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[Refactor] 乗馬スキルの上昇処理を PlayerSkill クラスに移設
[hengbandforosx/hengbandosx.git] / src / combat / shoot.cpp
index 2f4c867..eedd564 100644 (file)
@@ -1,5 +1,7 @@
 #include "combat/shoot.h"
 #include "artifact/fixed-art-types.h"
+#include "avatar/avatar.h"
+#include "combat/attack-criticality.h"
 #include "core/player-redraw-types.h"
 #include "core/player-update-types.h"
 #include "core/stuff-handler.h"
 #include "monster-race/race-flags3.h"
 #include "monster-race/race-flags7.h"
 #include "monster-race/race-indice-types.h"
+#include "monster/monster-damage.h"
 #include "monster/monster-describer.h"
 #include "monster/monster-info.h"
 #include "monster/monster-status-setter.h"
 #include "monster/monster-status.h"
 #include "monster/monster-update.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-info.h"
 #include "object/object-kind.h"
 #include "object/object-mark-types.h"
-#include "player-info/avatar.h"
+#include "player-base/player-class.h"
+#include "player-info/class-info.h"
+#include "player-info/sniper-data-type.h"
 #include "player-status/player-energy.h"
-#include "player/player-class.h"
 #include "player/player-personality-types.h"
 #include "player/player-skill.h"
 #include "player/player-status-table.h"
@@ -55,6 +57,7 @@
 #include "sv-definition/sv-bow-types.h"
 #include "system/artifact-type-definition.h"
 #include "system/floor-type-definition.h"
+#include "system/grid-type-definition.h"
 #include "system/monster-race-definition.h"
 #include "system/monster-type-definition.h"
 #include "system/player-type-definition.h"
  * @param monster_ptr 目標モンスターの構造体参照ポインタ
  * @return スレイ倍率をかけたダメージ量
  */
-static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type *bow_ptr, object_type *arrow_ptr, HIT_POINT tdam, monster_type *monster_ptr, SPELL_IDX snipe_type)
+static MULTIPLY calc_shot_damage_with_slay(
+    player_type *player_ptr, object_type *bow_ptr, object_type *arrow_ptr, HIT_POINT tdam, monster_type *monster_ptr, SPELL_IDX snipe_type)
 {
     MULTIPLY mult = 10;
 
     monster_race *race_ptr = &r_info[monster_ptr->r_idx];
 
-    BIT_FLAGS flags[TR_FLAG_SIZE], bow_flags[TR_FLAG_SIZE], arrow_flags[TR_FLAG_SIZE];
-    object_flags(sniper_ptr, arrow_ptr, arrow_flags);
-    object_flags(sniper_ptr, bow_ptr, bow_flags);
+    TrFlags flags{};
+    auto arrow_flags = object_flags(arrow_ptr);
+    auto bow_flags = object_flags(bow_ptr);
 
-    for (int i = 0; i < TR_FLAG_SIZE; i++)
-        flags[i] = bow_flags[i] | arrow_flags[i];
+    flags = bow_flags | arrow_flags;
 
     /* Some "weapons" and "ammo" do extra damage */
     switch (arrow_ptr->tval) {
-    case TV_SHOT:
-    case TV_ARROW:
-    case TV_BOLT: {
-        if ((has_flag(flags, TR_SLAY_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+    case ItemKindType::SHOT:
+    case ItemKindType::ARROW:
+    case ItemKindType::BOLT: {
+        if ((flags.has(TR_SLAY_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_ANIMAL);
             }
             if (mult < 17)
                 mult = 17;
         }
 
-        if ((has_flag(flags, TR_KILL_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_KILL_ANIMAL)) && any_bits(race_ptr->flags3, RF3_ANIMAL)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_ANIMAL);
             }
             if (mult < 27)
                 mult = 27;
         }
 
-        if ((has_flag(flags, TR_SLAY_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_SLAY_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_EVIL);
             }
             if (mult < 15)
                 mult = 15;
         }
 
-        if ((has_flag(flags, TR_KILL_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_KILL_EVIL)) && any_bits(race_ptr->flags3, RF3_EVIL)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_EVIL);
             }
             if (mult < 25)
                 mult = 25;
         }
 
-        if ((has_flag(flags, TR_SLAY_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_SLAY_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_GOOD);
             }
             if (mult < 15)
                 mult = 15;
         }
 
-        if ((has_flag(flags, TR_KILL_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_KILL_GOOD)) && any_bits(race_ptr->flags3, RF3_GOOD)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_GOOD);
             }
             if (mult < 25)
                 mult = 25;
         }
 
-        if ((has_flag(flags, TR_SLAY_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_SLAY_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags2, RF2_HUMAN);
             }
             if (mult < 17)
                 mult = 17;
         }
 
-        if ((has_flag(flags, TR_KILL_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_KILL_HUMAN)) && any_bits(race_ptr->flags2, RF2_HUMAN)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags2, RF2_HUMAN);
             }
             if (mult < 27)
                 mult = 27;
         }
 
-        if ((has_flag(flags, TR_SLAY_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_SLAY_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_UNDEAD);
             }
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((has_flag(flags, TR_KILL_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_KILL_UNDEAD)) && any_bits(race_ptr->flags3, RF3_UNDEAD)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_UNDEAD);
             }
             if (mult < 30)
                 mult = 30;
         }
 
-        if ((has_flag(flags, TR_SLAY_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_SLAY_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_DEMON);
             }
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((has_flag(flags, TR_KILL_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_KILL_DEMON)) && any_bits(race_ptr->flags3, RF3_DEMON)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_DEMON);
             }
             if (mult < 30)
                 mult = 30;
         }
 
-        if ((has_flag(flags, TR_SLAY_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_SLAY_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_ORC);
             }
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((has_flag(flags, TR_KILL_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_KILL_ORC)) && any_bits(race_ptr->flags3, RF3_ORC)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_ORC);
             }
             if (mult < 30)
                 mult = 30;
         }
 
-        if ((has_flag(flags, TR_SLAY_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_SLAY_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_TROLL);
             }
 
@@ -214,52 +217,52 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
                 mult = 20;
         }
 
-        if ((has_flag(flags, TR_KILL_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_KILL_TROLL)) && any_bits(race_ptr->flags3, RF3_TROLL)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_TROLL);
             }
             if (mult < 30)
                 mult = 30;
         }
 
-        if ((has_flag(flags, TR_SLAY_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_SLAY_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_GIANT);
             }
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((has_flag(flags, TR_KILL_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_KILL_GIANT)) && any_bits(race_ptr->flags3, RF3_GIANT)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_GIANT);
             }
             if (mult < 30)
                 mult = 30;
         }
 
-        if ((has_flag(flags, TR_SLAY_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_SLAY_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_DRAGON);
             }
             if (mult < 20)
                 mult = 20;
         }
 
-        if ((has_flag(flags, TR_KILL_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
-            if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+        if ((flags.has(TR_KILL_DRAGON)) && any_bits(race_ptr->flags3, RF3_DRAGON)) {
+            if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                 set_bits(race_ptr->r_flags3, RF3_DRAGON);
             }
             if (mult < 30)
                 mult = 30;
-            if ((arrow_ptr->name1 == ART_BARD_ARROW) && (monster_ptr->r_idx == MON_SMAUG) && (sniper_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
+            if ((arrow_ptr->name1 == ART_BARD_ARROW) && (monster_ptr->r_idx == MON_SMAUG) && (player_ptr->inventory_list[INVEN_BOW].name1 == ART_BARD))
                 mult *= 5;
         }
 
-        if (has_flag(flags, TR_BRAND_ACID)) {
+        if (flags.has(TR_BRAND_ACID)) {
             /* Notice immunity */
             if (any_bits(race_ptr->flagsr, RFR_EFF_IM_ACID_MASK)) {
-                if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+                if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                     set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_ACID_MASK));
                 }
             } else {
@@ -268,10 +271,10 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
             }
         }
 
-        if (has_flag(flags, TR_BRAND_ELEC)) {
+        if (flags.has(TR_BRAND_ELEC)) {
             /* Notice immunity */
             if (any_bits(race_ptr->flagsr, RFR_EFF_IM_ELEC_MASK)) {
-                if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+                if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                     set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_ELEC_MASK));
                 }
             } else {
@@ -280,10 +283,10 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
             }
         }
 
-        if (has_flag(flags, TR_BRAND_FIRE)) {
+        if (flags.has(TR_BRAND_FIRE)) {
             /* Notice immunity */
             if (any_bits(race_ptr->flagsr, RFR_EFF_IM_FIRE_MASK)) {
-                if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+                if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                     set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_FIRE_MASK));
                 }
             }
@@ -292,7 +295,7 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
                 if (any_bits(race_ptr->flags3, RF3_HURT_FIRE)) {
                     if (mult < 25)
                         mult = 25;
-                    if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+                    if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                         set_bits(race_ptr->r_flags3, RF3_HURT_FIRE);
                     }
                 } else if (mult < 17)
@@ -300,10 +303,10 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
             }
         }
 
-        if (has_flag(flags, TR_BRAND_COLD)) {
+        if (flags.has(TR_BRAND_COLD)) {
             /* Notice immunity */
             if (any_bits(race_ptr->flagsr, RFR_EFF_IM_COLD_MASK)) {
-                if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+                if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                     set_bits(race_ptr->r_flagsr, (race_ptr->flagsr & RFR_EFF_IM_COLD_MASK));
                 }
             }
@@ -312,7 +315,7 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
                 if (any_bits(race_ptr->flags3, RF3_HURT_COLD)) {
                     if (mult < 25)
                         mult = 25;
-                    if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+                    if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                         set_bits(race_ptr->r_flags3, RF3_HURT_COLD);
                     }
                 } else if (mult < 17)
@@ -320,10 +323,10 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
             }
         }
 
-        if (has_flag(flags, TR_BRAND_POIS)) {
+        if (flags.has(TR_BRAND_POIS)) {
             /* Notice immunity */
             if (any_bits(race_ptr->flagsr, RFR_EFF_IM_POIS_MASK)) {
-                if (is_original_ap_and_seen(sniper_ptr, monster_ptr)) {
+                if (is_original_ap_and_seen(player_ptr, monster_ptr)) {
                     set_bits(race_ptr->r_flagsr, race_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
                 }
             }
@@ -334,9 +337,9 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
             }
         }
 
-        if ((has_flag(flags, TR_FORCE_WEAPON)) && (sniper_ptr->csp > (sniper_ptr->msp / 30))) {
-            sniper_ptr->csp -= (1 + (sniper_ptr->msp / 30));
-            set_bits(sniper_ptr->redraw, PR_MANA);
+        if ((flags.has(TR_FORCE_WEAPON)) && (player_ptr->csp > (player_ptr->msp / 30))) {
+            player_ptr->csp -= (1 + (player_ptr->msp / 30));
+            set_bits(player_ptr->redraw, PR_MANA);
             mult = mult * 5 / 2;
         }
         break;
@@ -348,7 +351,7 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
 
     /* Sniper */
     if (snipe_type)
-        mult = calc_snipe_damage_with_slay(sniper_ptr, mult, monster_ptr, snipe_type);
+        mult = calc_snipe_damage_with_slay(player_ptr, mult, monster_ptr, snipe_type);
 
     /* Return the total damage */
     return (tdam * mult / 10);
@@ -377,7 +380,7 @@ static MULTIPLY calc_shot_damage_with_slay(player_type *sniper_ptr, object_type
  * Note that Bows of "Extra Shots" give an extra shot.
  * </pre>
  */
-void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
+void exe_fire(player_type *player_ptr, INVENTORY_IDX item, object_type *j_ptr, SPELL_IDX snipe_type)
 {
     DIRECTION dir;
     int i;
@@ -392,32 +395,30 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
 
     object_type *o_ptr;
 
-    bool hit_body = FALSE;
+    bool hit_body = false;
 
     GAME_TEXT o_name[MAX_NLEN];
 
-    u16b path_g[512]; /* For calcuration of path length */
-
-    int msec = delay_factor * delay_factor * delay_factor;
+    uint16_t path_g[512]; /* For calcuration of path length */
 
     /* STICK TO */
-    bool stick_to = FALSE;
+    bool stick_to = false;
 
     /* Access the item (if in the pack) */
     if (item >= 0) {
-        o_ptr = &shooter_ptr->inventory_list[item];
+        o_ptr = &player_ptr->inventory_list[item];
     } else {
-        o_ptr = &shooter_ptr->current_floor_ptr->o_list[0 - item];
+        o_ptr = &player_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;
 
-    describe_flavor(shooter_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
+    describe_flavor(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
 
     /* Use the proper number of shots */
-    thits = shooter_ptr->num_fire;
+    thits = player_ptr->num_fire;
 
     /* Use a base distance */
     tdis = 10;
@@ -426,39 +427,39 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
     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);
+    bonus = (player_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);
+        chance = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][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);
+        chance = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(EXP_LEVEL_MASTER) / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
 
-    PlayerEnergy(shooter_ptr).set_player_turn_energy(bow_energy(j_ptr->sval));
+    PlayerEnergy(player_ptr).set_player_turn_energy(bow_energy(j_ptr->sval));
     tmul = bow_tmul(j_ptr->sval);
 
     /* Get extra "power" from "extra might" */
-    if (shooter_ptr->xtra_might)
+    if (player_ptr->xtra_might)
         tmul++;
 
-    tmul = tmul * (100 + (int)(adj_str_td[shooter_ptr->stat_index[A_STR]]) - 128);
+    tmul = tmul * (100 + (int)(adj_str_td[player_ptr->stat_index[A_STR]]) - 128);
 
     /* Boost the damage */
     tdam_base *= tmul;
     tdam_base /= 100;
 
+    auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+    auto sniper_concent = sniper_data ? sniper_data->concent : 0;
+
     /* 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;
+        tdis -= (5 - (sniper_concent + 1) / 2);
     }
 
     project_length = tdis + 1;
 
     /* Get a direction (or cancel) */
-    if (!get_aim_dir(shooter_ptr, &dir)) {
-        PlayerEnergy(shooter_ptr).reset_player_turn();
+    if (!get_aim_dir(player_ptr, &dir)) {
+        PlayerEnergy(player_ptr).reset_player_turn();
 
         if (snipe_type == SP_AWAY)
             snipe_type = SP_NONE;
@@ -468,24 +469,27 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
         return;
     }
 
+    if (snipe_type != SP_NONE)
+        sound(SOUND_ZAP);
+
     /* Predict the "target" location */
-    tx = shooter_ptr->x + 99 * ddx[dir];
-    ty = shooter_ptr->y + 99 * ddy[dir];
+    tx = player_ptr->x + 99 * ddx[dir];
+    ty = player_ptr->y + 99 * ddy[dir];
 
     /* Check for "target request" */
-    if ((dir == 5) && target_okay(shooter_ptr)) {
+    if ((dir == 5) && target_okay(player_ptr)) {
         tx = target_col;
         ty = target_row;
     }
 
     /* 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;
+    tdis = projection_path(player_ptr, path_g, project_length, player_ptr->y, player_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
 
     project_length = 0; /* reset to default */
 
     /* Don't shoot at my feet */
-    if (tx == shooter_ptr->x && ty == shooter_ptr->y) {
-        PlayerEnergy(shooter_ptr).reset_player_turn();
+    if (tx == player_ptr->x && ty == player_ptr->y) {
+        PlayerEnergy(player_ptr).reset_player_turn();
 
         /* project_length is already reset to 0 */
 
@@ -493,34 +497,34 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
     }
 
     /* Take a (partial) turn */
-    PlayerEnergy(shooter_ptr).div_player_turn_energy((ENERGY)thits);
-    shooter_ptr->is_fired = TRUE;
+    PlayerEnergy(player_ptr).div_player_turn_energy((ENERGY)thits);
+    player_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_concent = (sniper_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;
+        y = player_ptr->y;
+        x = player_ptr->x;
         q_ptr = &forge;
         q_ptr->copy_from(o_ptr);
 
         /* Single object */
         q_ptr->number = 1;
 
-        vary_item(shooter_ptr, item, -1);
+        vary_item(player_ptr, item, -1);
 
         sound(SOUND_SHOOT);
-        handle_stuff(shooter_ptr);
+        handle_stuff(player_ptr);
 
         prev_y = y;
         prev_x = x;
 
         /* The shot does not hit yet */
-        hit_body = FALSE;
+        hit_body = false;
 
         /* Travel until stopped */
         for (cur_dis = 0; cur_dis <= tdis;) {
@@ -533,29 +537,29 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
             /* Calculate the new location (see "project()") */
             ny = y;
             nx = x;
-            mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
+            mmove2(&ny, &nx, player_ptr->y, player_ptr->x, ty, tx);
 
             /* Shatter Arrow */
             if (snipe_type == SP_KILL_WALL) {
-                g_ptr = &shooter_ptr->current_floor_ptr->grid_array[ny][nx];
+                g_ptr = &player_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->cave_has_flag(FF::HURT_ROCK) && !g_ptr->m_idx) {
                     if (any_bits(g_ptr->info, (CAVE_MARK)))
                         msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
                     /* Forget the wall */
                     reset_bits(g_ptr->info, (CAVE_MARK));
-                    set_bits(shooter_ptr->update, PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+                    set_bits(player_ptr->update, PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
 
                     /* Destroy the wall */
-                    cave_alter_feat(shooter_ptr, ny, nx, FF_HURT_ROCK);
+                    cave_alter_feat(player_ptr, ny, nx, FF::HURT_ROCK);
 
-                    hit_body = TRUE;
+                    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)
+            if (!cave_has_flag_bold(player_ptr->current_floor_ptr, ny, nx, FF::PROJECT) && !player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
                 break;
 
             /* Advance the distance */
@@ -563,23 +567,23 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
 
             /* Sniper */
             if (snipe_type == SP_LITE) {
-                set_bits(shooter_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
-                note_spot(shooter_ptr, ny, nx);
-                lite_spot(shooter_ptr, ny, nx);
+                set_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
+                note_spot(player_ptr, ny, nx);
+                lite_spot(player_ptr, ny, nx);
             }
 
             /* The player can see the (on screen) missile */
-            if (panel_contains(ny, nx) && player_can_see_bold(shooter_ptr, ny, nx)) {
+            if (panel_contains(ny, nx) && player_can_see_bold(player_ptr, ny, nx)) {
                 SYMBOL_CODE c = object_char(q_ptr);
                 byte a = object_attr(q_ptr);
 
                 /* Draw, Hilite, Fresh, Pause, Erase */
-                if (msec > 0) {
-                    print_rel(shooter_ptr, c, a, ny, nx);
+                if (delay_factor > 0) {
+                    print_rel(player_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_xtra(TERM_XTRA_DELAY, delay_factor);
+                    lite_spot(player_ptr, ny, nx);
                     term_fresh();
                 }
             }
@@ -587,21 +591,21 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
             /* The player cannot see the missile */
             else {
                 /* Pause anyway, for consistancy **/
-                if (msec > 0) {
-                    term_xtra(TERM_XTRA_DELAY, msec);
+                if (delay_factor > 0) {
+                    term_xtra(TERM_XTRA_DELAY, delay_factor);
                 }
             }
 
             /* 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));
+                project(player_ptr, 0, 0, ny, nx, 0, GF_KILL_TRAP, (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM));
             }
 
             /* Sniper */
             if (snipe_type == SP_EVILNESS) {
-                reset_bits(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);
+                reset_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, (CAVE_GLOW | CAVE_MARK));
+                note_spot(player_ptr, ny, nx);
+                lite_spot(player_ptr, ny, nx);
             }
 
             prev_y = y;
@@ -612,61 +616,42 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
             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];
+            if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
+                sound(SOUND_SHOOT_HIT);
+                grid_type *c_mon_ptr = &player_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_type *m_ptr = &player_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;
+                hit_body = true;
 
                 if (monster_csleep_remaining(m_ptr)) {
                     if (none_bits(r_ptr->flags3, RF3_EVIL) || one_in_(5))
-                        chg_virtue(shooter_ptr, V_COMPASSION, -1);
+                        chg_virtue(player_ptr, V_COMPASSION, -1);
                     if (none_bits(r_ptr->flags3, RF3_EVIL) || one_in_(5))
-                        chg_virtue(shooter_ptr, V_HONOUR, -1);
+                        chg_virtue(player_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;
-                        set_bits(shooter_ptr->update, PU_BONUS);
-                    }
+                if ((r_ptr->level + 10) > player_ptr->lev) {
+                    PlayerSkill(player_ptr).gain_range_weapon_exp(j_ptr);
                 }
 
-                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;
-                        set_bits(shooter_ptr->update, PU_BONUS);
-                    }
+                if (player_ptr->riding) {
+                    PlayerSkill(player_ptr).gain_riding_skill_exp_on_range_attack();
                 }
 
                 /* 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;
+                if (test_hit_fire(player_ptr, chance - cur_dis, m_ptr, m_ptr->ml, o_name)) {
+                    bool fear = false;
                     auto tdam = tdam_base; //!< @note 実際に与えるダメージ
                     auto base_dam = tdam; //!< @note 補正前の与えるダメージ(無傷、全ての耐性など)
 
                     /* Get extra damage from concentration */
-                    if (shooter_ptr->concent)
-                        tdam = boost_concentration_damage(shooter_ptr, tdam);
+                    tdam = boost_concentration_damage(player_ptr, tdam);
 
                     /* Handle unseen monster */
                     if (!visible) {
@@ -679,24 +664,24 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
                         GAME_TEXT m_name[MAX_NLEN];
 
                         /* Get "the monster" or "it" */
-                        monster_desc(shooter_ptr, m_name, m_ptr, 0);
+                        monster_desc(player_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 (!player_ptr->hallucinated)
+                                monster_race_track(player_ptr, m_ptr->ap_r_idx);
+                            health_track(player_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)
+                        if ((randint1(randint1(r_ptr->level / (3 + sniper_concent)) + (8 - sniper_concent)) == 1)
                             && none_bits(r_ptr->flags1, RF1_UNIQUE) && none_bits(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);
+                            monster_desc(player_ptr, m_name, m_ptr, 0);
 
                             tdam = m_ptr->hp + 1;
                             base_dam = tdam;
@@ -707,8 +692,8 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
                         }
                     } else {
                         /* Apply special damage */
-                        tdam = calc_shot_damage_with_slay(shooter_ptr, j_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);
+                        tdam = calc_shot_damage_with_slay(player_ptr, j_ptr, q_ptr, tdam, m_ptr, snipe_type);
+                        tdam = critical_shot(player_ptr, q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
 
                         /* No negative damage */
                         if (tdam < 0)
@@ -716,59 +701,60 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
 
                         /* Modify the damage */
                         base_dam = tdam;
-                        tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
+                        tdam = mon_damage_mod(player_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,
+                    msg_format_wizard(player_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);
+                        uint16_t 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, base_dam, GF_MISSILE, flg);
+                        project(player_ptr, 0, ((sniper_concent + 1) / 2 + 1), ny, nx, base_dam, GF_MISSILE, flg);
                         break;
                     }
 
                     /* Sniper */
                     if (snipe_type == SP_HOLYNESS) {
-                        set_bits(shooter_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
-                        note_spot(shooter_ptr, ny, nx);
-                        lite_spot(shooter_ptr, ny, nx);
+                        set_bits(player_ptr->current_floor_ptr->grid_array[ny][nx].info, CAVE_GLOW);
+                        note_spot(player_ptr, ny, nx);
+                        lite_spot(player_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)))) {
+                    MonsterDamageProcessor mdp(player_ptr, c_mon_ptr->m_idx, tdam, &fear);
+                    if (mdp.mon_take_hit(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)) {
+                        if (q_ptr->is_fixed_artifact() && (sniper_concent == 0)) {
                             GAME_TEXT m_name[MAX_NLEN];
 
-                            monster_desc(shooter_ptr, m_name, m_ptr, 0);
+                            monster_desc(player_ptr, m_name, m_ptr, 0);
 
-                            stick_to = TRUE;
+                            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);
+                        message_pain(player_ptr, c_mon_ptr->m_idx, tdam);
 
                         /* Anger the monster */
                         if (tdam > 0)
-                            anger_monster(shooter_ptr, m_ptr);
+                            anger_monster(player_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);
+                            monster_desc(player_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);
+                        set_target(m_ptr, player_ptr->y, player_ptr->x);
 
                         /* Sniper */
                         if (snipe_type == SP_RUSH) {
@@ -783,33 +769,33 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
                                     break;
 
                                 /* Calculate the new location (see "project()") */
-                                mmove2(&ny, &nx, shooter_ptr->y, shooter_ptr->x, ty, tx);
+                                mmove2(&ny, &nx, player_ptr->y, player_ptr->x, ty, tx);
 
                                 /* Stopped by wilderness boundary */
-                                if (!in_bounds2(shooter_ptr->current_floor_ptr, ny, nx))
+                                if (!in_bounds2(player_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))
+                                if (!player_can_enter(player_ptr, player_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0))
                                     break;
 
                                 /* Stopped by monsters */
-                                if (!is_cave_empty_bold(shooter_ptr, ny, nx))
+                                if (!is_cave_empty_bold(player_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;
+                                player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
+                                player_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
 
                                 m_ptr->fx = nx;
                                 m_ptr->fy = ny;
 
-                                update_monster(shooter_ptr, m_idx, TRUE);
+                                update_monster(player_ptr, m_idx, true);
 
-                                if (msec > 0) {
-                                    lite_spot(shooter_ptr, ny, nx);
-                                    lite_spot(shooter_ptr, oy, ox);
+                                if (delay_factor > 0) {
+                                    lite_spot(player_ptr, ny, nx);
+                                    lite_spot(player_ptr, oy, ox);
                                     term_fresh();
-                                    term_xtra(TERM_XTRA_DELAY, msec);
+                                    term_xtra(TERM_XTRA_DELAY, delay_factor);
                                 }
 
                                 x = nx;
@@ -822,10 +808,8 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
                 }
 
                 /* Sniper */
-                if (snipe_type == SP_PIERCE) {
-                    if (shooter_ptr->concent < 1)
-                        break;
-                    shooter_ptr->concent--;
+                if (snipe_type == SP_PIERCE && sniper_concent > 0) {
+                    sniper_concent--;
                     continue;
                 }
 
@@ -835,22 +819,22 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
         }
 
         /* Chance of breakage (during attacks) */
-        j = (hit_body ? breakage_chance(shooter_ptr, q_ptr, shooter_ptr->pclass == CLASS_ARCHER, snipe_type) : 0);
+        j = (hit_body ? breakage_chance(player_ptr, q_ptr, player_ptr->pclass == PlayerClassType::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);
+            MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[y][x].m_idx;
+            monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+            OBJECT_IDX o_idx = o_pop(player_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)) {
+                if (q_ptr->is_fixed_artifact()) {
                     a_info[j_ptr->name1].cur_num = 0;
                 }
                 return;
             }
 
-            o_ptr = &shooter_ptr->current_floor_ptr->o_list[o_idx];
+            o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
             o_ptr->copy_from(q_ptr);
 
             /* Forget mark */
@@ -863,21 +847,20 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
             o_ptr->held_m_idx = m_idx;
 
             /* Carry object */
-            m_ptr->hold_o_idx_list.push_front(o_idx);
-        } else if (cave_has_flag_bold(shooter_ptr->current_floor_ptr, y, x, FF_PROJECT)) {
+            m_ptr->hold_o_idx_list.add(player_ptr->current_floor_ptr, o_idx);
+        } else if (cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FF::PROJECT)) {
             /* Drop (or break) near that location */
-            (void)drop_near(shooter_ptr, q_ptr, j, y, x);
+            (void)drop_near(player_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);
+            (void)drop_near(player_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);
+    reset_concentration(player_ptr, false);
 }
 
 /*!
@@ -890,7 +873,7 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
  * @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)
+bool test_hit_fire(player_type *player_ptr, int chance, monster_type *m_ptr, int vis, char *o_name)
 {
     int k;
     ARMOUR_CLASS ac;
@@ -899,28 +882,28 @@ bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, in
     /* Percentile dice */
     k = randint1(100);
 
+    auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+    auto sniper_concent = sniper_data ? sniper_data->concent : 0;
+
     /* Snipers with high-concentration reduce instant miss percentage.*/
-    k += shooter_ptr->concent;
+    k += sniper_concent;
 
     /* Hack -- Instant miss or hit */
     if (k <= 5)
-        return FALSE;
+        return false;
     if (k > 95)
-        return TRUE;
+        return true;
 
-    if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
+    if (player_ptr->ppersonality == PERSONALITY_LAZY)
         if (one_in_(20))
-            return FALSE;
+            return false;
 
     /* Never hit */
     if (chance <= 0)
-        return FALSE;
+        return false;
 
     ac = r_ptr->ac;
-    if (shooter_ptr->concent) {
-        ac *= (8 - shooter_ptr->concent);
-        ac /= 8;
-    }
+    ac = ac * (8 - sniper_concent) / 8;
 
     if (m_ptr->r_idx == MON_GOEMON && !monster_csleep_remaining(m_ptr))
         ac *= 3;
@@ -933,14 +916,14 @@ bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, in
     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);
+            monster_desc(player_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;
+        return false;
     }
 
     /* Assume hit */
-    return TRUE;
+    return true;
 }
 
 /*!
@@ -952,27 +935,29 @@ bool test_hit_fire(player_type *shooter_ptr, int chance, monster_type *m_ptr, in
  * @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)
+HIT_POINT critical_shot(player_type *player_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];
+    object_type *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
 
     /* Extract "shot" power */
-    i = shooter_ptr->to_h_b + plus_ammo;
+    i = player_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);
+    if (player_ptr->tval_ammo == ItemKindType::BOLT)
+        i = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][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);
+        i = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(EXP_LEVEL_MASTER) / 2)) / 200 + i) * BTH_PLUS_ADJ);
+
+    auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+    auto sniper_concent = sniper_data ? sniper_data->concent : 0;
 
     /* 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 += ((i * sniper_concent) / 5);
+    if ((player_ptr->pclass == PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT))
         i *= 2;
 
     /* Good bow makes more critical */
-    i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
+    i += plus_bow * 8 * (sniper_concent + 5);
 
     /* Critical hit */
     if (randint1(10000) <= i) {
@@ -1095,33 +1080,35 @@ int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
 
 /*!
  * @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
+ * @param player_ptr プレイヤーへの参照ポインタ
  * @param plus_ammo 矢弾のダメージ修正
  * @param plus_bow 弓のダメージ修正
  * @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_type *shooter_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
+HIT_POINT calc_crit_ratio_shot(player_type *player_ptr, HIT_POINT plus_ammo, HIT_POINT plus_bow)
 {
     HIT_POINT i;
-    object_type *j_ptr = &shooter_ptr->inventory_list[INVEN_BOW];
+    object_type *j_ptr = &player_ptr->inventory_list[INVEN_BOW];
 
     /* Extract "shot" power */
-    i = shooter_ptr->to_h_b + plus_ammo;
+    i = player_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);
+    if (player_ptr->tval_ammo == ItemKindType::BOLT)
+        i = (player_ptr->skill_thb + (player_ptr->weapon_exp[j_ptr->tval][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);
+        i = (player_ptr->skill_thb + ((player_ptr->weapon_exp[j_ptr->tval][j_ptr->sval] - (PlayerSkill::weapon_exp_at(EXP_LEVEL_MASTER) / 2)) / 200 + i) * BTH_PLUS_ADJ);
+
+    auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
+    auto sniper_concent = sniper_data ? sniper_data->concent : 0;
 
     /* 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 += ((i * sniper_concent) / 5);
+    if ((player_ptr->pclass == PlayerClassType::SNIPER) && (player_ptr->tval_ammo == ItemKindType::BOLT))
         i *= 2;
 
     /* Good bow makes more critical */
-    i += plus_bow * 8 * (shooter_ptr->concent ? shooter_ptr->concent + 5 : 5);
+    i += plus_bow * 8 * (sniper_concent + 5);
 
     if (i < 0)
         i = 0;
@@ -1137,20 +1124,20 @@ HIT_POINT calc_crit_ratio_shot(player_type *shooter_ptr, HIT_POINT plus_ammo, HI
  * @param dam 基本ダメージ量
  * @return ダメージ期待値
  */
-HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
+HIT_POINT calc_expect_crit_shot(player_type *player_ptr, WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
 {
-    u32b num;
+    uint32_t num;
     int i, k, crit;
-    i = calc_crit_ratio_shot(shooter_ptr, plus_ammo, plus_bow);
+    i = calc_crit_ratio_shot(player_ptr, plus_ammo, plus_bow);
 
     k = 0;
     num = 0;
 
-    crit = MIN(500, 900 / weight);
+    crit = std::min(500, 900 / weight);
     num += dam * 3 / 2 * crit;
     k = crit;
 
-    crit = MIN(500, 1350 / weight);
+    crit = std::min(500, 1350 / weight);
     crit -= k;
     num += dam * 2 * crit;
     k += crit;
@@ -1171,48 +1158,52 @@ HIT_POINT calc_expect_crit_shot(player_type *shooter_ptr, WEIGHT weight, int plu
 
 /*!
  * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
- * @param shooter_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
  * @param weight 武器の重量
  * @param plus 武器のダメージ修正
  * @param dam 基本ダメージ
  * @param meichuu 命中値
  * @param dokubari 毒針処理か否か
+ * @param impact 強撃かどうか
  * @return ダメージ期待値
  */
-HIT_POINT calc_expect_crit(player_type *shooter_ptr, WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
+HIT_POINT calc_expect_crit(player_type *player_ptr, WEIGHT weight, int plus, HIT_POINT dam, int16_t meichuu, bool dokubari, bool impact)
 {
-    u32b k, num;
     if (dokubari)
         return dam;
 
-    int i = (weight + (meichuu * 3 + plus * 5) + shooter_ptr->skill_thn);
+    int i = (weight + (meichuu * 3 + plus * 5) + player_ptr->skill_thn);
     if (i < 0)
         i = 0;
 
-    k = weight;
-    num = 0;
+    // 通常ダメージdam、武器重量weightでクリティカルが発生した時のクリティカルダメージ期待値
+    auto calc_weight_expect_dam = [](HIT_POINT dam, WEIGHT weight) {
+        HIT_POINT sum = 0;
+        for (int d = 1; d <= 650; ++d) {
+            int k = weight + d;
+            sum += std::get<0>(apply_critical_norm_damage(k, dam));
+        }
+        return sum / 650;
+    };
+
+    uint32_t 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;
+    if (impact) {
+        for (int d = 1; d <= 650; ++d) {
+            num += calc_weight_expect_dam(dam, weight + d);
+        }
+        num /= 650;
     } else {
-        num *= i;
-        num += (5000 - i) * dam;
-        num /= 5000;
+        num += calc_weight_expect_dam(dam, weight);
     }
 
+    int pow = (player_ptr->pclass == PlayerClassType::NINJA) ? 4444 : 5000;
+    if (impact)
+        pow /= 2;
+
+    num *= i;
+    num += (pow - i) * dam;
+    num /= pow;
+
     return num;
 }