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Travel algorithm is improved for avoiding traps, lavas, waters.
[hengband/hengband.git] / src / cmd2.c
index e8f6abf..fa018e1 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
 void do_cmd_go_up(void)
 {
        bool go_up = FALSE;
-       cave_type *c_ptr;
+
+       /* Player grid */
+       cave_type *c_ptr = &cave[py][px];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+
        int up_num = 0;
 
        if (p_ptr->special_defense & KATA_MUSOU)
@@ -27,12 +59,25 @@ void do_cmd_go_up(void)
                set_action(ACTION_NONE);
        }
 
-       /* Player grid */
-       c_ptr = &cave[py][px];
+       /* Verify stairs */
+       if (!have_flag(f_ptr->flags, FF_LESS))
+       {
+#ifdef JP
+               msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+#else
+               msg_print("I see no up staircase here.");
+#endif
+
+               return;
+       }
 
        /* Quest up stairs */
-       if (c_ptr->feat == FEAT_QUEST_UP)
+       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))
@@ -50,6 +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;
                }
 
@@ -61,53 +111,24 @@ void do_cmd_go_up(void)
 
                /* Leaving */
                p_ptr->leaving = TRUE;
-               p_ptr->leftbldg = TRUE;
 
                p_ptr->oldpx = 0;
                p_ptr->oldpy = 0;
+               
+               /* Hack -- take a turn */
+               energy_use = 100;
 
                /* End the command */
                return;
        }
 
-       /* Normal up stairs? */
-       if (c_ptr->feat != FEAT_LESS && c_ptr->feat != FEAT_LESS_LESS)
-       {
-#ifdef JP
-               msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-               msg_print("I see no up staircase here.");
-#endif
-
-               return;
-       }
-
        if (!dun_level)
        {
                go_up = TRUE;
        }
        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 */
@@ -118,36 +139,41 @@ void do_cmd_go_up(void)
 
        if (autosave_l) do_cmd_save_game(TRUE);
 
-       if (p_ptr->inside_quest)
+       /* For a random quest */
+       if (p_ptr->inside_quest &&
+           quest[p_ptr->inside_quest].type == QUEST_TYPE_RANDOM)
        {
                leave_quest_check();
 
-               if (quest[leaving_quest].type != QUEST_TYPE_RANDOM)
-               {
-                       p_ptr->inside_quest = c_ptr->special;
-                       dun_level = 0;
-               }
-               else
-               {
-                       p_ptr->inside_quest = 0;
-               }
+               p_ptr->inside_quest = 0;
+       }
+
+       /* For a fixed quest */
+       if (p_ptr->inside_quest &&
+           quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
+       {
+               leave_quest_check();
 
+               p_ptr->inside_quest = c_ptr->special;
+               dun_level = 0;
                up_num = 0;
        }
+
+       /* For normal dungeon and random quest */
        else
        {
                /* New depth */
-               if (c_ptr->feat == FEAT_LESS_LESS)
+               if (have_flag(f_ptr->flags, FF_SHAFT))
                {
                        /* Create a way back */
-                       prepare_change_floor_mode(CFM_UP | CFM_SHAFT);
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_SHAFT);
 
                        up_num = 2;
                }
                else
                {
                        /* Create a way back */
-                       prepare_change_floor_mode(CFM_UP);
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP);
 
                        up_num = 1;
                }
@@ -188,7 +214,10 @@ void do_cmd_go_up(void)
  */
 void do_cmd_go_down(void)
 {
-       cave_type *c_ptr;
+       /* Player grid */
+       cave_type *c_ptr = &cave[py][px];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+
        bool fall_trap = FALSE;
        int down_num = 0;
 
@@ -197,14 +226,32 @@ void do_cmd_go_down(void)
                set_action(ACTION_NONE);
        }
 
-       /* Player grid */
-       c_ptr = &cave[py][px];
+       /* Verify stairs */
+       if (!have_flag(f_ptr->flags, FF_MORE))
+       {
+#ifdef JP
+               msg_print("¤³¤³¤Ë¤Ï²¼¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+#else
+               msg_print("I see no down staircase here.");
+#endif
+
+               return;
+       }
 
-       if (c_ptr->feat == (FEAT_TRAP_TRAPDOOR)) fall_trap = TRUE;
+       if (have_flag(f_ptr->flags, FF_TRAP)) fall_trap = TRUE;
+
+       /* Quest entrance */
+       if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
+       {
+               do_cmd_quest();
+       }
 
        /* Quest down stairs */
-       if (c_ptr->feat == FEAT_QUEST_DOWN)
+       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");
@@ -214,14 +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;
                }
 
@@ -233,27 +285,24 @@ void do_cmd_go_down(void)
 
                /* Leaving */
                p_ptr->leaving = TRUE;
-               p_ptr->leftbldg = TRUE;
 
                p_ptr->oldpx = 0;
                p_ptr->oldpy = 0;
+               
+               
+        /* Hack -- take a turn */
+        energy_use = 100;
        }
-       /* Verify stairs */
-       else if ((c_ptr->feat != FEAT_MORE) && (c_ptr->feat != FEAT_MORE_MORE) && (c_ptr->feat != FEAT_ENTRANCE) && !fall_trap)
-       {
-#ifdef JP
-               msg_print("¤³¤³¤Ë¤Ï²¼¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-               msg_print("I see no down staircase here.");
-#endif
 
-               return;
-       }
        else
        {
+               int target_dungeon = 0;
+
                if (!dun_level)
                {
-                       if (ironman_downward && (c_ptr->special != DUNGEON_ANGBAND))
+                       target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND;
+
+                       if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
                        {
 #ifdef JP
                                msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÆþ¸ý¤ÏºÉ¤¬¤ì¤Æ¤¤¤ë¡ª");
@@ -262,13 +311,13 @@ void do_cmd_go_down(void)
 #endif
                                return;
                        }
-                       if (!max_dlv[c_ptr->special])
+                       if (!max_dlv[target_dungeon])
                        {
 #ifdef JP
-                               msg_format("¤³¤³¤Ë¤Ï%s¤ÎÆþ¤ê¸ý(%d³¬ÁêÅö)¤¬¤¢¤ê¤Þ¤¹", d_name+d_info[c_ptr->special].name, d_info[c_ptr->special].mindepth);
+                               msg_format("¤³¤³¤Ë¤Ï%s¤ÎÆþ¤ê¸ý(%d³¬ÁêÅö)¤¬¤¢¤ê¤Þ¤¹", d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
                                if (!get_check("ËÜÅö¤Ë¤³¤Î¥À¥ó¥¸¥ç¥ó¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
 #else
-                               msg_format("There is the entrance of %s (Danger level: %d)", d_name+d_info[c_ptr->special].name, d_info[c_ptr->special].mindepth);
+                               msg_format("There is the entrance of %s (Danger level: %d)", d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
                                if (!get_check("Do you really get in this dungeon? ")) return;
 #endif
                        }
@@ -276,7 +325,13 @@ void do_cmd_go_down(void)
                        /* Save old player position */
                        p_ptr->oldpx = px;
                        p_ptr->oldpy = py;
-                       dungeon_type = (byte)c_ptr->special;
+                       dungeon_type = (byte)target_dungeon;
+
+                       /*
+                        * Clear all saved floors
+                        * and create a first saved floor
+                        */
+                       prepare_change_floor_mode(CFM_FIRST_FLOOR);
                }
 
                /* Hack -- take a turn */
@@ -285,21 +340,20 @@ void do_cmd_go_down(void)
                if (autosave_l) do_cmd_save_game(TRUE);
 
                /* Go down */
-               if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
+               if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
                else down_num += 1;
 
-
                if (!dun_level)
                {
                        /* Enter the dungeon just now */
                        p_ptr->enter_dungeon = TRUE;
-                       down_num = d_info[c_ptr->special].mindepth;
+                       down_num = d_info[dungeon_type].mindepth;
                }
 
                if (record_stair)
                {
 #ifdef JP
-                       if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
+                       if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Íî¤Ȥ·¸Í¤ËÍî¤Á¤¿");
                        else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
 #else
                        if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fell through a trap door");
@@ -310,7 +364,7 @@ void do_cmd_go_down(void)
                if (fall_trap)
                {
 #ifdef JP
-                       msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
+                       msg_print("¤ï¤¶¤ÈÍî¤Ȥ·¸Í¤ËÍî¤Á¤¿¡£");
 #else
                        msg_print("You deliberately jump through the trap door.");
 #endif
@@ -318,7 +372,7 @@ void do_cmd_go_down(void)
                else
                {
                        /* Success */
-                       if(c_ptr->feat == FEAT_ENTRANCE)
+                       if (target_dungeon)
                        {
 #ifdef JP
                                msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
@@ -345,19 +399,19 @@ void do_cmd_go_down(void)
 
                if (fall_trap)
                {
-                       prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
                }
                else
                {
-                       if (c_ptr->feat == FEAT_MORE_MORE)
+                       if (have_flag(f_ptr->flags, FF_SHAFT))
                        {
                                /* Create a way back */
-                               prepare_change_floor_mode(CFM_DOWN | CFM_SHAFT);
+                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_SHAFT);
                        }
                        else
                        {
                                /* Create a way back */
-                               prepare_change_floor_mode(CFM_DOWN);
+                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN);
                        }
                }
        }
@@ -394,7 +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];
 
@@ -413,10 +467,15 @@ static s16b chest_check(int y, int x)
                next_o_idx = o_ptr->next_o_idx;
 
                /* Skip unknown chests XXX XXX */
-               /* if (!o_ptr->marked) continue; */
+               /* 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 */
@@ -440,7 +499,7 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
        int number;
 
        bool small;
-       u32b mode = AM_OKAY | AM_GOOD;
+       u32b mode = AM_GOOD;
 
        object_type forge;
        object_type *q_ptr;
@@ -718,7 +777,7 @@ static void chest_trap(int y, int x, s16b o_idx)
                else
                {
 #ifdef JP
-                       msg_print("±²´¬¤«¹çÂΤ·¡¢ÇËÎö¤·¤¿¡ª");
+                       msg_print("±²´¬¤¬¹çÂΤ·¡¢ÇËÎö¤·¤¿¡ª");
 #else
                        msg_print("Vortices coalesce and wreak destruction!");
 #endif
@@ -738,7 +797,7 @@ static void chest_trap(int y, int x, s16b o_idx)
 
                /* Message. */
 #ifdef JP
-               msg_print("¶²¤·¤¤À¼¤¬¶Á¤¤¤¿:  ¡Ö°Å°Ç¤¬Æò¤ò¤Ä¤Ä¤Þ¤ó¡ª¡×");
+               msg_print("¶²¤í¤·¤¤À¼¤¬¶Á¤¤¤¿:  ¡Ö°Å°Ç¤¬Æò¤ò¤Ä¤Ä¤Þ¤ó¡ª¡×");
 #else
                msg_print("Hideous voices bid:  'Let the darkness have thee!'");
 #endif
@@ -914,7 +973,7 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx)
  */
 static bool is_open(int feat)
 {
-       return (feat == FEAT_OPEN);
+       return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
 }
 
 
@@ -933,7 +992,7 @@ static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)
        for (d = 0; d < 9; d++)
        {
                cave_type *c_ptr;
-               byte feat;
+               s16b feat;
 
                /* if not searching under player continue */
                if ((d == 8) && !under) continue;
@@ -949,8 +1008,8 @@ static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)
                if (!(c_ptr->info & (CAVE_MARK))) continue;
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-               
+               feat = get_feat_mimic(c_ptr);
+
                /* Not looking for this feature */
                if (!((*test)(feat))) continue;
 
@@ -988,7 +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];
@@ -997,7 +1056,7 @@ static int count_chests(int *y, int *x, bool trapped)
                if (o_ptr->pval == 0) continue;
 
                /* No (known) traps here */
-               if (trapped && (!object_known_p(o_ptr) ||
+               if (trapped && (!object_is_known(o_ptr) ||
                        !chest_traps[o_ptr->pval])) continue;
 
                /* OK */
@@ -1046,7 +1105,10 @@ static bool do_cmd_open_aux(int y, int x)
 {
        int i, j;
 
-       cave_type *c_ptr;
+       /* Get requested grid */
+       cave_type *c_ptr = &cave[y][x];
+
+       feature_type *f_ptr = &f_info[c_ptr->feat];
 
        bool more = FALSE;
 
@@ -1054,25 +1116,22 @@ static bool do_cmd_open_aux(int y, int x)
        /* Take a turn */
        energy_use = 100;
 
-       /* Get requested grid */
-       c_ptr = &cave[y][x];
-
        /* Seeing true feature code (ignore mimic) */
-               
+
        /* Jammed door */
-       if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08)
+       if (!have_flag(f_ptr->flags, FF_OPEN))
        {
                /* Stuck */
 #ifdef JP
-               msg_print("¥É¥¢¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
+               msg_format("%s¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
 #else
-               msg_print("The door appears to be stuck.");
+               msg_format("The %s appears to be stuck.", f_name + f_info[get_feat_mimic(c_ptr)].name);
 #endif
 
        }
 
        /* Locked door */
-       else if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x01)
+       else if (f_ptr->power)
        {
                /* Disarm factor */
                i = p_ptr->skill_dis;
@@ -1082,7 +1141,7 @@ static bool do_cmd_open_aux(int y, int x)
                if (p_ptr->confused || p_ptr->image) i = i / 10;
 
                /* Extract the lock power */
-               j = c_ptr->feat - FEAT_DOOR_HEAD;
+               j = f_ptr->power;
 
                /* Extract the difficulty XXX XXX XXX */
                j = i - (j * 4);
@@ -1100,12 +1159,8 @@ static bool do_cmd_open_aux(int y, int x)
                        msg_print("You have picked the lock.");
 #endif
 
-
                        /* Open the door */
-                       cave_set_feat(y, x, FEAT_OPEN);
-
-                       /* Update some things */
-                       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+                       cave_alter_feat(y, x, FF_OPEN);
 
                        /* Sound */
                        sound(SOUND_OPENDOOR);
@@ -1134,13 +1189,10 @@ static bool do_cmd_open_aux(int y, int x)
        }
 
        /* Closed door */
-       else if (c_ptr->feat == FEAT_DOOR_HEAD)
+       else
        {
                /* Open the door */
-               cave_set_feat(y, x, FEAT_OPEN);
-
-               /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+               cave_alter_feat(y, x, FF_OPEN);
 
                /* Sound */
                sound(SOUND_OPENDOOR);
@@ -1210,7 +1262,7 @@ void do_cmd_open(void)
        /* Get a "repeated" direction */
        if (get_rep_dir(&dir, TRUE))
        {
-               byte feat;
+               s16b feat;
                cave_type *c_ptr;
 
                /* Get requested location */
@@ -1221,13 +1273,13 @@ void do_cmd_open(void)
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-               
+               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 (!is_closed_door(feat) && !o_idx)
+               if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
                {
                        /* Message */
 #ifdef JP
@@ -1288,40 +1340,53 @@ void do_cmd_open(void)
  */
 static bool do_cmd_close_aux(int y, int x)
 {
-       cave_type       *c_ptr;
-       bool            more = FALSE;
+       /* Get grid and contents */
+       cave_type *c_ptr = &cave[y][x];
+       s16b      old_feat = c_ptr->feat;
+       bool      more = FALSE;
 
        /* Take a turn */
        energy_use = 100;
 
-       /* Get grid and contents */
-       c_ptr = &cave[y][x];
-
        /* Seeing true feature code (ignore mimic) */
-               
-       /* Broken door */
-       if (c_ptr->feat == FEAT_BROKEN)
-       {
-               /* Message */
-#ifdef JP
-               msg_print("¥É¥¢¤Ï²õ¤ì¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
-#else
-               msg_print("The door appears to be broken.");
-#endif
-
-       }
 
        /* Open door */
-       else if (c_ptr->feat == FEAT_OPEN)
+       if (have_flag(f_info[old_feat].flags, FF_CLOSE))
        {
-               /* Close the door */
-               cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
+               s16b closed_feat = feat_state(old_feat, FF_CLOSE);
 
-               /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+               /* Hack -- object in the way */
+               if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
+                   (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
+               {
+                       /* Message */
+#ifdef JP
+                       msg_print("²¿¤«¤¬¤Ä¤Ã¤«¤¨¤ÆÊĤޤé¤Ê¤¤¡£");
+#else
+                       msg_print("There seems stuck.");
+#endif
+               }
+               else
+               {
+                       /* Close the door */
+                       cave_alter_feat(y, x, FF_CLOSE);
 
-               /* Sound */
-               sound(SOUND_SHUTDOOR);
+                       /* Broken door */
+                       if (old_feat == c_ptr->feat)
+                       {
+                               /* Message */
+#ifdef JP
+                               msg_print("¥É¥¢¤Ï²õ¤ì¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
+#else
+                               msg_print("The door appears to be broken.");
+#endif
+                       }
+                       else
+                       {
+                               /* Sound */
+                               sound(SOUND_SHUTDOOR);
+                       }
+               }
        }
 
        /* Result */
@@ -1374,7 +1439,7 @@ void do_cmd_close(void)
        if (get_rep_dir(&dir,FALSE))
        {
                cave_type *c_ptr;
-               byte feat;
+               s16b feat;
 
                /* Get requested location */
                y = py + ddy[dir];
@@ -1384,10 +1449,10 @@ void do_cmd_close(void)
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-               
+               feat = get_feat_mimic(c_ptr);
+
                /* Require open/broken door */
-               if ((feat != FEAT_OPEN) && (feat != FEAT_BROKEN))
+               if (!have_flag(f_info[feat].flags, FF_CLOSE))
                {
                        /* Message */
 #ifdef JP
@@ -1395,7 +1460,6 @@ void do_cmd_close(void)
 #else
                        msg_print("You see nothing there to close.");
 #endif
-
                }
 
                /* Monster in the way */
@@ -1406,12 +1470,11 @@ void do_cmd_close(void)
 
                        /* Message */
 #ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
+                       msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
 #else
                        msg_print("There is a monster in the way!");
 #endif
 
-
                        /* Attack */
                        py_attack(y, x, 0);
                }
@@ -1434,8 +1497,10 @@ void do_cmd_close(void)
  */
 static bool do_cmd_tunnel_test(int y, int x)
 {
+       cave_type *c_ptr = &cave[y][x];
+
        /* Must have knowledge */
-       if (!(cave[y][x].info & (CAVE_MARK)))
+       if (!(c_ptr->info & CAVE_MARK))
        {
                /* Message */
 #ifdef JP
@@ -1444,13 +1509,12 @@ static bool do_cmd_tunnel_test(int y, int x)
                msg_print("You see nothing there.");
 #endif
 
-
                /* Nope */
                return (FALSE);
        }
 
        /* Must be a wall/door/etc */
-       if (cave_floor_bold(y, x))
+       if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
        {
                /* Message */
 #ifdef JP
@@ -1459,7 +1523,6 @@ static bool do_cmd_tunnel_test(int y, int x)
                msg_print("You see nothing there to tunnel.");
 #endif
 
-
                /* Nope */
                return (FALSE);
        }
@@ -1469,53 +1532,21 @@ static bool do_cmd_tunnel_test(int y, int x)
 }
 
 
-
-/*
- * Tunnel through wall.  Assumes valid location.
- *
- * Note that it is impossible to "extend" rooms past their
- * outer walls (which are actually part of the room).
- *
- * This will, however, produce grids which are NOT illuminated
- * (or darkened) along with the rest of the room.
- */
-static bool twall(int y, int x, byte feat)
-{
-       cave_type       *c_ptr = &cave[y][x];
-
-       /* Paranoia -- Require a wall or door or some such */
-       if (cave_floor_bold(y, x)) return (FALSE);
-
-       /* Forget the wall */
-       c_ptr->info &= ~(CAVE_MARK);
-
-       /* Remove the feature */
-       cave_set_feat(y, x, feat);
-
-       /* Update some things */
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
-
-       /* Result */
-       return (TRUE);
-}
-
-
-
 /*
  * Perform the basic "tunnel" command
  *
- * Assumes that the destination is a wall, a vein, a secret
- * door, or rubble.
- *
  * Assumes that no monster is blocking the destination
  *
+ * Do not use twall anymore
+ *
  * Returns TRUE if repeated commands may continue
  */
 static bool do_cmd_tunnel_aux(int y, int x)
 {
        cave_type *c_ptr;
-       byte feat;
-
+       feature_type *f_ptr, *mimic_f_ptr;
+       int power;
+       cptr name;
        bool more = FALSE;
 
        /* Verify legality */
@@ -1526,82 +1557,101 @@ static bool do_cmd_tunnel_aux(int y, int x)
 
        /* Get grid */
        c_ptr = &cave[y][x];
+       f_ptr = &f_info[c_ptr->feat];
+       power = f_ptr->power;
 
        /* Feature code (applying "mimic" field) */
-       feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+       mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
+
+       name = f_name + mimic_f_ptr->name;
 
        /* Sound */
        sound(SOUND_DIG);
 
-       /* Titanium */
-       if ((feat >= FEAT_PERM_EXTRA) &&
-           (feat <= FEAT_PERM_SOLID))
+       if (have_flag(f_ptr->flags, FF_PERMANENT))
        {
+               /* Titanium */
+               if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
+               {
 #ifdef JP
-               msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£");
+                       msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£");
 #else
-               msg_print("This seems to be permanent rock.");
+                       msg_print("This seems to be permanent rock.");
 #endif
+               }
 
-       }
-
-       /* Map border (mimiccing Permanent wall) */
-       else if ((c_ptr->feat >= FEAT_PERM_EXTRA &&
-                 c_ptr->feat <= FEAT_PERM_SOLID) ||
-                c_ptr->feat == FEAT_MOUNTAIN)
-       {
+               /* Map border (mimiccing Permanent wall) */
+               else
+               {
 #ifdef JP
-               msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
+                       msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
 #else
-               msg_print("You can't tunnel through that!");
+                       msg_print("You can't tunnel through that!");
 #endif
-
+               }
        }
 
-       else if (feat == FEAT_TREES) /* -KMW- */
+       /* Dig or tunnel */
+       else if (have_flag(f_ptr->flags, FF_CAN_DIG))
        {
-               /* Chop Down */
-               if ((p_ptr->skill_dig > 10 + randint0(400)) && twall(y, x, FEAT_GRASS))
+               /* Dig */
+               if (p_ptr->skill_dig > randint0(20 * power))
                {
+                       /* Message */
 #ifdef JP
-                       msg_print("ÌÚ¤òÀÚ¤êʧ¤Ã¤¿¡£");
+                       msg_format("%s¤ò¤¯¤º¤·¤¿¡£", name);
 #else
-                       msg_print("You have cleared away the trees.");
+                       msg_format("You have removed the %s.", name);
 #endif
-                       chg_virtue(V_DILIGENCE, 1);
-                       chg_virtue(V_NATURE, -1);
-               }
 
-               /* Keep trying */
+                       /* Remove the feature */
+                       cave_alter_feat(y, x, FF_TUNNEL);
+
+                       /* Update some things */
+                       p_ptr->update |= (PU_FLOW);
+               }
                else
                {
-                       /* We may continue chopping */
+                       /* Message, keep digging */
 #ifdef JP
-                       msg_print("ÌÚ¤òÀڤäƤ¤¤ë¡£");
+                       msg_format("%s¤ò¤¯¤º¤·¤Æ¤¤¤ë¡£", name);
 #else
-                       msg_print("You chop away at the tree.");
+                       msg_format("You dig into the %s.", name);
 #endif
 
                        more = TRUE;
-
-                       /* Occasional Search XXX XXX */
-                       if (randint0(100) < 25) search();
                }
        }
 
-
-       /* Granite */
-       else if ((feat >= FEAT_WALL_EXTRA) &&
-                (feat <= FEAT_WALL_SOLID))
+       else
        {
+               bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
+
                /* Tunnel */
-               if ((p_ptr->skill_dig > 40 + randint0(1600)) && twall(y, x, floor_type[randint0(100)]))
+               if (p_ptr->skill_dig > power + randint0(40 * power))
                {
 #ifdef JP
-                       msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
+                       if (tree) msg_format("%s¤òÀÚ¤êʧ¤Ã¤¿¡£", name);
+                       else
+                       {
+                               msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
+                               p_ptr->update |= (PU_FLOW);
+                       }
 #else
-                       msg_print("You have finished the tunnel.");
+                       if (tree) msg_format("You have cleared away the %s.", name);
+                       else
+                       {
+                               msg_print("You have finished the tunnel.");
+                               p_ptr->update |= (PU_FLOW);
+                       }
 #endif
+
+                       /* Sound */
+                       if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
+
+                       /* Remove the feature */
+                       cave_alter_feat(y, x, FF_TUNNEL);
+
                        chg_virtue(V_DILIGENCE, 1);
                        chg_virtue(V_NATURE, -1);
                }
@@ -1609,186 +1659,40 @@ static bool do_cmd_tunnel_aux(int y, int x)
                /* Keep trying */
                else
                {
-                       /* We may continue tunelling */
+                       if (tree)
+                       {
+                               /* We may continue chopping */
+#ifdef JP
+                               msg_format("%s¤òÀڤäƤ¤¤ë¡£", name);
+#else
+                               msg_format("You chop away at the %s.", name);
+#endif
+                               /* Occasional Search XXX XXX */
+                               if (randint0(100) < 25) search();
+                       }
+                       else
+                       {
+                               /* We may continue tunelling */
 #ifdef JP
-                       msg_print("²ÖÖ¾´ä¤ÎÊɤ˷ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
+                               msg_format("%s¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£", name);
 #else
-                       msg_print("You tunnel into the granite wall.");
+                               msg_format("You tunnel into the %s.", name);
 #endif
+                       }
 
                        more = TRUE;
                }
        }
 
-
-       /* Quartz / Magma */
-       else if ((feat >= FEAT_MAGMA) &&
-           (feat <= FEAT_QUARTZ_K))
+       if (is_hidden_door(c_ptr))
        {
-               bool okay = FALSE;
-               bool gold = FALSE;
-               bool hard = FALSE;
-
-               /* Found gold (ignore mimic; maybe a hidden treasure) */
-               if (c_ptr->feat >= FEAT_MAGMA_H &&
-                   c_ptr->feat <= FEAT_QUARTZ_K) gold = TRUE;
-
-               /* Extract "quartz" flag XXX XXX XXX */
-               if ((feat - FEAT_MAGMA) & 0x01) hard = TRUE;
-
-               /* Quartz */
-               if (hard)
-               {
-                       okay = (p_ptr->skill_dig > 20 + randint0(800));
-               }
+               /* Occasional Search XXX XXX */
+               if (randint0(100) < 25) search();
+       }
 
-               /* Magma */
-               else
-               {
-                       okay = (p_ptr->skill_dig > 10 + randint0(400));
-               }
-
-               /* Success */
-               if (okay && twall(y, x, floor_type[randint0(100)]))
-               {
-                       /* Found treasure */
-                       if (gold)
-                       {
-                               /* Place some gold */
-                               place_gold(y, x);
-
-                               /* Message */
-#ifdef JP
-                               msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
-#else
-                               msg_print("You have found something!");
-#endif
-
-                       }
-
-                       /* Found nothing */
-                       else
-                       {
-                               /* Message */
-#ifdef JP
-                               msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
-                               msg_print("You have finished the tunnel.");
-#endif
-                               chg_virtue(V_DILIGENCE, 1);
-                               chg_virtue(V_NATURE, -1);
-                       }
-               }
-
-               /* Failure (quartz) */
-               else if (hard)
-               {
-                       /* Message, continue digging */
-#ifdef JP
-                       msg_print("ÀбѤιÛÌ®¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("You tunnel into the quartz vein.");
-#endif
-
-                       more = TRUE;
-               }
-
-               /* Failure (magma) */
-               else
-               {
-                       /* Message, continue digging */
-#ifdef JP
-                       msg_print("ÍÏ´ä¤Î¹ÛÌ®¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("You tunnel into the magma vein.");
-#endif
-
-                       more = TRUE;
-               }
-       }
-
-       /* Rubble */
-       else if (feat == FEAT_RUBBLE)
-       {
-               /* Remove the rubble */
-               if ((p_ptr->skill_dig > randint0(200)) && twall(y, x, floor_type[randint0(100)]))
-               {
-                       /* Message */
-#ifdef JP
-                       msg_print("´äÀФò¤¯¤º¤·¤¿¡£");
-#else
-                       msg_print("You have removed the rubble.");
-#endif
-
-                       /* Hack -- place an object */
-                       if (randint0(100) < (15 - dun_level/2))
-                       {
-                               /* Create a simple object */
-                               place_object(y, x, AM_OKAY);
-
-                               /* Observe new object */
-                               if (player_can_see_bold(y, x))
-                               {
-#ifdef JP
-                                       msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
-#else
-                                       msg_print("You have found something!");
-#endif
-
-                               }
-                       }
-               }
-
-               else
-               {
-                       /* Message, keep digging */
-#ifdef JP
-                       msg_print("´äÀФò¤¯¤º¤·¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("You dig in the rubble.");
-#endif
-
-                       more = TRUE;
-               }
-       }
-
-       /* Doors */
-       else
-       {
-               /* Tunnel */
-               if ((p_ptr->skill_dig > 30 + randint0(1200)) && twall(y, x, floor_type[randint1(100)]))
-               {
-#ifdef JP
-                       msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
-                       msg_print("You have finished the tunnel.");
-#endif
-
-               }
-
-               /* Keep trying */
-               else
-               {
-                       /* We may continue tunelling */
-#ifdef JP
-                       msg_print("¥É¥¢¤Ë·ê¤ò³«¤±¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("You tunnel into the door.");
-#endif
-
-                       more = TRUE;
-               }
-       }
-
-       if (is_hidden_door(c_ptr))
-       {
-               /* Occasional Search XXX XXX */
-               if (randint0(100) < 25) search();
-       }
-
-       /* Result */
-       return (more);
-}
+       /* Result */
+       return more;
+}
 
 
 /*
@@ -1805,7 +1709,7 @@ void do_cmd_tunnel(void)
        int                     y, x, dir;
 
        cave_type       *c_ptr;
-       byte feat;
+       s16b feat;
 
        bool            more = FALSE;
 
@@ -1839,13 +1743,10 @@ void do_cmd_tunnel(void)
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               feat = get_feat_mimic(c_ptr);
 
                /* No tunnelling through doors */
-               if (((feat >= FEAT_DOOR_HEAD) && (feat <= FEAT_DOOR_TAIL)) ||
-                   ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
-                   ((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
-                   (feat == FEAT_MUSEUM))
+               if (have_flag(f_info[feat].flags, FF_DOOR))
                {
                        /* Message */
 #ifdef JP
@@ -1853,31 +1754,16 @@ void do_cmd_tunnel(void)
 #else
                        msg_print("You cannot tunnel through doors.");
 #endif
-
-               }
-
-               /* No tunnelling through air */
-               else if (cave_floor_grid(c_ptr) || ((feat >= FEAT_MINOR_GLYPH) &&
-                   (feat <= FEAT_PATTERN_XTRA2)))
-               {
-                       /* Message */
-#ifdef JP
-                       msg_print("¶õµ¤¤Ï·¡¤ì¤Ê¤¤¡£");
-#else
-                       msg_print("You cannot tunnel through air.");
-#endif
-
                }
 
-               /* No tunnelling through mountains */
-               else if (feat == FEAT_MOUNTAIN)
+               /* No tunnelling through most features */
+               else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
                {
 #ifdef JP
                        msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤¡£");
 #else
-                       msg_print("You can't tunnel through that!");
+                       msg_print("You can't tunnel through that.");
 #endif
-
                }
 
                /* A monster is in the way */
@@ -1888,12 +1774,11 @@ void do_cmd_tunnel(void)
 
                        /* Message */
 #ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
+                       msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
 #else
                        msg_print("There is a monster in the way!");
 #endif
 
-
                        /* Attack */
                        py_attack(y, x, 0);
                }
@@ -1928,29 +1813,29 @@ bool easy_open_door(int y, int x)
        int i, j;
 
        cave_type *c_ptr = &cave[y][x];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
 
        /* Must be a closed door */
-       if (!((c_ptr->feat >= FEAT_DOOR_HEAD) &&
-             (c_ptr->feat <= FEAT_DOOR_TAIL)))
+       if (!is_closed_door(c_ptr->feat))
        {
                /* Nope */
                return (FALSE);
        }
 
        /* Jammed door */
-       if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08)
+       if (!have_flag(f_ptr->flags, FF_OPEN))
        {
                /* Stuck */
 #ifdef JP
-               msg_print("¥É¥¢¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
+               msg_format("%s¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
 #else
-               msg_print("The door appears to be stuck.");
+               msg_format("The %s appears to be stuck.", f_name + f_info[get_feat_mimic(c_ptr)].name);
 #endif
 
        }
 
        /* Locked door */
-       else if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x01)
+       else if (f_ptr->power)
        {
                /* Disarm factor */
                i = p_ptr->skill_dis;
@@ -1960,7 +1845,7 @@ bool easy_open_door(int y, int x)
                if (p_ptr->confused || p_ptr->image) i = i / 10;
 
                /* Extract the lock power */
-               j = c_ptr->feat - FEAT_DOOR_HEAD;
+               j = f_ptr->power;
 
                /* Extract the difficulty XXX XXX XXX */
                j = i - (j * 4);
@@ -1978,12 +1863,8 @@ bool easy_open_door(int y, int x)
                        msg_print("You have picked the lock.");
 #endif
 
-
                        /* Open the door */
-                       cave_set_feat(y, x, FEAT_OPEN);
-
-                       /* Update some things */
-                       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS);
+                       cave_alter_feat(y, x, FF_OPEN);
 
                        /* Sound */
                        sound(SOUND_OPENDOOR);
@@ -2012,10 +1893,7 @@ bool easy_open_door(int y, int x)
        else
        {
                /* Open the door */
-               cave_set_feat(y, x, FEAT_OPEN);
-
-               /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS);
+               cave_alter_feat(y, x, FF_OPEN);
 
                /* Sound */
                sound(SOUND_OPENDOOR);
@@ -2063,7 +1941,7 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
        if (j < 2) j = 2;
 
        /* Must find the trap first. */
-       if (!object_known_p(o_ptr))
+       if (!object_is_known(o_ptr))
        {
 #ifdef JP
                msg_print("¥È¥é¥Ã¥×¤¬¸«¤¢¤¿¤é¤Ê¤¤¡£");
@@ -2159,47 +2037,32 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
 
 #endif /* ALLOW_EASY_DISARM -- TNB */
 {
-       int i, j, power;
+       /* Get grid and contents */
+       cave_type *c_ptr = &cave[y][x];
 
-       cave_type *c_ptr;
+       /* Get feature */
+       feature_type *f_ptr = &f_info[c_ptr->feat];
 
-       cptr name;
+       /* Access trap name */
+       cptr name = (f_name + f_ptr->name);
+
+       /* Extract trap "power" */
+       int power = f_ptr->power;
 
        bool more = FALSE;
 
+       /* Get the "disarm" factor */
+       int i = p_ptr->skill_dis;
+
+       int j;
 
        /* Take a turn */
        energy_use = 100;
 
-       /* Get grid and contents */
-       c_ptr = &cave[y][x];
-
-       /* Access trap name */
-       name = (f_name + f_info[c_ptr->feat].name);
-
-       /* Get the "disarm" factor */
-       i = p_ptr->skill_dis;
-
        /* Penalize some conditions */
        if (p_ptr->blind || no_lite()) i = i / 10;
        if (p_ptr->confused || p_ptr->image) i = i / 10;
 
-       /* Variable power! */
-
-       /* Extract trap "power" */
-       switch (c_ptr->feat)
-       {
-       case FEAT_TRAP_OPEN:
-       case FEAT_TRAP_ARMAGEDDON:
-       case FEAT_TRAP_PIRANHA:
-               /* Special traps are very difficult to disarm */
-               power = 100;
-               break;
-       default:
-               power = 5;
-               break;
-       }
-
        /* Extract the difficulty */
        j = i - power;
 
@@ -2216,15 +2079,11 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
                msg_format("You have disarmed the %s.", name);
 #endif
 
-
                /* Reward */
                gain_exp(power);
 
-               /* Forget the trap */
-               c_ptr->info &= ~(CAVE_MARK);
-
                /* Remove the trap */
-               cave_set_feat(y, x, floor_type[randint0(100)]);
+               cave_alter_feat(y, x, FF_DISARM);
 
 #ifdef ALLOW_EASY_DISARM /* TNB */
 
@@ -2252,7 +2111,6 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
                msg_format("You failed to disarm the %s.", name);
 #endif
 
-
                /* We may keep trying */
                more = TRUE;
        }
@@ -2267,7 +2125,6 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
                msg_format("You set off the %s!", name);
 #endif
 
-
 #ifdef ALLOW_EASY_DISARM /* TNB */
 
                /* Move the player onto the trap */
@@ -2343,7 +2200,7 @@ void do_cmd_disarm(void)
        if (get_rep_dir(&dir,TRUE))
        {
                cave_type *c_ptr;
-               byte feat;
+               s16b feat;
 
                /* Get location */
                y = py + ddy[dir];
@@ -2353,10 +2210,10 @@ void do_cmd_disarm(void)
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               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)
@@ -2375,7 +2232,7 @@ void do_cmd_disarm(void)
                {
                        /* Message */
 #ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
+                       msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
 #else
                        msg_print("There is a monster in the way!");
 #endif
@@ -2416,34 +2273,33 @@ void do_cmd_disarm(void)
  */
 static bool do_cmd_bash_aux(int y, int x, int dir)
 {
-       int                     bash, temp;
+       /* Get grid */
+       cave_type       *c_ptr = &cave[y][x];
 
-       cave_type       *c_ptr;
+       /* Get feature */
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+
+       /* Hack -- Bash power based on strength */
+       /* (Ranges from 3 to 20 to 100 to 200) */
+       int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
+
+       /* Extract door power */
+       int temp = f_ptr->power;
 
        bool            more = FALSE;
 
+       cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
 
        /* Take a turn */
        energy_use = 100;
 
-       /* Get grid */
-       c_ptr = &cave[y][x];
-
        /* Message */
 #ifdef JP
-       msg_print("¥É¥¢¤ËÂÎÅö¤¿¤ê¤ò¤·¤¿¡ª");
+       msg_format("%s¤ËÂÎÅö¤¿¤ê¤ò¤·¤¿¡ª", name);
 #else
-       msg_print("You smash into the door!");
+       msg_format("You smash into the %s!", name);
 #endif
 
-
-       /* Hack -- Bash power based on strength */
-       /* (Ranges from 3 to 20 to 100 to 200) */
-       bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
-
-       /* Extract door power */
-       temp = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
-
        /* Compare bash power to door power XXX XXX XXX */
        temp = (bash - (temp * 10));
 
@@ -2457,33 +2313,28 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
        {
                /* Message */
 #ifdef JP
-               msg_print("¥É¥¢¤ò²õ¤·¤¿¡ª");
+               msg_format("%s¤ò²õ¤·¤¿¡ª", name);
 #else
-               msg_print("The door crashes open!");
+               msg_format("The %s crashes open!", name);
 #endif
 
+               /* Sound */
+               sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
 
                /* Break down the door */
-               if (randint0(100) < 50)
+               if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
                {
-                       cave_set_feat(y, x, FEAT_BROKEN);
+                       cave_alter_feat(y, x, FF_BASH);
                }
 
                /* Open the door */
                else
                {
-                       cave_set_feat(y, x, FEAT_OPEN);
+                       cave_alter_feat(y, x, FF_OPEN);
                }
 
-               /* Sound */
-               sound(SOUND_OPENDOOR);
-
                /* Hack -- Fall through the door */
                move_player(dir, FALSE, FALSE);
-
-               /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE);
-               p_ptr->update |= (PU_DISTANCE);
        }
 
        /* Saving throw against stun */
@@ -2492,9 +2343,9 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
        {
                /* Message */
 #ifdef JP
-               msg_print("¤³¤Î¥É¥¢¤Ï´è¾æ¤À¡£");
+               msg_format("¤³¤Î%s¤Ï´è¾æ¤À¡£", name);
 #else
-               msg_print("The door holds firm.");
+               msg_format("The %s holds firm.", name);
 #endif
 
 
@@ -2566,7 +2417,7 @@ void do_cmd_bash(void)
        /* Get a "repeated" direction */
        if (get_rep_dir(&dir,FALSE))
        {
-               byte feat;
+               s16b feat;
 
                /* Bash location */
                y = py + ddy[dir];
@@ -2576,15 +2427,14 @@ void do_cmd_bash(void)
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               feat = get_feat_mimic(c_ptr);
 
                /* Nothing useful */
-               if (!((feat >= FEAT_DOOR_HEAD) &&
-                     (feat <= FEAT_DOOR_TAIL)))
+               if (!have_flag(f_info[feat].flags, FF_BASH))
                {
                        /* Message */
 #ifdef JP
-               msg_print("¤½¤³¤Ë¤ÏÂÎÅö¤¿¤ê¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+                       msg_print("¤½¤³¤Ë¤ÏÂÎÅö¤¿¤ê¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
 #else
                        msg_print("You see nothing there to bash.");
 #endif
@@ -2599,7 +2449,7 @@ void do_cmd_bash(void)
 
                        /* Message */
 #ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
+                       msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
 #else
                        msg_print("There is a monster in the way!");
 #endif
@@ -2662,7 +2512,8 @@ void do_cmd_alter(void)
        /* Get a direction */
        if (get_rep_dir(&dir,TRUE))
        {
-               byte feat;
+               s16b feat;
+               feature_type *f_ptr;
 
                /* Get location */
                y = py + ddy[dir];
@@ -2672,7 +2523,8 @@ void do_cmd_alter(void)
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               feat = get_feat_mimic(c_ptr);
+               f_ptr = &f_info[feat];
 
                /* Take a turn */
                energy_use = 100;
@@ -2684,39 +2536,32 @@ void do_cmd_alter(void)
                        py_attack(y, x, 0);
                }
 
-               /* Tunnel through walls */
-               else if (((feat >= FEAT_RUBBLE) &&
-                         (feat < FEAT_MINOR_GLYPH)) ||
-                        ((feat == FEAT_TREES) ||
-                         (feat == FEAT_MOUNTAIN)))
+               /* Locked doors */
+               else if (have_flag(f_ptr->flags, FF_OPEN))
                {
-                       more = do_cmd_tunnel_aux(y, x);
+                       more = do_cmd_open_aux(y, x);
                }
 
-               else if (is_closed_door(feat))
+               /* Bash jammed doors */
+               else if (have_flag(f_ptr->flags, FF_BASH))
                {
-                       /* Bash jammed doors */
-                       if (feat >= FEAT_DOOR_HEAD + 0x08)
-                       {
-                               more = do_cmd_bash_aux(y, x, dir);
-                       }
+                       more = do_cmd_bash_aux(y, x, dir);
+               }
 
-                       /* Locked doors */
-                       else
-                       {
-                               more = do_cmd_open_aux(y, x);
-                       }
+               /* Tunnel through walls */
+               else if (have_flag(f_ptr->flags, FF_TUNNEL))
+               {
+                       more = do_cmd_tunnel_aux(y, x);
                }
 
                /* Close open doors */
-               else if ((feat == FEAT_OPEN) ||
-                        (feat == FEAT_BROKEN))
+               else if (have_flag(f_ptr->flags, FF_CLOSE))
                {
                        more = do_cmd_close_aux(y, x);
                }
 
                /* Disarm traps */
-               else if (is_trap(feat))
+               else if (have_flag(f_ptr->flags, FF_DISARM))
                {
                        more = do_cmd_disarm_aux(y, x, dir);
                }
@@ -2791,7 +2636,7 @@ void do_cmd_spike(void)
        {
                int y, x, item;
                cave_type *c_ptr;
-               byte feat;
+               s16b feat;
 
                /* Get location */
                y = py + ddy[dir];
@@ -2801,15 +2646,14 @@ void do_cmd_spike(void)
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               feat = get_feat_mimic(c_ptr);
 
                /* Require closed door */
-               if (!((feat >= FEAT_DOOR_HEAD) &&
-                     (feat <= FEAT_DOOR_TAIL)))
+               if (!have_flag(f_info[feat].flags, FF_SPIKE))
                {
                        /* Message */
 #ifdef JP
-               msg_print("¤½¤³¤Ë¤Ï¤¯¤µ¤Ó¤òÂǤƤë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+                       msg_print("¤½¤³¤Ë¤Ï¤¯¤µ¤Ó¤òÂǤƤë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
 #else
                        msg_print("You see nothing there to spike.");
 #endif
@@ -2821,11 +2665,10 @@ void do_cmd_spike(void)
                {
                        /* Message */
 #ifdef JP
-               msg_print("¤¯¤µ¤Ó¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡ª");
+                       msg_print("¤¯¤µ¤Ó¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡ª");
 #else
                        msg_print("You have no spikes!");
 #endif
-
                }
 
                /* Is a monster in the way? */
@@ -2836,12 +2679,11 @@ void do_cmd_spike(void)
 
                        /* Message */
 #ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
+                       msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
 #else
                        msg_print("There is a monster in the way!");
 #endif
 
-
                        /* Attack */
                        py_attack(y, x, 0);
                }
@@ -2854,17 +2696,12 @@ void do_cmd_spike(void)
 
                        /* Successful jamming */
 #ifdef JP
-               msg_print("¥É¥¢¤Ë¤¯¤µ¤Ó¤òÂǤÁ¹þ¤ó¤À¡£");
+                       msg_format("%s¤Ë¤¯¤µ¤Ó¤òÂǤÁ¹þ¤ó¤À¡£", f_name + f_info[feat].name);
 #else
-                       msg_print("You jam the door with a spike.");
+                       msg_format("You jam the %s with a spike.", f_name + f_info[feat].name);
 #endif
 
-
-                       /* Convert "locked" to "stuck" XXX XXX XXX */
-                       if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08) c_ptr->feat += 0x08;
-
-                       /* Add one spike to the door */
-                       if (c_ptr->feat < FEAT_DOOR_TAIL) c_ptr->feat++;
+                       cave_alter_feat(y, x, FF_SPIKE);
 
                        /* Use up, and describe, a single spike, from the bottom */
                        inven_item_increase(item, -1);
@@ -2879,7 +2716,7 @@ void do_cmd_spike(void)
 /*
  * Support code for the "Walk" and "Jump" commands
  */
-void do_cmd_walk(int pickup)
+void do_cmd_walk(bool pickup)
 {
        int dir;
 
@@ -2922,7 +2759,7 @@ void do_cmd_walk(int pickup)
        }
 
        /* Hack again -- Is there a special encounter ??? */
-       if(p_ptr->wild_mode && (cave[py][px].feat != FEAT_TOWN))
+       if (p_ptr->wild_mode && !cave_have_flag_bold(py, px, FF_TOWN))
        {
                int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5;
                if (tmp < 1) 
@@ -2937,13 +2774,13 @@ void do_cmd_walk(int pickup)
 #endif
 
                        /* Go into large wilderness view */
-                       p_ptr->wilderness_x = px;
-                       p_ptr->wilderness_y = py;
                        p_ptr->oldpy = randint1(MAX_HGT-2);
                        p_ptr->oldpx = randint1(MAX_WID-2);
-                       energy_use = 100;
                        change_wild_mode();
 
+                       /* Give first move to monsters */
+                       energy_use = 100;
+
                        /* HACk -- set the encouter flag for the wilderness generation */
                        generate_encounter = TRUE;
                }
@@ -2996,10 +2833,9 @@ void do_cmd_run(void)
  * Stay still.  Search.  Enter stores.
  * Pick up treasure if "pickup" is true.
  */
-void do_cmd_stay(int pickup)
+void do_cmd_stay(bool pickup)
 {
-       cave_type *c_ptr = &cave[py][px];
-
+       u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
 
        /* Allow repeated command */
        if (command_arg)
@@ -3014,80 +2850,11 @@ void do_cmd_stay(int pickup)
                command_arg = 0;
        }
 
-
        /* Take a turn */
        energy_use = 100;
 
-
-       /* 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" */
-       carry(pickup);
-
-
-       /* Hack -- enter a store if we are on one */
-       if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
-           (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
-           (c_ptr->feat == FEAT_MUSEUM))
-       {
-               /* Disturb */
-               disturb(0, 0);
-
-               energy_use = 0;
-               /* Hack -- enter store */
-               command_new = SPECIAL_KEY_STORE;
-       }
-
-       /* Hack -- enter a building if we are on one -KMW- */
-       else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
-           (c_ptr->feat <= FEAT_BLDG_TAIL))
-       {
-               /* Disturb */
-               disturb(0, 0);
-
-               energy_use = 0;
-               /* Hack -- enter building */
-               command_new = SPECIAL_KEY_BUILDING;
-       }
-
-       /* Exit a quest if reach the quest exit */
-       else if (c_ptr->feat == FEAT_QUEST_EXIT)
-       {
-               int q_index = p_ptr->inside_quest;
-
-               /* Was quest completed? */
-               if (quest[q_index].type == QUEST_TYPE_FIND_EXIT)
-               {
-                       quest[q_index].status = QUEST_STATUS_COMPLETED;
-                       quest[q_index].complev = (byte)p_ptr->lev;
-#ifdef JP
-                       msg_print("¥¯¥¨¥¹¥È¤ò´°Î»¤·¤¿¡ª");
-#else
-                       msg_print("You accomplished your quest!");
-#endif
-
-                       msg_print(NULL);
-               }
-
-               leave_quest_check();
-
-               p_ptr->inside_quest = cave[py][px].special;
-               dun_level = 0;
-               p_ptr->oldpx = 0;
-               p_ptr->oldpy = 0;
-               p_ptr->leaving = TRUE;
-       }
+       if (pickup) mpe_mode |= MPE_DO_PICKUP;
+       (void)move_player_effect(py, px, mpe_mode);
 }
 
 
@@ -3105,6 +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)
        {
@@ -3194,6 +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)
        {
@@ -3250,7 +3032,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
                            (r_ptr->flags3 & RF3_ANIMAL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ANIMAL;
                                }
@@ -3262,7 +3044,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
                            (r_ptr->flags3 & RF3_ANIMAL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ANIMAL;
                                }
@@ -3274,7 +3056,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_EVIL)) &&
                            (r_ptr->flags3 & RF3_EVIL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_EVIL;
                                }
@@ -3286,7 +3068,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_EVIL)) &&
                            (r_ptr->flags3 & RF3_EVIL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_EVIL;
                                }
@@ -3298,7 +3080,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
                            (r_ptr->flags2 & RF2_HUMAN))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags2 |= RF2_HUMAN;
                                }
@@ -3310,7 +3092,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_HUMAN)) &&
                            (r_ptr->flags2 & RF2_HUMAN))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags2 |= RF2_HUMAN;
                                }
@@ -3322,7 +3104,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
                            (r_ptr->flags3 & RF3_UNDEAD))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_UNDEAD;
                                }
@@ -3334,7 +3116,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
                            (r_ptr->flags3 & RF3_UNDEAD))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_UNDEAD;
                                }
@@ -3346,7 +3128,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_DEMON)) &&
                            (r_ptr->flags3 & RF3_DEMON))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DEMON;
                                }
@@ -3358,7 +3140,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_DEMON)) &&
                            (r_ptr->flags3 & RF3_DEMON))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DEMON;
                                }
@@ -3370,7 +3152,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_ORC)) &&
                            (r_ptr->flags3 & RF3_ORC))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ORC;
                                }
@@ -3382,7 +3164,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_ORC)) &&
                            (r_ptr->flags3 & RF3_ORC))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ORC;
                                }
@@ -3394,7 +3176,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_TROLL)) &&
                            (r_ptr->flags3 & RF3_TROLL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_TROLL;
                                }
@@ -3406,7 +3188,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_TROLL)) &&
                            (r_ptr->flags3 & RF3_TROLL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_TROLL;
                                }
@@ -3418,7 +3200,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_GIANT)) &&
                            (r_ptr->flags3 & RF3_GIANT))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_GIANT;
                                }
@@ -3430,7 +3212,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_GIANT)) &&
                            (r_ptr->flags3 & RF3_GIANT))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_GIANT;
                                }
@@ -3442,7 +3224,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
                            (r_ptr->flags3 & RF3_DRAGON))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DRAGON;
                                }
@@ -3454,7 +3236,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_DRAGON)) &&
                            (r_ptr->flags3 & RF3_DRAGON))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DRAGON;
                                }
@@ -3468,14 +3250,14 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        }
 
                        /* Brand (Acid) */
-                       if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
+                       if (have_flag(flgs, TR_BRAND_ACID))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_ACID)
+                               if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_ACID;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
                                        }
                                }
 
@@ -3487,14 +3269,14 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        }
 
                        /* Brand (Elec) */
-                       if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)))
+                       if (have_flag(flgs, TR_BRAND_ELEC))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_ELEC)
+                               if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_ELEC;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
                                        }
                                }
 
@@ -3506,51 +3288,67 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        }
 
                        /* Brand (Fire) */
-                       if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)))
+                       if (have_flag(flgs, TR_BRAND_FIRE))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_FIRE)
+                               if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_FIRE;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
                                        }
                                }
 
                                /* Otherwise, take the damage */
                                else
                                {
-                                       if (mult < 17) mult = 17;
+                                       if (r_ptr->flags3 & RF3_HURT_FIRE)
+                                       {
+                                               if (mult < 25) mult = 25;
+                                               if (is_original_ap_and_seen(m_ptr))
+                                               {
+                                                       r_ptr->r_flags3 |= RF3_HURT_FIRE;
+                                               }
+                                       }
+                                       else if (mult < 17) mult = 17;
                                }
                        }
 
                        /* Brand (Cold) */
-                       if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)))
+                       if (have_flag(flgs, TR_BRAND_COLD))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_COLD)
+                               if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_COLD;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
                                        }
                                }
                                /* Otherwise, take the damage */
                                else
                                {
-                                       if (mult < 17) mult = 17;
+                                       if (r_ptr->flags3 & RF3_HURT_COLD)
+                                       {
+                                               if (mult < 25) mult = 25;
+                                               if (is_original_ap_and_seen(m_ptr))
+                                               {
+                                                       r_ptr->r_flags3 |= RF3_HURT_COLD;
+                                               }
+                                       }
+                                       else if (mult < 17) mult = 17;
                                }
                        }
 
                        /* Brand (Poison) */
-                       if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)))
+                       if (have_flag(flgs, TR_BRAND_POIS))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_POIS)
+                               if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_POIS;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
                                        }
                                }
 
@@ -3571,6 +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);
 }
@@ -3607,8 +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;
-       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;
 
@@ -3621,6 +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 */
@@ -3636,9 +3439,11 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                o_ptr = &o_list[0 - item];
        }
 
-       /* Describe the object */
-       object_desc(o_name, o_ptr, FALSE, 3);
+       /* 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;
@@ -3647,7 +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);
@@ -3665,13 +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;
 
@@ -3680,68 +3490,97 @@ 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;
        }
 
-       /* Get local object */
-       q_ptr = &forge;
-
-       /* Obtain a local object */
-       object_copy(q_ptr, o_ptr);
+       /* Predict the "target" location */
+       tx = px + 99 * ddx[dir];
+       ty = py + 99 * ddy[dir];
 
-       /* Single object */
-       q_ptr->number = 1;
-
-       /* Reduce and describe inventory */
-       if (item >= 0)
+       /* Check for "target request" */
+       if ((dir == 5) && target_okay())
        {
-               inven_item_increase(item, -1);
-               inven_item_describe(item);
-               inven_item_optimize(item);
+               tx = target_col;
+               ty = target_row;
        }
 
-       /* Reduce and describe floor item */
-       else
+       /* 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 */
+       if (tx == px && ty == py)
        {
-               floor_item_increase(0 - item, -1);
-               floor_item_optimize(0 - item);
-       }
+               energy_use = 0;
 
+               /* project_length is already reset to 0 */
 
-       /* Sound */
-       sound(SOUND_SHOOT);
+               return;
+       }
 
 
        /* 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;
 
-       /* Predict the "target" location */
-       tx = px + 99 * ddx[dir];
-       ty = py + 99 * ddy[dir];
+       /* Get local object */
+       q_ptr = &forge;
 
-       /* Check for "target request" */
-       if ((dir == 5) && target_okay())
+       /* Obtain a local object */
+       object_copy(q_ptr, o_ptr);
+
+       /* Single object */
+       q_ptr->number = 1;
+
+       /* Reduce and describe inventory */
+       if (item >= 0)
        {
-               tx = target_col;
-               ty = target_row;
+               inven_item_increase(item, -1);
+               inven_item_describe(item);
+               inven_item_optimize(item);
        }
 
-       project_length = 0; /* reset to default */
+       /* Reduce and describe floor item */
+       else
+       {
+               floor_item_increase(0 - item, -1);
+               floor_item_optimize(0 - item);
+       }
+
+       /* Sound */
+       sound(SOUND_SHOOT);
 
        /* Hack -- Handle stuff */
        handle_stuff();
 
+       /* Save the old location */
+       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;
 
@@ -3750,12 +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_floor_bold(ny, nx) && !cave[ny][nx].m_idx) break;
+               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))
@@ -3779,6 +3654,29 @@ 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;
+
                /* Save the new location */
                x = nx;
                y = ny;
@@ -3787,6 +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];
@@ -3798,7 +3697,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                        /* Note the collision */
                        hit_body = TRUE;
 
-                       if (m_ptr->csleep)
+                       if (MON_CSLEEP(m_ptr))
                        {
                                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);
@@ -3810,9 +3709,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                                if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
                                {
                                        int amount = 0;
-                                       if (now_exp < SPELL_EXP_BEGINNER) amount = 80;
-                                       else if (now_exp < SPELL_EXP_SKILLED) amount = 25;
-                                       else if ((now_exp < SPELL_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
+                                       if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
+                                       else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
+                                       else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
                                        else if (p_ptr->lev > 34) amount = 2;
                                        p_ptr->weapon_exp[0][j_ptr->sval] += amount;
                                        p_ptr->update |= (PU_BONUS);
@@ -3830,44 +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;
 
-                               /* Assume a default death */
-#ifdef JP
-                               cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
-                               cptr note_dies = " dies.";
-#endif
-
-                               /* Some monsters get "destroyed" */
-                               if (!monster_living(r_ptr))
-                               {
-                                       int i;
-                                       bool explode = FALSE;
-
-                                       for (i = 0; i < 4; i++)
-                                       {
-                                               if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
-                                       }
-
-                                       /* Special note at death */
-                                       if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
-                                               note_dies = " explodes into tiny shreds.";
-#endif
-                                       else
-#ifdef JP
-                                               note_dies = "¤òÅݤ·¤¿¡£";
-#else
-                                               note_dies = " is destroyed.";
-#endif
-
-                               }
+                               /* Get extra damage from concentration */
+                               if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
 
                                /* Handle unseen monster */
                                if (!visible)
@@ -3896,23 +3773,47 @@ note_dies = "
                                        msg_format("The %s hits %s.", o_name, m_name);
 #endif
 
+                                       if (m_ptr->ml)
+                                       {
+                                               /* Hack -- Track this monster race */
+                                               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
 
-                                       /* Hack -- Track this monster race */
-                                       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
-
-                                       /* Hack -- Track this monster */
-                                       if (m_ptr->ml) health_track(c_ptr->m_idx);
+                                               /* Hack -- Track this monster */
+                                               health_track(c_ptr->m_idx);
+                                       }
                                }
 
-                               /* 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)
@@ -3927,8 +3828,30 @@ note_dies = "
 
                                }
 
+                               /* 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, note_dies))
+                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
                                {
                                        /* Dead monster */
                                }
@@ -3937,7 +3860,7 @@ note_dies = "
                                else
                                {
                                        /* STICK TO */
-                                       if (q_ptr->name1)
+                                       if (object_is_fixed_artifact(q_ptr))
                                        {
                                                char m_name[80];
 
@@ -3976,13 +3899,66 @@ note_dies = "
 #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;
                }
@@ -3991,31 +3967,31 @@ note_dies = "
        /* Chance of breakage (during attacks) */
        j = (hit_body ? breakage_chance(q_ptr) : 0);
 
-       if(stick_to)
+       if (stick_to)
        {
                int m_idx = cave[y][x].m_idx;
                monster_type *m_ptr = &m_list[m_idx];
                int o_idx = o_pop();
 
                if (!o_idx)
-                 {
+               {
 #ifdef JP
-                   msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name);
+                       msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name);
 #else
-                   msg_format("The %s have gone to somewhere.", o_name);
+                       msg_format("The %s have gone to somewhere.", o_name);
 #endif
-                   if (q_ptr->name1)
-                     {
-                       a_info[j_ptr->name1].cur_num = 0;
-                     }
-                   return;
-                 }
-
-               o_ptr = &o_list[ o_idx ];
+                       if (object_is_fixed_artifact(q_ptr))
+                       {
+                               a_info[j_ptr->name1].cur_num = 0;
+                       }
+                       return;
+               }
+
+               o_ptr = &o_list[o_idx];
                object_copy(o_ptr, q_ptr);
 
                /* Forget mark */
-               o_ptr->marked = 0;
+               o_ptr->marked &= OM_TOUCHED;
 
                /* Forget location */
                o_ptr->iy = o_ptr->ix = 0;
@@ -4028,11 +4004,23 @@ note_dies = "
 
                /* Carry object */
                m_ptr->hold_o_idx = o_idx;
-
        }
-       else
+       else if (cave_have_flag_bold(y, x, FF_PROJECT))
+       {
                /* Drop (or break) near that location */
                (void)drop_near(q_ptr, j, y, x);
+       }
+       else
+       {
+               /* 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);
 }
 
 
@@ -4042,6 +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];
 
@@ -4094,6 +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));
+       }
 }
 
 
@@ -4118,7 +4126,7 @@ static bool item_tester_hook_boomerang(object_type *o_ptr)
 bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 {
        int dir, item;
-       int i, j, y, x, ty, tx;
+       int i, j, y, x, ty, tx, prev_y, prev_x;
        int ny[19], nx[19];
        int chance, tdam, tdis;
        int mul, div;
@@ -4149,13 +4157,13 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                set_action(ACTION_NONE);
        }
 
-       if (shuriken)
+       if (shuriken >= 0)
        {
                item = shuriken;
        }
        else if (boomerang)
        {
-               if (buki_motteruka(INVEN_LARM))
+               if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
                {
                        item_tester_hook = item_tester_hook_boomerang;
 #ifdef JP
@@ -4172,10 +4180,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                                return FALSE;
                        }
                }
-               else
-               {
-                       item = INVEN_RARM;
-               }
+               else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
+               else item = INVEN_RARM;
        }
        else
        {
@@ -4207,7 +4213,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 
 
        /* Item is cursed */
-       if (cursed_p(o_ptr) && (item >= INVEN_RARM))
+       if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
        {
                /* Oops */
 #ifdef JP
@@ -4220,9 +4226,9 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                return FALSE;
        }
 
-       if (p_ptr->inside_arena)
+       if (p_ptr->inside_arena && !boomerang)
        {
-               if (o_ptr->tval != 5)
+               if (o_ptr->tval != TV_SPIKE)
                {
 #ifdef JP
                        msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
@@ -4252,7 +4258,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
        q_ptr->number = 1;
 
        /* Description */
-       object_desc(o_name, q_ptr, FALSE, 3);
+       object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
 
        if (p_ptr->mighty_throw) mult += 3;
 
@@ -4270,7 +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;
@@ -4346,6 +4352,10 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 
        if (shuriken) chance *= 2;
 
+       /* Save the old location */
+       prev_y = y;
+       prev_x = x;
+
        /* Travel until stopped */
        for (cur_dis = 0; cur_dis <= tdis; )
        {
@@ -4358,27 +4368,24 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                mmove2(&ny[cur_dis], &nx[cur_dis], py, px, ty, tx);
 
                /* Stopped by walls/doors */
-               if (!cave_floor_bold(ny[cur_dis], nx[cur_dis]))
+               if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
                {
                        hit_wall = TRUE;
-                       break;
+                       if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
                }
 
-               /* Advance the distance */
-               cur_dis++;
-
                /* The player can see the (on screen) missile */
-               if (panel_contains(ny[cur_dis-1], nx[cur_dis-1]) && player_can_see_bold(ny[cur_dis-1], nx[cur_dis-1]))
+               if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
                {
                        char c = object_char(q_ptr);
                        byte a = object_attr(q_ptr);
 
                        /* Draw, Hilite, Fresh, Pause, Erase */
-                       print_rel(c, a, ny[cur_dis-1], nx[cur_dis-1]);
-                       move_cursor_relative(ny[cur_dis-1], nx[cur_dis-1]);
+                       print_rel(c, a, ny[cur_dis], nx[cur_dis]);
+                       move_cursor_relative(ny[cur_dis], nx[cur_dis]);
                        Term_fresh();
                        Term_xtra(TERM_XTRA_DELAY, msec);
-                       lite_spot(ny[cur_dis-1], nx[cur_dis-1]);
+                       lite_spot(ny[cur_dis], nx[cur_dis]);
                        Term_fresh();
                }
 
@@ -4389,10 +4396,16 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        Term_xtra(TERM_XTRA_DELAY, msec);
                }
 
+               /* Save the old location */
+               prev_y = y;
+               prev_x = x;
+
                /* Save the new location */
-               x = nx[cur_dis-1];
-               y = ny[cur_dis-1];
+               x = nx[cur_dis];
+               y = ny[cur_dis];
 
+               /* Advance the distance */
+               cur_dis++;
 
                /* Monster here, Try to hit it */
                if (cave[y][x].m_idx)
@@ -4413,42 +4426,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        {
                                bool fear = FALSE;
 
-                               /* Assume a default death */
-#ifdef JP
-                               cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
-                               cptr note_dies = " dies.";
-#endif
-
-
-                               /* Some monsters get "destroyed" */
-                               if (!monster_living(r_ptr))
-                               {
-                                       int i;
-                                       bool explode = FALSE;
-
-                                       for (i = 0; i < 4; i++)
-                                       {
-                                               if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
-                                       }
-
-                                       /* Special note at death */
-                                       if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
-                                               note_dies = " explodes into tiny shreds.";
-#endif
-                                       else
-#ifdef JP
-                                               note_dies = "¤òÅݤ·¤¿¡£";
-#else
-                                               note_dies = " is destroyed.";
-#endif
-
-                               }
-
-
                                /* Handle unseen monster */
                                if (!visible)
                                {
@@ -4476,18 +4453,20 @@ note_dies = "
                                        msg_format("The %s hits %s.", o_name, m_name);
 #endif
 
+                                       if (m_ptr->ml)
+                                       {
+                                               /* Hack -- Track this monster race */
+                                               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
 
-                                       /* Hack -- Track this monster race */
-                                       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
-
-                                       /* Hack -- Track this monster */
-                                       if (m_ptr->ml) health_track(c_ptr->m_idx);
+                                               /* Hack -- Track this monster */
+                                               health_track(c_ptr->m_idx);
+                                       }
                                }
 
                                /* Hack -- Base damage from thrown object */
                                tdam = damroll(q_ptr->dd, q_ptr->ds);
                                /* Apply special damage XXX XXX XXX */
-                               tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0);
+                               tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
                                tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
                                if (q_ptr->to_d > 0)
                                        tdam += q_ptr->to_d;
@@ -4533,7 +4512,7 @@ note_dies = "
                                }
 
                                /* Hit the monster, check for death */
-                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
                                {
                                        /* Dead monster */
                                }
@@ -4584,14 +4563,14 @@ note_dies = "
                j = 100;
 
                if (!(summon_named_creature(0, y, x, q_ptr->pval,
-                                           !(cursed_p(q_ptr)) ? PM_FORCE_PET : 0L)))
+                                           !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
 #ifdef JP
 msg_print("¿Í·Á¤ÏDZ¤¸¶Ê¤¬¤êºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
 #else
                        msg_print("The Figurine writhes and then shatters.");
 #endif
 
-               else if (cursed_p(q_ptr))
+               else if (object_is_cursed(q_ptr))
 #ifdef JP
 msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
 #else
@@ -4621,7 +4600,7 @@ msg_print("
                                /* ToDo (Robert): fix the invulnerability */
                                if (cave[y][x].m_idx &&
                                    is_friendly(&m_list[cave[y][x].m_idx]) &&
-                                   !(m_ptr->invulner))
+                                   !MON_INVULNER(m_ptr))
                                {
                                        char m_name[80];
                                        monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
@@ -4651,11 +4630,11 @@ msg_print("
                j = -1;
                if (boomerang) back_chance += 4+randint1(5);
                if (super_boomerang) back_chance += 100;
-               object_desc(o2_name, q_ptr, FALSE, 0);
+               object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                if((back_chance > 30) && (!one_in_(100) || super_boomerang))
                {
-                       for (i = cur_dis-1;i>0;i--)
+                       for (i = cur_dis - 1; i > 0; i--)
                        {
                                if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
                                {
@@ -4758,7 +4737,19 @@ msg_print("
        }
 
        /* Drop (or break) near that location */
-       if (do_drop) (void)drop_near(q_ptr, j, y, x);
+       if (do_drop)
+       {
+               if (cave_have_flag_bold(y, x, FF_PROJECT))
+               {
+                       /* Drop (or break) near that location */
+                       (void)drop_near(q_ptr, j, y, x);
+               }
+               else
+               {
+                       /* Drop (or break) near that location */
+                       (void)drop_near(q_ptr, j, prev_y, prev_x);
+               }
+       }
 
        return TRUE;
 }
@@ -4769,5 +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 */
+       if (!(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