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When being in wilderness, travel command can be used at any time
[hengband/hengband.git] / src / cmd2.c
index e7ae13b..c365b59 100644 (file)
 
 #include "angband.h"
 
+bool confirm_leave_level(bool down_stair)
+{
+       quest_type *q_ptr = &quest[p_ptr->inside_quest];
+
+       /* Confirm leaving from once only quest */
+       if (confirm_quest && p_ptr->inside_quest &&
+           (q_ptr->type == QUEST_TYPE_RANDOM ||
+            (q_ptr->flags & QUEST_FLAG_ONCE &&
+                                               q_ptr->status != QUEST_STATUS_COMPLETED) ||
+                (q_ptr->flags & QUEST_FLAG_TOWER &&
+                                               ((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) ||
+                                                (down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))))))
+       {
+#ifdef JP
+               msg_print("¤³¤Î³¬¤ò°ìÅÙµî¤ë¤ÈÆóÅÙ¤ÈÌá¤Ã¤ÆÍè¤é¤ì¤Þ¤»¤ó¡£");
+               if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) return TRUE;
+#else
+               msg_print("You can't come back here once you leave this floor.");
+               if (get_check("Really leave this floor? ")) return TRUE;
+#endif
+       }
+       else
+       {
+               return TRUE;
+       }
+       return FALSE;
+}
+
 
 /*
  * Go up one level
@@ -46,6 +74,10 @@ void do_cmd_go_up(void)
        /* Quest up stairs */
        if (have_flag(f_ptr->flags, FF_QUEST))
        {
+               /* Cancel the command */
+               if (!confirm_leave_level(FALSE)) return;
+       
+               
                /* Success */
 #ifdef JP
                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
@@ -63,6 +95,11 @@ void do_cmd_go_up(void)
                /* Activate the quest */
                if (!quest[p_ptr->inside_quest].status)
                {
+                       if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
+                       {
+                               init_flags = INIT_ASSIGN;
+                               process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+                       }
                        quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
                }
 
@@ -77,6 +114,9 @@ void do_cmd_go_up(void)
 
                p_ptr->oldpx = 0;
                p_ptr->oldpy = 0;
+               
+               /* Hack -- take a turn */
+               energy_use = 100;
 
                /* End the command */
                return;
@@ -88,26 +128,7 @@ void do_cmd_go_up(void)
        }
        else
        {
-               quest_type *q_ptr = &quest[p_ptr->inside_quest];
-
-               /* Confirm leaving from once only quest */
-               if (confirm_quest && p_ptr->inside_quest &&
-                   (q_ptr->type == QUEST_TYPE_RANDOM ||
-                    (q_ptr->flags & QUEST_FLAG_ONCE &&
-                     q_ptr->status != QUEST_STATUS_COMPLETED)))
-               {
-#ifdef JP
-                       msg_print("¤³¤Î³¬¤ò°ìÅÙµî¤ë¤ÈÆóÅÙ¤ÈÌá¤Ã¤ÆÍè¤é¤ì¤Þ¤»¤ó¡£");
-                       if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) go_up = TRUE;
-#else
-                       msg_print("You can't come back here once you leave this floor.");
-                       if (get_check("Really leave this floor? ")) go_up = TRUE;
-#endif
-               }
-               else
-               {
-                       go_up = TRUE;
-               }
+               go_up = confirm_leave_level(FALSE);
        }
 
        /* Cancel the command */
@@ -228,6 +249,9 @@ void do_cmd_go_down(void)
        /* Quest down stairs */
        else if (have_flag(f_ptr->flags, FF_QUEST))
        {
+               /* Confirm Leaving */
+               if(!confirm_leave_level(TRUE)) return;
+               
 #ifdef JP
                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
                        msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
@@ -237,14 +261,19 @@ void do_cmd_go_down(void)
                        msg_print("You enter the down staircase.");
 #endif
 
-
                leave_quest_check();
+               leave_tower_check();
 
                p_ptr->inside_quest = c_ptr->special;
 
                /* Activate the quest */
                if (!quest[p_ptr->inside_quest].status)
                {
+                       if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
+                       {
+                               init_flags = INIT_ASSIGN;
+                               process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+                       }
                        quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
                }
 
@@ -259,6 +288,10 @@ void do_cmd_go_down(void)
 
                p_ptr->oldpx = 0;
                p_ptr->oldpy = 0;
+               
+               
+        /* Hack -- take a turn */
+        energy_use = 100;
        }
 
        else
@@ -415,7 +448,7 @@ void do_cmd_search(void)
 /*
  * Determine if a grid contains a chest
  */
-static s16b chest_check(int y, int x)
+static s16b chest_check(int y, int x, bool trapped)
 {
        cave_type *c_ptr = &cave[y][x];
 
@@ -436,8 +469,13 @@ static s16b chest_check(int y, int x)
                /* Skip unknown chests XXX XXX */
                /* if (!(o_ptr->marked & OM_FOUND)) continue; */
 
-               /* Check for chest */
-               if (o_ptr->tval == TV_CHEST) return (this_o_idx);
+               /* Check for non empty chest */
+               if ((o_ptr->tval == TV_CHEST) &&
+                       (((!trapped) && (o_ptr->pval)) || /* non empty */
+                       ((trapped) && (o_ptr->pval > 0)))) /* trapped only */
+               {
+                       return (this_o_idx);
+               }
        }
 
        /* No chest */
@@ -1009,7 +1047,7 @@ static int count_chests(int *y, int *x, bool trapped)
                int xx = px + ddx_ddd[d];
 
                /* No (visible) chest is there */
-               if ((o_idx = chest_check(yy, xx)) == 0) continue;
+               if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
 
                /* Grab the object */
                o_ptr = &o_list[o_idx];
@@ -1238,7 +1276,7 @@ void do_cmd_open(void)
                feat = get_feat_mimic(c_ptr);
 
                /* Check for chest */
-               o_idx = chest_check(y, x);
+               o_idx = chest_check(y, x, FALSE);
 
                /* Nothing useful */
                if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
@@ -2175,7 +2213,7 @@ void do_cmd_disarm(void)
                feat = get_feat_mimic(c_ptr);
 
                /* Check for chests */
-               o_idx = chest_check(y, x);
+               o_idx = chest_check(y, x, TRUE);
 
                /* Disarm a trap */
                if (!is_trap(feat) && !o_idx)
@@ -2834,6 +2872,9 @@ void do_cmd_rest(void)
                stop_singing();
        }
 
+       /* Hex */
+       if (hex_spelling_any()) stop_hex_spell_all();
+
        /* Prompt for time if needed */
        if (command_arg <= 0)
        {
@@ -2923,6 +2964,18 @@ static int breakage_chance(object_type *o_ptr)
 {
        int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);
 
+       /* Examine the snipe type */
+       if (snipe_type)
+       {
+               if (snipe_type == SP_KILL_WALL) return (100);
+               if (snipe_type == SP_EXPLODE) return (100);
+               if (snipe_type == SP_PIERCE) return (100);
+               if (snipe_type == SP_FINAL) return (100);
+               if (snipe_type == SP_NEEDLE) return (100);
+               if (snipe_type == SP_EVILNESS) return (40);
+               if (snipe_type == SP_HOLYNESS) return (40);
+       }
+
        /* Examine the item type */
        switch (o_ptr->tval)
        {
@@ -3316,6 +3369,9 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                }
        }
 
+       /* Sniper */
+       if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
+
        /* Return the total damage */
        return (tdam * mult / 10);
 }
@@ -3352,8 +3408,8 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
 void do_cmd_fire_aux(int item, object_type *j_ptr)
 {
        int dir;
-       int j, y, x, ny, nx, ty, tx, prev_y, prev_x;
-       int tdam, tdis, thits, tmul;
+       int i, j, y, x, ny, nx, ty, tx, prev_y, prev_x;
+       int tdam_base, tdis, thits, tmul;
        int bonus, chance;
        int cur_dis, visible;
 
@@ -3366,6 +3422,8 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
 
        char o_name[MAX_NLEN];
 
+       u16b path_g[512];       /* For calcuration of path length */
+
        int msec = delay_factor * delay_factor * delay_factor;
 
        /* STICK TO */
@@ -3381,10 +3439,12 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                o_ptr = &o_list[0 - item];
        }
 
+       /* Sniper - Cannot shot a single arrow twice */
+       if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
+
        /* Describe the object */
        object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
 
-
        /* Use the proper number of shots */
        thits = p_ptr->num_fire;
 
@@ -3392,7 +3452,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
        tdis = 10;
 
        /* Base damage from thrown object plus launcher bonus */
-       tdam = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
+       tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
 
        /* Actually "fire" the object */
        bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
@@ -3410,13 +3470,18 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
        tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
 
        /* Boost the damage */
-       tdam *= tmul;
-       tdam /= 100;
+       tdam_base *= tmul;
+       tdam_base /= 100;
 
        /* Base range */
-       tdis = 10 + tmul/40;
+       tdis = 13 + tmul/80;
        if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
-               tdis -= 5;
+       {
+               if (p_ptr->concent)
+                       tdis -= (5 - (p_ptr->concent + 1) / 2);
+               else
+                       tdis -= 5;
+       }
 
        project_length = tdis + 1;
 
@@ -3425,15 +3490,13 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
        {
                energy_use = 0;
 
+               if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
+
                /* need not to reset project_length (already did)*/
 
                return;
        }
 
-       /* Start at the player */
-       y = py;
-       x = px;
-
        /* Predict the "target" location */
        tx = px + 99 * ddx[dir];
        ty = py + 99 * ddy[dir];
@@ -3445,6 +3508,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                ty = target_row;
        }
 
+       /* Get projection path length */
+       tdis = project_path(path_g, project_length, py, px, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
+
        project_length = 0; /* reset to default */
 
        /* Don't shoot at my feet */
@@ -3458,6 +3524,21 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
        }
 
 
+       /* Take a (partial) turn */
+       energy_use = (energy_use / thits);
+       is_fired = TRUE;
+
+       /* Sniper - Difficult to shot twice at 1 turn */
+       if (snipe_type == SP_DOUBLE)  p_ptr->concent = (p_ptr->concent + 1) / 2;
+
+       /* Sniper - Repeat shooting when double shots */
+       for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
+       {
+
+       /* Start at the player */
+       y = py;
+       x = px;
+
        /* Get local object */
        q_ptr = &forge;
 
@@ -3482,15 +3563,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                floor_item_optimize(0 - item);
        }
 
-
        /* Sound */
        sound(SOUND_SHOOT);
 
-
-       /* Take a (partial) turn */
-       energy_use = (energy_use / thits);
-
-
        /* Hack -- Handle stuff */
        handle_stuff();
 
@@ -3498,9 +3573,14 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
        prev_y = y;
        prev_x = x;
 
+       /* The shot does not hit yet */
+       hit_body = FALSE;
+
        /* Travel until stopped */
        for (cur_dis = 0; cur_dis <= tdis; )
        {
+               cave_type *c_ptr;
+
                /* Hack -- Stop at the target */
                if ((y == ty) && (x == tx)) break;
 
@@ -3509,12 +3589,48 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                nx = x;
                mmove2(&ny, &nx, py, px, ty, tx);
 
+               /* Shatter Arrow */
+               if (snipe_type == SP_KILL_WALL)
+               {
+                       c_ptr = &cave[ny][nx];
+
+                       if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
+                       {
+#ifdef JP
+                               if (c_ptr->info & (CAVE_MARK)) msg_print("´ä¤¬ºÕ¤±»¶¤Ã¤¿¡£");
+#else
+                               if (c_ptr->info & (CAVE_MARK)) msg_print("Wall rocks were shattered.");
+#endif
+                               /* Forget the wall */
+                               c_ptr->info &= ~(CAVE_MARK);
+
+                               p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+                               /* Destroy the wall */
+                               cave_alter_feat(ny, nx, FF_HURT_ROCK);
+
+                               hit_body = TRUE;
+                               break;
+                       }
+               }
+
                /* Stopped by walls/doors */
                if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
 
                /* Advance the distance */
                cur_dis++;
 
+               /* Sniper */
+               if (snipe_type == SP_LITE)
+               {
+                       cave[ny][nx].info |= (CAVE_GLOW);
+
+                       /* Notice */
+                       note_spot(ny, nx);
+
+                       /* Redraw */
+                       lite_spot(ny, nx);
+               }
 
                /* The player can see the (on screen) missile */
                if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
@@ -3538,6 +3654,25 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                        Term_xtra(TERM_XTRA_DELAY, msec);
                }
 
+               /* Sniper */
+               if (snipe_type == SP_KILL_TRAP)
+               {
+                       project(0, 0, ny, nx, 0, GF_KILL_TRAP,
+                               (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
+               }
+
+               /* Sniper */
+               if (snipe_type == SP_EVILNESS)
+               {
+                       cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+
+                       /* Notice */
+                       note_spot(ny, nx);
+
+                       /* Redraw */
+                       lite_spot(ny, nx);
+               }
+
                /* Save the old location */
                prev_y = y;
                prev_x = x;
@@ -3550,6 +3685,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                /* Monster here, Try to hit it */
                if (cave[y][x].m_idx)
                {
+                       int armour;
                        cave_type *c_ptr = &cave[y][x];
 
                        monster_type *m_ptr = &m_list[c_ptr->m_idx];
@@ -3593,10 +3729,22 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                                }
                        }
 
+                       /* Some shots have hit bonus */
+                       armour = r_ptr->ac;
+                       if (p_ptr->concent)
+                       {
+                               armour *= (10 - p_ptr->concent);
+                               armour /= 10;
+                       }
+
                        /* Did we hit it (penalize range) */
-                       if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
+                       if (test_hit_fire(chance - cur_dis, armour, m_ptr->ml))
                        {
                                bool fear = FALSE;
+                               int tdam = tdam_base;
+
+                               /* Get extra damage from concentration */
+                               if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
 
                                /* Handle unseen monster */
                                if (!visible)
@@ -3635,15 +3783,37 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                                        }
                                }
 
-                               /* Apply special damage XXX XXX XXX */
-                               tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
-                               tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
+                               if (snipe_type == SP_NEEDLE)
+                               {
+                                       if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
+                                               && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
+                                       {
+                                               char m_name[80];
 
-                               /* No negative damage */
-                               if (tdam < 0) tdam = 0;
+                                               /* Get "the monster" or "it" */
+                                               monster_desc(m_name, m_ptr, 0);
 
-                               /* Modify the damage */
-                               tdam = mon_damage_mod(m_ptr, tdam, FALSE);
+                                               tdam = m_ptr->hp + 1;
+#ifdef JP
+                                               msg_format("%s¤ÎµÞ½ê¤ËÆͤ­»É¤µ¤Ã¤¿¡ª", m_name);
+#else
+                                               msg_format("Your shot sticked on a fatal spot of %s!", m_name);
+#endif
+                                       }
+                                       else tdam = 1;
+                               }
+                               else
+                               {
+                                       /* Apply special damage XXX XXX XXX */
+                                       tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
+                                       tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
+
+                                       /* No negative damage */
+                                       if (tdam < 0) tdam = 0;
+
+                                       /* Modify the damage */
+                                       tdam = mon_damage_mod(m_ptr, tdam, FALSE);
+                               }
 
                                /* Complex message */
                                if (p_ptr->wizard || cheat_xtra)
@@ -3658,6 +3828,28 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
 
                                }
 
+                               /* Sniper */
+                               if (snipe_type == SP_EXPLODE)
+                               {
+                                       u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
+
+                                       sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
+                                       project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
+                                       break;
+                               }
+
+                               /* Sniper */
+                               if (snipe_type == SP_HOLYNESS)
+                               {
+                                       cave[ny][nx].info |= (CAVE_GLOW);
+
+                                       /* Notice */
+                                       note_spot(ny, nx);
+
+                                       /* Redraw */
+                                       lite_spot(ny, nx);
+                               }
+
                                /* Hit the monster, check for death */
                                if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
                                {
@@ -3707,13 +3899,66 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
 #endif
 
                                        }
-                                       if (!projectable(m_ptr->fy, m_ptr->fx, py, px))
+
+                                       set_target(m_ptr, py, px);
+
+                                       /* Sniper */
+                                       if (snipe_type == SP_RUSH)
                                        {
-                                               set_target(m_ptr, py, px);
+                                               int n = randint1(5) + 3;
+                                               int m_idx = c_ptr->m_idx;
+
+                                               for ( ; cur_dis <= tdis; )
+                                               {
+                                                       int ox = nx;
+                                                       int oy = ny;
+
+                                                       if (!n) break;
+
+                                                       /* Calculate the new location (see "project()") */
+                                                       mmove2(&ny, &nx, py, px, ty, tx);
+
+                                                       /* Stopped by wilderness boundary */
+                                                       if (!in_bounds2(ny, nx)) break;
+
+                                                       /* Stopped by walls/doors */
+                                                       if (!player_can_enter(cave[ny][nx].feat, 0)) break;
+
+                                                       /* Stopped by monsters */
+                                                       if (!cave_empty_bold(ny, nx)) break;
+
+                                                       cave[ny][nx].m_idx = m_idx;
+                                                       cave[oy][ox].m_idx = 0;
+
+                                                       m_ptr->fx = nx;
+                                                       m_ptr->fy = ny;
+
+                                                       /* Update the monster (new location) */
+                                                       update_mon(c_ptr->m_idx, TRUE);
+
+                                                       lite_spot(ny, nx);
+                                                       lite_spot(oy, ox);
+
+                                                       Term_fresh();
+                                                       Term_xtra(TERM_XTRA_DELAY, msec);
+
+                                                       x = nx;
+                                                       y = ny;
+                                                       cur_dis++;
+                                                       n--;
+                                               }
                                        }
                                }
                        }
 
+                       /* Sniper */
+                       if (snipe_type == SP_PIERCE)
+                       {
+                               if(p_ptr->concent < 1) break;
+                               p_ptr->concent--;
+                               continue;
+                       }
+
                        /* Stop looking */
                        break;
                }
@@ -3770,6 +4015,12 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                /* Drop (or break) near that location */
                (void)drop_near(q_ptr, j, prev_y, prev_x);
        }
+
+       /* Sniper - Repeat shooting when double shots */
+       }
+
+       /* Sniper - Loose his/her concentration after any shot */
+       if (p_ptr->concent) reset_concentration(FALSE);
 }
 
 
@@ -3779,6 +4030,8 @@ void do_cmd_fire(void)
        object_type *j_ptr;
        cptr q, s;
 
+       is_fired = FALSE;       /* not fired yet */
+
        /* Get the "bow" (if any) */
        j_ptr = &inventory[INVEN_BOW];
 
@@ -3831,6 +4084,24 @@ void do_cmd_fire(void)
 
        /* Fire the item */
        do_cmd_fire_aux(item, j_ptr);
+
+       if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
+
+       /* Sniper actions after some shootings */
+       if (snipe_type == SP_AWAY)
+       {
+               teleport_player(10 + (p_ptr->concent * 2), 0L);
+       }
+       if (snipe_type == SP_FINAL)
+       {
+#ifdef JP
+               msg_print("¼Í·â¤ÎÈ¿Æ°¤¬ÂΤò½±¤Ã¤¿¡£");
+#else
+               msg_print("A reactionary of shooting attacked you. ");
+#endif
+               (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
+               (void)set_stun(p_ptr->stun + randint1(25));
+       }
 }
 
 
@@ -3886,7 +4157,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                set_action(ACTION_NONE);
        }
 
-       if (shuriken)
+       if (shuriken >= 0)
        {
                item = shuriken;
        }
@@ -4005,7 +4276,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
        /* Max distance of 10-18 */
        if (tdis > mul) tdis = mul;
 
-       if (shuriken)
+       if (shuriken >= 0)
        {
                ty = randint0(101)-50+py;
                tx = randint0(101)-50+px;
@@ -4489,5 +4760,218 @@ msg_print("
  */
 void do_cmd_throw(void)
 {
-       do_cmd_throw_aux(1, FALSE, 0);
+       do_cmd_throw_aux(1, FALSE, -1);
+}
+
+
+#ifdef TRAVEL
+/*
+ * Hack: travel command
+ */
+#define TRAVEL_UNABLE 9999
+
+static int flow_head = 0;
+static int flow_tail = 0;
+static s16b temp2_x[MAX_SHORT];
+static s16b temp2_y[MAX_SHORT];
+
+/* Hack: forget the "flow" information */
+void forget_travel_flow(void)
+{
+       int x, y;
+
+       /* Check the entire dungeon */
+       for (y = 0; y < cur_hgt; y++)
+       {
+               for (x = 0; x < cur_wid; x++)
+               {
+                       /* Forget the old data */
+                       travel.cost[y][x] = MAX_SHORT;
+               }       
+       }
+}
+
+static int travel_flow_cost(int y, int x)
+{
+       feature_type *f_ptr = &f_info[cave[y][x].feat];
+       int cost = 1;
+
+       /* Avoid obstacles (ex. trees) */
+       if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
+
+       /* Water */
+       if (have_flag(f_ptr->flags, FF_WATER))
+       {
+               if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
+       }
+
+       /* Lava */
+       if (have_flag(f_ptr->flags, FF_LAVA))
+       {
+               int lava = 2;
+               if (!p_ptr->resist_fire) lava *= 2;
+               if (!p_ptr->levitation) lava *= 2;
+               if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
+
+               cost += lava;
+       }
+
+       /* Detected traps and doors */
+       if (cave[y][x].info & (CAVE_MARK))
+       {
+               if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
+               if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
+       }
+
+       return (cost);
+}
+
+static void travel_flow_aux(int y, int x, int n, bool wall)
+{
+       cave_type *c_ptr = &cave[y][x];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+       int old_head = flow_head;
+       int add_cost = 1;
+       int base_cost = (n % TRAVEL_UNABLE);
+       int from_wall = (n / TRAVEL_UNABLE);
+       int cost;
+
+       /* Ignore out of bounds */
+       if (!in_bounds(y, x)) return;
+
+       /* Ignore unknown grid except in wilderness */
+       if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return;
+
+       /* Ignore "walls" and "rubble" (include "secret doors") */
+       if (have_flag(f_ptr->flags, FF_WALL) ||
+               have_flag(f_ptr->flags, FF_CAN_DIG) ||
+               (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
+               (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
+       {
+               if (!wall || !from_wall) return;
+               add_cost += TRAVEL_UNABLE;
+       }
+       else
+       {
+               add_cost = travel_flow_cost(y, x);
+       }
+
+       cost = base_cost + add_cost;
+
+       /* Ignore lower cost entries */
+       if (travel.cost[y][x] <= cost) return;
+
+       /* Save the flow cost */
+       travel.cost[y][x] = cost;
+
+       /* Enqueue that entry */
+       temp2_y[flow_head] = y;
+       temp2_x[flow_head] = x;
+
+       /* Advance the queue */
+       if (++flow_head == MAX_SHORT) flow_head = 0;
+
+       /* Hack -- notice overflow by forgetting new entry */
+       if (flow_head == flow_tail) flow_head = old_head;
+
+       return;
 }
+
+
+static void travel_flow(int ty, int tx)
+{
+       int x, y, d;
+       bool wall = FALSE;
+       feature_type *f_ptr = &f_info[cave[py][px].feat];
+
+       /* Reset the "queue" */
+       flow_head = flow_tail = 0;
+
+       /* is player in the wall? */
+       if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
+
+       /* Start at the target grid */
+       travel_flow_aux(ty, tx, 0, wall);
+
+       /* Now process the queue */
+       while (flow_head != flow_tail)
+       {
+               /* Extract the next entry */
+               y = temp2_y[flow_tail];
+               x = temp2_x[flow_tail];
+
+               /* Forget that entry */
+               if (++flow_tail == MAX_SHORT) flow_tail = 0;
+
+               /* Ignore too far entries */
+               //if (distance(ty, tx, y, x) > 100) continue;
+
+               /* Add the "children" */
+               for (d = 0; d < 8; d++)
+               {
+                       /* Add that child if "legal" */
+                       travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
+               }
+       }
+
+       /* Forget the flow info */
+       flow_head = flow_tail = 0;
+}
+
+void do_cmd_travel(void)
+{
+       int x, y, i;
+       int dx, dy, sx, sy;
+       feature_type *f_ptr;
+
+       if (!tgt_pt(&x, &y)) return;
+
+       if ((x == px) && (y == py))
+       {
+#ifdef JP
+               msg_print("¤¹¤Ç¤Ë¤½¤³¤Ë¤¤¤Þ¤¹¡ª");
+#else
+               msg_print("You are already there!!");
+#endif
+               return;
+       }
+
+       f_ptr = &f_info[cave[y][x].feat];
+
+       if ((cave[y][x].info & CAVE_MARK) &&
+               (have_flag(f_ptr->flags, FF_WALL) ||
+                       have_flag(f_ptr->flags, FF_CAN_DIG) ||
+                       (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
+       {
+#ifdef JP
+               msg_print("¤½¤³¤Ë¤Ï¹Ô¤¯¤³¤È¤¬¤Ç¤­¤Þ¤»¤ó¡ª");
+#else
+               msg_print("You cannot travel there!");
+#endif
+               return;
+       }
+
+       travel.x = x;
+       travel.y = y;
+
+       forget_travel_flow();
+       travel_flow(y, x);
+
+       /* Travel till 255 steps */
+       travel.run = 255;
+
+       /* Paranoia */
+       travel.dir = 0;
+
+       /* Decides first direction */
+       dx = abs(px - x);
+       dy = abs(py - y);
+       sx = ((x == px) || (dx < dy)) ? 0 : ((x > px) ? 1 : -1);
+       sy = ((y == py) || (dy < dx)) ? 0 : ((y > py) ? 1 : -1);
+
+       for (i = 1; i <= 9; i++)
+       {
+               if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
+       }
+}
+#endif