUSEUM))
+       /* Normal movement */
+       if (oktomove && !pattern_seq(py, px, y, x))
+       {
+               if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
                {
-                       /* Disturb */
-                       disturb(0, 0);
-
                        energy_use = 0;
-                       /* Hack -- Enter store */
-                       command_new = SPECIAL_KEY_STORE;
                }
 
-               /* Handle "building doors" -KMW- */
-               else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
-                   (c_ptr->feat <= FEAT_BLDG_TAIL))
-               {
-                       /* Disturb */
-                       disturb(0, 0);
+               /* To avoid a loop with running */
+               disturb(0, 1);
 
-                       energy_use = 0;
-                       /* Hack -- Enter building */
-                       command_new = SPECIAL_KEY_BUILDING;
-               }
+               oktomove = FALSE;
+       }
 
-               /* Handle quest areas -KMW- */
-               else if (c_ptr->feat == FEAT_QUEST_ENTER)
-               {
-                       /* Disturb */
-                       disturb(0, 0);
+       /* Normal movement */
+       if (oktomove)
+       {
+               u32b mpe_mode = MPE_ENERGY_USE;
 
-                       energy_use = 0;
-                       /* Hack -- Enter quest level */
-                       command_new = SPECIAL_KEY_QUEST;
+               if (p_ptr->warning)
+               {
+                       if (!process_warning(x, y))
+                       {
+                               energy_use = 25;
+                               return;
+                       }
                }
 
-               else if (c_ptr->feat == FEAT_QUEST_EXIT)
+               if (do_past)
                {
-                       if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
-                       {
-                               if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
-                               quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
-                               quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
 #ifdef JP
-                               msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
+                       msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
 #else
-                               msg_print("You accomplished your quest!");
+                       msg_format("You push past %s.", m_name);
 #endif
+               }
 
-                               msg_print(NULL);
-                       }
-
-                       leave_quest_check();
+               /* Change oldpx and oldpy to place the player well when going back to big mode */
+               if (p_ptr->wild_mode)
+               {
+                       if (ddy[dir] > 0)  p_ptr->oldpy = 1;
+                       if (ddy[dir] < 0)  p_ptr->oldpy = MAX_HGT - 2;
+                       if (ddy[dir] == 0) p_ptr->oldpy = MAX_HGT / 2;
+                       if (ddx[dir] > 0)  p_ptr->oldpx = 1;
+                       if (ddx[dir] < 0)  p_ptr->oldpx = MAX_WID - 2;
+                       if (ddx[dir] == 0) p_ptr->oldpx = MAX_WID / 2;
+               }
 
-                       p_ptr->inside_quest = c_ptr->special;
-                       dun_level = 0;
-                       p_ptr->oldpx = 0;
-                       p_ptr->oldpy = 0;
+               if (p_can_kill_walls)
+               {
+                       cave_alter_feat(y, x, FF_HURT_DISI);
 
-                       p_ptr->leaving = TRUE;
+                       /* Update some things -- similar to GF_KILL_WALL */
+                       p_ptr->update |= (PU_FLOW);
                }
 
-               /* Set off a trap */
-               else if (is_trap(c_ptr->feat))
-               {
-                       /* Disturb */
-                       disturb(0, 0);
+               /* Sound */
+               /* sound(SOUND_WALK); */
 
-                       /* Hidden trap */
-                       if (c_ptr->mimic)
-                       {
-                               /* Message */
-#ifdef JP
-                               msg_print("¥È¥é¥Ã¥×¤À¡ª");
-#else
-                               msg_print("You found a trap!");
-#endif
+#ifdef ALLOW_EASY_DISARM /* TNB */
 
-                               /* Pick a trap */
-                               disclose_grid(py, px);
-                       }
+               if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
 
-                       /* Hit the trap */
-                       hit_trap(break_trap);
-               }
+#else /* ALLOW_EASY_DISARM -- TNB */
 
-               /* Warn when leaving trap detected region */
-               if ((disturb_trap_detect || alert_trap_detect)
-                   && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
-               {
-                       /* No duplicate warning */
-                       p_ptr->dtrap = FALSE;
+               if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
 
-                       /* You are just on the edge */
-                       if (!(cave[py][px].info & CAVE_UNSAFE))
-                       {
-                               if (alert_trap_detect)
-                               {
-#ifdef JP
-                                       msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
-#else
-                                       msg_print("*Leaving trap detect region!*");
-#endif
-                               }
+#endif /* ALLOW_EASY_DISARM -- TNB */
 
-                               if (disturb_trap_detect)
-                               {
-                                       disturb(0, 0);
-                               }
-                       }
-               }
+               if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
+
+               /* Move the player */
+               (void)move_player_effect(y, x, mpe_mode);
        }
 }
 
 
+static bool ignore_avoid_run;
+
 /*
  * Hack -- Check for a "known wall" (see below)
  */
@@ -4340,16 +3966,19 @@ static int see_wall(int dir, int y, int x)
        if (c_ptr->info & (CAVE_MARK))
        {
                /* Feature code (applying "mimic" field) */
-               byte feat = get_feat_mimic(c_ptr);
+               s16b         feat = get_feat_mimic(c_ptr);
+               feature_type *f_ptr = &f_info[feat];
 
-               /* Rubble, Magma, Quartz, Wall, Perm wall */
-               if (feat >= FEAT_RUBBLE && feat <= FEAT_PERM_SOLID) return TRUE;
+               /* Wall grids are known walls */
+               if (!player_can_enter(feat, 0)) return !have_flag(f_ptr->flags, FF_DOOR);
 
-               /* Tree */
-               if (feat == FEAT_TREES) return TRUE;
+               /* Don't run on a tree unless explicitly requested */
+               if (have_flag(f_ptr->flags, FF_AVOID_RUN) && !ignore_avoid_run)
+                       return TRUE;
 
-               /* Mountain */
-               if (feat == FEAT_MOUNTAIN) return TRUE;
+               /* Don't run in a wall */
+               if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
+                       return !have_flag(f_ptr->flags, FF_DOOR);
        }
 
        return FALSE;
@@ -4371,9 +4000,6 @@ static int see_nothing(int dir, int y, int x)
        /* Memorized grids are always known */
        if (cave[y][x].info & (CAVE_MARK)) return (FALSE);
 
-       /* Non-floor grids are unknown */
-       if (!cave_floor_bold(y, x)) return (TRUE);
-
        /* Viewable door/wall grids are known */
        if (player_can_see_bold(y, x)) return (FALSE);
 
@@ -4595,6 +4221,8 @@ static void run_init(int dir)
        row = py + ddy[dir];
        col = px + ddx[dir];
 
+       ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
+
        /* Extract cycle index */
        i = chome[dir];
 
@@ -4669,7 +4297,8 @@ static bool run_test(void)
        int         i, max, inv;
        int         option = 0, option2 = 0;
        cave_type   *c_ptr;
-       byte feat;
+       s16b        feat;
+       feature_type *f_ptr;
 
        /* Where we came from */
        prev_dir = find_prevdir;
@@ -4710,7 +4339,6 @@ static bool run_test(void)
        {
                s16b this_o_idx, next_o_idx = 0;
 
-
                /* New direction */
                new_dir = cycle[chome[prev_dir] + i];
 
@@ -4723,6 +4351,7 @@ static bool run_test(void)
 
                /* Feature code (applying "mimic" field) */
                feat = get_feat_mimic(c_ptr);
+               f_ptr = &f_info[feat];
 
                /* Visible monsters abort running */
                if (c_ptr->m_idx)
@@ -4745,119 +4374,46 @@ static bool run_test(void)
                        next_o_idx = o_ptr->next_o_idx;
 
                        /* Visible object */
-                       if (o_ptr->marked) return (TRUE);
+                       if (o_ptr->marked & OM_FOUND) return (TRUE);
                }
 
-
                /* Assume unknown */
                inv = TRUE;
 
                /* Check memorized grids */
                if (c_ptr->info & (CAVE_MARK))
                {
-                       bool notice = TRUE;
+                       bool notice = have_flag(f_ptr->flags, FF_NOTICE);
 
-                       /* Examine the terrain */
-                       switch (feat)
+                       if (notice && have_flag(f_ptr->flags, FF_MOVE))
                        {
-                               /* Floors */
-                               case FEAT_FLOOR:
-
-                               /* Invis traps */
-                               case FEAT_INVIS:
-
-                               /* Normal veins */
-                               case FEAT_MAGMA:
-                               case FEAT_QUARTZ:
-
-                               /* Hidden treasure */
-                               case FEAT_MAGMA_H:
-                               case FEAT_QUARTZ_H:
-
-                               /* Known treasure (almost uninteresting) */
-                               case FEAT_MAGMA_K:
-                               case FEAT_QUARTZ_K:
-
-                               /* Walls */
-                               case FEAT_RUBBLE:
-                               case FEAT_WALL_EXTRA:
-                               case FEAT_WALL_INNER:
-                               case FEAT_WALL_OUTER:
-                               case FEAT_WALL_SOLID:
-                               case FEAT_PERM_EXTRA:
-                               case FEAT_PERM_INNER:
-                               case FEAT_PERM_OUTER:
-                               case FEAT_PERM_SOLID:
-                               /* dirt, grass, trees, ... */
-                               case FEAT_SHAL_WATER:
-                               case FEAT_DIRT:
-                               case FEAT_GRASS:
-                               case FEAT_DEEP_GRASS:
-                               case FEAT_FLOWER:
-                               case FEAT_DARK_PIT:
-                               case FEAT_TREES:
-                               case FEAT_MOUNTAIN:
+                               /* Open doors */
+                               if (find_ignore_doors && have_flag(f_ptr->flags, FF_DOOR) && have_flag(f_ptr->flags, FF_CLOSE))
                                {
-                                       /* Ignore */
+                                       /* Option -- ignore */
                                        notice = FALSE;
-
-                                       /* Done */
-                                       break;
                                }
 
-                               /* quest features */
-                               case FEAT_QUEST_ENTER:
-                               case FEAT_QUEST_EXIT:
+                               /* Stairs */
+                               else if (find_ignore_stairs && have_flag(f_ptr->flags, FF_STAIRS))
                                {
-                                       /* Notice */
-                                       notice = TRUE;
-
-                                       /* Done */
-                                       break;
+                                       /* Option -- ignore */
+                                       notice = FALSE;
                                }
 
-                               case FEAT_DEEP_LAVA:
-                               case FEAT_SHAL_LAVA:
+                               /* Lava */
+                               else if (have_flag(f_ptr->flags, FF_LAVA) && (p_ptr->immune_fire || IS_INVULN()))
                                {
                                        /* Ignore */
-                                       if (IS_INVULN() || p_ptr->immune_fire) notice = FALSE;
-
-                                       /* Done */
-                                       break;
+                                       notice = FALSE;
                                }
 
-                               case FEAT_DEEP_WATER:
+                               /* Deep water */
+                               else if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
+                                        (p_ptr->levitation || p_ptr->can_swim || (p_ptr->total_weight <= weight_limit())))
                                {
                                        /* Ignore */
-                                       if (p_ptr->ffall || p_ptr->total_weight<= (((u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]]*(p_ptr->pclass == CLASS_BERSERKER ? 150 : 100))/2)) notice = FALSE;
-
-                                       /* Done */
-                                       break;
-                               }
-
-                               /* Open doors */
-                               case FEAT_OPEN:
-                               case FEAT_BROKEN:
-                               {
-                                       /* Option -- ignore */
-                                       if (find_ignore_doors) notice = FALSE;
-
-                                       /* Done */
-                                       break;
-                               }
-
-                               /* Stairs */
-                               case FEAT_LESS:
-                               case FEAT_MORE:
-                               case FEAT_LESS_LESS:
-                               case FEAT_MORE_MORE:
-                               case FEAT_ENTRANCE:
-                               {
-                                       /* Option -- ignore */
-                                       if (find_ignore_stairs) notice = FALSE;
-
-                                       /* Done */
-                                       break;
+                                       notice = FALSE;
                                }
                        }
 
@@ -4869,7 +4425,7 @@ static bool run_test(void)
                }
 
                /* Analyze unknown grids and floors considering mimic */
-               if (inv || feat_floor(feat))
+               if (inv || !see_wall(0, row, col))
                {
                        /* Looking for open area */
                        if (find_openarea)
@@ -4931,32 +4487,14 @@ static bool run_test(void)
                }
        }
 
-
        /* Looking for open area */
        if (find_openarea)
        {
                /* Hack -- look again */
                for (i = -max; i < 0; i++)
                {
-                       new_dir = cycle[chome[prev_dir] + i];
-
-                       row = py + ddy[new_dir];
-                       col = px + ddx[new_dir];
-
-                       /* Access grid */
-                       c_ptr = &cave[row][col];
-
-                       /* Feature code (applying "mimic" field) */
-                       feat = get_feat_mimic(c_ptr);
-
-                       /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
-                       if (!(c_ptr->info & (CAVE_MARK)) ||
-                           ((feat <= FEAT_DOOR_TAIL) ||
-                            (feat == FEAT_FLOWER) ||
-                            (feat == FEAT_DEEP_GRASS) ||
-                            ((feat >= FEAT_DEEP_WATER) &&
-                             (feat <= FEAT_GRASS))))
-
+                       /* Unknown grid or non-wall */
+                       if (!see_wall(cycle[chome[prev_dir] + i], py, px))
                        {
                                /* Looking to break right */
                                if (find_breakright)
@@ -4979,25 +4517,8 @@ static bool run_test(void)
                /* Hack -- look again */
                for (i = max; i > 0; i--)
                {
-                       new_dir = cycle[chome[prev_dir] + i];
-
-                       row = py + ddy[new_dir];
-                       col = px + ddx[new_dir];
-
-                       /* Access grid */
-                       c_ptr = &cave[row][col];
-
-                       /* Feature code (applying "mimic" field) */
-                       feat = get_feat_mimic(c_ptr);
-
-                       /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
-                       if (!(c_ptr->info & (CAVE_MARK)) ||
-                           ((feat <= FEAT_DOOR_TAIL) ||
-                            (feat == FEAT_FLOWER) ||
-                            (feat == FEAT_DEEP_GRASS) ||
-                            ((feat >= FEAT_DEEP_WATER) &&
-                             (feat <= FEAT_GRASS))))
-
+                       /* Unknown grid or non-wall */
+                       if (!see_wall(cycle[chome[prev_dir] + i], py, px))
                        {
                                /* Looking to break left */
                                if (find_breakleft)
@@ -5018,7 +4539,6 @@ static bool run_test(void)
                }
        }
 
-
        /* Not looking for open area */
        else
        {
@@ -5093,14 +4613,12 @@ static bool run_test(void)
                }
        }
 
-
        /* About to hit a known wall, stop */
        if (see_wall(find_current, py, px))
        {
                return (TRUE);
        }
 
-
        /* Failure */
        return (FALSE);
 }
@@ -5115,24 +4633,19 @@ void run_step(int dir)
        /* Start running */
        if (dir)
        {
-               /* Access grid */
-               cave_type *c_ptr = &cave[py+ddy[dir]][px+ddx[dir]];
-
-               /* Feature code (applying "mimic" field) */
-               byte feat = get_feat_mimic(c_ptr);
+               /* Ignore AVOID_RUN on a first step */
+               ignore_avoid_run = TRUE;
 
                /* Hack -- do not start silly run */
-               if (see_wall(dir, py, px) &&
-                  (feat != FEAT_TREES))
+               if (see_wall(dir, py, px))
                {
                        /* Message */
 #ifdef JP
-                       msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¹Ô¤±¤Þ¤»¤ó¡£");
+                       msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
 #else
                        msg_print("You cannot run in that direction.");
 #endif
 
-
                        /* Disturb */
                        disturb(0, 0);
 
@@ -5182,3 +4695,147 @@ void run_step(int dir)
                disturb(0, 0);
        }
 }
+
+
+#ifdef TRAVEL
+/*
+ * Test for traveling
+ */
+static int travel_test(int prev_dir)
+{
+       int new_dir = 0;
+       int i, max;
+       const cave_type *c_ptr;
+       int cost;
+
+       /* Cannot travel when blind */
+       if (p_ptr->blind || no_lite())
+       {
+               msg_print(_("Ìܤ¬¸«¤¨¤Ê¤¤¡ª", "You cannot see!"));
+               return (0);
+       }
+
+       /* break run when leaving trap detected region */
+       if ((disturb_trap_detect || alert_trap_detect)
+           && p_ptr->dtrap && !(cave[py][px].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 (alert_trap_detect)
+                       {
+#ifdef JP
+                               msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
+#else
+                               msg_print("*Leaving trap detect region!*");
+#endif
+                       }
+
+                       if (disturb_trap_detect)
+                       {
+                               /* Break Run */
+                               return (0);
+                       }
+               }
+       }
+
+       /* Range of newly adjacent grids */
+       max = (prev_dir & 0x01) + 1;
+
+       /* Look at every newly adjacent square. */
+       for (i = -max; i <= max; i++)
+       {
+               /* New direction */
+               int dir = cycle[chome[prev_dir] + i];
+
+               /* New location */
+               int row = py + ddy[dir];
+               int col = px + ddx[dir];
+
+               /* Access grid */
+               c_ptr = &cave[row][col];
+
+               /* Visible monsters abort running */
+               if (c_ptr->m_idx)
+               {
+                       monster_type *m_ptr = &m_list[c_ptr->m_idx];
+
+                       /* Visible monster */
+                       if (m_ptr->ml) return (0);
+               }
+
+       }
+
+       /* Travel cost of current grid */
+       cost = travel.cost[py][px];
+
+       /* Determine travel direction */
+       for (i = 0; i < 8; ++ i) {
+               int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]];
+
+               if (dir_cost < cost)
+               {
+                       new_dir = ddd[i];
+                       cost = dir_cost;
+               }
+       }
+
+       if (!new_dir) return (0);
+
+       /* Access newly move grid */
+       c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]];
+
+       /* Close door abort traveling */
+       if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
+
+       /* Visible and unignorable trap abort tarveling */
+       if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
+
+       /* Move new grid */
+       return (new_dir);
+}
+
+
+/*
+ * Travel command
+ */
+void travel_step(void)
+{
+       /* Get travel direction */
+       travel.dir = travel_test(travel.dir);
+
+       /* disturb */
+       if (!travel.dir)
+       {
+               if (travel.run == 255)
+               {
+#ifdef JP
+                       msg_print("Æ»¶Ú¤¬¸«¤Ä¤«¤ê¤Þ¤»¤ó¡ª");
+#else
+                       msg_print("No route is found!");
+#endif
+                       travel.y = travel.x = 0;
+               }
+               disturb(0, 1);
+               return;
+       }
+
+       energy_use = 100;
+
+       move_player(travel.dir, always_pickup, FALSE);
+
+       if ((py == travel.y) && (px == travel.x))
+       {
+               travel.run = 0;
+               travel.y = travel.x = 0;
+       }
+       else if (travel.run > 0)
+               travel.run--;
+
+       /* Travel Delay */
+       Term_xtra(TERM_XTRA_DELAY, delay_factor);
+}
+#endif