1 #include "cmd-item/cmd-throw.h"
2 #include "action/throw-util.h"
3 #include "action/weapon-shield.h"
4 #include "artifact/fixed-art-types.h"
5 #include "combat/attack-power-table.h"
6 #include "combat/shoot.h"
7 #include "combat/slaying.h"
8 #include "core/player-redraw-types.h"
9 #include "core/player-update-types.h"
10 #include "core/stuff-handler.h"
11 #include "core/window-redrawer.h"
12 #include "effect/spells-effect-util.h"
13 #include "flavor/flavor-describer.h"
14 #include "flavor/object-flavor-types.h"
15 #include "floor/cave.h"
16 #include "floor/floor-object.h"
17 #include "floor/geometry.h"
18 #include "game-option/cheat-types.h"
19 #include "game-option/special-options.h"
20 #include "grid/feature-flag-types.h"
21 #include "grid/grid.h"
22 #include "inventory/inventory-object.h"
23 #include "inventory/inventory-slot-types.h"
24 #include "io/cursor.h"
25 #include "io/screen-util.h"
26 #include "main/sound-definitions-table.h"
27 #include "main/sound-of-music.h"
28 #include "monster-floor/monster-death.h"
29 #include "monster-floor/monster-summon.h"
30 #include "monster-floor/place-monster-types.h"
31 #include "monster/monster-describer.h"
32 #include "monster/monster-info.h"
33 #include "monster/monster-status-setter.h"
34 #include "monster/monster-status.h"
35 #include "object-enchant/tr-types.h"
36 #include "object-hook/hook-checker.h"
37 #include "object-hook/hook-expendable.h"
38 #include "object-hook/hook-weapon.h"
39 #include "object/item-tester-hooker.h"
40 #include "object/item-use-flags.h"
41 #include "object/object-broken.h"
42 #include "object/object-flags.h"
43 #include "object/object-generator.h"
44 #include "object/object-info.h"
45 #include "object/object-kind.h"
46 #include "object/object-stack.h"
47 #include "player/attack-defense-types.h"
48 #include "player/player-status-table.h"
49 #include "player/special-defense-types.h"
50 #include "racial/racial-android.h"
51 #include "specific-object/torch.h"
52 #include "status/action-setter.h"
53 #include "system/floor-type-definition.h"
54 #include "system/object-type-definition.h"
55 #include "target/target-checker.h"
56 #include "target/target-getter.h"
57 #include "term/screen-processor.h"
58 #include "util/bit-flags-calculator.h"
59 #include "view/display-messages.h"
60 #include "view/object-describer.h"
61 #include "wizard/wizard-messages.h"
63 static bool check_throw_boomerang(player_type *creature_ptr, it_type *it_ptr, concptr *q, concptr *s)
65 if (!it_ptr->boomerang)
68 if (has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && has_melee_weapon(creature_ptr, INVEN_SUB_HAND)) {
69 item_tester_hook = item_tester_hook_boomerang;
70 *q = _("どの武器を投げますか? ", "Throw which item? ");
71 *s = _("投げる武器がない。", "You have nothing to throw.");
72 it_ptr->o_ptr = choose_object(creature_ptr, &it_ptr->item, *q, *s, USE_EQUIP, 0);
81 if (has_melee_weapon(creature_ptr, INVEN_SUB_HAND)) {
82 it_ptr->item = INVEN_SUB_HAND;
83 it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
87 it_ptr->item = INVEN_MAIN_HAND;
88 it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
92 static bool check_what_throw(player_type *creature_ptr, it_type *it_ptr)
94 if (it_ptr->shuriken >= 0) {
95 it_ptr->item = it_ptr->shuriken;
96 it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
101 if (!check_throw_boomerang(creature_ptr, it_ptr, &q, &s))
104 q = _("どのアイテムを投げますか? ", "Throw which item? ");
105 s = _("投げるアイテムがない。", "You have nothing to throw.");
106 it_ptr->o_ptr = choose_object(creature_ptr, &it_ptr->item, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP, 0);
107 if (!it_ptr->o_ptr) {
115 static bool check_can_throw(player_type *creature_ptr, it_type *it_ptr)
117 if (!check_what_throw(creature_ptr, it_ptr))
120 if (object_is_cursed(it_ptr->o_ptr) && (it_ptr->item >= INVEN_MAIN_HAND)) {
121 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
125 if (creature_ptr->current_floor_ptr->inside_arena && !it_ptr->boomerang && (it_ptr->o_ptr->tval != TV_SPIKE)) {
126 msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!"));
134 static void calc_throw_range(player_type *creature_ptr, it_type *it_ptr)
136 object_copy(it_ptr->q_ptr, it_ptr->o_ptr);
137 object_flags(creature_ptr, it_ptr->q_ptr, it_ptr->obj_flags);
138 torch_flags(it_ptr->q_ptr, it_ptr->obj_flags);
139 distribute_charges(it_ptr->o_ptr, it_ptr->q_ptr, 1);
140 it_ptr->q_ptr->number = 1;
141 describe_flavor(creature_ptr, it_ptr->o_name, it_ptr->q_ptr, OD_OMIT_PREFIX);
142 if (creature_ptr->mighty_throw)
145 int mul = 10 + 2 * (it_ptr->mult - 1);
146 int div = ((it_ptr->q_ptr->weight > 10) ? it_ptr->q_ptr->weight : 10);
147 if ((has_flag(it_ptr->obj_flags, TR_THROW)) || it_ptr->boomerang)
150 it_ptr->tdis = (adj_str_blow[creature_ptr->stat_ind[A_STR]] + 20) * mul / div;
151 if (it_ptr->tdis > mul)
155 static bool calc_throw_grid(player_type *creature_ptr, it_type *it_ptr)
157 if (it_ptr->shuriken >= 0) {
158 it_ptr->ty = randint0(101) - 50 + creature_ptr->y;
159 it_ptr->tx = randint0(101) - 50 + creature_ptr->x;
163 project_length = it_ptr->tdis + 1;
165 if (!get_aim_dir(creature_ptr, &dir))
168 it_ptr->tx = creature_ptr->x + 99 * ddx[dir];
169 it_ptr->ty = creature_ptr->y + 99 * ddy[dir];
170 if ((dir == 5) && target_okay(creature_ptr)) {
171 it_ptr->tx = target_col;
172 it_ptr->ty = target_row;
179 static void reflect_inventory_by_throw(player_type *creature_ptr, it_type *it_ptr)
181 if ((it_ptr->q_ptr->name1 == ART_MJOLLNIR) || (it_ptr->q_ptr->name1 == ART_AEGISFANG) || it_ptr->boomerang)
182 it_ptr->return_when_thrown = TRUE;
184 if (it_ptr->item < 0) {
185 floor_item_increase(creature_ptr->current_floor_ptr, 0 - it_ptr->item, -1);
186 floor_item_optimize(creature_ptr, 0 - it_ptr->item);
190 inven_item_increase(creature_ptr, it_ptr->item, -1);
191 if (!it_ptr->return_when_thrown)
192 inven_item_describe(creature_ptr, it_ptr->item);
194 inven_item_optimize(creature_ptr, it_ptr->item);
197 static void set_class_specific_throw_params(player_type *creature_ptr, it_type *it_ptr)
199 take_turn(creature_ptr, 100);
200 if ((creature_ptr->pclass == CLASS_ROGUE) || (creature_ptr->pclass == CLASS_NINJA))
201 creature_ptr->energy_use -= creature_ptr->lev;
203 it_ptr->y = creature_ptr->y;
204 it_ptr->x = creature_ptr->x;
205 handle_stuff(creature_ptr);
206 it_ptr->shuriken = (creature_ptr->pclass == CLASS_NINJA)
207 && ((it_ptr->q_ptr->tval == TV_SPIKE) || ((has_flag(it_ptr->obj_flags, TR_THROW)) && (it_ptr->q_ptr->tval == TV_SWORD)));
210 static void set_racial_chance(player_type *creature_ptr, it_type *it_ptr)
212 if (has_flag(it_ptr->obj_flags, TR_THROW))
213 it_ptr->chance = ((creature_ptr->skill_tht) + ((creature_ptr->to_h_b + it_ptr->q_ptr->to_h) * BTH_PLUS_ADJ));
215 it_ptr->chance = (creature_ptr->skill_tht + (creature_ptr->to_h_b * BTH_PLUS_ADJ));
217 if (it_ptr->shuriken != 0)
221 static bool check_racial_target_bold(player_type *creature_ptr, it_type *it_ptr)
223 it_ptr->ny[it_ptr->cur_dis] = it_ptr->y;
224 it_ptr->nx[it_ptr->cur_dis] = it_ptr->x;
225 mmove2(&it_ptr->ny[it_ptr->cur_dis], &it_ptr->nx[it_ptr->cur_dis], creature_ptr->y, creature_ptr->x, it_ptr->ty, it_ptr->tx);
226 if (cave_has_flag_bold(creature_ptr->current_floor_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis], FF_PROJECT))
229 it_ptr->hit_wall = TRUE;
230 return (it_ptr->q_ptr->tval == TV_FIGURINE) || object_is_potion(it_ptr->q_ptr)
231 || (creature_ptr->current_floor_ptr->grid_array[it_ptr->ny[it_ptr->cur_dis]][it_ptr->nx[it_ptr->cur_dis]].m_idx == 0);
234 static void check_racial_target_seen(player_type *creature_ptr, it_type *it_ptr)
236 if (!panel_contains(it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis])
237 || !player_can_see_bold(creature_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis])) {
238 term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
242 SYMBOL_CODE c = object_char(it_ptr->q_ptr);
243 TERM_COLOR a = object_attr(it_ptr->q_ptr);
244 print_rel(creature_ptr, c, a, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
245 move_cursor_relative(it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
246 if (it_ptr->msec > 0) {
248 term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
249 lite_spot(creature_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
254 static bool check_racial_target_monster(player_type *creature_ptr, it_type *it_ptr)
256 it_ptr->prev_y = it_ptr->y;
257 it_ptr->prev_x = it_ptr->x;
258 it_ptr->x = it_ptr->nx[it_ptr->cur_dis];
259 it_ptr->y = it_ptr->ny[it_ptr->cur_dis];
261 return creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx == 0;
264 static void display_attack_racial_power(player_type *creature_ptr, it_type *it_ptr)
266 if (!it_ptr->visible) {
267 msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), it_ptr->o_name);
271 msg_format(_("%sが%sに命中した。", "The %s hits %s."), it_ptr->o_name, it_ptr->m_name);
272 if (!it_ptr->m_ptr->ml)
275 if (!creature_ptr->image)
276 monster_race_track(creature_ptr, it_ptr->m_ptr->ap_r_idx);
278 health_track(creature_ptr, it_ptr->g_ptr->m_idx);
281 static void calc_racial_power_damage(player_type *creature_ptr, it_type *it_ptr)
283 int dd = it_ptr->q_ptr->dd;
284 int ds = it_ptr->q_ptr->ds;
285 torch_dice(it_ptr->q_ptr, &dd, &ds);
286 it_ptr->tdam = damroll(dd, ds);
287 it_ptr->tdam = calc_attack_damage_with_slay(creature_ptr, it_ptr->q_ptr, it_ptr->tdam, it_ptr->m_ptr, 0, TRUE);
288 it_ptr->tdam = critical_shot(creature_ptr, it_ptr->q_ptr->weight, it_ptr->q_ptr->to_h, 0, it_ptr->tdam);
289 if (it_ptr->q_ptr->to_d > 0)
290 it_ptr->tdam += it_ptr->q_ptr->to_d;
292 it_ptr->tdam += -it_ptr->q_ptr->to_d;
294 if (it_ptr->boomerang) {
295 it_ptr->tdam *= (it_ptr->mult + creature_ptr->num_blow[it_ptr->item - INVEN_MAIN_HAND]);
296 it_ptr->tdam += creature_ptr->to_d_m;
297 } else if (has_flag(it_ptr->obj_flags, TR_THROW)) {
298 it_ptr->tdam *= (3 + it_ptr->mult);
299 it_ptr->tdam += creature_ptr->to_d_m;
301 it_ptr->tdam *= it_ptr->mult;
304 if (it_ptr->shuriken != 0)
305 it_ptr->tdam += ((creature_ptr->lev + 30) * (creature_ptr->lev + 30) - 900) / 55;
307 if (it_ptr->tdam < 0)
310 it_ptr->tdam = mon_damage_mod(creature_ptr, it_ptr->m_ptr, it_ptr->tdam, FALSE);
313 static void attack_racial_power(player_type *creature_ptr, it_type *it_ptr)
315 if (!test_hit_fire(creature_ptr, it_ptr->chance - it_ptr->cur_dis, it_ptr->m_ptr, it_ptr->m_ptr->ml, it_ptr->o_name))
318 display_attack_racial_power(creature_ptr, it_ptr);
319 calc_racial_power_damage(creature_ptr, it_ptr);
320 msg_format_wizard(creature_ptr, CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), it_ptr->tdam,
321 it_ptr->m_ptr->hp - it_ptr->tdam, it_ptr->m_ptr->maxhp, it_ptr->m_ptr->max_maxhp);
324 if (mon_take_hit(creature_ptr, it_ptr->g_ptr->m_idx, it_ptr->tdam, &fear, extract_note_dies(real_r_idx(it_ptr->m_ptr))))
327 message_pain(creature_ptr, it_ptr->g_ptr->m_idx, it_ptr->tdam);
328 if ((it_ptr->tdam > 0) && !object_is_potion(it_ptr->q_ptr))
329 anger_monster(creature_ptr, it_ptr->m_ptr);
331 if (fear && it_ptr->m_ptr->ml) {
333 msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), it_ptr->m_name);
337 static void exe_throw(player_type *creature_ptr, it_type *it_ptr)
340 while (it_ptr->cur_dis <= it_ptr->tdis) {
341 if ((it_ptr->y == it_ptr->ty) && (it_ptr->x == it_ptr->tx))
344 if (check_racial_target_bold(creature_ptr, it_ptr))
347 check_racial_target_seen(creature_ptr, it_ptr);
348 if (check_racial_target_monster(creature_ptr, it_ptr))
351 it_ptr->g_ptr = &creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x];
352 it_ptr->m_ptr = &creature_ptr->current_floor_ptr->m_list[it_ptr->g_ptr->m_idx];
353 monster_name(creature_ptr, it_ptr->g_ptr->m_idx, it_ptr->m_name);
354 it_ptr->visible = it_ptr->m_ptr->ml;
355 it_ptr->hit_body = TRUE;
356 attack_racial_power(creature_ptr, it_ptr);
361 void display_figurine_throw(player_type *creature_ptr, it_type *it_ptr)
363 if ((it_ptr->q_ptr->tval != TV_FIGURINE) || creature_ptr->current_floor_ptr->inside_arena)
366 it_ptr->corruption_possibility = 100;
367 if (!(summon_named_creature(creature_ptr, 0, it_ptr->y, it_ptr->x, it_ptr->q_ptr->pval, !(object_is_cursed(it_ptr->q_ptr)) ? PM_FORCE_PET : 0L))) {
368 msg_print(_("人形は捻じ曲がり砕け散ってしまった!", "The Figurine writhes and then shatters."));
372 if (object_is_cursed(it_ptr->q_ptr))
373 msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
376 void display_potion_throw(player_type *creature_ptr, it_type *it_ptr)
378 if (!object_is_potion(it_ptr->q_ptr))
381 if (!it_ptr->hit_body && !it_ptr->hit_wall && (randint1(100) >= it_ptr->corruption_possibility)) {
382 it_ptr->corruption_possibility = 0;
386 msg_format(_("%sは砕け散った!", "The %s shatters!"), it_ptr->o_name);
387 if (!potion_smash_effect(creature_ptr, 0, it_ptr->y, it_ptr->x, it_ptr->q_ptr->k_idx)) {
388 it_ptr->do_drop = FALSE;
392 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx];
393 if ((creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx == 0) || !is_friendly(m_ptr) || monster_invulner_remaining(m_ptr)) {
394 it_ptr->do_drop = FALSE;
398 GAME_TEXT m_name[MAX_NLEN];
399 monster_desc(creature_ptr, m_name, m_ptr, 0);
400 msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
401 set_hostile(creature_ptr, &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx]);
402 it_ptr->do_drop = FALSE;
405 static void display_boomerang_throw(player_type *creature_ptr, it_type *it_ptr)
407 if ((it_ptr->back_chance > 37) && !creature_ptr->blind && (it_ptr->item >= 0)) {
408 msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), it_ptr->o2_name);
409 it_ptr->come_back = TRUE;
413 if (it_ptr->item >= 0)
414 msg_format(_("%sを受け損ねた!", "%s comes back, but you can't catch!"), it_ptr->o2_name);
416 msg_format(_("%sが返ってきた。", "%s comes back."), it_ptr->o2_name);
418 it_ptr->y = creature_ptr->y;
419 it_ptr->x = creature_ptr->x;
422 static void process_boomerang_throw(player_type *creature_ptr, it_type *it_ptr)
424 if ((it_ptr->back_chance <= 30) || (one_in_(100) && !it_ptr->super_boomerang)) {
425 msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), it_ptr->o2_name);
429 for (int i = it_ptr->cur_dis - 1; i > 0; i--) {
430 if (!panel_contains(it_ptr->ny[i], it_ptr->nx[i]) || !player_can_see_bold(creature_ptr, it_ptr->ny[i], it_ptr->nx[i])) {
431 term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
435 SYMBOL_CODE c = object_char(it_ptr->q_ptr);
436 byte a = object_attr(it_ptr->q_ptr);
438 if (it_ptr->msec > 0) {
439 print_rel(creature_ptr, c, a, it_ptr->ny[i], it_ptr->nx[i]);
440 move_cursor_relative(it_ptr->ny[i], it_ptr->nx[i]);
442 term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
443 lite_spot(creature_ptr, it_ptr->ny[i], it_ptr->nx[i]);
448 display_boomerang_throw(creature_ptr, it_ptr);
451 static void check_boomerang_throw(player_type *creature_ptr, it_type *it_ptr)
453 if (!it_ptr->return_when_thrown)
456 it_ptr->back_chance = randint1(30) + 20 + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
457 it_ptr->super_boomerang = (((it_ptr->q_ptr->name1 == ART_MJOLLNIR) || (it_ptr->q_ptr->name1 == ART_AEGISFANG)) && it_ptr->boomerang);
458 it_ptr->corruption_possibility = -1;
459 if (it_ptr->boomerang)
460 it_ptr->back_chance += 4 + randint1(5);
462 if (it_ptr->super_boomerang)
463 it_ptr->back_chance += 100;
465 describe_flavor(creature_ptr, it_ptr->o2_name, it_ptr->q_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
466 process_boomerang_throw(creature_ptr, it_ptr);
469 static void process_boomerang_back(player_type *creature_ptr, it_type *it_ptr)
471 if (it_ptr->come_back) {
472 if ((it_ptr->item != INVEN_MAIN_HAND) && (it_ptr->item != INVEN_SUB_HAND)) {
473 store_item_to_inventory(creature_ptr, it_ptr->q_ptr);
474 it_ptr->do_drop = FALSE;
478 it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
479 object_copy(it_ptr->o_ptr, it_ptr->q_ptr);
480 creature_ptr->equip_cnt++;
481 creature_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
482 creature_ptr->window |= PW_EQUIP;
483 it_ptr->do_drop = FALSE;
487 if (it_ptr->equiped_item) {
488 verify_equip_slot(creature_ptr, it_ptr->item);
489 calc_android_exp(creature_ptr);
493 static void drop_thrown_item(player_type *creature_ptr, it_type *it_ptr)
495 if (!it_ptr->do_drop)
498 if (cave_has_flag_bold(creature_ptr->current_floor_ptr, it_ptr->y, it_ptr->x, FF_PROJECT))
499 (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->y, it_ptr->x);
501 (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->prev_y, it_ptr->prev_x);
505 * @brief 投射処理メインルーチン /
506 * Throw an object from the pack or floor.
508 * @param creature_ptr プレーヤーへの参照ポインタ
509 * @param boomerang ブーメラン処理ならばTRUE
510 * @param shuriken 忍者の手裏剣処理ならばTRUE ← 間違い、-1が渡されてくることがある。要調査.
511 * @return ターンを消費した場合TRUEを返す
514 * Note: "unseen" monsters are very hard to hit.
516 * Should throwing a weapon do full damage? Should it allow the magic
517 * to hit bonus of the weapon to have an effect? Should it ever cause
518 * the item to be destroyed? Should it do any damage at all?
521 bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_IDX shuriken)
523 if (creature_ptr->wild_mode)
526 if (creature_ptr->special_defense & KATA_MUSOU)
527 set_action(creature_ptr, ACTION_NONE);
530 object_type tmp_object;
531 it_type *it_ptr = initialize_it_type(&tmp_it, &tmp_object, delay_factor, mult, boomerang, shuriken);
532 if (!check_can_throw(creature_ptr, it_ptr))
535 calc_throw_range(creature_ptr, it_ptr);
536 if (!calc_throw_grid(creature_ptr, it_ptr))
539 reflect_inventory_by_throw(creature_ptr, it_ptr);
540 if (it_ptr->item >= INVEN_MAIN_HAND) {
541 it_ptr->equiped_item = TRUE;
542 creature_ptr->redraw |= PR_EQUIPPY;
545 set_class_specific_throw_params(creature_ptr, it_ptr);
546 set_racial_chance(creature_ptr, it_ptr);
547 it_ptr->prev_y = it_ptr->y;
548 it_ptr->prev_x = it_ptr->x;
549 exe_throw(creature_ptr, it_ptr);
550 if (it_ptr->hit_body)
551 torch_lost_fuel(it_ptr->q_ptr);
553 it_ptr->corruption_possibility = (it_ptr->hit_body ? breakage_chance(creature_ptr, it_ptr->q_ptr, creature_ptr->pclass == CLASS_ARCHER, 0) : 0);
554 display_figurine_throw(creature_ptr, it_ptr);
555 display_potion_throw(creature_ptr, it_ptr);
556 check_boomerang_throw(creature_ptr, it_ptr);
557 process_boomerang_back(creature_ptr, it_ptr);
558 drop_thrown_item(creature_ptr, it_ptr);