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[Refactor] #41156 Conflict 対策に have_flag() を has_flag() へ / Rename have_flag() to...
[hengband/hengband.git] / src / cmd-item / cmd-throw.c
index 5623ec2..90f8a6f 100644 (file)
@@ -30,6 +30,7 @@
 #include "monster-floor/place-monster-types.h"
 #include "monster/monster-describer.h"
 #include "monster/monster-info.h"
+#include "monster/monster-status-setter.h"
 #include "monster/monster-status.h"
 #include "object-enchant/tr-types.h"
 #include "object-hook/hook-checker.h"
@@ -45,6 +46,7 @@
 #include "object/object-stack.h"
 #include "player/attack-defense-types.h"
 #include "player/special-defense-types.h"
+#include "player/player-status-table.h"
 #include "racial/racial-android.h"
 #include "specific-object/torch.h"
 #include "status/action-setter.h"
 #include "view/object-describer.h"
 #include "wizard/wizard-messages.h"
 
-/*!
- * @brief 投射処理メインルーチン /
- * Throw an object from the pack or floor.
- * @param mult 威力の倍率
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param boomerang ブーメラン処理ならばTRUE
- * @param shuriken 忍者の手裏剣処理ならばTRUE
- * @return ターンを消費した場合TRUEを返す
- * @details
- * <pre>
- * Note: "unseen" monsters are very hard to hit.
- *
- * Should throwing a weapon do full damage?  Should it allow the magic
- * to hit bonus of the weapon to have an effect?  Should it ever cause
- * the item to be destroyed?  Should it do any damage at all?
- * </pre>
- */
-bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_IDX shuriken)
+static bool check_throw_boomerang(player_type *creature_ptr, it_type *it_ptr, concptr *q, concptr *s)
 {
-    if (creature_ptr->wild_mode)
-        return FALSE;
-
-    if (creature_ptr->special_defense & KATA_MUSOU)
-        set_action(creature_ptr, ACTION_NONE);
-
-    it_type tmp_it;
-    object_type tmp_object;
-    it_type *it_ptr = initialize_it_type(&tmp_it, &tmp_object, delay_factor);
-
-    concptr q, s;
-    if (shuriken >= 0) {
-        it_ptr->item = shuriken;
-        it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
-    } else if (boomerang) {
-        if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
-            item_tester_hook = item_tester_hook_boomerang;
-            q = _("どの武器を投げますか? ", "Throw which it_ptr->item? ");
-            s = _("投げる武器がない。", "You have nothing to throw.");
-            it_ptr->o_ptr = choose_object(creature_ptr, &it_ptr->item, q, s, USE_EQUIP, 0);
-            if (!it_ptr->o_ptr) {
-                flush();
-                return FALSE;
-            }
-        } else if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
-            it_ptr->item = INVEN_LARM;
-            it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
-        } else {
-            it_ptr->item = INVEN_RARM;
-            it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
-        }
-    } else {
-        q = _("どのアイテムを投げますか? ", "Throw which it_ptr->item? ");
-        s = _("投げるアイテムがない。", "You have nothing to throw.");
-        it_ptr->o_ptr = choose_object(creature_ptr, &it_ptr->item, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP, 0);
+    if (!it_ptr->boomerang)
+        return TRUE;
+
+    if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM)) {
+        item_tester_hook = item_tester_hook_boomerang;
+        *q = _("どの武器を投げますか? ", "Throw which it_ptr->item? ");
+        *s = _("投げる武器がない。", "You have nothing to throw.");
+        it_ptr->o_ptr = choose_object(creature_ptr, &it_ptr->item, *q, *s, USE_EQUIP, 0);
         if (!it_ptr->o_ptr) {
             flush();
             return FALSE;
         }
+
+        return TRUE;
+    }
+
+    if (has_melee_weapon(creature_ptr, INVEN_LARM)) {
+        it_ptr->item = INVEN_LARM;
+        it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
+        return TRUE;
+    }
+
+    it_ptr->item = INVEN_RARM;
+    it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
+    return TRUE;
+}
+
+static bool check_what_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (it_ptr->shuriken >= 0) {
+        it_ptr->item = it_ptr->shuriken;
+        it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
+        return TRUE;
+    }
+
+    concptr q, s;
+    if (!check_throw_boomerang(creature_ptr, it_ptr, &q, &s))
+        return FALSE;
+
+    q = _("どのアイテムを投げますか? ", "Throw which it_ptr->item? ");
+    s = _("投げるアイテムがない。", "You have nothing to throw.");
+    it_ptr->o_ptr = choose_object(creature_ptr, &it_ptr->item, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP, 0);
+    if (!it_ptr->o_ptr) {
+        flush();
+        return FALSE;
     }
 
+    return TRUE;
+}
+
+static bool check_can_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (!check_what_throw(creature_ptr, it_ptr))
+        return FALSE;
+
     if (object_is_cursed(it_ptr->o_ptr) && (it_ptr->item >= INVEN_RARM)) {
         msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
         return FALSE;
     }
 
-    if (creature_ptr->current_floor_ptr->inside_arena && !boomerang && (it_ptr->o_ptr->tval != TV_SPIKE)) {
+    if (creature_ptr->current_floor_ptr->inside_arena && !it_ptr->boomerang && (it_ptr->o_ptr->tval != TV_SPIKE)) {
         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!"));
         msg_print(NULL);
         return FALSE;
     }
 
+    return TRUE;
+}
+
+static void calc_throw_range(player_type *creature_ptr, it_type *it_ptr)
+{
     object_copy(it_ptr->q_ptr, it_ptr->o_ptr);
     object_flags(creature_ptr, it_ptr->q_ptr, it_ptr->obj_flags);
     torch_flags(it_ptr->q_ptr, it_ptr->obj_flags);
@@ -136,54 +140,62 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
     it_ptr->q_ptr->number = 1;
     describe_flavor(creature_ptr, it_ptr->o_name, it_ptr->q_ptr, OD_OMIT_PREFIX);
     if (creature_ptr->mighty_throw)
-        mult += 3;
+        it_ptr->mult += 3;
 
-    int mul = 10 + 2 * (mult - 1);
+    int mul = 10 + 2 * (it_ptr->mult - 1);
     int div = ((it_ptr->q_ptr->weight > 10) ? it_ptr->q_ptr->weight : 10);
-    if ((have_flag(it_ptr->obj_flags, TR_THROW)) || boomerang)
+    if ((has_flag(it_ptr->obj_flags, TR_THROW)) || it_ptr->boomerang)
         div /= 2;
 
     it_ptr->tdis = (adj_str_blow[creature_ptr->stat_ind[A_STR]] + 20) * mul / div;
     if (it_ptr->tdis > mul)
         it_ptr->tdis = mul;
+}
 
-    if (shuriken >= 0) {
+static bool calc_throw_grid(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (it_ptr->shuriken >= 0) {
         it_ptr->ty = randint0(101) - 50 + creature_ptr->y;
         it_ptr->tx = randint0(101) - 50 + creature_ptr->x;
-    } else {
-        project_length = it_ptr->tdis + 1;
-        DIRECTION dir;
-        if (!get_aim_dir(creature_ptr, &dir))
-            return FALSE;
+        return TRUE;
+    }
 
-        it_ptr->tx = creature_ptr->x + 99 * ddx[dir];
-        it_ptr->ty = creature_ptr->y + 99 * ddy[dir];
-        if ((dir == 5) && target_okay(creature_ptr)) {
-            it_ptr->tx = target_col;
-            it_ptr->ty = target_row;
-        }
+    project_length = it_ptr->tdis + 1;
+    DIRECTION dir;
+    if (!get_aim_dir(creature_ptr, &dir))
+        return FALSE;
 
-        project_length = 0; /* reset to default */
+    it_ptr->tx = creature_ptr->x + 99 * ddx[dir];
+    it_ptr->ty = creature_ptr->y + 99 * ddy[dir];
+    if ((dir == 5) && target_okay(creature_ptr)) {
+        it_ptr->tx = target_col;
+        it_ptr->ty = target_row;
     }
 
-    if ((it_ptr->q_ptr->name1 == ART_MJOLLNIR) || (it_ptr->q_ptr->name1 == ART_AEGISFANG) || boomerang)
+    project_length = 0;
+    return TRUE;
+}
+
+static void reflect_inventory_by_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if ((it_ptr->q_ptr->name1 == ART_MJOLLNIR) || (it_ptr->q_ptr->name1 == ART_AEGISFANG) || it_ptr->boomerang)
         it_ptr->return_when_thrown = TRUE;
 
-    if (it_ptr->item >= 0) {
-        inven_item_increase(creature_ptr, it_ptr->item, -1);
-        if (!it_ptr->return_when_thrown)
-            inven_item_describe(creature_ptr, it_ptr->item);
-        inven_item_optimize(creature_ptr, it_ptr->item);
-    } else {
+    if (it_ptr->item < 0) {
         floor_item_increase(creature_ptr->current_floor_ptr, 0 - it_ptr->item, -1);
         floor_item_optimize(creature_ptr, 0 - it_ptr->item);
+        return;
     }
 
-    if (it_ptr->item >= INVEN_RARM) {
-        it_ptr->equiped_item = TRUE;
-        creature_ptr->redraw |= PR_EQUIPPY;
-    }
+    inven_item_increase(creature_ptr, it_ptr->item, -1);
+    if (!it_ptr->return_when_thrown)
+        inven_item_describe(creature_ptr, it_ptr->item);
 
+    inven_item_optimize(creature_ptr, it_ptr->item);
+}
+
+static void set_class_specific_throw_params(player_type *creature_ptr, it_type *it_ptr)
+{
     take_turn(creature_ptr, 100);
     if ((creature_ptr->pclass == CLASS_ROGUE) || (creature_ptr->pclass == CLASS_NINJA))
         creature_ptr->energy_use -= creature_ptr->lev;
@@ -191,221 +203,354 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
     it_ptr->y = creature_ptr->y;
     it_ptr->x = creature_ptr->x;
     handle_stuff(creature_ptr);
-    if ((creature_ptr->pclass == CLASS_NINJA) && ((it_ptr->q_ptr->tval == TV_SPIKE) || ((have_flag(it_ptr->obj_flags, TR_THROW)) && (it_ptr->q_ptr->tval == TV_SWORD))))
-        shuriken = TRUE;
-    else
-        shuriken = FALSE;
+    it_ptr->shuriken = (creature_ptr->pclass == CLASS_NINJA)
+        && ((it_ptr->q_ptr->tval == TV_SPIKE) || ((has_flag(it_ptr->obj_flags, TR_THROW)) && (it_ptr->q_ptr->tval == TV_SWORD)));
+}
 
-    if (have_flag(it_ptr->obj_flags, TR_THROW))
+static void set_racial_chance(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (has_flag(it_ptr->obj_flags, TR_THROW))
         it_ptr->chance = ((creature_ptr->skill_tht) + ((creature_ptr->to_h_b + it_ptr->q_ptr->to_h) * BTH_PLUS_ADJ));
     else
         it_ptr->chance = (creature_ptr->skill_tht + (creature_ptr->to_h_b * BTH_PLUS_ADJ));
 
-    if (shuriken)
+    if (it_ptr->shuriken != 0)
         it_ptr->chance *= 2;
+}
+
+static bool check_racial_target_bold(player_type *creature_ptr, it_type *it_ptr)
+{
+    it_ptr->ny[it_ptr->cur_dis] = it_ptr->y;
+    it_ptr->nx[it_ptr->cur_dis] = it_ptr->x;
+    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);
+    if (cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis], FF_PROJECT))
+        return FALSE;
 
+    it_ptr->hit_wall = TRUE;
+    return (it_ptr->q_ptr->tval == TV_FIGURINE) || object_is_potion(it_ptr->q_ptr)
+        || (creature_ptr->current_floor_ptr->grid_array[it_ptr->ny[it_ptr->cur_dis]][it_ptr->nx[it_ptr->cur_dis]].m_idx == 0);
+}
+
+static void check_racial_target_seen(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (!panel_contains(it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis])
+        || !player_can_see_bold(creature_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis])) {
+        term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
+        return;
+    }
+
+    SYMBOL_CODE c = object_char(it_ptr->q_ptr);
+    TERM_COLOR a = object_attr(it_ptr->q_ptr);
+    print_rel(creature_ptr, c, a, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
+    move_cursor_relative(it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
+    term_fresh();
+    term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
+    lite_spot(creature_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
+    term_fresh();
+}
+
+static bool check_racial_target_monster(player_type *creature_ptr, it_type *it_ptr)
+{
     it_ptr->prev_y = it_ptr->y;
     it_ptr->prev_x = it_ptr->x;
-    for (it_ptr->cur_dis = 0; it_ptr->cur_dis <= it_ptr->tdis;) {
+    it_ptr->x = it_ptr->nx[it_ptr->cur_dis];
+    it_ptr->y = it_ptr->ny[it_ptr->cur_dis];
+    it_ptr->cur_dis++;
+    return creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx == 0;
+}
+
+static void display_attack_racial_power(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (!it_ptr->visible) {
+        msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), it_ptr->o_name);
+        return;
+    }
+
+    msg_format(_("%sが%sに命中した。", "The %s hits %s."), it_ptr->o_name, it_ptr->m_name);
+    if (!it_ptr->m_ptr->ml)
+        return;
+
+    if (!creature_ptr->image)
+        monster_race_track(creature_ptr, it_ptr->m_ptr->ap_r_idx);
+
+    health_track(creature_ptr, it_ptr->g_ptr->m_idx);
+}
+
+static void calc_racial_power_damage(player_type *creature_ptr, it_type *it_ptr)
+{
+    int dd = it_ptr->q_ptr->dd;
+    int ds = it_ptr->q_ptr->ds;
+    torch_dice(it_ptr->q_ptr, &dd, &ds);
+    it_ptr->tdam = damroll(dd, ds);
+    it_ptr->tdam = calc_attack_damage_with_slay(creature_ptr, it_ptr->q_ptr, it_ptr->tdam, it_ptr->m_ptr, 0, TRUE);
+    it_ptr->tdam = critical_shot(creature_ptr, it_ptr->q_ptr->weight, it_ptr->q_ptr->to_h, 0, it_ptr->tdam);
+    if (it_ptr->q_ptr->to_d > 0)
+        it_ptr->tdam += it_ptr->q_ptr->to_d;
+    else
+        it_ptr->tdam += -it_ptr->q_ptr->to_d;
+
+    if (it_ptr->boomerang) {
+        it_ptr->tdam *= (it_ptr->mult + creature_ptr->num_blow[it_ptr->item - INVEN_RARM]);
+        it_ptr->tdam += creature_ptr->to_d_m;
+    } else if (has_flag(it_ptr->obj_flags, TR_THROW)) {
+        it_ptr->tdam *= (3 + it_ptr->mult);
+        it_ptr->tdam += creature_ptr->to_d_m;
+    } else {
+        it_ptr->tdam *= it_ptr->mult;
+    }
+
+    if (it_ptr->shuriken != 0)
+        it_ptr->tdam += ((creature_ptr->lev + 30) * (creature_ptr->lev + 30) - 900) / 55;
+
+    if (it_ptr->tdam < 0)
+        it_ptr->tdam = 0;
+
+    it_ptr->tdam = mon_damage_mod(creature_ptr, it_ptr->m_ptr, it_ptr->tdam, FALSE);
+}
+
+static void attack_racial_power(player_type *creature_ptr, it_type *it_ptr)
+{
+    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))
+        return;
+
+    display_attack_racial_power(creature_ptr, it_ptr);
+    calc_racial_power_damage(creature_ptr, it_ptr);
+    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,
+        it_ptr->m_ptr->hp - it_ptr->tdam, it_ptr->m_ptr->maxhp, it_ptr->m_ptr->max_maxhp);
+
+    bool fear = FALSE;
+    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))))
+        return;
+
+    message_pain(creature_ptr, it_ptr->g_ptr->m_idx, it_ptr->tdam);
+    if ((it_ptr->tdam > 0) && !object_is_potion(it_ptr->q_ptr))
+        anger_monster(creature_ptr, it_ptr->m_ptr);
+
+    if (fear && it_ptr->m_ptr->ml) {
+        sound(SOUND_FLEE);
+        msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), it_ptr->m_name);
+    }
+}
+
+static void exe_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    it_ptr->cur_dis = 0;
+    while (it_ptr->cur_dis <= it_ptr->tdis) {
         if ((it_ptr->y == it_ptr->ty) && (it_ptr->x == it_ptr->tx))
             break;
 
-        it_ptr->ny[it_ptr->cur_dis] = it_ptr->y;
-        it_ptr->nx[it_ptr->cur_dis] = it_ptr->x;
-        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);
-        if (!cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis], FF_PROJECT)) {
-            it_ptr->hit_wall = TRUE;
-            if ((it_ptr->q_ptr->tval == TV_FIGURINE) || object_is_potion(it_ptr->q_ptr) || !creature_ptr->current_floor_ptr->grid_array[it_ptr->ny[it_ptr->cur_dis]][it_ptr->nx[it_ptr->cur_dis]].m_idx)
-                break;
-        }
+        if (check_racial_target_bold(creature_ptr, it_ptr))
+            break;
 
-        if (panel_contains(it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]) && player_can_see_bold(creature_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis])) {
-            SYMBOL_CODE c = object_char(it_ptr->q_ptr);
-            TERM_COLOR a = object_attr(it_ptr->q_ptr);
-            print_rel(creature_ptr, c, a, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
-            move_cursor_relative(it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
-            term_fresh();
-            term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
-            lite_spot(creature_ptr, it_ptr->ny[it_ptr->cur_dis], it_ptr->nx[it_ptr->cur_dis]);
-            term_fresh();
-        } else {
-            term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
-        }
+        check_racial_target_seen(creature_ptr, it_ptr);
+        if (check_racial_target_monster(creature_ptr, it_ptr))
+            continue;
+
+        it_ptr->g_ptr = &creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x];
+        it_ptr->m_ptr = &creature_ptr->current_floor_ptr->m_list[it_ptr->g_ptr->m_idx];
+        monster_name(creature_ptr, it_ptr->g_ptr->m_idx, it_ptr->m_name);
+        it_ptr->visible = it_ptr->m_ptr->ml;
+        it_ptr->hit_body = TRUE;
+        attack_racial_power(creature_ptr, it_ptr);
+        break;
+    }
+}
 
-        it_ptr->prev_y = it_ptr->y;
-        it_ptr->prev_x = it_ptr->x;
-        it_ptr->x = it_ptr->nx[it_ptr->cur_dis];
-        it_ptr->y = it_ptr->ny[it_ptr->cur_dis];
-        it_ptr->cur_dis++;
-        if (creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx) {
-            grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x];
-            monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-            GAME_TEXT m_name[MAX_NLEN];
-            monster_name(creature_ptr, g_ptr->m_idx, m_name);
-            it_ptr->visible = m_ptr->ml;
-            it_ptr->hit_body = TRUE;
-            if (test_hit_fire(creature_ptr, it_ptr->chance - it_ptr->cur_dis, m_ptr, m_ptr->ml, it_ptr->o_name)) {
-                bool fear = FALSE;
-                if (!it_ptr->visible) {
-                    msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), it_ptr->o_name);
-                } else {
-                    msg_format(_("%sが%sに命中した。", "The %s hits %s."), it_ptr->o_name, m_name);
-                    if (m_ptr->ml) {
-                        if (!creature_ptr->image)
-                            monster_race_track(creature_ptr, m_ptr->ap_r_idx);
-                        health_track(creature_ptr, g_ptr->m_idx);
-                    }
-                }
-
-                int dd = it_ptr->q_ptr->dd;
-                int ds = it_ptr->q_ptr->ds;
-                torch_dice(it_ptr->q_ptr, &dd, &ds);
-                it_ptr->tdam = damroll(dd, ds);
-                it_ptr->tdam = calc_attack_damage_with_slay(creature_ptr, it_ptr->q_ptr, it_ptr->tdam, m_ptr, 0, TRUE);
-                it_ptr->tdam = critical_shot(creature_ptr, it_ptr->q_ptr->weight, it_ptr->q_ptr->to_h, 0, it_ptr->tdam);
-                if (it_ptr->q_ptr->to_d > 0)
-                    it_ptr->tdam += it_ptr->q_ptr->to_d;
-                else
-                    it_ptr->tdam += -it_ptr->q_ptr->to_d;
-
-                if (boomerang) {
-                    it_ptr->tdam *= (mult + creature_ptr->num_blow[it_ptr->item - INVEN_RARM]);
-                    it_ptr->tdam += creature_ptr->to_d_m;
-                } else if (have_flag(it_ptr->obj_flags, TR_THROW)) {
-                    it_ptr->tdam *= (3 + mult);
-                    it_ptr->tdam += creature_ptr->to_d_m;
-                } else {
-                    it_ptr->tdam *= mult;
-                }
-
-                if (shuriken)
-                    it_ptr->tdam += ((creature_ptr->lev + 30) * (creature_ptr->lev + 30) - 900) / 55;
-
-                if (it_ptr->tdam < 0)
-                    it_ptr->tdam = 0;
-
-                it_ptr->tdam = mon_damage_mod(creature_ptr, m_ptr, it_ptr->tdam, FALSE);
-                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,
-                    m_ptr->hp - it_ptr->tdam, m_ptr->maxhp, m_ptr->max_maxhp);
-
-                if (mon_take_hit(creature_ptr, g_ptr->m_idx, it_ptr->tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) {
-                    /* Dead monster */
-                } else {
-                    message_pain(creature_ptr, g_ptr->m_idx, it_ptr->tdam);
-                    if ((it_ptr->tdam > 0) && !object_is_potion(it_ptr->q_ptr))
-                        anger_monster(creature_ptr, m_ptr);
-
-                    if (fear && m_ptr->ml) {
-                        sound(SOUND_FLEE);
-                        msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
-                    }
-                }
-            }
+void display_figurine_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if ((it_ptr->q_ptr->tval != TV_FIGURINE) || creature_ptr->current_floor_ptr->inside_arena)
+        return;
 
-            break;
-        }
+    it_ptr->corruption_possibility = 100;
+    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))) {
+        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."));
+        return;
     }
+    
+    if (object_is_cursed(it_ptr->q_ptr))
+        msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
+}
 
-    if (it_ptr->hit_body)
-        torch_lost_fuel(it_ptr->q_ptr);
+void display_potion_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (!object_is_potion(it_ptr->q_ptr))
+        return;
 
-    it_ptr->corruption_possibility = (it_ptr->hit_body ? breakage_chance(creature_ptr, it_ptr->q_ptr, creature_ptr->pclass == CLASS_ARCHER, 0) : 0);
+    if (it_ptr->hit_body || it_ptr->hit_wall || (randint1(100) < it_ptr->corruption_possibility)) {
+        it_ptr->corruption_possibility = 0;
+        return;    
+    }
 
-    if ((it_ptr->q_ptr->tval == TV_FIGURINE) && !(creature_ptr->current_floor_ptr->inside_arena)) {
-        it_ptr->corruption_possibility = 100;
-        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)))
-            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."));
-        else if (object_is_cursed(it_ptr->q_ptr))
-            msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
+    msg_format(_("%sは砕け散った!", "The %s shatters!"), it_ptr->o_name);
+    if (!potion_smash_effect(creature_ptr, 0, it_ptr->y, it_ptr->x, it_ptr->q_ptr->k_idx)) {
+        it_ptr->do_drop = FALSE;
+        return;
     }
+    
+    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];
+    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)) {
+        it_ptr->do_drop = FALSE;
+        return;
+    }
+    
+    GAME_TEXT m_name[MAX_NLEN];
+    monster_desc(creature_ptr, m_name, m_ptr, 0);
+    msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
+    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]);
+    it_ptr->do_drop = FALSE;
+}
 
-    if (object_is_potion(it_ptr->q_ptr)) {
-        if (it_ptr->hit_body || it_ptr->hit_wall || (randint1(100) < it_ptr->corruption_possibility)) {
-            msg_format(_("%sは砕け散った!", "The %s shatters!"), it_ptr->o_name);
-            if (potion_smash_effect(creature_ptr, 0, it_ptr->y, it_ptr->x, it_ptr->q_ptr->k_idx)) {
-                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];
-                if (creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx && is_friendly(m_ptr) && !monster_invulner_remaining(m_ptr)) {
-                    GAME_TEXT m_name[MAX_NLEN];
-                    monster_desc(creature_ptr, m_name, m_ptr, 0);
-                    msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
-                    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]);
-                }
-            }
+static void display_boomerang_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if ((it_ptr->back_chance > 37) && !creature_ptr->blind && (it_ptr->item >= 0)) {
+        msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), it_ptr->o2_name);
+        it_ptr->come_back = TRUE;
+        return;
+    }
 
-            it_ptr->do_drop = FALSE;
-        } else {
-            it_ptr->corruption_possibility = 0;
-        }
+    if (it_ptr->item >= 0)
+        msg_format(_("%sを受け損ねた!", "%s comes back, but you can't catch!"), it_ptr->o2_name);
+    else
+        msg_format(_("%sが返ってきた。", "%s comes back."), it_ptr->o2_name);
+
+    it_ptr->y = creature_ptr->y;
+    it_ptr->x = creature_ptr->x;
+}
+
+static void process_boomerang_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if ((it_ptr->back_chance <= 30) || (one_in_(100) && !it_ptr->super_boomerang)) {
+        msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), it_ptr->o2_name);
+        return;
     }
 
-    if (it_ptr->return_when_thrown) {
-        int back_chance = randint1(30) + 20 + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
-        char o2_name[MAX_NLEN];
-        bool super_boomerang = (((it_ptr->q_ptr->name1 == ART_MJOLLNIR) || (it_ptr->q_ptr->name1 == ART_AEGISFANG)) && boomerang);
-        it_ptr->corruption_possibility = -1;
-        if (boomerang)
-            back_chance += 4 + randint1(5);
-        if (super_boomerang)
-            back_chance += 100;
-        describe_flavor(creature_ptr, o2_name, it_ptr->q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-        if ((back_chance > 30) && (!one_in_(100) || super_boomerang)) {
-            for (int i = it_ptr->cur_dis - 1; i > 0; i--) {
-                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])) {
-                    SYMBOL_CODE c = object_char(it_ptr->q_ptr);
-                    byte a = object_attr(it_ptr->q_ptr);
-                    print_rel(creature_ptr, c, a, it_ptr->ny[i], it_ptr->nx[i]);
-                    move_cursor_relative(it_ptr->ny[i], it_ptr->nx[i]);
-                    term_fresh();
-                    term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
-                    lite_spot(creature_ptr, it_ptr->ny[i], it_ptr->nx[i]);
-                    term_fresh();
-                } else {
-                    term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
-                }
-            }
-
-            if ((back_chance > 37) && !creature_ptr->blind && (it_ptr->item >= 0)) {
-                msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
-                it_ptr->come_back = TRUE;
-            } else {
-                if (it_ptr->item >= 0) {
-                    msg_format(_("%sを受け損ねた!", "%s comes back, but you can't catch!"), o2_name);
-                } else {
-                    msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
-                }
-                it_ptr->y = creature_ptr->y;
-                it_ptr->x = creature_ptr->x;
-            }
-        } else {
-            msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), o2_name);
+    for (int i = it_ptr->cur_dis - 1; i > 0; i--) {
+        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])) {
+            term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
+            continue;
         }
+
+        SYMBOL_CODE c = object_char(it_ptr->q_ptr);
+        byte a = object_attr(it_ptr->q_ptr);
+        print_rel(creature_ptr, c, a, it_ptr->ny[i], it_ptr->nx[i]);
+        move_cursor_relative(it_ptr->ny[i], it_ptr->nx[i]);
+        term_fresh();
+        term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
+        lite_spot(creature_ptr, it_ptr->ny[i], it_ptr->nx[i]);
+        term_fresh();
     }
 
+    display_boomerang_throw(creature_ptr, it_ptr);
+}
+
+static void check_boomerang_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (!it_ptr->return_when_thrown)
+        return;
+
+    it_ptr->back_chance = randint1(30) + 20 + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+    it_ptr->super_boomerang = (((it_ptr->q_ptr->name1 == ART_MJOLLNIR) || (it_ptr->q_ptr->name1 == ART_AEGISFANG)) && it_ptr->boomerang);
+    it_ptr->corruption_possibility = -1;
+    if (it_ptr->boomerang)
+        it_ptr->back_chance += 4 + randint1(5);
+
+    if (it_ptr->super_boomerang)
+        it_ptr->back_chance += 100;
+
+    describe_flavor(creature_ptr, it_ptr->o2_name, it_ptr->q_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
+    process_boomerang_throw(creature_ptr, it_ptr);
+}
+
+static void process_boomerang_back(player_type *creature_ptr, it_type *it_ptr)
+{
     if (it_ptr->come_back) {
-        if (it_ptr->item == INVEN_RARM || it_ptr->item == INVEN_LARM) {
-            it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
-            object_copy(it_ptr->o_ptr, it_ptr->q_ptr);
-            creature_ptr->total_weight += it_ptr->q_ptr->weight;
-            creature_ptr->equip_cnt++;
-            creature_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
-            creature_ptr->window |= PW_EQUIP;
-        } else {
+        if ((it_ptr->item != INVEN_RARM) && (it_ptr->item != INVEN_LARM)) {
             store_item_to_inventory(creature_ptr, it_ptr->q_ptr);
+            it_ptr->do_drop = FALSE;
+            return;
         }
 
+        it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
+        object_copy(it_ptr->o_ptr, it_ptr->q_ptr);
+        creature_ptr->total_weight += it_ptr->q_ptr->weight;
+        creature_ptr->equip_cnt++;
+        creature_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
+        creature_ptr->window |= PW_EQUIP;
         it_ptr->do_drop = FALSE;
-    } else if (it_ptr->equiped_item) {
+        return;
+    }
+    
+    if (it_ptr->equiped_item) {
         verify_equip_slot(creature_ptr, it_ptr->item);
         calc_android_exp(creature_ptr);
     }
+}
 
-    if (it_ptr->do_drop) {
-        if (cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->y, it_ptr->x, FF_PROJECT)) {
-            (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->y, it_ptr->x);
-        } else {
-            (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->prev_y, it_ptr->prev_x);
-        }
+static void drop_thrown_item(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (!it_ptr->do_drop)
+        return;
+
+    if (cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->y, it_ptr->x, FF_PROJECT))
+        (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->y, it_ptr->x);
+    else
+        (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->prev_y, it_ptr->prev_x);
+}
+
+/*!
+ * @brief 投射処理メインルーチン /
+ * Throw an object from the pack or floor.
+ * @param mult 威力の倍率
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @param boomerang ブーメラン処理ならばTRUE
+ * @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.
+ * @return ターンを消費した場合TRUEを返す
+ * @details
+ * <pre>
+ * Note: "unseen" monsters are very hard to hit.
+ *
+ * Should throwing a weapon do full damage?  Should it allow the magic
+ * to hit bonus of the weapon to have an effect?  Should it ever cause
+ * the item to be destroyed?  Should it do any damage at all?
+ * </pre>
+ */
+bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_IDX shuriken)
+{
+    if (creature_ptr->wild_mode)
+        return FALSE;
+
+    if (creature_ptr->special_defense & KATA_MUSOU)
+        set_action(creature_ptr, ACTION_NONE);
+
+    it_type tmp_it;
+    object_type tmp_object;
+    it_type *it_ptr = initialize_it_type(&tmp_it, &tmp_object, delay_factor, mult, boomerang, shuriken);
+    if (!check_can_throw(creature_ptr, it_ptr))
+        return FALSE;
+
+    calc_throw_range(creature_ptr, it_ptr);
+    if (!calc_throw_grid(creature_ptr, it_ptr))
+        return FALSE;
+
+    reflect_inventory_by_throw(creature_ptr, it_ptr);
+    if (it_ptr->item >= INVEN_RARM) {
+        it_ptr->equiped_item = TRUE;
+        creature_ptr->redraw |= PR_EQUIPPY;
     }
 
+    set_class_specific_throw_params(creature_ptr, it_ptr);
+    set_racial_chance(creature_ptr, it_ptr);
+    it_ptr->prev_y = it_ptr->y;
+    it_ptr->prev_x = it_ptr->x;
+    exe_throw(creature_ptr, it_ptr);
+    if (it_ptr->hit_body)
+        torch_lost_fuel(it_ptr->q_ptr);
+
+    it_ptr->corruption_possibility = (it_ptr->hit_body ? breakage_chance(creature_ptr, it_ptr->q_ptr, creature_ptr->pclass == CLASS_ARCHER, 0) : 0);
+    display_figurine_throw(creature_ptr, it_ptr);
+    display_potion_throw(creature_ptr, it_ptr);
+    check_boomerang_throw(creature_ptr, it_ptr);
+    process_boomerang_back(creature_ptr, it_ptr);
+    drop_thrown_item(creature_ptr, it_ptr);
     return TRUE;
 }