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Merge branch 'Feature/Fix-Fall-Horse' into develop/3.0.0.1Alpha
[hengband/hengband.git] / src / combat / shoot.c
index 38661ed..e41feaf 100644 (file)
@@ -1,20 +1,30 @@
 #include "combat/shoot.h"
-#include "art-definition/art-bow-types.h"
-#include "mind/mind-sniper.h"
+#include "artifact/fixed-art-types.h"
+#include "core/player-redraw-types.h"
+#include "core/player-update-types.h"
 #include "core/stuff-handler.h"
 #include "effect/effect-characteristics.h"
+#include "effect/effect-processor.h"
 #include "effect/spells-effect-util.h"
+#include "flavor/flavor-describer.h"
+#include "flavor/object-flavor-types.h"
+#include "floor/cave.h"
 #include "floor/floor-object.h"
 #include "game-option/cheat-types.h"
 #include "game-option/special-options.h"
+#include "grid/feature-flag-types.h"
 #include "grid/feature.h"
 #include "grid/grid.h"
 #include "inventory/inventory-object.h"
+#include "inventory/inventory-slot-types.h"
 #include "io/cursor.h"
-#include "io/targeting.h"
+#include "io/screen-util.h"
 #include "main/sound-definitions-table.h"
 #include "main/sound-of-music.h"
+#include "mind/mind-sniper.h"
 #include "mind/snipe-types.h"
+#include "monster-floor/monster-death.h"
+#include "monster-floor/monster-move.h"
 #include "monster-race/monster-race.h"
 #include "monster-race/race-flags-resistance.h"
 #include "monster-race/race-flags1.h"
 #include "monster-race/race-flags7.h"
 #include "monster-race/race-indice-types.h"
 #include "monster/monster-describer.h"
-#include "monster-floor/monster-death.h"
-#include "monster/monster-status.h"
 #include "monster/monster-info.h"
-#include "monster-floor/monster-move.h"
+#include "monster/monster-status-setter.h"
+#include "monster/monster-status.h"
 #include "monster/monster-update.h"
-#include "object-enchant/artifact.h"
 #include "object-enchant/tr-types.h"
+#include "object-hook/hook-enchant.h"
 #include "object/object-broken.h"
 #include "object/object-flags.h"
-#include "object/object-flavor.h"
 #include "object/object-generator.h"
-#include "object/object-hook.h"
+#include "object/object-info.h"
 #include "object/object-kind.h"
 #include "object/object-mark-types.h"
-#include "object/object-info.h"
-#include "player/avatar.h"
+#include "player-info/avatar.h"
 #include "player/player-class.h"
 #include "player/player-personalities-types.h"
 #include "player/player-skill.h"
+#include "player/player-status-table.h"
 #include "player/player-status.h"
-#include "spell/process-effect.h"
 #include "spell/spell-types.h"
 #include "sv-definition/sv-bow-types.h"
+#include "system/artifact-type-definition.h"
+#include "system/floor-type-definition.h"
+#include "target/projection-path-calculator.h"
+#include "target/target-checker.h"
+#include "target/target-getter.h"
 #include "util/bit-flags-calculator.h"
-#include "view/display-main-window.h"
 #include "view/display-messages.h"
+#include "wizard/wizard-messages.h"
 #include "world/world-object.h"
 
 /*!
  */
 static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type *o_ptr, HIT_POINT tdam, monster_type *m_ptr, SPELL_IDX snipe_type)
 {
-       MULTIPLY mult = 10;
-
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       BIT_FLAGS flgs[TR_FLAG_SIZE];
-       object_flags(o_ptr, flgs);
-
-       /* Some "weapons" and "ammo" do extra damage */
-       switch (o_ptr->tval)
-       {
-       case TV_SHOT:
-       case TV_ARROW:
-       case TV_BOLT:
-       {
-               if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_ANIMAL;
-                       }
-                       if (mult < 17) mult = 17;
-               }
-
-               if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_ANIMAL;
-                       }
-                       if (mult < 27) mult = 27;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_EVIL;
-                       }
-                       if (mult < 15) mult = 15;
-               }
-
-               if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_EVIL;
-                       }
-                       if (mult < 25) mult = 25;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags2 |= RF2_HUMAN;
-                       }
-                       if (mult < 17) mult = 17;
-               }
-
-               if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags2 |= RF2_HUMAN;
-                       }
-                       if (mult < 27) mult = 27;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_UNDEAD;
-                       }
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_UNDEAD;
-                       }
-                       if (mult < 30) mult = 30;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_DEMON;
-                       }
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_DEMON;
-                       }
-                       if (mult < 30) mult = 30;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_ORC;
-                       }
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_ORC;
-                       }
-                       if (mult < 30) mult = 30;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_TROLL;
-                       }
-
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_TROLL;
-                       }
-                       if (mult < 30) mult = 30;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_GIANT;
-                       }
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_GIANT;
-                       }
-                       if (mult < 30) mult = 30;
-               }
-
-               if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_DRAGON;
-                       }
-                       if (mult < 20) mult = 20;
-               }
-
-               if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
-               {
-                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                       {
-                               r_ptr->r_flags3 |= RF3_DRAGON;
-                       }
-                       if (mult < 30) mult = 30;
-                       if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) &&
-                               (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
-                               mult *= 5;
-               }
-
-               if (have_flag(flgs, TR_BRAND_ACID))
-               {
-                       /* Notice immunity */
-                       if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
-                       {
-                               if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                               {
-                                       r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
-                               }
-                       }
-                       else
-                       {
-                               if (mult < 17) mult = 17;
-                       }
-               }
-
-               if (have_flag(flgs, TR_BRAND_ELEC))
-               {
-                       /* Notice immunity */
-                       if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
-                       {
-                               if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                               {
-                                       r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
-                               }
-                       }
-                       else
-                       {
-                               if (mult < 17) mult = 17;
-                       }
-               }
-
-               if (have_flag(flgs, TR_BRAND_FIRE))
-               {
-                       /* Notice immunity */
-                       if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
-                       {
-                               if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                               {
-                                       r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
-                               }
-                       }
-                       /* Otherwise, take the damage */
-                       else
-                       {
-                               if (r_ptr->flags3 & RF3_HURT_FIRE)
-                               {
-                                       if (mult < 25) mult = 25;
-                                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                                       {
-                                               r_ptr->r_flags3 |= RF3_HURT_FIRE;
-                                       }
-                               }
-                               else if (mult < 17) mult = 17;
-                       }
-               }
-
-               if (have_flag(flgs, TR_BRAND_COLD))
-               {
-                       /* Notice immunity */
-                       if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
-                       {
-                               if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                               {
-                                       r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
-                               }
-                       }
-                       /* Otherwise, take the damage */
-                       else
-                       {
-                               if (r_ptr->flags3 & RF3_HURT_COLD)
-                               {
-                                       if (mult < 25) mult = 25;
-                                       if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                                       {
-                                               r_ptr->r_flags3 |= RF3_HURT_COLD;
-                                       }
-                               }
-                               else if (mult < 17) mult = 17;
-                       }
-               }
-
-               if (have_flag(flgs, TR_BRAND_POIS))
-               {
-                       /* Notice immunity */
-                       if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
-                       {
-                               if (is_original_ap_and_seen(sniper_ptr, m_ptr))
-                               {
-                                       r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
-                               }
-                       }
-                       /* Otherwise, take the damage */
-                       else
-                       {
-                               if (mult < 17) mult = 17;
-                       }
-               }
-
-               if ((have_flag(flgs, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30)))
-               {
-                       sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
-                       sniper_ptr->redraw |= (PR_MANA);
-                       mult = mult * 5 / 2;
-               }
-               break;
-       }
-       }
-
-       /* Sniper */
-       if (snipe_type) mult = calc_snipe_damage_with_slay(sniper_ptr, mult, m_ptr, snipe_type);
-
-       /* Return the total damage */
-       return (tdam * mult / 10);
+    MULTIPLY mult = 10;
+
+    monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+    BIT_FLAGS flgs[TR_FLAG_SIZE];
+    object_flags(sniper_ptr, o_ptr, flgs);
+
+    /* Some "weapons" and "ammo" do extra damage */
+    switch (o_ptr->tval) {
+    case TV_SHOT:
+    case TV_ARROW:
+    case TV_BOLT: {
+        if ((has_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_ANIMAL;
+            }
+            if (mult < 17)
+                mult = 17;
+        }
+
+        if ((has_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_ANIMAL;
+            }
+            if (mult < 27)
+                mult = 27;
+        }
+
+        if ((has_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_EVIL;
+            }
+            if (mult < 15)
+                mult = 15;
+        }
+
+        if ((has_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_EVIL;
+            }
+            if (mult < 25)
+                mult = 25;
+        }
+
+        if ((has_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags2 |= RF2_HUMAN;
+            }
+            if (mult < 17)
+                mult = 17;
+        }
+
+        if ((has_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags2 |= RF2_HUMAN;
+            }
+            if (mult < 27)
+                mult = 27;
+        }
+
+        if ((has_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_UNDEAD;
+            }
+            if (mult < 20)
+                mult = 20;
+        }
+
+        if ((has_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_UNDEAD;
+            }
+            if (mult < 30)
+                mult = 30;
+        }
+
+        if ((has_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_DEMON;
+            }
+            if (mult < 20)
+                mult = 20;
+        }
+
+        if ((has_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_DEMON;
+            }
+            if (mult < 30)
+                mult = 30;
+        }
+
+        if ((has_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_ORC;
+            }
+            if (mult < 20)
+                mult = 20;
+        }
+
+        if ((has_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_ORC;
+            }
+            if (mult < 30)
+                mult = 30;
+        }
+
+        if ((has_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_TROLL;
+            }
+
+            if (mult < 20)
+                mult = 20;
+        }
+
+        if ((has_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_TROLL;
+            }
+            if (mult < 30)
+                mult = 30;
+        }
+
+        if ((has_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_GIANT;
+            }
+            if (mult < 20)
+                mult = 20;
+        }
+
+        if ((has_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_GIANT;
+            }
+            if (mult < 30)
+                mult = 30;
+        }
+
+        if ((has_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_DRAGON;
+            }
+            if (mult < 20)
+                mult = 20;
+        }
+
+        if ((has_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON)) {
+            if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                r_ptr->r_flags3 |= RF3_DRAGON;
+            }
+            if (mult < 30)
+                mult = 30;
+            if ((o_ptr->name1 == ART_BARD_ARROW) && (m_ptr->r_idx == MON_SMAUG) && (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
+                mult *= 5;
+        }
+
+        if (has_flag(flgs, TR_BRAND_ACID)) {
+            /* Notice immunity */
+            if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK) {
+                if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                    r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
+                }
+            } else {
+                if (mult < 17)
+                    mult = 17;
+            }
+        }
+
+        if (has_flag(flgs, TR_BRAND_ELEC)) {
+            /* Notice immunity */
+            if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) {
+                if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                    r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
+                }
+            } else {
+                if (mult < 17)
+                    mult = 17;
+            }
+        }
+
+        if (has_flag(flgs, TR_BRAND_FIRE)) {
+            /* Notice immunity */
+            if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) {
+                if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                    r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
+                }
+            }
+            /* Otherwise, take the damage */
+            else {
+                if (r_ptr->flags3 & RF3_HURT_FIRE) {
+                    if (mult < 25)
+                        mult = 25;
+                    if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                        r_ptr->r_flags3 |= RF3_HURT_FIRE;
+                    }
+                } else if (mult < 17)
+                    mult = 17;
+            }
+        }
+
+        if (has_flag(flgs, TR_BRAND_COLD)) {
+            /* Notice immunity */
+            if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK) {
+                if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                    r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
+                }
+            }
+            /* Otherwise, take the damage */
+            else {
+                if (r_ptr->flags3 & RF3_HURT_COLD) {
+                    if (mult < 25)
+                        mult = 25;
+                    if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                        r_ptr->r_flags3 |= RF3_HURT_COLD;
+                    }
+                } else if (mult < 17)
+                    mult = 17;
+            }
+        }
+
+        if (has_flag(flgs, TR_BRAND_POIS)) {
+            /* Notice immunity */
+            if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK) {
+                if (is_original_ap_and_seen(sniper_ptr, m_ptr)) {
+                    r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
+                }
+            }
+            /* Otherwise, take the damage */
+            else {
+                if (mult < 17)
+                    mult = 17;
+            }
+        }
+
+        if ((has_flag(flgs, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30))) {
+            sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
+            sniper_ptr->redraw |= (PR_MANA);
+            mult = mult * 5 / 2;
+        }
+        break;
+    }
+    }
+
+    /* Sniper */
+    if (snipe_type)
+        mult = calc_snipe_damage_with_slay(sniper_ptr, mult, m_ptr, snipe_type);
+
+    /* Return the total damage */
+    return (tdam * mult / 10);
 }
 
-
 /*!
  * @brief 射撃処理実行 /
  * Fire an object from the pack or floor.
@@ -384,649 +353,614 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
  */
 void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
 {
-       DIRECTION dir;
-       int i;
-       POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
-       int tdam_base, tdis, thits, tmul;
-       int bonus, chance;
-       int cur_dis, visible;
-       PERCENTAGE j;
+    DIRECTION dir;
+    int i;
+    POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
+    int tdam_base, tdis, thits, tmul;
+    int bonus, chance;
+    int cur_dis, visible;
+    PERCENTAGE j;
 
-       object_type forge;
-       object_type *q_ptr;
+    object_type forge;
+    object_type *q_ptr;
 
-       object_type *o_ptr;
+    object_type *o_ptr;
 
-       bool hit_body = FALSE;
+    bool hit_body = FALSE;
 
-       GAME_TEXT o_name[MAX_NLEN];
+    GAME_TEXT o_name[MAX_NLEN];
 
-       u16b path_g[512];       /* For calcuration of path length */
+    u16b path_g[512]; /* For calcuration of path length */
 
-       int msec = delay_factor * delay_factor * delay_factor;
+    int msec = delay_factor * delay_factor * delay_factor;
 
-       /* STICK TO */
-       bool stick_to = FALSE;
+    /* STICK TO */
+    bool stick_to = FALSE;
 
-       /* Access the item (if in the pack) */
-       if (item >= 0)
-       {
-               o_ptr = &shooter_ptr->inventory_list[item];
-       }
-       else
-       {
-               o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
-       }
+    /* Access the item (if in the pack) */
+    if (item >= 0) {
+        o_ptr = &shooter_ptr->inventory_list[item];
+    } else {
+        o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
+    }
 
-       /* Sniper - Cannot shot a single arrow twice */
-       if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
+    /* Sniper - Cannot shot a single arrow twice */
+    if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2))
+        snipe_type = SP_NONE;
 
-       object_desc(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
+    describe_flavor(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
 
-       /* Use the proper number of shots */
-       thits = shooter_ptr->num_fire;
+    /* Use the proper number of shots */
+    thits = shooter_ptr->num_fire;
 
-       /* Use a base distance */
-       tdis = 10;
+    /* Use a base distance */
+    tdis = 10;
 
-       /* Base damage from thrown object plus launcher bonus */
-       tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
+    /* Base damage from thrown object plus launcher bonus */
+    tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
 
-       /* Actually "fire" the object */
-       bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
-       if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
-               chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
-       else
-               chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
+    /* Actually "fire" the object */
+    bonus = (shooter_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
+    if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
+        chance = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
+    else
+        chance = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
 
-       shooter_ptr->energy_use = bow_energy(j_ptr->sval);
-       tmul = bow_tmul(j_ptr->sval);
+    shooter_ptr->energy_use = bow_energy(j_ptr->sval);
+    tmul = bow_tmul(j_ptr->sval);
 
-       /* Get extra "power" from "extra might" */
-       if (shooter_ptr->xtra_might) tmul++;
+    /* Get extra "power" from "extra might" */
+    if (shooter_ptr->xtra_might)
+        tmul++;
 
-       tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_ind[A_STR]]) - 128);
+    tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_ind[A_STR]]) - 128);
 
-       /* Boost the damage */
-       tdam_base *= tmul;
-       tdam_base /= 100;
+    /* Boost the damage */
+    tdam_base *= tmul;
+    tdam_base /= 100;
 
-       /* Base range */
-       tdis = 13 + tmul / 80;
-       if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
-       {
-               if (shooter_ptr->concent)
-                       tdis -= (5 - (shooter_ptr->concent + 1) / 2);
-               else
-                       tdis -= 5;
-       }
+    /* Base range */
+    tdis = 13 + tmul / 80;
+    if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW)) {
+        if (shooter_ptr->concent)
+            tdis -= (5 - (shooter_ptr->concent + 1) / 2);
+        else
+            tdis -= 5;
+    }
 
-       project_length = tdis + 1;
+    project_length = tdis + 1;
 
-       /* Get a direction (or cancel) */
-       if (!get_aim_dir(shooter_ptr, &dir))
-       {
-               free_turn(shooter_ptr);
+    /* Get a direction (or cancel) */
+    if (!get_aim_dir(shooter_ptr, &dir)) {
+        free_turn(shooter_ptr);
 
-               if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
+        if (snipe_type == SP_AWAY)
+            snipe_type = SP_NONE;
 
-               /* need not to reset project_length (already did)*/
+        /* need not to reset project_length (already did)*/
 
-               return;
-       }
+        return;
+    }
 
-       /* Predict the "target" location */
-       tx = shooter_ptr->x + 99 * ddx[dir];
-       ty = shooter_ptr->y + 99 * ddy[dir];
+    /* Predict the "target" location */
+    tx = shooter_ptr->x + 99 * ddx[dir];
+    ty = shooter_ptr->y + 99 * ddy[dir];
 
-       /* Check for "target request" */
-       if ((dir == 5) && target_okay(shooter_ptr))
-       {
-               tx = target_col;
-               ty = target_row;
-       }
+    /* Check for "target request" */
+    if ((dir == 5) && target_okay(shooter_ptr)) {
+        tx = target_col;
+        ty = target_row;
+    }
 
-       /* Get projection path length */
-       tdis = project_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
+    /* Get projection path length */
+    tdis = projection_path(shooter_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
 
-       project_length = 0; /* reset to default */
+    project_length = 0; /* reset to default */
 
-       /* Don't shoot at my feet */
-       if (tx == shooter_ptr->x && ty == shooter_ptr->y)
-       {
-               free_turn(shooter_ptr);
+    /* Don't shoot at my feet */
+    if (tx == shooter_ptr->x && ty == shooter_ptr->y) {
+        free_turn(shooter_ptr);
 
-               /* project_length is already reset to 0 */
+        /* project_length is already reset to 0 */
 
-               return;
-       }
+        return;
+    }
 
+    /* Take a (partial) turn */
+    shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
+    shooter_ptr->is_fired = TRUE;
 
-       /* Take a (partial) turn */
-       shooter_ptr->energy_use = (shooter_ptr->energy_use / thits);
-       shooter_ptr->is_fired = TRUE;
-
-       /* Sniper - Difficult to shot twice at 1 turn */
-       if (snipe_type == SP_DOUBLE)  shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
-
-       /* Sniper - Repeat shooting when double shots */
-       for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
-       {
-
-               /* Start at the player */
-               y = shooter_ptr->y;
-               x = shooter_ptr->x;
-               q_ptr = &forge;
-               object_copy(q_ptr, o_ptr);
-
-               /* Single object */
-               q_ptr->number = 1;
-
-               vary_item(shooter_ptr, item, -1);
-
-               sound(SOUND_SHOOT);
-               handle_stuff(shooter_ptr);
-
-               prev_y = y;
-               prev_x = x;
-
-               /* The shot does not hit yet */
-               hit_body = FALSE;
-
-               /* Travel until stopped */
-               for (cur_dis = 0; cur_dis <= tdis; )
-               {
-                       grid_type *g_ptr;
-
-                       /* Hack -- Stop at the target */
-                       if ((y == ty) && (x == tx)) break;
-
-                       /* Calculate the new location (see "project()") */
-                       ny = y;
-                       nx = x;
-                       mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
-
-                       /* Shatter Arrow */
-                       if (snipe_type == SP_KILL_WALL)
-                       {
-                               g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
-
-                               if (cave_have_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx)
-                               {
-                                       if (g_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
-                                       /* Forget the wall */
-                                       g_ptr->info &= ~(CAVE_MARK);
-                                       shooter_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
-                                       /* Destroy the wall */
-                                       cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
-
-                                       hit_body = TRUE;
-                                       break;
-                               }
-                       }
-
-                       /* Stopped by walls/doors */
-                       if (!cave_have_flag_bold(shooter_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && !shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx) break;
-
-                       /* Advance the distance */
-                       cur_dis++;
-
-                       /* Sniper */
-                       if (snipe_type == SP_LITE)
-                       {
-                               shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
-                               note_spot(shooter_ptr, ny, nx);
-                               lite_spot(shooter_ptr, ny, nx);
-                       }
-
-                       /* The player can see the (on screen) missile */
-                       if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx))
-                       {
-                               char c = object_char(q_ptr);
-                               byte a = object_attr(q_ptr);
-
-                               /* Draw, Hilite, Fresh, Pause, Erase */
-                               print_rel(shooter_ptr, c, a, ny, nx);
-                               move_cursor_relative(ny, nx);
-                               Term_fresh();
-                               Term_xtra(TERM_XTRA_DELAY, msec);
-                               lite_spot(shooter_ptr, ny, nx);
-                               Term_fresh();
-                       }
-
-                       /* The player cannot see the missile */
-                       else
-                       {
-                               /* Pause anyway, for consistancy */
-                               Term_xtra(TERM_XTRA_DELAY, msec);
-                       }
-
-                       /* Sniper */
-                       if (snipe_type == SP_KILL_TRAP)
-                       {
-                               project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP,
-                                       (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
-                       }
-
-                       /* Sniper */
-                       if (snipe_type == SP_EVILNESS)
-                       {
-                               shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
-                               note_spot(shooter_ptr, ny, nx);
-                               lite_spot(shooter_ptr, ny, nx);
-                       }
-
-                       prev_y = y;
-                       prev_x = x;
-
-                       /* Save the new location */
-                       x = nx;
-                       y = ny;
-
-                       /* Monster here, Try to hit it */
-                       if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                       {
-                               grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
-
-                               monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
-                               monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-                               /* Check the visibility */
-                               visible = m_ptr->ml;
-
-                               /* Note the collision */
-                               hit_body = TRUE;
-
-                               if (monster_csleep_remaining(m_ptr))
-                               {
-                                       if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_COMPASSION, -1);
-                                       if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(shooter_ptr, V_HONOUR, -1);
-                               }
-
-                               if ((r_ptr->level + 10) > shooter_ptr->lev)
-                               {
-                                       int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
-                                       if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval])
-                                       {
-                                               SUB_EXP amount = 0;
-                                               if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
-                                               else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
-                                               else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19)) amount = 10;
-                                               else if (shooter_ptr->lev > 34) amount = 2;
-                                               shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
-                                               shooter_ptr->update |= (PU_BONUS);
-                                       }
-                               }
-
-                               if (shooter_ptr->riding)
-                               {
-                                       if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
-                                               && ((shooter_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[shooter_ptr->current_floor_ptr->m_list[shooter_ptr->riding].r_idx].level)
-                                               && one_in_(2))
-                                       {
-                                               shooter_ptr->skill_exp[GINOU_RIDING] += 1;
-                                               shooter_ptr->update |= (PU_BONUS);
-                                       }
-                               }
-
-                               /* Did we hit it (penalize range) */
-                               if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name))
-                               {
-                                       bool fear = FALSE;
-                                       int tdam = tdam_base;
-
-                                       /* Get extra damage from concentration */
-                                       if (shooter_ptr->concent) tdam = boost_concentration_damage(shooter_ptr, tdam);
-
-                                       /* Handle unseen monster */
-                                       if (!visible)
-                                       {
-                                               /* Invisible monster */
-                                               msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
-                                       }
-
-                                       /* Handle visible monster */
-                                       else
-                                       {
-                                               GAME_TEXT m_name[MAX_NLEN];
-
-                                               /* Get "the monster" or "it" */
-                                               monster_desc(shooter_ptr, m_name, m_ptr, 0);
-
-                                               msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
-
-                                               if (m_ptr->ml)
-                                               {
-                                                       if (!shooter_ptr->image) monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
-                                                       health_track(shooter_ptr, c_mon_ptr->m_idx);
-                                               }
-                                       }
-
-                                       if (snipe_type == SP_NEEDLE)
-                                       {
-                                               if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1)
-                                                       && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
-                                               {
-                                                       GAME_TEXT m_name[MAX_NLEN];
-
-                                                       /* Get "the monster" or "it" */
-                                                       monster_desc(shooter_ptr, m_name, m_ptr, 0);
-
-                                                       tdam = m_ptr->hp + 1;
-                                                       msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
-                                               }
-                                               else tdam = 1;
-                                       }
-                                       else
-                                       {
-                                               /* Apply special damage */
-                                               tdam = calc_shot_damage_with_slay(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
-                                               tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
-
-                                               /* No negative damage */
-                                               if (tdam < 0) tdam = 0;
-
-                                               /* Modify the damage */
-                                               tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
-                                       }
-
-                                       msg_format_wizard(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))"),
-                                               tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
-
-                                       /* Sniper */
-                                       if (snipe_type == SP_EXPLODE)
-                                       {
-                                               u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
-
-                                               sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
-                                               project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
-                                               break;
-                                       }
-
-                                       /* Sniper */
-                                       if (snipe_type == SP_HOLYNESS)
-                                       {
-                                               shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
-                                               note_spot(shooter_ptr, ny, nx);
-                                               lite_spot(shooter_ptr, ny, nx);
-                                       }
-
-                                       /* Hit the monster, check for death */
-                                       if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
-                                       {
-                                               /* Dead monster */
-                                       }
-
-                                       /* No death */
-                                       else
-                                       {
-                                               /* STICK TO */
-                                               if (object_is_fixed_artifact(q_ptr) &&
-                                                       (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0))
-                                               {
-                                                       GAME_TEXT m_name[MAX_NLEN];
-
-                                                       monster_desc(shooter_ptr, m_name, m_ptr, 0);
-
-                                                       stick_to = TRUE;
-                                                       msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
-                                               }
-
-                                               message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
-
-                                               /* Anger the monster */
-                                               if (tdam > 0) anger_monster(shooter_ptr, m_ptr);
-
-                                               if (fear && m_ptr->ml)
-                                               {
-                                                       GAME_TEXT m_name[MAX_NLEN];
-                                                       sound(SOUND_FLEE);
-                                                       monster_desc(shooter_ptr, m_name, m_ptr, 0);
-                                                       msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
-                                               }
-
-                                               set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
-
-                                               /* Sniper */
-                                               if (snipe_type == SP_RUSH)
-                                               {
-                                                       int n = randint1(5) + 3;
-                                                       MONSTER_IDX m_idx = c_mon_ptr->m_idx;
-
-                                                       for (; cur_dis <= tdis; )
-                                                       {
-                                                               POSITION ox = nx;
-                                                               POSITION oy = ny;
-
-                                                               if (!n) break;
-
-                                                               /* Calculate the new location (see "project()") */
-                                                               mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
-
-                                                               /* Stopped by wilderness boundary */
-                                                               if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx)) break;
-
-                                                               /* Stopped by walls/doors */
-                                                               if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0)) break;
-
-                                                               /* Stopped by monsters */
-                                                               if (!is_cave_empty_bold(shooter_ptr, ny, nx)) break;
-
-                                                               shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
-                                                               shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-
-                                                               m_ptr->fx = nx;
-                                                               m_ptr->fy = ny;
-
-                                                               update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
-
-                                                               lite_spot(shooter_ptr, ny, nx);
-                                                               lite_spot(shooter_ptr, oy, ox);
-
-                                                               Term_fresh();
-                                                               Term_xtra(TERM_XTRA_DELAY, msec);
-
-                                                               x = nx;
-                                                               y = ny;
-                                                               cur_dis++;
-                                                               n--;
-                                                       }
-                                               }
-                                       }
-                               }
-
-                               /* Sniper */
-                               if (snipe_type == SP_PIERCE)
-                               {
-                                       if (shooter_ptr->concent < 1) break;
-                                       shooter_ptr->concent--;
-                                       continue;
-                               }
-
-                               /* Stop looking */
-                               break;
-                       }
-               }
-
-               /* Chance of breakage (during attacks) */
-               j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
-
-               if (stick_to)
-               {
-                       MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
-                       monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
-                       OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
-
-                       if (!o_idx)
-                       {
-                               msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
-                               if (object_is_fixed_artifact(q_ptr))
-                               {
-                                       a_info[j_ptr->name1].cur_num = 0;
-                               }
-                               return;
-                       }
-
-                       o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
-                       object_copy(o_ptr, q_ptr);
-
-                       /* Forget mark */
-                       o_ptr->marked &= OM_TOUCHED;
-
-                       /* Forget location */
-                       o_ptr->iy = o_ptr->ix = 0;
-
-                       /* Memorize monster */
-                       o_ptr->held_m_idx = m_idx;
-
-                       /* Build a stack */
-                       o_ptr->next_o_idx = m_ptr->hold_o_idx;
-
-                       /* Carry object */
-                       m_ptr->hold_o_idx = o_idx;
-               }
-               else if (cave_have_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT))
-               {
-                       /* Drop (or break) near that location */
-                       (void)drop_near(shooter_ptr, q_ptr, j, y, x);
-               }
-               else
-               {
-                       /* Drop (or break) near that location */
-                       (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
-               }
-
-               /* Sniper - Repeat shooting when double shots */
-       }
-
-       /* Sniper - Loose his/her concentration after any shot */
-       if (shooter_ptr->concent) reset_concentration(shooter_ptr, FALSE);
-}
+    /* Sniper - Difficult to shot twice at 1 turn */
+    if (snipe_type == SP_DOUBLE)
+        shooter_ptr->concent = (shooter_ptr->concent + 1) / 2;
+
+    /* Sniper - Repeat shooting when double shots */
+    for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++) {
+
+        /* Start at the player */
+        y = shooter_ptr->y;
+        x = shooter_ptr->x;
+        q_ptr = &forge;
+        object_copy(q_ptr, o_ptr);
+
+        /* Single object */
+        q_ptr->number = 1;
 
+        vary_item(shooter_ptr, item, -1);
+
+        sound(SOUND_SHOOT);
+        handle_stuff(shooter_ptr);
+
+        prev_y = y;
+        prev_x = x;
+
+        /* The shot does not hit yet */
+        hit_body = FALSE;
+
+        /* Travel until stopped */
+        for (cur_dis = 0; cur_dis <= tdis;) {
+            grid_type *g_ptr;
+
+            /* Hack -- Stop at the target */
+            if ((y == ty) && (x == tx))
+                break;
+
+            /* Calculate the new location (see "project()") */
+            ny = y;
+            nx = x;
+            mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
+
+            /* Shatter Arrow */
+            if (snipe_type == SP_KILL_WALL) {
+                g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
+
+                if (cave_has_flag_grid(g_ptr, FF_HURT_ROCK) && !g_ptr->m_idx) {
+                    if (g_ptr->info & (CAVE_MARK))
+                        msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
+                    /* Forget the wall */
+                    g_ptr->info &= ~(CAVE_MARK);
+                    shooter_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+                    /* Destroy the wall */
+                    cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
+
+                    hit_body = TRUE;
+                    break;
+                }
+            }
+
+            /* Stopped by walls/doors */
+            if (!cave_has_flag_bold(shooter_ptr->current_floor_ptr, ny, nx, FF_PROJECT) && !shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
+                break;
+
+            /* Advance the distance */
+            cur_dis++;
+
+            /* Sniper */
+            if (snipe_type == SP_LITE) {
+                shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
+                note_spot(shooter_ptr, ny, nx);
+                lite_spot(shooter_ptr, ny, nx);
+            }
+
+            /* The player can see the (on screen) missile */
+            if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx)) {
+                SYMBOL_CODE c = object_char(q_ptr);
+                byte a = object_attr(q_ptr);
+
+                /* Draw, Hilite, Fresh, Pause, Erase */
+                print_rel(shooter_ptr, c, a, ny, nx);
+                move_cursor_relative(ny, nx);
+                term_fresh();
+                term_xtra(TERM_XTRA_DELAY, msec);
+                lite_spot(shooter_ptr, ny, nx);
+                term_fresh();
+            }
+
+            /* The player cannot see the missile */
+            else {
+                /* Pause anyway, for consistancy */
+                term_xtra(TERM_XTRA_DELAY, msec);
+            }
+
+            /* Sniper */
+            if (snipe_type == SP_KILL_TRAP) {
+                project(shooter_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
+            }
+
+            /* Sniper */
+            if (snipe_type == SP_EVILNESS) {
+                shooter_ptr->current_floor_ptr->grid_array[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+                note_spot(shooter_ptr, ny, nx);
+                lite_spot(shooter_ptr, ny, nx);
+            }
+
+            prev_y = y;
+            prev_x = x;
+
+            /* Save the new location */
+            x = nx;
+            y = ny;
+
+            /* Monster here, Try to hit it */
+            if (shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
+                grid_type *c_mon_ptr = &shooter_ptr->current_floor_ptr->grid_array[y][x];
+
+                monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[c_mon_ptr->m_idx];
+                monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+                /* Check the visibility */
+                visible = m_ptr->ml;
+
+                /* Note the collision */
+                hit_body = TRUE;
+
+                if (monster_csleep_remaining(m_ptr)) {
+                    if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
+                        chg_virtue(shooter_ptr, V_COMPASSION, -1);
+                    if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5))
+                        chg_virtue(shooter_ptr, V_HONOUR, -1);
+                }
+
+                if ((r_ptr->level + 10) > shooter_ptr->lev) {
+                    int now_exp = shooter_ptr->weapon_exp[0][j_ptr->sval];
+                    if (now_exp < s_info[shooter_ptr->pclass].w_max[0][j_ptr->sval]) {
+                        SUB_EXP amount = 0;
+                        if (now_exp < WEAPON_EXP_BEGINNER)
+                            amount = 80;
+                        else if (now_exp < WEAPON_EXP_SKILLED)
+                            amount = 25;
+                        else if ((now_exp < WEAPON_EXP_EXPERT) && (shooter_ptr->lev > 19))
+                            amount = 10;
+                        else if (shooter_ptr->lev > 34)
+                            amount = 2;
+                        shooter_ptr->weapon_exp[0][j_ptr->sval] += amount;
+                        shooter_ptr->update |= (PU_BONUS);
+                    }
+                }
+
+                if (shooter_ptr->riding) {
+                    if ((shooter_ptr->skill_exp[GINOU_RIDING] < s_info[shooter_ptr->pclass].s_max[GINOU_RIDING])
+                        && ((shooter_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200
+                            < r_info[shooter_ptr->current_floor_ptr->m_list[shooter_ptr->riding].r_idx].level)
+                        && one_in_(2)) {
+                        shooter_ptr->skill_exp[GINOU_RIDING] += 1;
+                        shooter_ptr->update |= (PU_BONUS);
+                    }
+                }
+
+                /* Did we hit it (penalize range) */
+                if (test_hit_fire(shooter_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name)) {
+                    bool fear = FALSE;
+                    int tdam = tdam_base;
+
+                    /* Get extra damage from concentration */
+                    if (shooter_ptr->concent)
+                        tdam = boost_concentration_damage(shooter_ptr, tdam);
+
+                    /* Handle unseen monster */
+                    if (!visible) {
+                        /* Invisible monster */
+                        msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
+                    }
+
+                    /* Handle visible monster */
+                    else {
+                        GAME_TEXT m_name[MAX_NLEN];
+
+                        /* Get "the monster" or "it" */
+                        monster_desc(shooter_ptr, m_name, m_ptr, 0);
+
+                        msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
+
+                        if (m_ptr->ml) {
+                            if (!shooter_ptr->image)
+                                monster_race_track(shooter_ptr, m_ptr->ap_r_idx);
+                            health_track(shooter_ptr, c_mon_ptr->m_idx);
+                        }
+                    }
+
+                    if (snipe_type == SP_NEEDLE) {
+                        if ((randint1(randint1(r_ptr->level / (3 + shooter_ptr->concent)) + (8 - shooter_ptr->concent)) == 1) && !(r_ptr->flags1 & RF1_UNIQUE)
+                            && !(r_ptr->flags7 & RF7_UNIQUE2)) {
+                            GAME_TEXT m_name[MAX_NLEN];
+
+                            /* Get "the monster" or "it" */
+                            monster_desc(shooter_ptr, m_name, m_ptr, 0);
+
+                            tdam = m_ptr->hp + 1;
+                            msg_format(_("%sの急所に突き刺さった!", "Your shot hit a fatal spot of %s!"), m_name);
+                        } else
+                            tdam = 1;
+                    } else {
+                        /* Apply special damage */
+                        tdam = calc_shot_damage_with_slay(shooter_ptr, q_ptr, tdam, m_ptr, snipe_type);
+                        tdam = critical_shot(shooter_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
+
+                        /* No negative damage */
+                        if (tdam < 0)
+                            tdam = 0;
+
+                        /* Modify the damage */
+                        tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
+                    }
+
+                    msg_format_wizard(shooter_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))"), tdam,
+                        m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
+
+                    /* Sniper */
+                    if (snipe_type == SP_EXPLODE) {
+                        u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
+
+                        sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
+                        project(shooter_ptr, 0, ((shooter_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
+                        break;
+                    }
+
+                    /* Sniper */
+                    if (snipe_type == SP_HOLYNESS) {
+                        shooter_ptr->current_floor_ptr->grid_array[ny][nx].info |= (CAVE_GLOW);
+                        note_spot(shooter_ptr, ny, nx);
+                        lite_spot(shooter_ptr, ny, nx);
+                    }
+
+                    /* Hit the monster, check for death */
+                    if (mon_take_hit(shooter_ptr, c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr)))) {
+                        /* Dead monster */
+                    }
+
+                    /* No death */
+                    else {
+                        /* STICK TO */
+                        if (object_is_fixed_artifact(q_ptr) && (shooter_ptr->pclass != CLASS_SNIPER || shooter_ptr->concent == 0)) {
+                            GAME_TEXT m_name[MAX_NLEN];
+
+                            monster_desc(shooter_ptr, m_name, m_ptr, 0);
+
+                            stick_to = TRUE;
+                            msg_format(_("%sは%sに突き刺さった!", "%^s is stuck in %s!"), o_name, m_name);
+                        }
+
+                        message_pain(shooter_ptr, c_mon_ptr->m_idx, tdam);
+
+                        /* Anger the monster */
+                        if (tdam > 0)
+                            anger_monster(shooter_ptr, m_ptr);
+
+                        if (fear && m_ptr->ml) {
+                            GAME_TEXT m_name[MAX_NLEN];
+                            sound(SOUND_FLEE);
+                            monster_desc(shooter_ptr, m_name, m_ptr, 0);
+                            msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
+                        }
+
+                        set_target(m_ptr, shooter_ptr->y, shooter_ptr->x);
+
+                        /* Sniper */
+                        if (snipe_type == SP_RUSH) {
+                            int n = randint1(5) + 3;
+                            MONSTER_IDX m_idx = c_mon_ptr->m_idx;
+
+                            for (; cur_dis <= tdis;) {
+                                POSITION ox = nx;
+                                POSITION oy = ny;
+
+                                if (!n)
+                                    break;
+
+                                /* Calculate the new location (see "project()") */
+                                mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
+
+                                /* Stopped by wilderness boundary */
+                                if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx))
+                                    break;
+
+                                /* Stopped by walls/doors */
+                                if (!player_can_enter(shooter_ptr, shooter_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0))
+                                    break;
+
+                                /* Stopped by monsters */
+                                if (!is_cave_empty_bold(shooter_ptr, ny, nx))
+                                    break;
+
+                                shooter_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+                                shooter_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+
+                                m_ptr->fx = nx;
+                                m_ptr->fy = ny;
+
+                                update_monster(shooter_ptr, c_mon_ptr->m_idx, TRUE);
+
+                                lite_spot(shooter_ptr, ny, nx);
+                                lite_spot(shooter_ptr, oy, ox);
+
+                                term_fresh();
+                                term_xtra(TERM_XTRA_DELAY, msec);
+
+                                x = nx;
+                                y = ny;
+                                cur_dis++;
+                                n--;
+                            }
+                        }
+                    }
+                }
+
+                /* Sniper */
+                if (snipe_type == SP_PIERCE) {
+                    if (shooter_ptr->concent < 1)
+                        break;
+                    shooter_ptr->concent--;
+                    continue;
+                }
+
+                /* Stop looking */
+                break;
+            }
+        }
+
+        /* Chance of breakage (during attacks) */
+        j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
+
+        if (stick_to) {
+            MONSTER_IDX m_idx = shooter_ptr->current_floor_ptr->grid_array[y][x].m_idx;
+            monster_type *m_ptr = &shooter_ptr->current_floor_ptr->m_list[m_idx];
+            OBJECT_IDX o_idx = o_pop(shooter_ptr->current_floor_ptr);
+
+            if (!o_idx) {
+                msg_format(_("%sはどこかへ行った。", "The %s went somewhere."), o_name);
+                if (object_is_fixed_artifact(q_ptr)) {
+                    a_info[j_ptr->name1].cur_num = 0;
+                }
+                return;
+            }
+
+            o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
+            object_copy(o_ptr, q_ptr);
+
+            /* Forget mark */
+            o_ptr->marked &= OM_TOUCHED;
+
+            /* Forget location */
+            o_ptr->iy = o_ptr->ix = 0;
+
+            /* Memorize monster */
+            o_ptr->held_m_idx = m_idx;
+
+            /* Build a stack */
+            o_ptr->next_o_idx = m_ptr->hold_o_idx;
+
+            /* Carry object */
+            m_ptr->hold_o_idx = o_idx;
+        } else if (cave_has_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
+            /* Drop (or break) near that location */
+            (void)drop_near(shooter_ptr, q_ptr, j, y, x);
+        } else {
+            /* Drop (or break) near that location */
+            (void)drop_near(shooter_ptr, q_ptr, j, prev_y, prev_x);
+        }
+
+        /* Sniper - Repeat shooting when double shots */
+    }
+
+    /* Sniper - Loose his/her concentration after any shot */
+    if (shooter_ptr->concent)
+        reset_concentration(shooter_ptr, FALSE);
+}
 
 /*!
-* @brief プレイヤーからモンスターへの射撃命中判定 /
-* Determine if the player "hits" a monster (normal combat).
-* @param chance 基本命中値
-* @param m_ptr モンスターの構造体参照ポインタ
-* @param vis 目標を視界に捕らえているならばTRUEを指定
-* @param o_name メッセージ表示時のモンスター名
-* @return 命中と判定された場合TRUEを返す
-* @note Always miss 5%, always hit 5%, otherwise random.
-*/
-bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, charo_name)
+ * @brief プレイヤーからモンスターへの射撃命中判定 /
+ * Determine if the player "hits" a monster (normal combat).
+ * @param chance 基本命中値
+ * @param m_ptr モンスターの構造体参照ポインタ
+ * @param vis 目標を視界に捕らえているならばTRUEを指定
+ * @param o_name メッセージ表示時のモンスター名
+ * @return 命中と判定された場合TRUEを返す
+ * @note Always miss 5%, always hit 5%, otherwise random.
+ */
+bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
 {
-       int k;
-       ARMOUR_CLASS ac;
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       /* Percentile dice */
-       k = randint1(100);
-
-       /* Snipers with high-concentration reduce instant miss percentage.*/
-       k += shooter_ptr->concent;
-
-       /* Hack -- Instant miss or hit */
-       if (k <= 5) return FALSE;
-       if (k > 95) return TRUE;
-
-       if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
-               if (one_in_(20)) return FALSE;
-
-       /* Never hit */
-       if (chance <= 0) return FALSE;
-
-       ac = r_ptr->ac;
-       if (shooter_ptr->concent)
-       {
-               ac *= (8 - shooter_ptr->concent);
-               ac /= 8;
-       }
-
-       if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) ac *= 3;
-
-       /* Invisible monsters are harder to hit */
-       if (!vis) chance = (chance + 1) / 2;
-
-       /* Power competes against armor */
-       if (randint0(chance) < (ac * 3 / 4))
-       {
-               if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(shooter_ptr, m_name, m_ptr, 0);
-                       msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
-               }
-               return FALSE;
-       }
-
-       /* Assume hit */
-       return TRUE;
+    int k;
+    ARMOUR_CLASS ac;
+    monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+    /* Percentile dice */
+    k = randint1(100);
+
+    /* Snipers with high-concentration reduce instant miss percentage.*/
+    k += shooter_ptr->concent;
+
+    /* Hack -- Instant miss or hit */
+    if (k <= 5)
+        return FALSE;
+    if (k > 95)
+        return TRUE;
+
+    if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
+        if (one_in_(20))
+            return FALSE;
+
+    /* Never hit */
+    if (chance <= 0)
+        return FALSE;
+
+    ac = r_ptr->ac;
+    if (shooter_ptr->concent) {
+        ac *= (8 - shooter_ptr->concent);
+        ac /= 8;
+    }
+
+    if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
+        ac *= 3;
+
+    /* Invisible monsters are harder to hit */
+    if (!vis)
+        chance = (chance + 1) / 2;
+
+    /* Power competes against armor */
+    if (randint0(chance) < (ac * 3 / 4)) {
+        if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr)) {
+            GAME_TEXT m_name[MAX_NLEN];
+            monster_desc(shooter_ptr, m_name, m_ptr, 0);
+            msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
+        }
+        return FALSE;
+    }
+
+    /* Assume hit */
+    return TRUE;
 }
 
-
-
-
 /*!
-* @brief プレイヤーからモンスターへの射撃クリティカル判定 /
-* Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
-* @param weight 矢弾の重量
-* @param plus_ammo 矢弾の命中修正
-* @param plus_bow 弓の命中修正
-* @param dam 現在算出中のダメージ値
-* @return クリティカル修正が入ったダメージ値
-*/
+ * @brief プレイヤーからモンスターへの射撃クリティカル判定 /
+ * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
+ * @param weight 矢弾の重量
+ * @param plus_ammo 矢弾の命中修正
+ * @param plus_bow 弓の命中修正
+ * @param dam 現在算出中のダメージ値
+ * @return クリティカル修正が入ったダメージ値
+ */
 HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
 {
-       int i, k;
-       object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
-
-       /* Extract "shot" power */
-       i = shooter_ptr->to_h_b + plus_ammo;
-
-       if (shooter_ptr->tval_ammo == TV_BOLT)
-               i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
-       else
-               i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
-
-
-       /* Snipers can shot more critically with crossbows */
-       if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
-       if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
-
-       /* Good bow makes more critical */
-       i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
-
-       /* Critical hit */
-       if (randint1(10000) <= i)
-       {
-               k = weight * randint1(500);
-
-               if (k < 900)
-               {
-                       msg_print(_("手ごたえがあった!", "It was a good hit!"));
-                       dam += (dam / 2);
-               }
-               else if (k < 1350)
-               {
-                       msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
-                       dam *= 2;
-               }
-               else
-               {
-                       msg_print(_("会心の一撃だ!", "It was a superb hit!"));
-                       dam *= 3;
-               }
-       }
-
-       return (dam);
+    int i, k;
+    object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
+
+    /* Extract "shot" power */
+    i = shooter_ptr->to_h_b + plus_ammo;
+
+    if (shooter_ptr->tval_ammo == TV_BOLT)
+        i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
+    else
+        i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
+
+    /* Snipers can shot more critically with crossbows */
+    if (shooter_ptr->concent)
+        i += ((i * shooter_ptr->concent) / 5);
+    if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT))
+        i *= 2;
+
+    /* Good bow makes more critical */
+    i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
+
+    /* Critical hit */
+    if (randint1(10000) <= i) {
+        k = weight * randint1(500);
+
+        if (k < 900) {
+            msg_print(_("手ごたえがあった!", "It was a good hit!"));
+            dam += (dam / 2);
+        } else if (k < 1350) {
+            msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
+            dam *= 2;
+        } else {
+            msg_print(_("会心の一撃だ!", "It was a superb hit!"));
+            dam *= 3;
+        }
+    }
+
+    return (dam);
 }
 
-
-
-
 /*!
  * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
  * @param sval 射撃武器のアイテム副分類ID
@@ -1034,115 +968,99 @@ HIT_POINT critical_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo,
  */
 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
 {
-       ENERGY energy = 10000;
-
-       /* Analyze the launcher */
-       switch (sval)
-       {
-               /* Sling and ammo */
-       case SV_SLING:
-       {
-               energy = 8000;
-               break;
-       }
-
-       /* Short Bow and Arrow */
-       case SV_SHORT_BOW:
-       {
-               energy = 10000;
-               break;
-       }
-
-       /* Long Bow and Arrow */
-       case SV_LONG_BOW:
-       {
-               energy = 10000;
-               break;
-       }
-
-       /* Bow of irresponsiblity and Arrow */
-       case SV_NAMAKE_BOW:
-       {
-               energy = 7777;
-               break;
-       }
-
-       /* Light Crossbow and Bolt */
-       case SV_LIGHT_XBOW:
-       {
-               energy = 12000;
-               break;
-       }
-
-       /* Heavy Crossbow and Bolt */
-       case SV_HEAVY_XBOW:
-       {
-               energy = 13333;
-               break;
-       }
-       }
-
-       return (energy);
+    ENERGY energy = 10000;
+
+    /* Analyze the launcher */
+    switch (sval) {
+        /* Sling and ammo */
+    case SV_SLING: {
+        energy = 8000;
+        break;
+    }
+
+    /* Short Bow and Arrow */
+    case SV_SHORT_BOW: {
+        energy = 10000;
+        break;
+    }
+
+    /* Long Bow and Arrow */
+    case SV_LONG_BOW: {
+        energy = 10000;
+        break;
+    }
+
+    /* Bow of irresponsiblity and Arrow */
+    case SV_NAMAKE_BOW: {
+        energy = 7777;
+        break;
+    }
+
+    /* Light Crossbow and Bolt */
+    case SV_LIGHT_XBOW: {
+        energy = 12000;
+        break;
+    }
+
+    /* Heavy Crossbow and Bolt */
+    case SV_HEAVY_XBOW: {
+        energy = 13333;
+        break;
+    }
+    }
+
+    return (energy);
 }
 
-
 /*
  * Return bow tmul
  */
 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
 {
-       int tmul = 0;
-
-       /* Analyze the launcher */
-       switch (sval)
-       {
-               /* Sling and ammo */
-       case SV_SLING:
-       {
-               tmul = 2;
-               break;
-       }
-
-       /* Short Bow and Arrow */
-       case SV_SHORT_BOW:
-       {
-               tmul = 2;
-               break;
-       }
-
-       /* Long Bow and Arrow */
-       case SV_LONG_BOW:
-       {
-               tmul = 3;
-               break;
-       }
-
-       /* Bow of irresponsiblity and Arrow */
-       case SV_NAMAKE_BOW:
-       {
-               tmul = 3;
-               break;
-       }
-
-       /* Light Crossbow and Bolt */
-       case SV_LIGHT_XBOW:
-       {
-               tmul = 3;
-               break;
-       }
-
-       /* Heavy Crossbow and Bolt */
-       case SV_HEAVY_XBOW:
-       {
-               tmul = 4;
-               break;
-       }
-       }
-
-       return (tmul);
+    int tmul = 0;
+
+    /* Analyze the launcher */
+    switch (sval) {
+        /* Sling and ammo */
+    case SV_SLING: {
+        tmul = 2;
+        break;
+    }
+
+    /* Short Bow and Arrow */
+    case SV_SHORT_BOW: {
+        tmul = 2;
+        break;
+    }
+
+    /* Long Bow and Arrow */
+    case SV_LONG_BOW: {
+        tmul = 3;
+        break;
+    }
+
+    /* Bow of irresponsiblity and Arrow */
+    case SV_NAMAKE_BOW: {
+        tmul = 3;
+        break;
+    }
+
+    /* Light Crossbow and Bolt */
+    case SV_LIGHT_XBOW: {
+        tmul = 3;
+        break;
+    }
+
+    /* Heavy Crossbow and Bolt */
+    case SV_HEAVY_XBOW: {
+        tmul = 4;
+        break;
+    }
+    }
+
+    return (tmul);
 }
 
-
 /*!
  * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
  * @param shooter_ptr 射撃を行うクリーチャー参照ポインタ
@@ -1151,29 +1069,32 @@ int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
  * @return ダメージ期待値
  * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
  */
-HIT_POINT calc_crit_ratio_shot(player_typeshooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
+HIT_POINT calc_crit_ratio_shot(player_type *shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
 {
-       HIT_POINT i;
-       object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
+    HIT_POINT i;
+    object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
 
-       /* Extract "shot" power */
-       i = shooter_ptr->to_h_b + plus_ammo;
+    /* Extract "shot" power */
+    i = shooter_ptr->to_h_b + plus_ammo;
 
-       if (shooter_ptr->tval_ammo == TV_BOLT)
-               i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
-       else
-               i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
+    if (shooter_ptr->tval_ammo == TV_BOLT)
+        i = (shooter_ptr->skill_thb + (shooter_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
+    else
+        i = (shooter_ptr->skill_thb + ((shooter_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
 
-       /* Snipers can shot more critically with crossbows */
-       if (shooter_ptr->concent) i += ((i * shooter_ptr->concent) / 5);
-       if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT)) i *= 2;
+    /* Snipers can shot more critically with crossbows */
+    if (shooter_ptr->concent)
+        i += ((i * shooter_ptr->concent) / 5);
+    if ((shooter_ptr->pclass == CLASS_SNIPER) && (shooter_ptr->tval_ammo == TV_BOLT))
+        i *= 2;
 
-       /* Good bow makes more critical */
-       i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
+    /* Good bow makes more critical */
+    i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
 
-       if (i < 0) i = 0;
+    if (i < 0)
+        i = 0;
 
-       return i;
+    return i;
 }
 
 /*!
@@ -1186,35 +1107,34 @@ HIT_POINT calc_crit_ratio_shot(player_type* shooter_ptr, HIT_POINT plus_ammo, HI
  */
 HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
 {
-       u32b num;
-       int i, k, crit;
-       i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
+    u32b num;
+    int i, k, crit;
+    i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
 
-       k = 0;
-       num = 0;
+    k = 0;
+    num = 0;
 
-       crit = MIN(500, 900 / weight);
-       num += dam * 3 / 2 * crit;
-       k = crit;
+    crit = MIN(500, 900 / weight);
+    num += dam * 3 / 2 * crit;
+    k = crit;
 
-       crit = MIN(500, 1350 / weight);
-       crit -= k;
-       num += dam * 2 * crit;
-       k += crit;
+    crit = MIN(500, 1350 / weight);
+    crit -= k;
+    num += dam * 2 * crit;
+    k += crit;
 
-       if (k < 500)
-       {
-               crit = 500 - k;
-               num += dam * 3 * crit;
-       }
+    if (k < 500) {
+        crit = 500 - k;
+        num += dam * 3 * crit;
+    }
 
-       num /= 500;
+    num /= 500;
 
-       num *= i;
-       num += (10000 - i) * dam;
-       num /= 10000;
+    num *= i;
+    num += (10000 - i) * dam;
+    num /= 10000;
 
-       return num;
+    return num;
 }
 
 /*!
@@ -1229,35 +1149,38 @@ HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plu
  */
 HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
 {
-       u32b k, num;
-       if (dokubari) return dam;
-
-       int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
-       if (i < 0) i = 0;
-
-       k = weight;
-       num = 0;
-
-       if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
-       if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
-       if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
-       if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
-       if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
-
-       num /= 650;
-       if (shooter_ptr->pclass == CLASS_NINJA)
-       {
-               num *= i;
-               num += (4444 - i) * dam;
-               num /= 4444;
-       }
-       else
-       {
-               num *= i;
-               num += (5000 - i) * dam;
-               num /= 5000;
-       }
-
-       return num;
+    u32b k, num;
+    if (dokubari)
+        return dam;
+
+    int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
+    if (i < 0)
+        i = 0;
+
+    k = weight;
+    num = 0;
+
+    if (k < 400)
+        num += (2 * dam + 5) * (400 - k);
+    if (k < 700)
+        num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
+    if (k > (700 - 650) && k < 900)
+        num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
+    if (k > (900 - 650) && k < 1300)
+        num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
+    if (k > (1300 - 650))
+        num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
+
+    num /= 650;
+    if (shooter_ptr->pclass == CLASS_NINJA) {
+        num *= i;
+        num += (4444 - i) * dam;
+        num /= 4444;
+    } else {
+        num *= i;
+        num += (5000 - i) * dam;
+        num /= 5000;
+    }
+
+    return num;
 }
-