/* File: cmd1.c */

/* Purpose: Movement commands (part 1) */

/*
 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
 *
 * This software may be copied and distributed for educational, research, and
 * not for profit purposes provided that this copyright and statement are
 * included in all such copies.
 */

#include "angband.h"



/*
 * Determine if the player "hits" a monster (normal combat).
 * Note -- Always miss 5%, always hit 5%, otherwise random.
 */
bool test_hit_fire(int chance, int ac, int vis)
{
	int k;

	/* Percentile dice */
	k = rand_int(100);

	/* Hack -- Instant miss or hit */
	if (k < 10) return (k < 5);

	/* Never hit */
	if (chance <= 0) return (FALSE);

	/* Invisible monsters are harder to hit */
	if (!vis) chance = (chance + 1) / 2;

	/* Power competes against armor */
	if (rand_int(chance) < (ac * 3 / 4)) return (FALSE);

	/* Assume hit */
	return (TRUE);
}



/*
 * Determine if the player "hits" a monster (normal combat).
 *
 * Note -- Always miss 5%, always hit 5%, otherwise random.
 */
bool test_hit_norm(int chance, int ac, int vis)
{
	int k;

	/* Percentile dice */
	k = rand_int(100);

	/* Hack -- Instant miss or hit */
	if (k < 10) return (k < 5);

	/* Wimpy attack never hits */
	if (chance <= 0) return (FALSE);

	/* Penalize invisible targets */
	if (!vis) chance = (chance + 1) / 2;

	/* Power must defeat armor */
	if (rand_int(chance) < (ac * 3 / 4)) return (FALSE);

	/* Assume hit */
	return (TRUE);
}



/*
 * Critical hits (from objects thrown by player)
 * Factor in item weight, total plusses, and player level.
 */
s16b critical_shot(int weight, int plus, int dam)
{
	int i, k;

	/* Extract "shot" power */
	i = (weight + ((p_ptr->to_h + plus) * 4) + (p_ptr->lev * 2));

	/* Critical hit */
	if (randint(5000) <= i)
	{
		k = weight + randint(500);

		if (k < 500)
		{
			msg_print("It was a good hit!");
			dam = 2 * dam + 5;
		}
		else if (k < 1000)
		{
			msg_print("It was a great hit!");
			dam = 2 * dam + 10;
		}
		else
		{
			msg_print("It was a superb hit!");
			dam = 3 * dam + 15;
		}
	}

	return (dam);
}



/*
 * Critical hits (by player)
 *
 * Factor in weapon weight, total plusses, player level.
 */
s16b critical_norm(int weight, int plus, int dam)
{
	int i, k;

	/* Extract "blow" power */
	i = (weight + ((p_ptr->to_h + plus) * 5) + (p_ptr->lev * 3));

	/* Chance */
	if (randint(5000) <= i)
	{
		k = weight + randint(650);

		if (k < 400)
		{
			msg_print("It was a good hit!");
			dam = 2 * dam + 5;
		}
		else if (k < 700)
		{
			msg_print("It was a great hit!");
			dam = 2 * dam + 10;
		}
		else if (k < 900)
		{
			msg_print("It was a superb hit!");
			dam = 3 * dam + 15;
		}
		else if (k < 1300)
		{
			msg_print("It was a *GREAT* hit!");
			dam = 3 * dam + 20;
		}
		else
		{
			msg_print("It was a *SUPERB* hit!");
			dam = ((7 * dam) / 2) + 25;
		}
	}

	return (dam);
}



/*
 * Extract the "total damage" from a given object hitting a given monster.
 *
 * Note that "flasks of oil" do NOT do fire damage, although they
 * certainly could be made to do so.  XXX XXX
 *
 * Note that most brands and slays are x3, except Slay Animal (x2),
 * Slay Evil (x2), and Kill dragon (x5).
 */
s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr)
{
	int mult = 1;

	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	u32b f1, f2, f3;

	/* Extract the flags */
	object_flags(o_ptr, &f1, &f2, &f3);

	/* Some "weapons" and "ammo" do extra damage */
	switch (o_ptr->tval)
	{
		case TV_SHOT:
		case TV_ARROW:
		case TV_BOLT:
		case TV_HAFTED:
		case TV_POLEARM:
		case TV_SWORD:
		case TV_DIGGING:
		{
			/* Slay Animal */
			if ((f1 & TR1_SLAY_ANIMAL) &&
			    (r_ptr->flags3 & RF3_ANIMAL))
			{
				if (m_ptr->ml) r_ptr->r_flags3 |= RF3_ANIMAL;

				if (mult < 2) mult = 2;
			}

			/* Slay Evil */
			if ((f1 & TR1_SLAY_EVIL) &&
			    (r_ptr->flags3 & RF3_EVIL))
			{
				if (m_ptr->ml) r_ptr->r_flags3 |= RF3_EVIL;

				if (mult < 2) mult = 2;
			}

			/* Slay Undead */
			if ((f1 & TR1_SLAY_UNDEAD) &&
			    (r_ptr->flags3 & RF3_UNDEAD))
			{
				if (m_ptr->ml) r_ptr->r_flags3 |= RF3_UNDEAD;

				if (mult < 3) mult = 3;
			}

			/* Slay Demon */
			if ((f1 & TR1_SLAY_DEMON) &&
			    (r_ptr->flags3 & RF3_DEMON))
			{
				if (m_ptr->ml) r_ptr->r_flags3 |= RF3_DEMON;

				if (mult < 3) mult = 3;
			}

			/* Slay Orc */
			if ((f1 & TR1_SLAY_ORC) &&
			    (r_ptr->flags3 & RF3_ORC))
			{
				if (m_ptr->ml) r_ptr->r_flags3 |= RF3_ORC;

				if (mult < 3) mult = 3;
			}

			/* Slay Troll */
			if ((f1 & TR1_SLAY_TROLL) &&
			    (r_ptr->flags3 & RF3_TROLL))
			{
				if (m_ptr->ml) r_ptr->r_flags3 |= RF3_TROLL;

				if (mult < 3) mult = 3;
			}

			/* Slay Giant */
			if ((f1 & TR1_SLAY_GIANT) &&
			    (r_ptr->flags3 & RF3_GIANT))
			{
				if (m_ptr->ml) r_ptr->r_flags3 |= RF3_GIANT;

				if (mult < 3) mult = 3;
			}

			/* Slay Dragon  */
			if ((f1 & TR1_SLAY_DRAGON) &&
			    (r_ptr->flags3 & RF3_DRAGON))
			{
				if (m_ptr->ml) r_ptr->r_flags3 |= RF3_DRAGON;

				if (mult < 3) mult = 3;
			}

			/* Execute Dragon */
			if ((f1 & TR1_KILL_DRAGON) &&
			    (r_ptr->flags3 & RF3_DRAGON))
			{
				if (m_ptr->ml) r_ptr->r_flags3 |= RF3_DRAGON;

				if (mult < 5) mult = 5;
			}


			/* Brand (Acid) */
			if (f1 & TR1_BRAND_ACID)
			{
				/* Notice immunity */
				if (r_ptr->flags3 & RF3_IM_ACID)
				{
					if (m_ptr->ml) r_ptr->r_flags3 |= RF3_IM_ACID;
				}

				/* Otherwise, take the damage */
				else
				{
					if (mult < 3) mult = 3;
				}
			}

			/* Brand (Elec) */
			if (f1 & TR1_BRAND_ELEC)
			{
				/* Notice immunity */
				if (r_ptr->flags3 & RF3_IM_ELEC)
				{
					if (m_ptr->ml) r_ptr->r_flags3 |= RF3_IM_ELEC;
				}

				/* Otherwise, take the damage */
				else
				{
					if (mult < 3) mult = 3;
				}
			}

			/* Brand (Fire) */
			if (f1 & TR1_BRAND_FIRE)
			{
				/* Notice immunity */
				if (r_ptr->flags3 & RF3_IM_FIRE)
				{
					if (m_ptr->ml) r_ptr->r_flags3 |= RF3_IM_FIRE;
				}

				/* Otherwise, take the damage */
				else
				{
					if (mult < 3) mult = 3;
				}
			}

			/* Brand (Cold) */
			if (f1 & TR1_BRAND_COLD)
			{
				/* Notice immunity */
				if (r_ptr->flags3 & RF3_IM_COLD)
				{
					if (m_ptr->ml) r_ptr->r_flags3 |= RF3_IM_COLD;
				}

				/* Otherwise, take the damage */
				else
				{
					if (mult < 3) mult = 3;
				}
			}

			break;
		}
	}


	/* Return the total damage */
	return (tdam * mult);
}


/*
 * Searches for hidden things.			-RAK-
 */
void search(void)
{
	int           y, x, chance;

	cave_type    *c_ptr;
	object_type  *o_ptr;


	/* Start with base search ability */
	chance = p_ptr->skill_srh;

	/* Penalize various conditions */
	if (p_ptr->blind || no_lite()) chance = chance / 10;
	if (p_ptr->confused || p_ptr->image) chance = chance / 10;

	/* Search the nearby grids, which are always in bounds */
	for (y = (py - 1); y <= (py + 1); y++)
	{
		for (x = (px - 1); x <= (px + 1); x++)
		{
			/* Sometimes, notice things */
			if (rand_int(100) < chance)
			{
				/* Access the grid */
				c_ptr = &cave[y][x];

				/* Access the object */
				o_ptr = &o_list[c_ptr->o_idx];

				/* Invisible trap */
				if (c_ptr->feat == FEAT_INVIS)
				{
					/* Pick a trap */
					pick_trap(y, x);

					/* Message */
					msg_print("You have found a trap.");

					/* Disturb */
					disturb(0, 0);
				}

				/* Secret door */
				else if (c_ptr->feat == FEAT_SECRET)
				{
					/* Message */
					msg_print("You have found a secret door.");

					/* Pick a door XXX XXX XXX */
					c_ptr->feat = FEAT_DOOR_HEAD + 0x00;

					/* Notice */
					note_spot(y, x);

					/* Redraw */
					lite_spot(y, x);

					/* Disturb */
					disturb(0, 0);
				}

				/* Search chests */
				else if (o_ptr->tval == TV_CHEST)
				{
					/* Examine chests for traps */
					if (!object_known_p(o_ptr) && (chest_traps[o_ptr->pval]))
					{
						/* Message */
						msg_print("You have discovered a trap on the chest!");

						/* Know the trap */
						object_known(o_ptr);

						/* Notice it */
						disturb(0, 0);
					}
				}
			}
		}
	}
}




/*
 * Player "wants" to pick up an object or gold.
 * Note that we ONLY handle things that can be picked up.
 * See "move_player()" for handling of other things.
 */
void carry(int pickup)
{
	cave_type  *c_ptr = &cave[py][px];

	object_type *o_ptr;

	char	o_name[80];


	/* Hack -- nothing here to pick up */
	if (!(c_ptr->o_idx)) return;

	/* Get the object */
	o_ptr = &o_list[c_ptr->o_idx];

	/* Describe the object */
	object_desc(o_name, o_ptr, TRUE, 3);

	/* Pick up gold */
	if (o_ptr->tval == TV_GOLD)
	{
		/* Disturb */
		disturb(0, 0);

		/* Message */
		msg_format("You have found %ld gold pieces worth of %s.",
		           (long)o_ptr->pval, o_name);

		/* Collect the gold */
		p_ptr->au += o_ptr->pval;

		/* Redraw gold */
		p_ptr->redraw |= (PR_GOLD);

		/* Window stuff */
		p_ptr->window |= (PW_PLAYER);

		/* Delete gold */
		delete_object(py, px);
	}

	/* Pick it up */
	else
	{
		/* Hack -- disturb */
		disturb(0, 0);

		/* Describe the object */
		if (!pickup)
		{
			msg_format("You see %s.", o_name);
		}

		/* Note that the pack is too full */
		else if (!inven_carry_okay(o_ptr))
		{
			msg_format("You have no room for %s.", o_name);
		}

		/* Pick up the item (if requested and allowed) */
		else
		{
			int okay = TRUE;

			/* Hack -- query every item */
			if (carry_query_flag)
			{
				char out_val[160];
				sprintf(out_val, "Pick up %s? ", o_name);
				okay = get_check(out_val);
			}

			/* Attempt to pick up an object. */
			if (okay)
			{
				int slot;

				/* Carry the item */
				slot = inven_carry(o_ptr);

				/* Get the item again */
				o_ptr = &inventory[slot];

				/* Describe the object */
				object_desc(o_name, o_ptr, TRUE, 3);

				/* Message */
				msg_format("You have %s (%c).", o_name, index_to_label(slot));

				/* Delete original */
				delete_object(py, px);
			}
		}
	}
}





/*
 * Determine if a trap affects the player.
 * Always miss 5% of the time, Always hit 5% of the time.
 * Otherwise, match trap power against player armor.
 */
static int check_hit(int power)
{
	int k, ac;

	/* Percentile dice */
	k = rand_int(100);

	/* Hack -- 5% hit, 5% miss */
	if (k < 10) return (k < 5);

	/* Paranoia -- No power */
	if (power <= 0) return (FALSE);

	/* Total armor */
	ac = p_ptr->ac + p_ptr->to_a;

	/* Power competes against Armor */
	if (randint(power) > ((ac * 3) / 4)) return (TRUE);

	/* Assume miss */
	return (FALSE);
}



/*
 * Handle player hitting a real trap
 */
static void hit_trap(void)
{
	int			i, num, dam;

	cave_type		*c_ptr;

	cptr		name = "a trap";


	/* Disturb the player */
	disturb(0, 0);

	/* Get the cave grid */
	c_ptr = &cave[py][px];

	/* Analyze XXX XXX XXX */
	switch (c_ptr->feat)
	{
		case FEAT_TRAP_HEAD + 0x00:
		{
			msg_print("You fell through a trap door!");
			if (p_ptr->ffall)
			{
				msg_print("You float gently down to the next level.");
			}
			else
			{
				dam = damroll(2, 8);
				take_hit(dam, name);
			}
			new_level_flag = TRUE;
			dun_level++;
			break;
		}

		case FEAT_TRAP_HEAD + 0x01:
		{
			msg_print("You fell into a pit!");
			if (p_ptr->ffall)
			{
				msg_print("You float gently to the bottom of the pit.");
			}
			else
			{
				dam = damroll(2, 6);
				take_hit(dam, name);
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x02:
		{
			msg_print("You fall into a spiked pit!");

			if (p_ptr->ffall)
			{
				msg_print("You float gently to the floor of the pit.");
				msg_print("You carefully avoid touching the spikes.");
			}

			else
			{
				/* Base damage */
				dam = damroll(2, 6);

				/* Extra spike damage */
				if (rand_int(100) < 50)
				{
					msg_print("You are impaled!");

					dam = dam * 2;
					(void)set_cut(p_ptr->cut + randint(dam));
				}

				/* Take the damage */
				take_hit(dam, name);
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x03:
		{
			msg_print("You fall into a spiked pit!");

			if (p_ptr->ffall)
			{
				msg_print("You float gently to the floor of the pit.");
				msg_print("You carefully avoid touching the spikes.");
			}

			else
			{
				/* Base damage */
				dam = damroll(2, 6);

				/* Extra spike damage */
				if (rand_int(100) < 50)
				{
					msg_print("You are impaled on poisonous spikes!");

					dam = dam * 2;
					(void)set_cut(p_ptr->cut + randint(dam));

					if (p_ptr->resist_pois || p_ptr->oppose_pois)
					{
						msg_print("The poison does not affect you!");
					}

					else
					{
						dam = dam * 2;
						(void)set_poisoned(p_ptr->poisoned + randint(dam));
					}
				}

				/* Take the damage */
				take_hit(dam, name);
			}

			break;
		}

		case FEAT_TRAP_HEAD + 0x04:
		{
			msg_print("You are enveloped in a cloud of smoke!");
			c_ptr->feat = FEAT_FLOOR;
			c_ptr->info &= ~CAVE_MARK;
			note_spot(py, px);
			lite_spot(py, px);
			num = 2 + randint(3);
			for (i = 0; i < num; i++)
			{
				(void)summon_specific(py, px, dun_level, 0);
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x05:
		{
			msg_print("You hit a teleport trap!");
			teleport_player(100);
			break;
		}

		case FEAT_TRAP_HEAD + 0x06:
		{
			msg_print("You are enveloped in flames!");
			dam = damroll(4, 6);
			fire_dam(dam, "a fire trap");
			break;
		}

		case FEAT_TRAP_HEAD + 0x07:
		{
			msg_print("You are splashed with acid!");
			dam = damroll(4, 6);
			acid_dam(dam, "an acid trap");
			break;
		}

		case FEAT_TRAP_HEAD + 0x08:
		{
			if (check_hit(125))
			{
				msg_print("A small dart hits you!");
				dam = damroll(1, 4);
				take_hit(dam, name);
				(void)set_slow(p_ptr->slow + rand_int(20) + 20);
			}
			else
			{
				msg_print("A small dart barely misses you.");
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x09:
		{
			if (check_hit(125))
			{
				msg_print("A small dart hits you!");
				dam = damroll(1, 4);
				take_hit(dam, name);
				(void)do_dec_stat(A_STR);
			}
			else
			{
				msg_print("A small dart barely misses you.");
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x0A:
		{
			if (check_hit(125))
			{
				msg_print("A small dart hits you!");
				dam = damroll(1, 4);
				take_hit(dam, name);
				(void)do_dec_stat(A_DEX);
			}
			else
			{
				msg_print("A small dart barely misses you.");
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x0B:
		{
			if (check_hit(125))
			{
				msg_print("A small dart hits you!");
				dam = damroll(1, 4);
				take_hit(dam, name);
				(void)do_dec_stat(A_CON);
			}
			else
			{
				msg_print("A small dart barely misses you.");
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x0C:
		{
			msg_print("A black gas surrounds you!");
			if (!p_ptr->resist_blind)
			{
				(void)set_blind(p_ptr->blind + rand_int(50) + 25);
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x0D:
		{
			msg_print("A gas of scintillating colors surrounds you!");
			if (!p_ptr->resist_conf)
			{
				(void)set_confused(p_ptr->confused + rand_int(20) + 10);
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x0E:
		{
			msg_print("A pungent green gas surrounds you!");
			if (!p_ptr->resist_pois && !p_ptr->oppose_pois)
			{
				(void)set_poisoned(p_ptr->poisoned + rand_int(20) + 10);
			}
			break;
		}

		case FEAT_TRAP_HEAD + 0x0F:
		{
			msg_print("A strange white mist surrounds you!");
			if (!p_ptr->free_act)
			{
				(void)set_paralyzed(p_ptr->paralyzed + rand_int(10) + 5);
			}
			break;
		}
	}
}



/*
 * Player attacks a (poor, defenseless) creature	-RAK-
 *
 * If no "weapon" is available, then "punch" the monster one time.
 */
void py_attack(int y, int x)
{
	int			num = 0, k, bonus, chance;

	cave_type		*c_ptr = &cave[y][x];

	monster_type	*m_ptr = &m_list[c_ptr->m_idx];
	monster_race	*r_ptr = &r_info[m_ptr->r_idx];

	object_type		*o_ptr;

	char		m_name[80];

	bool		fear = FALSE;

	bool		do_quake = FALSE;


	/* Disturb the player */
	disturb(0, 0);


	/* Disturb the monster */
	m_ptr->csleep = 0;


	/* Extract monster name (or "it") */
	monster_desc(m_name, m_ptr, 0);


	/* Auto-Recall if possible and visible */
	if (m_ptr->ml) recent_track(m_ptr->r_idx);

	/* Track a new monster */
	if (m_ptr->ml) health_track(c_ptr->m_idx);


	/* Handle player fear */
	if (p_ptr->afraid)
	{
		/* Message */
		msg_format("You are too afraid to attack %s!", m_name);

		/* Done */
		return;
	}


	/* Access the weapon */
	o_ptr = &inventory[INVEN_WIELD];

	/* Calculate the "attack quality" */
	bonus = p_ptr->to_h + o_ptr->to_h;
	chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));


	/* Attack once for each legal blow */
	while (num++ < p_ptr->num_blow)
	{
		/* Test for hit */
		if (test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
		{
			/* Sound */
			sound(SOUND_HIT);

			/* Message */
			msg_format("You hit %s.", m_name);

			/* Hack -- bare hands do one damage */
			k = 1;

			/* Handle normal weapon */
			if (o_ptr->k_idx)
			{
				k = damroll(o_ptr->dd, o_ptr->ds);
				k = tot_dam_aux(o_ptr, k, m_ptr);
				if (p_ptr->impact && (k > 50)) do_quake = TRUE;
				k = critical_norm(o_ptr->weight, o_ptr->to_h, k);
				k += o_ptr->to_d;
			}

			/* Apply the player damage bonuses */
			k += p_ptr->to_d;

			/* No negative damage */
			if (k < 0) k = 0;

			/* Complex message */
			if (wizard)
			{
				msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
			}

			/* Damage, check for fear and death */
			if (mon_take_hit(c_ptr->m_idx, k, &fear, NULL)) break;

			/* Confusion attack */
			if (p_ptr->confusing)
			{
				/* Cancel glowing hands */
				p_ptr->confusing = FALSE;

				/* Message */
				msg_print("Your hands stop glowing.");

				/* Confuse the monster */
				if (r_ptr->flags3 & RF3_NO_CONF)
				{
					if (m_ptr->ml) r_ptr->r_flags3 |= RF3_NO_CONF;
					msg_format("%^s is unaffected.", m_name);
				}
				else if (rand_int(100) < r_ptr->level)
				{
					msg_format("%^s is unaffected.", m_name);
				}
				else
				{
					msg_format("%^s appears confused.", m_name);
					m_ptr->confused += 10 + rand_int(p_ptr->lev) / 5;
				}
			}
		}

		/* Player misses */
		else
		{
			/* Sound */
			sound(SOUND_MISS);

			/* Message */
			msg_format("You miss %s.", m_name);
		}
	}


	/* Hack -- delay fear messages */
	if (fear && m_ptr->ml)
	{
		/* Sound */
		sound(SOUND_FLEE);

		/* Message */
		msg_format("%^s flees in terror!", m_name);
	}


	/* Mega-Hack -- apply earthquake brand */
	if (do_quake) earthquake(py, px, 10);
}





/*
 * Move player in the given direction, with the given "pickup" flag.
 *
 * This routine should (probably) always induce energy expenditure.
 *
 * Note that moving will *always* take a turn, and will *always* hit
 * any monster which might be in the destination grid.  Previously,
 * moving into walls was "free" and did NOT hit invisible monsters.
 */
void move_player(int dir, int do_pickup)
{
	int			y, x;

	cave_type		*c_ptr;
	object_type		*o_ptr;
	monster_type	*m_ptr;


	/* Find the result of moving */
	y = py + ddy[dir];
	x = px + ddx[dir];

	/* Examine the destination */
	c_ptr = &cave[y][x];

	/* Get the object */
	o_ptr = &o_list[c_ptr->o_idx];

	/* Get the monster */
	m_ptr = &m_list[c_ptr->m_idx];


	/* Hack -- attack monsters */
	if (c_ptr->m_idx)
	{
		/* Attack */
		py_attack(y, x);
	}

	/* Player can not walk through "walls" */
	else if (!cave_floor_bold(y, x))
	{
		/* Disturb the player */
		disturb(0, 0);

		/* Notice things in the dark */
		if (!(c_ptr->info & CAVE_MARK) &&
		    (p_ptr->blind || !(c_ptr->info & CAVE_LITE)))
		{
			/* Rubble */
			if (c_ptr->feat == FEAT_RUBBLE)
			{
				msg_print("You feel some rubble blocking your way.");
				c_ptr->info |= CAVE_MARK;
				lite_spot(y, x);
			}

			/* Closed door */
			else if (c_ptr->feat < FEAT_SECRET)
			{
				msg_print("You feel a closed door blocking your way.");
				c_ptr->info |= CAVE_MARK;
				lite_spot(y, x);
			}

			/* Wall (or secret door) */
			else
			{
				msg_print("You feel a wall blocking your way.");
				c_ptr->info |= CAVE_MARK;
				lite_spot(y, x);
			}
		}

		/* Notice things */
		else
		{
			/* Rubble */
			if (c_ptr->feat == FEAT_RUBBLE)
			{
				msg_print("There is rubble blocking your way.");
			}

			/* Closed doors */
			else if (c_ptr->feat < FEAT_SECRET)
			{
				msg_print("There is a closed door blocking your way.");
			}

			/* Wall (or secret door) */
			else
			{
				msg_print("There is a wall blocking your way.");
			}
		}
	}

	/* Normal movement */
	else
	{
		int oy, ox;

		/* Save old location */
		oy = py;
		ox = px;

		/* Move the player */
		py = y;
		px = x;

		/* Redraw new spot */
		lite_spot(py, px);

		/* Redraw old spot */
		lite_spot(oy, ox);

		/* Check for new panel (redraw map) */
		verify_panel();

		/* Update stuff */
		p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);

		/* Update the monsters */
		p_ptr->update |= (PU_DISTANCE);

		/* Window stuff */
		p_ptr->window |= (PW_OVERHEAD);


		/* Spontaneous Searching */
		if ((p_ptr->skill_fos >= 50) ||
		    (0 == rand_int(50 - p_ptr->skill_fos)))
		{
			search();
		}

		/* Continuous Searching */
		if (p_ptr->searching)
		{
			search();
		}

		/* Handle "objects" */
		if (c_ptr->o_idx) carry(do_pickup);

		/* Handle "store doors" */
		if ((c_ptr->feat >= FEAT_SHOP_HEAD) &&
		    (c_ptr->feat <= FEAT_SHOP_TAIL))
		{
			/* Disturb */
			disturb(0, 0);

			/* Hack -- Enter store */
			command_new = '_';
		}

		/* Discover invisible traps */
		else if (c_ptr->feat == FEAT_INVIS)
		{
			/* Disturb */
			disturb(0, 0);

			/* Message */
			msg_print("You found a trap!");

			/* Pick a trap */
			pick_trap(py, px);

			/* Hit the trap */
			hit_trap();
		}

		/* Set off an visible trap */
		else if ((c_ptr->feat >= FEAT_TRAP_HEAD) &&
		         (c_ptr->feat <= FEAT_TRAP_TAIL))
		{
			/* Disturb */
			disturb(0, 0);

			/* Hit the trap */
			hit_trap();
		}
	}
}


/*
 * Hack -- Check for a "motion blocker" (see below)
 */
static int see_wall(int dir, int y, int x)
{
	/* Get the new location */
	y += ddy[dir];
	x += ddx[dir];

	/* Illegal grids are blank */
	if (!in_bounds2(y, x)) return (FALSE);

	/* Must actually block motion */
	if (cave_floor_bold(y, x)) return (FALSE);

	/* Must be known to the player */
	if (!(cave[y][x].info & CAVE_MARK)) return (FALSE);

	/* Default */
	return (TRUE);
}


/*
 * Hack -- Check for an "unknown corner" (see below)
 */
static int see_nothing(int dir, int y, int x)
{
	/* Get the new location */
	y += ddy[dir];
	x += ddx[dir];

	/* Illegal grids are unknown */
	if (!in_bounds2(y, x)) return (TRUE);

	/* Memorized grids are known */
	if (cave[y][x].info & CAVE_MARK) return (FALSE);

	/* Non-floor grids are unknown */
	if (!cave_floor_bold(y, x)) return (TRUE);

	/* Viewable grids are known */
	if (player_can_see_bold(y, x)) return (FALSE);

	/* Default */
	return (TRUE);
}





/*
 * The running algorithm:			-CJS-
 *
 * In the diagrams below, the player has just arrived in the
 * grid marked as '@', and he has just come from a grid marked
 * as 'o', and he is about to enter the grid marked as 'x'.
 *
 * Of course, if the "requested" move was impossible, then you
 * will of course be blocked, and will stop.
 *
 * Overview: You keep moving until something interesting happens.
 * If you are in an enclosed space, you follow corners. This is
 * the usual corridor scheme. If you are in an open space, you go
 * straight, but stop before entering enclosed space. This is
 * analogous to reaching doorways. If you have enclosed space on
 * one side only (that is, running along side a wall) stop if
 * your wall opens out, or your open space closes in. Either case
 * corresponds to a doorway.
 *
 * What happens depends on what you can really SEE. (i.e. if you
 * have no light, then running along a dark corridor is JUST like
 * running in a dark room.) The algorithm works equally well in
 * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
 *
 * These conditions are kept in static memory:
 * find_openarea	 You are in the open on at least one
 * side.
 * find_breakleft	 You have a wall on the left, and will
 * stop if it opens
 * find_breakright	 You have a wall on the right, and will
 * stop if it opens
 *
 * To initialize these conditions, we examine the grids adjacent
 * to the grid marked 'x', two on each side (marked 'L' and 'R').
 * If either one of the two grids on a given side is seen to be
 * closed, then that side is considered to be closed. If both
 * sides are closed, then it is an enclosed (corridor) run.
 *
 * LL		L
 * @x	       LxR
 * RR	       @R
 *
 * Looking at more than just the immediate squares is
 * significant. Consider the following case. A run along the
 * corridor will stop just before entering the center point,
 * because a choice is clearly established. Running in any of
 * three available directions will be defined as a corridor run.
 * Note that a minor hack is inserted to make the angled corridor
 * entry (with one side blocked near and the other side blocked
 * further away from the runner) work correctly. The runner moves
 * diagonally, but then saves the previous direction as being
 * straight into the gap. Otherwise, the tail end of the other
 * entry would be perceived as an alternative on the next move.
 *
 * #.#
 * ##.##
 * .@x..
 * ##.##
 * #.#
 *
 * Likewise, a run along a wall, and then into a doorway (two
 * runs) will work correctly. A single run rightwards from @ will
 * stop at 1. Another run right and down will enter the corridor
 * and make the corner, stopping at the 2.
 *
 * #@x	  1
 * ########### ######
 * 2	    #
 * #############
 * #
 *
 * After any move, the function area_affect is called to
 * determine the new surroundings, and the direction of
 * subsequent moves. It examines the current player location
 * (at which the runner has just arrived) and the previous
 * direction (from which the runner is considered to have come).
 *
 * Moving one square in some direction places you adjacent to
 * three or five new squares (for straight and diagonal moves
 * respectively) to which you were not previously adjacent,
 * marked as '!' in the diagrams below.
 *
 * ...!	  ...
 * .o@!	  .o.!
 * ...!	  ..@!
 * !!!
 *
 * You STOP if any of the new squares are interesting in any way:
 * for example, if they contain visible monsters or treasure.
 *
 * You STOP if any of the newly adjacent squares seem to be open,
 * and you are also looking for a break on that side. (that is,
 * find_openarea AND find_break).
 *
 * You STOP if any of the newly adjacent squares do NOT seem to be
 * open and you are in an open area, and that side was previously
 * entirely open.
 *
 * Corners: If you are not in the open (i.e. you are in a corridor)
 * and there is only one way to go in the new squares, then turn in
 * that direction. If there are more than two new ways to go, STOP.
 * If there are two ways to go, and those ways are separated by a
 * square which does not seem to be open, then STOP.
 *
 * Otherwise, we have a potential corner. There are two new open
 * squares, which are also adjacent. One of the new squares is
 * diagonally located, the other is straight on (as in the diagram).
 * We consider two more squares further out (marked below as ?).
 *
 * We assign "option" to the straight-on grid, and "option2" to the
 * diagonal grid, and "check_dir" to the grid marked 's'.
 *
 * .s
 * @x?
 * #?
 *
 * If they are both seen to be closed, then it is seen that no
 * benefit is gained from moving straight. It is a known corner.
 * To cut the corner, go diagonally, otherwise go straight, but
 * pretend you stepped diagonally into that next location for a
 * full view next time. Conversely, if one of the ? squares is
 * not seen to be closed, then there is a potential choice. We check
 * to see whether it is a potential corner or an intersection/room entrance.
 * If the square two spaces straight ahead, and the space marked with 's'
 * are both blank, then it is a potential corner and enter if find_examine
 * is set, otherwise must stop because it is not a corner.
 */




/*
 * Hack -- allow quick "cycling" through the legal directions
 */
static byte cycle[] =
{ 1, 2, 3, 6, 9, 8, 7, 4, 1, 2, 3, 6, 9, 8, 7, 4, 1 };

/*
 * Hack -- map each direction into the "middle" of the "cycle[]" array
 */
static byte chome[] =
{ 0, 8, 9, 10, 7, 0, 11, 6, 5, 4 };

/*
 * The direction we are running
 */
static byte find_current;

/*
 * The direction we came from
 */
static byte find_prevdir;

/*
 * We are looking for open area
 */
static bool find_openarea;

/*
 * We are looking for a break
 */
static bool find_breakright;
static bool find_breakleft;



/*
 * Initialize the running algorithm for a new direction.
 *
 * Diagonal Corridor -- allow diaginal entry into corridors.
 *
 * Blunt Corridor -- If there is a wall two spaces ahead and
 * we seem to be in a corridor, then force a turn into the side
 * corridor, must be moving straight into a corridor here. ???
 *
 * Diagonal Corridor    Blunt Corridor (?)
 *       # #                  #
 *       #x#                 @x#
 *       @p.                  p
 */
static void run_init(int dir)
{
	int		row, col, deepleft, deepright;
	int		i, shortleft, shortright;


	/* Save the direction */
	find_current = dir;

	/* Assume running straight */
	find_prevdir = dir;

	/* Assume looking for open area */
	find_openarea = TRUE;

	/* Assume not looking for breaks */
	find_breakright = find_breakleft = FALSE;

	/* Assume no nearby walls */
	deepleft = deepright = FALSE;
	shortright = shortleft = FALSE;

	/* Find the destination grid */
	row = py + ddy[dir];
	col = px + ddx[dir];

	/* Extract cycle index */
	i = chome[dir];

	/* Check for walls */
	if (see_wall(cycle[i+1], py, px))
	{
		find_breakleft = TRUE;
		shortleft = TRUE;
	}
	else if (see_wall(cycle[i+1], row, col))
	{
		find_breakleft = TRUE;
		deepleft = TRUE;
	}

	/* Check for walls */
	if (see_wall(cycle[i-1], py, px))
	{
		find_breakright = TRUE;
		shortright = TRUE;
	}
	else if (see_wall(cycle[i-1], row, col))
	{
		find_breakright = TRUE;
		deepright = TRUE;
	}

	/* Looking for a break */
	if (find_breakleft && find_breakright)
	{
		/* Not looking for open area */
		find_openarea = FALSE;

		/* Hack -- allow angled corridor entry */
		if (dir & 0x01)
		{
			if (deepleft && !deepright)
			{
				find_prevdir = cycle[i - 1];
			}
			else if (deepright && !deepleft)
			{
				find_prevdir = cycle[i + 1];
			}
		}

		/* Hack -- allow blunt corridor entry */
		else if (see_wall(cycle[i], row, col))
		{
			if (shortleft && !shortright)
			{
				find_prevdir = cycle[i - 2];
			}
			else if (shortright && !shortleft)
			{
				find_prevdir = cycle[i + 2];
			}
		}
	}
}


/*
 * Update the current "run" path
 *
 * Return TRUE if the running should be stopped
 */
static bool run_test(void)
{
	int			prev_dir, new_dir, check_dir = 0;

	int			row, col;
	int			i, max, inv;
	int			option, option2;

	cave_type		*c_ptr;


	/* No options yet */
	option = 0;
	option2 = 0;

	/* Where we came from */
	prev_dir = find_prevdir;


	/* Range of newly adjacent grids */
	max = (prev_dir & 0x01) + 1;


	/* Look at every newly adjacent square. */
	for (i = -max; i <= max; i++)
	{
		new_dir = cycle[chome[prev_dir] + i];

		row = py + ddy[new_dir];
		col = px + ddx[new_dir];

		c_ptr = &cave[row][col];


		/* Visible monsters abort running */
		if (c_ptr->m_idx)
		{
			monster_type *m_ptr = &m_list[c_ptr->m_idx];

			/* Visible monster */
			if (m_ptr->ml) return (TRUE);
		}

		/* Visible objects abort running */
		if (c_ptr->o_idx)
		{
			object_type *o_ptr = &o_list[c_ptr->o_idx];

			/* Visible object */
			if (o_ptr->marked) return (TRUE);
		}


		/* Assume unknown */
		inv = TRUE;

		/* Check memorized grids */
		if (c_ptr->info & CAVE_MARK)
		{
			bool notice = TRUE;

			/* Examine the terrain */
			switch (c_ptr->feat)
			{
				/* Floors */
				case FEAT_FLOOR:

				/* Invis traps */
				case FEAT_INVIS:

				/* Secret doors */
				case FEAT_SECRET:

				/* Normal veins */
				case FEAT_MAGMA:
				case FEAT_QUARTZ:

				/* Hidden treasure */
				case FEAT_MAGMA_H:
				case FEAT_QUARTZ_H:

				/* Walls */
				case FEAT_WALL_EXTRA:
				case FEAT_WALL_INNER:
				case FEAT_WALL_OUTER:
				case FEAT_WALL_SOLID:
				case FEAT_PERM_EXTRA:
				case FEAT_PERM_INNER:
				case FEAT_PERM_OUTER:
				case FEAT_PERM_SOLID:
				{
					/* Ignore */
					notice = FALSE;

					/* Done */
					break;
				}

				/* Open doors */
				case FEAT_OPEN:
				case FEAT_BROKEN:
				{
					/* Option -- ignore */
					if (find_ignore_doors) notice = FALSE;

					/* Done */
					break;
				}

				/* Stairs */
				case FEAT_LESS:
				case FEAT_MORE:
				{
					/* Option -- ignore */
					if (find_ignore_stairs) notice = FALSE;

					/* Done */
					break;
				}
			}

			/* Interesting feature */
			if (notice) return (TRUE);

			/* The grid is "visible" */
			inv = FALSE;
		}

		/* Analyze unknown grids and floors */
		if (inv || cave_floor_bold(row, col))
		{
			/* Looking for open area */
			if (find_openarea)
			{
				/* Nothing */
			}

			/* The first new direction. */
			else if (!option)
			{
				option = new_dir;
			}

			/* Three new directions. Stop running. */
			else if (option2)
			{
				return (TRUE);
			}

			/* Two non-adjacent new directions.  Stop running. */
			else if (option != cycle[chome[prev_dir] + i - 1])
			{
				return (TRUE);
			}

			/* Two new (adjacent) directions (case 1) */
			else if (new_dir & 0x01)
			{
				check_dir = cycle[chome[prev_dir] + i - 2];
				option2 = new_dir;
			}

			/* Two new (adjacent) directions (case 2) */
			else
			{
				check_dir = cycle[chome[prev_dir] + i + 1];
				option2 = option;
				option = new_dir;
			}
		}

		/* Obstacle, while looking for open area */
		else
		{
			if (find_openarea)
			{
				if (i < 0)
				{
					/* Break to the right */
					find_breakright = TRUE;
				}

				else if (i > 0)
				{
					/* Break to the left */
					find_breakleft = TRUE;
				}
			}
		}
	}


	/* Looking for open area */
	if (find_openarea)
	{
		/* Hack -- look again */
		for (i = -max; i < 0; i++)
		{
			new_dir = cycle[chome[prev_dir] + i];

			row = py + ddy[new_dir];
			col = px + ddx[new_dir];

			/* Unknown grid or floor */
			if (!(cave[row][col].info & CAVE_MARK) || cave_floor_bold(row, col))
			{
				/* Looking to break right */
				if (find_breakright)
				{
					return (TRUE);
				}
			}

			/* Obstacle */
			else
			{
				/* Looking to break left */
				if (find_breakleft)
				{
					return (TRUE);
				}
			}
		}

		/* Hack -- look again */
		for (i = max; i > 0; i--)
		{
			new_dir = cycle[chome[prev_dir] + i];

			row = py + ddy[new_dir];
			col = px + ddx[new_dir];

			/* Unknown grid or floor */
			if (!(cave[row][col].info & CAVE_MARK) || cave_floor_bold(row, col))
			{
				/* Looking to break left */
				if (find_breakleft)
				{
					return (TRUE);
				}
			}

			/* Obstacle */
			else
			{
				/* Looking to break right */
				if (find_breakright)
				{
					return (TRUE);
				}
			}
		}
	}


	/* Not looking for open area */
	else
	{
		/* No options */
		if (!option)
		{
			return (TRUE);
		}

		/* One option */
		else if (!option2)
		{
			/* Primary option */
			find_current = option;

			/* No other options */
			find_prevdir = option;
		}

		/* Two options, examining corners */
		else if (find_examine && !find_cut)
		{
			/* Primary option */
			find_current = option;

			/* Hack -- allow curving */
			find_prevdir = option2;
		}

		/* Two options, pick one */
		else
		{
			/* Get next location */
			row = py + ddy[option];
			col = px + ddx[option];

			/* Don't see that it is closed off. */
			/* This could be a potential corner or an intersection. */
			if (!see_wall(option, row, col) ||
			    !see_wall(check_dir, row, col))
			{
				/* Can not see anything ahead and in the direction we */
				/* are turning, assume that it is a potential corner. */
				if (find_examine &&
				    see_nothing(option, row, col) &&
				    see_nothing(option2, row, col))
				{
					find_current = option;
					find_prevdir = option2;
				}

				/* STOP: we are next to an intersection or a room */
				else
				{
					return (TRUE);
				}
			}

			/* This corner is seen to be enclosed; we cut the corner. */
			else if (find_cut)
			{
				find_current = option2;
				find_prevdir = option2;
			}

			/* This corner is seen to be enclosed, and we */
			/* deliberately go the long way. */
			else
			{
				find_current = option;
				find_prevdir = option2;
			}
		}
	}


	/* About to hit a known wall, stop */
	if (see_wall(find_current, py, px))
	{
		return (TRUE);
	}


	/* Failure */
	return (FALSE);
}



/*
 * Take one step along the current "run" path
 */
void run_step(int dir)
{
	/* Start running */
	if (dir)
	{
		/* Hack -- do not start silly run */
		if (see_wall(dir, py, px))
		{
			/* Message */
			msg_print("You cannot run in that direction.");

			/* Disturb */
			disturb(0, 0);

			/* Done */
			return;
		}

		/* Calculate torch radius */
		p_ptr->update |= (PU_TORCH);

		/* Initialize */
		run_init(dir);
	}

	/* Keep running */
	else
	{
		/* Update run */
		if (run_test())
		{
			/* Disturb */
			disturb(0, 0);

			/* Done */
			return;
		}
	}

	/* Decrease the run counter */
	if (--running <= 0) return;

	/* Take time */
	energy_use = 100;

	/* Move the player, using the "pickup" flag */
	move_player(find_current, always_pickup);
}


