/* 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;
  byte wskill = p_ptr->wskill;

  /* Extract "blow" power */
  i = (weight + ((p_ptr->to_h + plus) * 5 +
		 (p_ptr->cur_skill[wskill]-50)/2));

  /* 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;
  int skillbonus = 0;

  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 Animal skill bonus */
	if (r_ptr->flags3 & RF3_ANIMAL)
	  {
	    if (stodam(S_SLAY_ANIMAL) > 0)
	      {
		skillbonus = stodam(S_SLAY_ANIMAL);
		if (m_ptr->ml) r_ptr->r_flags3 |= RF3_ANIMAL;
	      }
	  }

	/* 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 Evil skill bonus */
	if (r_ptr->flags3 & RF3_EVIL)
	  {
	    if (stodam(S_SLAY_EVIL) > 0)
	      {
		if (stodam(S_SLAY_EVIL) > skillbonus)
		  skillbonus = stodam(S_SLAY_EVIL);
		if (m_ptr->ml) r_ptr->r_flags3 |= RF3_EVIL;
	      }
	  }

	/* 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 Undead skill bonus */
	if (r_ptr->flags3 & RF3_UNDEAD)
	  {
	    if (stodam(S_SLAY_UNDEAD) > 0)
	      {
		if (stodam(S_SLAY_UNDEAD) > skillbonus)
		  skillbonus = stodam(S_SLAY_UNDEAD);
		if (m_ptr->ml) r_ptr->r_flags3 |= RF3_UNDEAD;
	      }
	  }

	/* 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 (Poison) */
	if (f1 & TR1_VENOM)
	  {
	    /* Notice immunity */
	    if (r_ptr->flags3 & RF3_IM_POIS)
	      {
		if (m_ptr->ml) r_ptr->r_flags3 |= RF3_IM_POIS;
	      }

	    /* 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 + skillbonus);
}

/*
 * Compute the "total damage" to a monster that resists a certain form
 * of attack.
 */
s16b tot_dam_loss(object_type *o_ptr, int tdam, monster_type *m_ptr)
{
  int div = 1;

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

  /* Some "weapons" and "ammo" can do less damage */
  switch (o_ptr->tval)
    {
    case TV_ARROW:
    case TV_BOLT:
    case TV_POLEARM:
    case TV_SWORD:
    case TV_DIGGING:
      {
	if (r_ptr->flags3 & RF3_RES_EDGED)
	  {
	    div = 2;
	    if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_EDGED;
	  }
	if (r_ptr->flags3 & RF3_IM_EDGED)
	  {
	    div = 6;
	    if (m_ptr->ml) r_ptr->r_flags3 |= RF3_IM_EDGED;
	  }
	break;
      }
    case TV_SHOT:
    case TV_HAFTED:
    default:
      {
	if (r_ptr->flags3 & RF3_RES_BLUNT)
	  {
	    div = 2;
	    if (m_ptr->ml) r_ptr->r_flags3 |= RF3_RES_BLUNT;
	  }
	if (r_ptr->flags3 & RF3_IM_BLUNT)
	  {
	    div = 6;
	    if (m_ptr->ml) r_ptr->r_flags3 |= RF3_IM_BLUNT;
	  }
	break;
      }
    }


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


/*
 * Search for hidden things
 */
void search(void)
{
  int           y, x, chance;

  s16b this_o_idx, next_o_idx = 0;

  cave_type    *c_ptr;


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

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

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

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

		  /* Pick a door XXX XXX XXX */
		  cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);

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

	      /* Scan all objects in the grid */
	      for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
		{
		  object_type *o_ptr;
					
		  /* Acquire object */
		  o_ptr = &o_list[this_o_idx];

		  /* Acquire next object */
		  next_o_idx = o_ptr->next_o_idx;

		  /* Skip non-chests */
		  if (o_ptr->tval != TV_CHEST) continue;

		  /* Skip non-trapped chests */
		  if (!chest_traps[o_ptr->pval]) continue;

		  /* Identify once */
		  if (!object_known_p(o_ptr))
		    {
		      /* Message */
		      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];

  s16b this_o_idx, next_o_idx = 0;

  char	o_name[80];


  /* Scan the pile of objects */
  for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
    {
      object_type *o_ptr;

      /* Acquire object */
      o_ptr = &o_list[this_o_idx];

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

      /* Acquire next object */
      next_o_idx = o_ptr->next_o_idx;

      /* Hack -- disturb */
      disturb(0, 0);

      /* Pick up gold */
      if (o_ptr->tval == TV_GOLD)
	{
	  /* 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 the gold */
	  delete_object_idx(this_o_idx);
	}

      /* Pick up objects */
      else
	{
	  /* 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, FALSE);

		  /* 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 the object */
		  delete_object_idx(this_o_idx);
		}
	    }
	}
    }
}

/*
 * 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->info &= ~(CAVE_MARK);
	cave_set_feat(py, px, FEAT_FLOOR);
	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, lev, skildam;

  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, *w_ptr, *w_ptr2;

  char		m_name[60], out[80];

  bool		fear = FALSE;
  bool twoweap = FALSE;

  bool		do_quake = FALSE;

  lev = p_ptr->cur_skill[p_ptr->wskill];

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


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

  /* Auto-Recall if possible and visible */
  if (m_ptr->ml) monster_race_track(m_ptr->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 */
  if (p_ptr->twoweap) 
    {
      twoweap = TRUE;
      w_ptr = &inventory[INVEN_WIELD];
      w_ptr2 = &inventory[INVEN_ARM];
    }
  else o_ptr = &inventory[INVEN_WIELD];

  /* This should be in p_ptr->to_d already. Maybe next version. */
  skildam = stodam(p_ptr->wskill); 

  /* Attack once for each legal blow */
  while (num < p_ptr->num_blow + p_ptr->num_blow2)
    {
      /* Which weapon are we attacking with? */
      if (twoweap)
	{
	  if (num % 2 && num/2 < p_ptr->num_blow2)
	    o_ptr = w_ptr2;
	  else
	    o_ptr = w_ptr;
	}
      
      /* Calculate the "attack quality" */
      bonus = p_ptr->to_h + o_ptr->to_h;
      chance = (p_ptr->skill_thn + (bonus * BTH_PLUS_ADJ));
      /* Test for hit */
      if (test_hit_norm(chance, r_ptr->ac, m_ptr->ml))
	{
	  /* Sound */
	  sound(SOUND_HIT);

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

	  /* 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;

	      if(m_ptr->csleep && smod(S_BACKSTAB) > 1 &&
		 randint(30)<p_ptr->cur_skill[S_BACKSTAB]/5)
		{
		  k *= smod(S_BACKSTAB);
		  sprintf(out, "You stabbed %s in the back!", m_name);
		}

	      /* Add in skill damage bonus. */
	      k += skildam;

	      /* Extra damage multipliers if using a vorpal blade */
	      if (o_ptr->flags1 & TR1_VORPAL && randint(40)==1)
		{
		  k *= 3;
		  strcpy(out, "Your vorpal blade goes snicker snack!");
		}
	      else /* if you didn't vorpalize, maybe you got a critical. */
		{
		  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;
	      k = tot_dam_loss(o_ptr, k, m_ptr);
	    } else
	      {
		if(p_ptr->barehand == S_KARATE)
		  {
		    k = (damroll(lev/33+1, lev/50+1));
		  }
		else
		  {
		    k = (damroll(lev/25,
				 adj_str_wr[p_ptr->stat_ind[A_STR]]));
		  }
		/* Add in skill damage bonus. */
		k += skildam;
		k = critical_norm(1, 0, k);
		/* Apply the player damage bonuses */
		k += p_ptr->to_d;
	      }
	  /* No negative damage */
	  if (k < 0) k = 0;

	  /* Complex message */
	  msg_print(out);
	  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);
	}
      num++;
    }
  /* 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;
  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 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.");
	    }
	}

      /* Sound */
      sound(SOUND_HITWALL);
    }

  /* 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);

      /* Sound */
      /* sound(SOUND_WALK); */

      /* Check for new panel (redraw map) */
      verify_panel();
      /* Update stuff */
      /* Window stuff */
      p_ptr->window |= (PW_OVERHEAD);

      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" */
      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 = KTRL('V');
	}

      /* 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 be a motion blocker */
  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++)
    {
      s16b this_o_idx, next_o_idx = 0;


      /* New direction */
      new_dir = cycle[chome[prev_dir] + i];

      /* New location */
      row = py + ddy[new_dir];
      col = px + ddx[new_dir];

      /* Access grid */
      c_ptr = &cave[row][col];


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

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

      /* Visible objects abort running */
      for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
	{
	  object_type *o_ptr;
			
	  /* Acquire object */
	  o_ptr = &o_list[this_o_idx];

	  /* Acquire next object */
	  next_o_idx = o_ptr->next_o_idx;

	  /* 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];

	  /* Access grid */
	  c_ptr = &cave[row][col];

	  /* Unknown grid or non-wall XXX XXX XXX cave_floor_grid(c_ptr)) */
	  if (!(c_ptr->info & (CAVE_MARK)) || (c_ptr->feat < FEAT_SECRET))
	    {
	      /* 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);
}


