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#37287 (2.2.0.40) cmd1.c内のC4457警告に対応。 / Deal C4457 warning in cmd1.c.
[hengband/hengband.git] / src / cmd2.c
index d3149bc..6fc56c1 100644 (file)
@@ -1,6 +1,8 @@
-/* File: cmd2.c */
-
-/*
+/*!
+ *  @file cmd2.c
+ *  @brief プレイヤーのコマンド処理2 / Movement commands (part 2)
+ *  @date 2014/01/02
+ *  @author
  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
  *
  * This software may be copied and distributed for educational, research,
  * are included in all such copies.  Other copyrights may also apply.
  */
 
-/* Purpose: Movement commands (part 2) */
-
 #include "angband.h"
 
 
-/*
- * Go up one level
+/*!
+ * @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
+ * @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容
+ * @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE
+ */
+bool confirm_leave_level(bool down_stair)
+{
+       quest_type *q_ptr = &quest[p_ptr->inside_quest];
+
+       /* Confirm leaving from once only quest */
+       if (confirm_quest && p_ptr->inside_quest &&
+           (q_ptr->type == QUEST_TYPE_RANDOM ||
+            (q_ptr->flags & QUEST_FLAG_ONCE &&
+                                               q_ptr->status != QUEST_STATUS_COMPLETED) ||
+                (q_ptr->flags & QUEST_FLAG_TOWER &&
+                                               ((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) ||
+                                                (down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))))))
+       {
+#ifdef JP
+               msg_print("この階を一度去ると二度と戻って来られません。");
+               if (get_check("本当にこの階を去りますか?")) return TRUE;
+#else
+               msg_print("You can't come back here once you leave this floor.");
+               if (get_check("Really leave this floor? ")) return TRUE;
+#endif
+       }
+       else
+       {
+               return TRUE;
+       }
+       return FALSE;
+}
+
+/*!
+ * @brief 階段を使って階層を昇る処理 / Go up one level
+ * @return なし
  */
 void do_cmd_go_up(void)
 {
        bool go_up = FALSE;
-       cave_type *c_ptr;
+
+       /* Player grid */
+       cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+
        int up_num = 0;
 
        if (p_ptr->special_defense & KATA_MUSOU)
@@ -27,18 +65,26 @@ void do_cmd_go_up(void)
                set_action(ACTION_NONE);
        }
 
-       /* Player grid */
-       c_ptr = &cave[py][px];
+       /* Verify stairs */
+       if (!have_flag(f_ptr->flags, FF_LESS))
+       {
+               msg_print(_("ここには上り階段が見当たらない。", "I see no up staircase here."));
+               return;
+       }
 
        /* Quest up stairs */
-       if (c_ptr->feat == FEAT_QUEST_UP)
+       if (have_flag(f_ptr->flags, FF_QUEST))
        {
+               /* Cancel the command */
+               if (!confirm_leave_level(FALSE)) return;
+       
+               
                /* Success */
 #ifdef JP
                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                       msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+                       msg_print("なんだこの階段は!");
                else
-                       msg_print("¾å¤Î³¬¤ËÅФä¿¡£");
+                       msg_print("上の階に登った。");
 #else
                msg_print("You enter the up staircase.");
 #endif
@@ -50,6 +96,11 @@ void do_cmd_go_up(void)
                /* Activate the quest */
                if (!quest[p_ptr->inside_quest].status)
                {
+                       if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
+                       {
+                               init_flags = INIT_ASSIGN;
+                               process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+                       }
                        quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
                }
 
@@ -61,93 +112,69 @@ void do_cmd_go_up(void)
 
                /* Leaving */
                p_ptr->leaving = TRUE;
-               p_ptr->leftbldg = TRUE;
 
                p_ptr->oldpx = 0;
                p_ptr->oldpy = 0;
+               
+               /* Hack -- take a turn */
+               p_ptr->energy_use = 100;
 
                /* End the command */
                return;
        }
 
-       /* Normal up stairs? */
-       if (c_ptr->feat != FEAT_LESS && c_ptr->feat != FEAT_LESS_LESS)
-       {
-#ifdef JP
-               msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-               msg_print("I see no up staircase here.");
-#endif
-
-               return;
-       }
-
        if (!dun_level)
        {
                go_up = TRUE;
        }
        else
        {
-               quest_type *q_ptr = &quest[p_ptr->inside_quest];
-
-               /* Confirm leaving from once only quest */
-               if (confirm_quest && p_ptr->inside_quest &&
-                   (q_ptr->type == QUEST_TYPE_RANDOM ||
-                    (q_ptr->flags & QUEST_FLAG_ONCE &&
-                     q_ptr->status != QUEST_STATUS_COMPLETED)))
-               {
-#ifdef JP
-                       msg_print("¤³¤Î³¬¤ò°ìÅÙµî¤ë¤ÈÆóÅÙ¤ÈÌá¤Ã¤ÆÍè¤é¤ì¤Þ¤»¤ó¡£");
-                       if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) go_up = TRUE;
-#else
-                       msg_print("You can't come back here once you leave this floor.");
-                       if (get_check("Really leave this floor? ")) go_up = TRUE;
-#endif
-               }
-               else
-               {
-                       go_up = TRUE;
-               }
+               go_up = confirm_leave_level(FALSE);
        }
 
        /* Cancel the command */
        if (!go_up) return;
 
        /* Hack -- take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        if (autosave_l) do_cmd_save_game(TRUE);
 
-       if (p_ptr->inside_quest)
+       /* For a random quest */
+       if (p_ptr->inside_quest &&
+           quest[p_ptr->inside_quest].type == QUEST_TYPE_RANDOM)
        {
                leave_quest_check();
 
-               if (quest[leaving_quest].type != QUEST_TYPE_RANDOM)
-               {
-                       p_ptr->inside_quest = c_ptr->special;
-                       dun_level = 0;
-               }
-               else
-               {
-                       p_ptr->inside_quest = 0;
-               }
+               p_ptr->inside_quest = 0;
+       }
 
+       /* For a fixed quest */
+       if (p_ptr->inside_quest &&
+           quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
+       {
+               leave_quest_check();
+
+               p_ptr->inside_quest = c_ptr->special;
+               dun_level = 0;
                up_num = 0;
        }
+
+       /* For normal dungeon and random quest */
        else
        {
                /* New depth */
-               if (c_ptr->feat == FEAT_LESS_LESS)
+               if (have_flag(f_ptr->flags, FF_SHAFT))
                {
                        /* Create a way back */
-                       prepare_change_floor_mode(CFM_UP | CFM_SHAFT);
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_SHAFT);
 
                        up_num = 2;
                }
                else
                {
                        /* Create a way back */
-                       prepare_change_floor_mode(CFM_UP);
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP);
 
                        up_num = 1;
                }
@@ -156,39 +183,31 @@ void do_cmd_go_up(void)
                if (dun_level - up_num < d_info[dungeon_type].mindepth)
                        up_num = dun_level;
        }
-
-#ifdef JP
-       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿");
-#else
-       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "go up the stairs to");
-#endif
+       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
 
        /* Success */
-#ifdef JP
        if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-               msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+               msg_print(_("なんだこの階段は!", ""));
        else if (up_num == dun_level)
-               msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£");
-       else
-               msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
-#else
-       if (up_num == dun_level)
-               msg_print("You go back to the surface.");
+               msg_print(_("地上に戻った。", "You go back to the surface."));
        else
-               msg_print("You enter a maze of up staircases.");
-#endif
+               msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases."));
 
        /* Leaving */
        p_ptr->leaving = TRUE;
 }
 
 
-/*
- * Go down one level
+/*!
+ * @brief 階段を使って階層を降りる処理 / Go down one level
+ * @return なし
  */
 void do_cmd_go_down(void)
 {
-       cave_type *c_ptr;
+       /* Player grid */
+       cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+
        bool fall_trap = FALSE;
        int down_num = 0;
 
@@ -197,31 +216,49 @@ void do_cmd_go_down(void)
                set_action(ACTION_NONE);
        }
 
-       /* Player grid */
-       c_ptr = &cave[py][px];
+       /* Verify stairs */
+       if (!have_flag(f_ptr->flags, FF_MORE))
+       {
+               msg_print(_("ここには下り階段が見当たらない。", "I see no down staircase here."));
+               return;
+       }
+
+       if (have_flag(f_ptr->flags, FF_TRAP)) fall_trap = TRUE;
 
-       if (c_ptr->feat == (FEAT_TRAP_TRAPDOOR)) fall_trap = TRUE;
+       /* Quest entrance */
+       if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
+       {
+               do_cmd_quest();
+       }
 
        /* Quest down stairs */
-       if (c_ptr->feat == FEAT_QUEST_DOWN)
+       else if (have_flag(f_ptr->flags, FF_QUEST))
        {
+               /* Confirm Leaving */
+               if(!confirm_leave_level(TRUE)) return;
+               
 #ifdef JP
                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                       msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+                       msg_print("なんだこの階段は!");
                else
-                       msg_print("²¼¤Î³¬¤Ë¹ß¤ê¤¿¡£");
+                       msg_print("下の階に降りた。");
 #else
                        msg_print("You enter the down staircase.");
 #endif
 
-
                leave_quest_check();
+               leave_tower_check();
 
                p_ptr->inside_quest = c_ptr->special;
 
                /* Activate the quest */
                if (!quest[p_ptr->inside_quest].status)
                {
+                       if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
+                       {
+                               init_flags = INIT_ASSIGN;
+                               process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+                       }
                        quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
                }
 
@@ -233,109 +270,86 @@ void do_cmd_go_down(void)
 
                /* Leaving */
                p_ptr->leaving = TRUE;
-               p_ptr->leftbldg = TRUE;
 
                p_ptr->oldpx = 0;
                p_ptr->oldpy = 0;
+               
+               
+        /* Hack -- take a turn */
+        p_ptr->energy_use = 100;
        }
-       /* Verify stairs */
-       else if ((c_ptr->feat != FEAT_MORE) && (c_ptr->feat != FEAT_MORE_MORE) && (c_ptr->feat != FEAT_ENTRANCE) && !fall_trap)
-       {
-#ifdef JP
-               msg_print("¤³¤³¤Ë¤Ï²¼¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-               msg_print("I see no down staircase here.");
-#endif
 
-               return;
-       }
        else
        {
+               int target_dungeon = 0;
+
                if (!dun_level)
                {
-                       if (ironman_downward && (c_ptr->special != DUNGEON_ANGBAND))
+                       target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND;
+
+                       if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
                        {
-#ifdef JP
-                               msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÆþ¸ý¤ÏºÉ¤¬¤ì¤Æ¤¤¤ë¡ª");
-#else
-                               msg_print("The entrance of this dungeon is closed!");
-#endif
+                               msg_print(_("ダンジョンの入口は塞がれている!", "The entrance of this dungeon is closed!"));
                                return;
                        }
-                       if (!max_dlv[c_ptr->special])
+                       if (!max_dlv[target_dungeon])
                        {
-#ifdef JP
-                               msg_format("¤³¤³¤Ë¤Ï%s¤ÎÆþ¤ê¸ý(%d³¬ÁêÅö)¤¬¤¢¤ê¤Þ¤¹", d_name+d_info[c_ptr->special].name, d_info[c_ptr->special].mindepth);
-                               if (!get_check("ËÜÅö¤Ë¤³¤Î¥À¥ó¥¸¥ç¥ó¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
-#else
-                               msg_format("There is the entrance of %s (Danger level: %d)", d_name+d_info[c_ptr->special].name, d_info[c_ptr->special].mindepth);
-                               if (!get_check("Do you really get in this dungeon? ")) return;
-#endif
+                               msg_format(_("ここには%sの入り口(%d階相当)があります", "There is the entrance of %s (Danger level: %d)"),
+                                                       d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
+                               if (!get_check(_("本当にこのダンジョンに入りますか?", "Do you really get in this dungeon? "))) return;
                        }
 
                        /* Save old player position */
-                       p_ptr->oldpx = px;
-                       p_ptr->oldpy = py;
-                       dungeon_type = (byte)c_ptr->special;
+                       p_ptr->oldpx = p_ptr->x;
+                       p_ptr->oldpy = p_ptr->y;
+                       dungeon_type = (byte)target_dungeon;
+
+                       /*
+                        * Clear all saved floors
+                        * and create a first saved floor
+                        */
+                       prepare_change_floor_mode(CFM_FIRST_FLOOR);
                }
 
                /* Hack -- take a turn */
-               energy_use = 100;
+               p_ptr->energy_use = 100;
 
                if (autosave_l) do_cmd_save_game(TRUE);
 
                /* Go down */
-               if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
+               if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
                else down_num += 1;
 
-
                if (!dun_level)
                {
                        /* Enter the dungeon just now */
                        p_ptr->enter_dungeon = TRUE;
-                       down_num = d_info[c_ptr->special].mindepth;
+                       down_num = d_info[dungeon_type].mindepth;
                }
 
                if (record_stair)
                {
-#ifdef JP
-                       if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
-                       else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
-#else
-                       if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fall from trap door");
-                       else do_cmd_write_nikki(NIKKI_STAIR, down_num, "go down the stairs to");
-#endif
+                       if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, _("落とし戸に落ちた", "fell through a trap door"));
+                       else do_cmd_write_nikki(NIKKI_STAIR, down_num, _("階段を下りた", "climbed down the stairs to"));
                }
 
                if (fall_trap)
                {
-#ifdef JP
-                       msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
-#else
-                       msg_print("You deliberately jump through the trap door.");
-#endif
+                       msg_print(_("わざと落とし戸に落ちた。", "You deliberately jump through the trap door."));
                }
                else
                {
                        /* Success */
-                       if(c_ptr->feat == FEAT_ENTRANCE)
+                       if (target_dungeon)
                        {
-#ifdef JP
-                               msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
-#else
-                               msg_format("You entered %s.", d_text + d_info[dungeon_type].text);
-#endif
+                               msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[dungeon_type].text);
                        }
                        else
                        {
-#ifdef JP
                                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                       msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+                                       msg_print(_("なんだこの階段は!", ""));
                                else
-                                       msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£");
-#else
-                               msg_print("You enter a maze of down staircases.");
-#endif
+                                       msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases."));
                        }
                }
 
@@ -345,28 +359,28 @@ void do_cmd_go_down(void)
 
                if (fall_trap)
                {
-                       prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
                }
                else
                {
-                       if (c_ptr->feat == FEAT_MORE_MORE)
+                       if (have_flag(f_ptr->flags, FF_SHAFT))
                        {
                                /* Create a way back */
-                               prepare_change_floor_mode(CFM_DOWN | CFM_SHAFT);
+                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_SHAFT);
                        }
                        else
                        {
                                /* Create a way back */
-                               prepare_change_floor_mode(CFM_DOWN);
+                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN);
                        }
                }
        }
 }
 
 
-
-/*
- * Simple command to "search" for one turn
+/*!
+ * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn
+ * @return なし
  */
 void do_cmd_search(void)
 {
@@ -384,17 +398,21 @@ void do_cmd_search(void)
        }
 
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Search */
        search();
 }
 
 
-/*
- * Determine if a grid contains a chest
+/*!
+ * @brief 該当のマスに存在している箱のオブジェクトIDを返す。
+ * @param y 走査対象にしたいマスのY座標
+ * @param x 走査対象にしたいマスのX座標
+ * @param trapped TRUEならばトラップが存在する箱のみ、FALSEならば空でない箱全てを対象にする
+ * @return 箱が存在する場合そのオブジェクトID、存在しない場合0を返す。
  */
-static s16b chest_check(int y, int x)
+static s16b chest_check(int y, int x, bool trapped)
 {
        cave_type *c_ptr = &cave[y][x];
 
@@ -413,10 +431,15 @@ static s16b chest_check(int y, int x)
                next_o_idx = o_ptr->next_o_idx;
 
                /* Skip unknown chests XXX XXX */
-               /* if (!o_ptr->marked) continue; */
+               /* if (!(o_ptr->marked & OM_FOUND)) continue; */
 
-               /* Check for chest */
-               if (o_ptr->tval == TV_CHEST) return (this_o_idx);
+               /* Check for non empty chest */
+               if ((o_ptr->tval == TV_CHEST) &&
+                       (((!trapped) && (o_ptr->pval)) || /* non empty */
+                       ((trapped) && (o_ptr->pval > 0)))) /* trapped only */
+               {
+                       return (this_o_idx);
+               }
        }
 
        /* No chest */
@@ -424,9 +447,16 @@ static s16b chest_check(int y, int x)
 }
 
 
-/*
+/*!
+ * @brief 箱からアイテムを引き出す /
  * Allocates objects upon opening a chest    -BEN-
- *
+ * @param scatter TRUEならばトラップによるアイテムの拡散処理
+ * @param y 箱の存在するマスのY座標
+ * @param x 箱の存在するマスのX座標
+ * @param o_idx 箱のオブジェクトID
+ * @return なし
+ * @details
+ * <pre>
  * Disperse treasures from the given chest, centered at (x,y).
  *
  * Small chests often contain "gold", while Large chests always contain
@@ -434,13 +464,14 @@ static s16b chest_check(int y, int x)
  * and Steel chests contain 6 items.  The "value" of the items in a
  * chest is based on the "power" of the chest, which is in turn based
  * on the level on which the chest is generated.
+ * </pre>
  */
 static void chest_death(bool scatter, int y, int x, s16b o_idx)
 {
        int number;
 
        bool small;
-       bool great = FALSE;
+       u32b mode = AM_GOOD;
 
        object_type forge;
        object_type *q_ptr;
@@ -458,7 +489,7 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
        {
                number = 5;
                small = FALSE;
-               great = TRUE;
+               mode |= AM_GREAT;
                object_level = o_ptr->xtra3;
        }
        else
@@ -493,7 +524,7 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
                else
                {
                        /* Make a good object */
-                       if (!make_object(q_ptr, TRUE, great)) continue;
+                       if (!make_object(q_ptr, mode)) continue;
                }
 
                /* If chest scatters its contents, pick any floor square. */
@@ -534,11 +565,18 @@ static void chest_death(bool scatter, int y, int x, s16b o_idx)
 }
 
 
-/*
+/*!
+ * @brief 箱のトラップ処理 /
  * Chests have traps too.
- *
+ * @param y 箱の存在するマスのY座標
+ * @param x 箱の存在するマスのX座標
+ * @param o_idx 箱のオブジェクトID
+ * @return なし
+ * @details
+ * <pre>
  * Exploding chest destroys contents (and traps).
  * Note that the chest itself is never destroyed.
+ * </pre>
  */
 static void chest_trap(int y, int x, s16b o_idx)
 {
@@ -558,8 +596,8 @@ static void chest_trap(int y, int x, s16b o_idx)
        if (trap & (CHEST_LOSE_STR))
        {
 #ifdef JP
-               msg_print("»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¾®¤µ¤Ê¿Ë¤Ë»É¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
-               take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "ÆÇ¿Ë", -1);
+               msg_print("仕掛けられていた小さな針に刺されてしまった!");
+               take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1);
 #else
                msg_print("A small needle has pricked you!");
                take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
@@ -572,8 +610,8 @@ static void chest_trap(int y, int x, s16b o_idx)
        if (trap & (CHEST_LOSE_CON))
        {
 #ifdef JP
-               msg_print("»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¾®¤µ¤Ê¿Ë¤Ë»É¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
-               take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "ÆÇ¿Ë", -1);
+               msg_print("仕掛けられていた小さな針に刺されてしまった!");
+               take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1);
 #else
                msg_print("A small needle has pricked you!");
                take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
@@ -585,13 +623,8 @@ static void chest_trap(int y, int x, s16b o_idx)
        /* Poison */
        if (trap & (CHEST_POISON))
        {
-#ifdef JP
-               msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿Îп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
-               msg_print("A puff of green gas surrounds you!");
-#endif
-
-               if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+               msg_print(_("突如吹き出した緑色のガスに包み込まれた!", "A puff of green gas surrounds you!"));
+               if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
                {
                        (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
                }
@@ -600,13 +633,7 @@ static void chest_trap(int y, int x, s16b o_idx)
        /* Paralyze */
        if (trap & (CHEST_PARALYZE))
        {
-#ifdef JP
-               msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿²«¿§¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
-               msg_print("A puff of yellow gas surrounds you!");
-#endif
-
-
+               msg_print(_("突如吹き出した黄色いガスに包み込まれた!", "A puff of yellow gas surrounds you!"));
                if (!p_ptr->free_act)
                {
                        (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
@@ -617,17 +644,11 @@ static void chest_trap(int y, int x, s16b o_idx)
        if (trap & (CHEST_SUMMON))
        {
                int num = 2 + randint1(3);
-#ifdef JP
-               msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿±ì¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
-               msg_print("You are enveloped in a cloud of smoke!");
-#endif
-
-
+               msg_print(_("突如吹き出した煙に包み込まれた!", "You are enveloped in a cloud of smoke!"));
                for (i = 0; i < num; i++)
                {
                        if (randint1(100)<dun_level)
-                               activate_hi_summon(py, px, FALSE);
+                               activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
                        else
                                (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
                }
@@ -636,11 +657,7 @@ static void chest_trap(int y, int x, s16b o_idx)
        /* Elemental summon. */
        if (trap & (CHEST_E_SUMMON))
        {
-#ifdef JP
-               msg_print("Êõ¤ò¼é¤ë¤¿¤á¤Ë¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿¡ª");
-#else
-               msg_print("Elemental beings appear to protect their treasures!");
-#endif
+               msg_print(_("宝を守るためにエレメンタルが現れた!", "Elemental beings appear to protect their treasures!"));
                for (i = 0; i < randint1(3) + 5; i++)
                {
                        (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
@@ -650,11 +667,7 @@ static void chest_trap(int y, int x, s16b o_idx)
        /* Force clouds, then summon birds. */
        if (trap & (CHEST_BIRD_STORM))
        {
-#ifdef JP
-               msg_print("Ä»¤Î·²¤ì¤¬¤¢¤Ê¤¿¤ò¼è¤ê´¬¤¤¤¿¡ª");
-#else
-               msg_print("A storm of birds swirls around you!");
-#endif
+               msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
 
                for (i = 0; i < randint1(3) + 3; i++)
                        (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
@@ -671,12 +684,7 @@ static void chest_trap(int y, int x, s16b o_idx)
                /* Summon demons. */
                if (one_in_(4))
                {
-#ifdef JP
-                       msg_print("±ê¤Èⲫ¤Î±À¤ÎÃæ¤Ë°­Ë⤬»Ñ¤ò¸½¤·¤¿¡ª");
-#else
-                       msg_print("Demons materialize in clouds of fire and brimstone!");
-#endif
-
+                       msg_print(_("炎と硫黄の雲の中に悪魔が姿を現した!", "Demons materialize in clouds of fire and brimstone!"));
                        for (i = 0; i < randint1(3) + 2; i++)
                        {
                                (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
@@ -687,12 +695,7 @@ static void chest_trap(int y, int x, s16b o_idx)
                /* Summon dragons. */
                else if (one_in_(3))
                {
-#ifdef JP
-                       msg_print("°Å°Ç¤Ë¥É¥é¥´¥ó¤Î±Æ¤¬¤Ü¤ó¤ä¤ê¤È¸½¤ì¤¿¡ª");
-#else
-                       msg_print("Draconic forms loom out of the darkness!");
-#endif
-
+                       msg_print(_("暗闇にドラゴンの影がぼんやりと現れた!", "Draconic forms loom out of the darkness!"));
                        for (i = 0; i < randint1(3) + 2; i++)
                        {
                                (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
@@ -702,12 +705,7 @@ static void chest_trap(int y, int x, s16b o_idx)
                /* Summon hybrids. */
                else if (one_in_(2))
                {
-#ifdef JP
-                       msg_print("´ñ̯¤Ê»Ñ¤Î²øʪ¤¬½±¤Ã¤ÆÍ褿¡ª");
-#else
-                       msg_print("Creatures strange and twisted assault you!");
-#endif
-
+                       msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!"));
                        for (i = 0; i < randint1(5) + 3; i++)
                        {
                                (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
@@ -717,12 +715,7 @@ static void chest_trap(int y, int x, s16b o_idx)
                /* Summon vortices (scattered) */
                else
                {
-#ifdef JP
-                       msg_print("±²´¬¤«¹çÂΤ·¡¢ÇËÎö¤·¤¿¡ª");
-#else
-                       msg_print("Vortices coalesce and wreak destruction!");
-#endif
-
+                       msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!"));
                        for (i = 0; i < randint1(3) + 2; i++)
                        {
                                (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
@@ -737,23 +730,14 @@ static void chest_trap(int y, int x, s16b o_idx)
                int nasty_tricks_count = 4 + randint0(3);
 
                /* Message. */
-#ifdef JP
-               msg_print("¶²¤·¤¤À¼¤¬¶Á¤¤¤¿:  ¡Ö°Å°Ç¤¬Æò¤ò¤Ä¤Ä¤Þ¤ó¡ª¡×");
-#else
-               msg_print("Hideous voices bid:  'Let the darkness have thee!'");
-#endif
-
+               msg_print(_("恐ろしい声が響いた:  「暗闇が汝をつつまん!」", "Hideous voices bid:  'Let the darkness have thee!'"));
                /* This is gonna hurt... */
                for (; nasty_tricks_count > 0; nasty_tricks_count--)
                {
                        /* ...but a high saving throw does help a little. */
                        if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav)
                        {
-#ifdef JP
-                               if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1);
-#else
-                               if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1);
-#endif
+                               if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), _("破滅のトラップの宝箱", "a chest dispel-player trap"), -1);
                                else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
                                else if (one_in_(4))
                                {
@@ -782,54 +766,38 @@ static void chest_trap(int y, int x, s16b o_idx)
        /* Aggravate monsters. */
        if (trap & (CHEST_ALARM))
        {
-#ifdef JP
-               msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
-#else
-               msg_print("An alarm sounds!");
-#endif
+               msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
                aggravate_monsters(0);
        }
 
        /* Explode */
        if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
        {
-#ifdef JP
-               msg_print("ÆÍÁ³¡¢È¢¤¬Çúȯ¤·¤¿¡ª");
-               msg_print("È¢¤ÎÃæ¤Îʪ¤Ï¤¹¤Ù¤ÆÊ´¡¹¤ËºÕ¤±»¶¤Ã¤¿¡ª");
-#else
-               msg_print("There is a sudden explosion!");
-               msg_print("Everything inside the chest is destroyed!");
-#endif
-
+               msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!"));
+               msg_print(_("箱の中の物はすべて粉々に砕け散った!", "Everything inside the chest is destroyed!"));
                o_ptr->pval = 0;
                sound(SOUND_EXPLODE);
-#ifdef JP
-               take_hit(DAMAGE_ATTACK, damroll(5, 8), "Çúȯ¤¹¤ëÈ¢", -1);
-#else
-               take_hit(DAMAGE_ATTACK, damroll(5, 8), "an exploding chest", -1);
-#endif
-
+               take_hit(DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
        }
        /* Scatter contents. */
        if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
        {
-#ifdef JP
-               msg_print("ÊõÈ¢¤ÎÃæ¿È¤Ï¥À¥ó¥¸¥ç¥ó¤¸¤å¤¦¤Ë»¶Í𤷤¿¡ª");
-#else
-               msg_print("The contents of the chest scatter all over the dungeon!");
-#endif
+               msg_print(_("宝箱の中身はダンジョンじゅうに散乱した!", "The contents of the chest scatter all over the dungeon!"));
                chest_death(TRUE, y, x, o_idx);
                o_ptr->pval = 0;
        }
 }
 
 
-/*
+/*!
+ * @brief 箱を開けるコマンドのメインルーチン /
  * Attempt to open the given chest at the given location
- *
+ * @param y 箱の存在するマスのY座標
+ * @param x 箱の存在するマスのX座標
+ * @param o_idx 箱のオブジェクトID
+ * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
+ * @details
  * Assume there is no monster blocking the destination
- *
- * Returns TRUE if repeated commands may continue
  */
 static bool do_cmd_open_chest(int y, int x, s16b o_idx)
 {
@@ -843,7 +811,7 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx)
 
 
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Attempt to unlock it */
        if (o_ptr->pval > 0)
@@ -867,12 +835,7 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx)
                /* Success -- May still have traps */
                if (randint0(100) < j)
                {
-#ifdef JP
-                       msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
-#else
-                       msg_print("You have picked the lock.");
-#endif
-
+                       msg_print(_("鍵をはずした。", "You have picked the lock."));
                        gain_exp(1);
                        flag = TRUE;
                }
@@ -883,11 +846,7 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx)
                        /* We may continue repeating */
                        more = TRUE;
                        if (flush_failure) flush();
-#ifdef JP
-                       msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
-#else
-                       msg_print("You failed to pick the lock.");
-#endif
+                       msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
 
                }
        }
@@ -909,17 +868,27 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx)
 
 #if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */
 
-/*
- * Return TRUE if the given feature is an open door
+/*!
+ * @brief 地形は開くものであって、かつ開かれているかを返す /
+ * Attempt to open the given chest at the given location
+ * @param feat 地形ID
+ * @return 開いた地形である場合TRUEを返す /  Return TRUE if the given feature is an open door
  */
 static bool is_open(int feat)
 {
-       return (feat == FEAT_OPEN);
+       return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
 }
 
 
-/*
- * Return the number of features around (or under) the character.
+/*!
+ * @brief プレイヤーの周辺9マスに該当する地形がいくつあるかを返す /
+ * Attempt to open the given chest at the given location
+ * @param y 該当する地形の中から1つのY座標を返す参照ポインタ
+ * @param x 該当する地形の中から1つのX座標を返す参照ポインタ
+ * @param test 地形条件を判定するための関数ポインタ
+ * @param under TRUEならばプレイヤーの直下の座標も走査対象にする
+ * @return 該当する地形の数
+ * @details Return the number of features around (or under) the character.
  * Usually look for doors and floor traps.
  */
 static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)
@@ -933,14 +902,14 @@ static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)
        for (d = 0; d < 9; d++)
        {
                cave_type *c_ptr;
-               byte feat;
+               s16b feat;
 
                /* if not searching under player continue */
                if ((d == 8) && !under) continue;
 
                /* Extract adjacent (legal) location */
-               yy = py + ddy_ddd[d];
-               xx = px + ddx_ddd[d];
+               yy = p_ptr->y + ddy_ddd[d];
+               xx = p_ptr->x + ddx_ddd[d];
 
                /* Get the cave */
                c_ptr = &cave[yy][xx];
@@ -949,8 +918,8 @@ static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)
                if (!(c_ptr->info & (CAVE_MARK))) continue;
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-               
+               feat = get_feat_mimic(c_ptr);
+
                /* Not looking for this feature */
                if (!((*test)(feat))) continue;
 
@@ -967,8 +936,14 @@ static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)
 }
 
 
-/*
+/*!
+ * @brief プレイヤーの周辺9マスに箱のあるマスがいくつあるかを返す /
  * Return the number of chests around (or under) the character.
+ * @param y 該当するマスの中から1つのY座標を返す参照ポインタ
+ * @param x 該当するマスの中から1つのX座標を返す参照ポインタ
+ * @param trapped TRUEならばトラップの存在が判明している箱のみ対象にする
+ * @return 該当する地形の数
+ * @details
  * If requested, count only trapped chests.
  */
 static int count_chests(int *y, int *x, bool trapped)
@@ -984,11 +959,11 @@ static int count_chests(int *y, int *x, bool trapped)
        for (d = 0; d < 9; d++)
        {
                /* Extract adjacent (legal) location */
-               int yy = py + ddy_ddd[d];
-               int xx = px + ddx_ddd[d];
+               int yy = p_ptr->y + ddy_ddd[d];
+               int xx = p_ptr->x + ddx_ddd[d];
 
                /* No (visible) chest is there */
-               if ((o_idx = chest_check(yy, xx)) == 0) continue;
+               if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
 
                /* Grab the object */
                o_ptr = &o_list[o_idx];
@@ -997,7 +972,7 @@ static int count_chests(int *y, int *x, bool trapped)
                if (o_ptr->pval == 0) continue;
 
                /* No (known) traps here */
-               if (trapped && (!object_known_p(o_ptr) ||
+               if (trapped && (!object_is_known(o_ptr) ||
                        !chest_traps[o_ptr->pval])) continue;
 
                /* OK */
@@ -1013,16 +988,20 @@ static int count_chests(int *y, int *x, bool trapped)
 }
 
 
-/*
+/*!
+ * @brief プレイヤーから指定の座標がどの方角にあるかを返す /
  * Convert an adjacent location to a direction.
+ * @param y 方角を確認したY座標
+ * @param x 方角を確認したX座標
+ * @return 方向ID
  */
 static int coords_to_dir(int y, int x)
 {
        int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
        int dy, dx;
 
-       dy = y - py;
-       dx = x - px;
+       dy = y - p_ptr->y;
+       dx = x - p_ptr->x;
 
        /* Paranoia */
        if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
@@ -1033,46 +1012,43 @@ static int coords_to_dir(int y, int x)
 #endif /* defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) -- TNB */
 
 
-/*
+/*!
+ * @brief 「開ける」動作コマンドのサブルーチン /
  * Perform the basic "open" command on doors
- *
+ * @param y 対象を行うマスのY座標
+ * @param x 対象を行うマスのX座標
+ * @return 実際に処理が行われた場合TRUEを返す。
+ * @details
  * Assume destination is a closed/locked/jammed door
- *
  * Assume there is no monster blocking the destination
- *
  * Returns TRUE if repeated commands may continue
  */
 static bool do_cmd_open_aux(int y, int x)
 {
        int i, j;
 
-       cave_type *c_ptr;
+       /* Get requested grid */
+       cave_type *c_ptr = &cave[y][x];
+
+       feature_type *f_ptr = &f_info[c_ptr->feat];
 
        bool more = FALSE;
 
 
        /* Take a turn */
-       energy_use = 100;
-
-       /* Get requested grid */
-       c_ptr = &cave[y][x];
+       p_ptr->energy_use = 100;
 
        /* Seeing true feature code (ignore mimic) */
-               
+
        /* Jammed door */
-       if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08)
+       if (!have_flag(f_ptr->flags, FF_OPEN))
        {
                /* Stuck */
-#ifdef JP
-               msg_print("¥É¥¢¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
-               msg_print("The door appears to be stuck.");
-#endif
-
+               msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
        }
 
        /* Locked door */
-       else if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x01)
+       else if (f_ptr->power)
        {
                /* Disarm factor */
                i = p_ptr->skill_dis;
@@ -1082,7 +1058,7 @@ static bool do_cmd_open_aux(int y, int x)
                if (p_ptr->confused || p_ptr->image) i = i / 10;
 
                /* Extract the lock power */
-               j = c_ptr->feat - FEAT_DOOR_HEAD;
+               j = f_ptr->power;
 
                /* Extract the difficulty XXX XXX XXX */
                j = i - (j * 4);
@@ -1094,18 +1070,10 @@ static bool do_cmd_open_aux(int y, int x)
                if (randint0(100) < j)
                {
                        /* Message */
-#ifdef JP
-                       msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
-#else
-                       msg_print("You have picked the lock.");
-#endif
-
+                       msg_print(_("鍵をはずした。", "You have picked the lock."));
 
                        /* Open the door */
-                       cave_set_feat(y, x, FEAT_OPEN);
-
-                       /* Update some things */
-                       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+                       cave_alter_feat(y, x, FF_OPEN);
 
                        /* Sound */
                        sound(SOUND_OPENDOOR);
@@ -1121,12 +1089,7 @@ static bool do_cmd_open_aux(int y, int x)
                        if (flush_failure) flush();
 
                        /* Message */
-#ifdef JP
-                       msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
-#else
-                       msg_print("You failed to pick the lock.");
-#endif
-
+                       msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
 
                        /* We may keep trying */
                        more = TRUE;
@@ -1134,13 +1097,10 @@ static bool do_cmd_open_aux(int y, int x)
        }
 
        /* Closed door */
-       else if (c_ptr->feat == FEAT_DOOR_HEAD)
+       else
        {
                /* Open the door */
-               cave_set_feat(y, x, FEAT_OPEN);
-
-               /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+               cave_alter_feat(y, x, FF_OPEN);
 
                /* Sound */
                sound(SOUND_OPENDOOR);
@@ -1150,11 +1110,11 @@ static bool do_cmd_open_aux(int y, int x)
        return (more);
 }
 
-
-
-/*
+/*!
+ * @brief 「開ける」コマンドのメインルーチン /
  * Open a closed/locked/jammed door or a closed/locked chest.
- *
+ * @return なし
+ * @details
  * Unlocking a locked door/chest is worth one experience point.
  */
 void do_cmd_open(void)
@@ -1210,48 +1170,38 @@ void do_cmd_open(void)
        /* Get a "repeated" direction */
        if (get_rep_dir(&dir, TRUE))
        {
-               byte feat;
+               s16b feat;
                cave_type *c_ptr;
 
                /* Get requested location */
-               y = py + ddy[dir];
-               x = px + ddx[dir];
+               y = p_ptr->y + ddy[dir];
+               x = p_ptr->x + ddx[dir];
 
                /* Get requested grid */
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-               
+               feat = get_feat_mimic(c_ptr);
+
                /* Check for chest */
-               o_idx = chest_check(y, x);
+               o_idx = chest_check(y, x, FALSE);
 
                /* Nothing useful */
-               if (!is_closed_door(feat) && !o_idx)
+               if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
                {
                        /* Message */
-#ifdef JP
-               msg_print("¤½¤³¤Ë¤Ï³«¤±¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-                       msg_print("You see nothing there to open.");
-#endif
-
+                       msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
                }
 
                /* Monster in the way */
                else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
                {
                        /* Take a turn */
-                       energy_use = 100;
+                       p_ptr->energy_use = 100;
 
                        /* Message */
-#ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
-                       msg_print("There is a monster in the way!");
-#endif
-
-
+                       msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
+                       
                        /* Attack */
                        py_attack(y, x, 0);
                }
@@ -1277,51 +1227,58 @@ void do_cmd_open(void)
 
 
 
-/*
+/*!
+ * @brief 「閉じる」動作コマンドのサブルーチン /
  * Perform the basic "close" command
- *
+ * @param y 対象を行うマスのY座標
+ * @param x 対象を行うマスのX座標
+ * @return 実際に処理が行われた場合TRUEを返す。
+ * @details
  * Assume destination is an open/broken door
- *
  * Assume there is no monster blocking the destination
- *
  * Returns TRUE if repeated commands may continue
  */
 static bool do_cmd_close_aux(int y, int x)
 {
-       cave_type       *c_ptr;
-       bool            more = FALSE;
+       /* Get grid and contents */
+       cave_type *c_ptr = &cave[y][x];
+       s16b      old_feat = c_ptr->feat;
+       bool      more = FALSE;
 
        /* Take a turn */
-       energy_use = 100;
-
-       /* Get grid and contents */
-       c_ptr = &cave[y][x];
+       p_ptr->energy_use = 100;
 
        /* Seeing true feature code (ignore mimic) */
-               
-       /* Broken door */
-       if (c_ptr->feat == FEAT_BROKEN)
-       {
-               /* Message */
-#ifdef JP
-               msg_print("¥É¥¢¤Ï²õ¤ì¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
-#else
-               msg_print("The door appears to be broken.");
-#endif
-
-       }
 
        /* Open door */
-       else if (c_ptr->feat == FEAT_OPEN)
+       if (have_flag(f_info[old_feat].flags, FF_CLOSE))
        {
-               /* Close the door */
-               cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
+               s16b closed_feat = feat_state(old_feat, FF_CLOSE);
 
-               /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+               /* Hack -- object in the way */
+               if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
+                   (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
+               {
+                       /* Message */
+                       msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
+               }
+               else
+               {
+                       /* Close the door */
+                       cave_alter_feat(y, x, FF_CLOSE);
 
-               /* Sound */
-               sound(SOUND_SHUTDOOR);
+                       /* Broken door */
+                       if (old_feat == c_ptr->feat)
+                       {
+                               /* Message */
+                               msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
+                       }
+                       else
+                       {
+                               /* Sound */
+                               sound(SOUND_SHUTDOOR);
+                       }
+               }
        }
 
        /* Result */
@@ -1329,8 +1286,12 @@ static bool do_cmd_close_aux(int y, int x)
 }
 
 
-/*
+/*!
+ * @brief 「閉じる」コマンドのメインルーチン /
  * Close an open door.
+ * @return なし
+ * @details
+ * Unlocking a locked door/chest is worth one experience point.
  */
 void do_cmd_close(void)
 {
@@ -1374,43 +1335,33 @@ void do_cmd_close(void)
        if (get_rep_dir(&dir,FALSE))
        {
                cave_type *c_ptr;
-               byte feat;
+               s16b feat;
 
                /* Get requested location */
-               y = py + ddy[dir];
-               x = px + ddx[dir];
+               y = p_ptr->y + ddy[dir];
+               x = p_ptr->x + ddx[dir];
 
                /* Get grid and contents */
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-               
+               feat = get_feat_mimic(c_ptr);
+
                /* Require open/broken door */
-               if ((feat != FEAT_OPEN) && (feat != FEAT_BROKEN))
+               if (!have_flag(f_info[feat].flags, FF_CLOSE))
                {
                        /* Message */
-#ifdef JP
-                       msg_print("¤½¤³¤Ë¤ÏÊĤ¸¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-                       msg_print("You see nothing there to close.");
-#endif
-
+                       msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
                }
 
                /* Monster in the way */
                else if (c_ptr->m_idx)
                {
                        /* Take a turn */
-                       energy_use = 100;
+                       p_ptr->energy_use = 100;
 
                        /* Message */
-#ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
-                       msg_print("There is a monster in the way!");
-#endif
-
+                       msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
 
                        /* Attack */
                        py_attack(y, x, 0);
@@ -1429,36 +1380,32 @@ void do_cmd_close(void)
 }
 
 
-/*
+/*!
+ * @brief 「掘る」コマンドを該当のマスに行えるかの判定と結果メッセージの表示 /
  * Determine if a given grid may be "tunneled"
+ * @param y 対象を行うマスのY座標
+ * @param x 対象を行うマスのX座標
+ * @return 
  */
 static bool do_cmd_tunnel_test(int y, int x)
 {
+       cave_type *c_ptr = &cave[y][x];
+
        /* Must have knowledge */
-       if (!(cave[y][x].info & (CAVE_MARK)))
+       if (!(c_ptr->info & CAVE_MARK))
        {
                /* Message */
-#ifdef JP
-               msg_print("¤½¤³¤Ë¤Ï²¿¤â¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-               msg_print("You see nothing there.");
-#endif
-
+               msg_print(_("そこには何も見当たらない。", "You see nothing there."));
 
                /* Nope */
                return (FALSE);
        }
 
        /* Must be a wall/door/etc */
-       if (cave_floor_bold(y, x))
+       if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
        {
                /* Message */
-#ifdef JP
-               msg_print("¤½¤³¤Ë¤Ï·¡¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-               msg_print("You see nothing there to tunnel.");
-#endif
-
+               msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
 
                /* Nope */
                return (FALSE);
@@ -1469,323 +1416,122 @@ static bool do_cmd_tunnel_test(int y, int x)
 }
 
 
-
-/*
- * Tunnel through wall.  Assumes valid location.
- *
- * Note that it is impossible to "extend" rooms past their
- * outer walls (which are actually part of the room).
- *
- * This will, however, produce grids which are NOT illuminated
- * (or darkened) along with the rest of the room.
- */
-static bool twall(int y, int x, byte feat)
-{
-       cave_type       *c_ptr = &cave[y][x];
-
-       /* Paranoia -- Require a wall or door or some such */
-       if (cave_floor_bold(y, x)) return (FALSE);
-
-       /* Forget the wall */
-       c_ptr->info &= ~(CAVE_MARK);
-
-       /* Remove the feature */
-       cave_set_feat(y, x, feat);
-
-       /* Update some things */
-       p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
-
-       /* Result */
-       return (TRUE);
-}
-
-
-
-/*
+/*!
+ * @brief 「掘る」動作コマンドのサブルーチン /
  * Perform the basic "tunnel" command
- *
- * Assumes that the destination is a wall, a vein, a secret
- * door, or rubble.
- *
+ * @param y 対象を行うマスのY座標
+ * @param x 対象を行うマスのX座標
+ * @return 実際に処理が行われた場合TRUEを返す。
+ * @details
  * Assumes that no monster is blocking the destination
- *
+ * Do not use twall anymore
  * Returns TRUE if repeated commands may continue
  */
 static bool do_cmd_tunnel_aux(int y, int x)
 {
        cave_type *c_ptr;
-       byte feat;
-
+       feature_type *f_ptr, *mimic_f_ptr;
+       int power;
+       cptr name;
        bool more = FALSE;
 
        /* Verify legality */
        if (!do_cmd_tunnel_test(y, x)) return (FALSE);
 
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Get grid */
        c_ptr = &cave[y][x];
+       f_ptr = &f_info[c_ptr->feat];
+       power = f_ptr->power;
 
        /* Feature code (applying "mimic" field) */
-       feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+       mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
+
+       name = f_name + mimic_f_ptr->name;
 
        /* Sound */
        sound(SOUND_DIG);
 
-       /* Titanium */
-       if ((feat >= FEAT_PERM_EXTRA) &&
-           (feat <= FEAT_PERM_SOLID))
-       {
-#ifdef JP
-               msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£");
-#else
-               msg_print("This seems to be permanent rock.");
-#endif
-
-       }
-
-       /* No tunnelling through mountains */
-       else if (feat == FEAT_MOUNTAIN)
+       if (have_flag(f_ptr->flags, FF_PERMANENT))
        {
-#ifdef JP
-               msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
-#else
-               msg_print("You can't tunnel through that!");
-#endif
-
-       }
-
-       /* Map border (mimiccing Permanent wall) */
-       else if ((c_ptr->feat >= FEAT_PERM_EXTRA &&
-                 c_ptr->feat <= FEAT_PERM_SOLID) ||
-                c_ptr->feat == FEAT_MOUNTAIN)
-       {
-#ifdef JP
-               msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
-#else
-               msg_print("You can't tunnel through that!");
-#endif
-
-       }
-
-       else if (feat == FEAT_TREES) /* -KMW- */
-       {
-               /* Chop Down */
-               if ((p_ptr->skill_dig > 10 + randint0(400)) && twall(y, x, FEAT_GRASS))
+               /* Titanium */
+               if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
                {
-#ifdef JP
-                       msg_print("ÌÚ¤òÀÚ¤êʧ¤Ã¤¿¡£");
-#else
-                       msg_print("You have cleared away the trees.");
-#endif
-                       chg_virtue(V_DILIGENCE, 1);
-                       chg_virtue(V_NATURE, -1);
+                       msg_print(_("この岩は硬すぎて掘れないようだ。", "This seems to be permanent rock."));
                }
 
-               /* Keep trying */
+               /* Map border (mimiccing Permanent wall) */
                else
                {
-                       /* We may continue chopping */
-#ifdef JP
-                       msg_print("ÌÚ¤òÀڤäƤ¤¤ë¡£");
-#else
-                       msg_print("You chop away at the tree.");
-#endif
-
-                       more = TRUE;
-
-                       /* Occasional Search XXX XXX */
-                       if (randint0(100) < 25) search();
-               }
-       }
-
-
-       /* Granite */
-       else if ((feat >= FEAT_WALL_EXTRA) &&
-                (feat <= FEAT_WALL_SOLID))
-       {
-               /* Tunnel */
-               if ((p_ptr->skill_dig > 40 + randint0(1600)) && twall(y, x, floor_type[randint0(100)]))
-               {
-#ifdef JP
-                       msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
-                       msg_print("You have finished the tunnel.");
-#endif
-                       chg_virtue(V_DILIGENCE, 1);
-                       chg_virtue(V_NATURE, -1);
-               }
-
-               /* Keep trying */
-               else
-               {
-                       /* We may continue tunelling */
-#ifdef JP
-                       msg_print("²ÖÖ¾´ä¤ÎÊɤ˷ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("You tunnel into the granite wall.");
-#endif
-
-                       more = TRUE;
+                       msg_print(_("そこは掘れない!", "You can't tunnel through that!"));
                }
        }
 
-
-       /* Quartz / Magma */
-       else if ((feat >= FEAT_MAGMA) &&
-           (feat <= FEAT_QUARTZ_K))
+       /* Dig or tunnel */
+       else if (have_flag(f_ptr->flags, FF_CAN_DIG))
        {
-               bool okay = FALSE;
-               bool gold = FALSE;
-               bool hard = FALSE;
-
-               /* Found gold (ignore mimic; maybe a hidden treasure) */
-               if (c_ptr->feat >= FEAT_MAGMA_H &&
-                   c_ptr->feat <= FEAT_QUARTZ_K) gold = TRUE;
-
-               /* Extract "quartz" flag XXX XXX XXX */
-               if ((feat - FEAT_MAGMA) & 0x01) hard = TRUE;
-
-               /* Quartz */
-               if (hard)
-               {
-                       okay = (p_ptr->skill_dig > 20 + randint0(800));
-               }
-
-               /* Magma */
-               else
-               {
-                       okay = (p_ptr->skill_dig > 10 + randint0(400));
-               }
-
-               /* Success */
-               if (okay && twall(y, x, floor_type[randint0(100)]))
-               {
-                       /* Found treasure */
-                       if (gold)
-                       {
-                               /* Place some gold */
-                               place_gold(y, x);
-
-                               /* Message */
-#ifdef JP
-                               msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
-#else
-                               msg_print("You have found something!");
-#endif
-
-                       }
-
-                       /* Found nothing */
-                       else
-                       {
-                               /* Message */
-#ifdef JP
-                               msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
-                               msg_print("You have finished the tunnel.");
-#endif
-                               chg_virtue(V_DILIGENCE, 1);
-                               chg_virtue(V_NATURE, -1);
-                       }
-               }
-
-               /* Failure (quartz) */
-               else if (hard)
-               {
-                       /* Message, continue digging */
-#ifdef JP
-                       msg_print("ÀбѤιÛÌ®¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("You tunnel into the quartz vein.");
-#endif
-
-                       more = TRUE;
-               }
-
-               /* Failure (magma) */
-               else
-               {
-                       /* Message, continue digging */
-#ifdef JP
-                       msg_print("ÍÏ´ä¤Î¹ÛÌ®¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("You tunnel into the magma vein.");
-#endif
-
-                       more = TRUE;
-               }
-       }
-
-       /* Rubble */
-       else if (feat == FEAT_RUBBLE)
-       {
-               /* Remove the rubble */
-               if ((p_ptr->skill_dig > randint0(200)) && twall(y, x, floor_type[randint0(100)]))
+               /* Dig */
+               if (p_ptr->skill_dig > randint0(20 * power))
                {
                        /* Message */
-#ifdef JP
-                       msg_print("´äÀФò¤¯¤º¤·¤¿¡£");
-#else
-                       msg_print("You have removed the rubble.");
-#endif
-
-                       /* Hack -- place an object */
-                       if (randint0(100) < (15 - dun_level/2))
-                       {
-                               /* Create a simple object */
-                               place_object(y, x, FALSE, FALSE);
+                       msg_format(_("%sをくずした。", "You have removed the %s."), name);
 
-                               /* Observe new object */
-                               if (player_can_see_bold(y, x))
-                               {
-#ifdef JP
-                                       msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
-#else
-                                       msg_print("You have found something!");
-#endif
+                       /* Remove the feature */
+                       cave_alter_feat(y, x, FF_TUNNEL);
 
-                               }
-                       }
+                       /* Update some things */
+                       p_ptr->update |= (PU_FLOW);
                }
-
                else
                {
                        /* Message, keep digging */
-#ifdef JP
-                       msg_print("´äÀФò¤¯¤º¤·¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("You dig in the rubble.");
-#endif
-
+                       msg_format(_("%sをくずしている。", "You dig into the %s."), name);
+                       
                        more = TRUE;
                }
        }
 
-       /* Doors */
        else
        {
+               bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
+
                /* Tunnel */
-               if ((p_ptr->skill_dig > 30 + randint0(1200)) && twall(y, x, floor_type[randint1(100)]))
+               if (p_ptr->skill_dig > power + randint0(40 * power))
                {
-#ifdef JP
-                       msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
-                       msg_print("You have finished the tunnel.");
-#endif
+                       if (tree) msg_format(_("%sを切り払った。", "You have cleared away the %s."), name);
+                       else
+                       {
+                               msg_print(_("穴を掘り終えた。", "You have finished the tunnel."));
+                               p_ptr->update |= (PU_FLOW);
+                       }
+                       
+                       /* Sound */
+                       if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
+
+                       /* Remove the feature */
+                       cave_alter_feat(y, x, FF_TUNNEL);
 
+                       chg_virtue(V_DILIGENCE, 1);
+                       chg_virtue(V_NATURE, -1);
                }
 
                /* Keep trying */
                else
                {
-                       /* We may continue tunelling */
-#ifdef JP
-                       msg_print("¥É¥¢¤Ë·ê¤ò³«¤±¤Æ¤¤¤ë¡£");
-#else
-                       msg_print("You tunnel into the door.");
-#endif
+                       if (tree)
+                       {
+                               /* We may continue chopping */
+                               msg_format(_("%sを切っている。", "You chop away at the %s."), name);
+                               /* Occasional Search XXX XXX */
+                               if (randint0(100) < 25) search();
+                       }
+                       else
+                       {
+                               /* We may continue tunelling */
+                               msg_format(_("%sに穴を掘っている。", "You tunnel into the %s."), name);
+                       }
 
                        more = TRUE;
                }
@@ -1798,25 +1544,29 @@ static bool do_cmd_tunnel_aux(int y, int x)
        }
 
        /* Result */
-       return (more);
+       return more;
 }
 
 
-/*
+/*!
+ * @brief 「掘る」動作コマンドのメインルーチン /
  * Tunnels through "walls" (including rubble and closed doors)
- *
+ * @return なし
+ * @details
+ * <pre>
  * Note that you must tunnel in order to hit invisible monsters
  * in walls, though moving into walls still takes a turn anyway.
  *
  * Digging is very difficult without a "digger" weapon, but can be
  * accomplished by strong players using heavy weapons.
+ * </pre>
  */
 void do_cmd_tunnel(void)
 {
        int                     y, x, dir;
 
        cave_type       *c_ptr;
-       byte feat;
+       s16b feat;
 
        bool            more = FALSE;
 
@@ -1843,67 +1593,36 @@ void do_cmd_tunnel(void)
        if (get_rep_dir(&dir,FALSE))
        {
                /* Get location */
-               y = py + ddy[dir];
-               x = px + ddx[dir];
+               y = p_ptr->y + ddy[dir];
+               x = p_ptr->x + ddx[dir];
 
                /* Get grid */
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               feat = get_feat_mimic(c_ptr);
 
                /* No tunnelling through doors */
-               if (((feat >= FEAT_DOOR_HEAD) && (feat <= FEAT_DOOR_TAIL)) ||
-                   ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
-                   ((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
-                   (feat == FEAT_MUSEUM))
-               {
-                       /* Message */
-#ifdef JP
-                       msg_print("¥É¥¢¤Ï·¡¤ì¤Ê¤¤¡£");
-#else
-                       msg_print("You cannot tunnel through doors.");
-#endif
-
-               }
-
-               /* No tunnelling through air */
-               else if (cave_floor_grid(c_ptr) || ((feat >= FEAT_MINOR_GLYPH) &&
-                   (feat <= FEAT_PATTERN_XTRA2)))
+               if (have_flag(f_info[feat].flags, FF_DOOR))
                {
                        /* Message */
-#ifdef JP
-                       msg_print("¶õµ¤¤Ï·¡¤ì¤Ê¤¤¡£");
-#else
-                       msg_print("You cannot tunnel through air.");
-#endif
-
+                       msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
                }
 
-               /* No tunnelling through mountains */
-               else if (feat == FEAT_MOUNTAIN)
+               /* No tunnelling through most features */
+               else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
                {
-#ifdef JP
-                       msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤¡£");
-#else
-                       msg_print("You can't tunnel through that!");
-#endif
-
+                       msg_print(_("そこは掘れない。", "You can't tunnel through that."));
                }
 
                /* A monster is in the way */
                else if (c_ptr->m_idx)
                {
                        /* Take a turn */
-                       energy_use = 100;
+                       p_ptr->energy_use = 100;
 
                        /* Message */
-#ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
-                       msg_print("There is a monster in the way!");
-#endif
-
+                       msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
 
                        /* Attack */
                        py_attack(y, x, 0);
@@ -1924,44 +1643,44 @@ void do_cmd_tunnel(void)
 
 #ifdef ALLOW_EASY_OPEN /* TNB */
 
-/*
+/*!
+ * @brief 移動処理による簡易な「開く」処理 /
  * easy_open_door --
- *
+ * @return 開く処理が実際に試みられた場合TRUEを返す
+ * @details
+ * <pre>
  *     If there is a jammed/closed/locked door at the given location,
  *     then attempt to unlock/open it. Return TRUE if an attempt was
  *     made (successful or not), otherwise return FALSE.
  *
  *     The code here should be nearly identical to that in
  *     do_cmd_open_test() and do_cmd_open_aux().
+ * </pre>
  */
 bool easy_open_door(int y, int x)
 {
        int i, j;
 
        cave_type *c_ptr = &cave[y][x];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
 
        /* Must be a closed door */
-       if (!((c_ptr->feat >= FEAT_DOOR_HEAD) &&
-             (c_ptr->feat <= FEAT_DOOR_TAIL)))
+       if (!is_closed_door(c_ptr->feat))
        {
                /* Nope */
                return (FALSE);
        }
 
        /* Jammed door */
-       if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08)
+       if (!have_flag(f_ptr->flags, FF_OPEN))
        {
                /* Stuck */
-#ifdef JP
-               msg_print("¥É¥¢¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
-               msg_print("The door appears to be stuck.");
-#endif
+               msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
 
        }
 
        /* Locked door */
-       else if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x01)
+       else if (f_ptr->power)
        {
                /* Disarm factor */
                i = p_ptr->skill_dis;
@@ -1971,7 +1690,7 @@ bool easy_open_door(int y, int x)
                if (p_ptr->confused || p_ptr->image) i = i / 10;
 
                /* Extract the lock power */
-               j = c_ptr->feat - FEAT_DOOR_HEAD;
+               j = f_ptr->power;
 
                /* Extract the difficulty XXX XXX XXX */
                j = i - (j * 4);
@@ -1983,18 +1702,10 @@ bool easy_open_door(int y, int x)
                if (randint0(100) < j)
                {
                        /* Message */
-#ifdef JP
-                       msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
-#else
-                       msg_print("You have picked the lock.");
-#endif
-
+                       msg_print(_("鍵をはずした。", "You have picked the lock."));
 
                        /* Open the door */
-                       cave_set_feat(y, x, FEAT_OPEN);
-
-                       /* Update some things */
-                       p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS);
+                       cave_alter_feat(y, x, FF_OPEN);
 
                        /* Sound */
                        sound(SOUND_OPENDOOR);
@@ -2010,11 +1721,7 @@ bool easy_open_door(int y, int x)
                        if (flush_failure) flush();
 
                        /* Message */
-#ifdef JP
-                       msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
-#else
-                       msg_print("You failed to pick the lock.");
-#endif
+                       msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
 
                }
        }
@@ -2023,10 +1730,7 @@ bool easy_open_door(int y, int x)
        else
        {
                /* Open the door */
-               cave_set_feat(y, x, FEAT_OPEN);
-
-               /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS);
+               cave_alter_feat(y, x, FF_OPEN);
 
                /* Sound */
                sound(SOUND_OPENDOOR);
@@ -2039,14 +1743,19 @@ bool easy_open_door(int y, int x)
 #endif /* ALLOW_EASY_OPEN -- TNB */
 
 
-/*
+/*!
+ * @brief 箱のトラップを解除するコマンドのメインルーチン /
  * Perform the basic "disarm" command
- *
+ * @param y 解除を行うマスのY座標
+ * @param x 解除を行うマスのX座標
+ * @param o_idx 箱のオブジェクトID
+ * @return ターンを消費する処理が行われた場合TRUEを返す
+ * @details
+ * <pre>
  * Assume destination is a visible trap
- *
  * Assume there is no monster blocking the destination
- *
  * Returns TRUE if repeated commands may continue
+ * </pre>
  */
 static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
 {
@@ -2058,7 +1767,7 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
 
 
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Get the "disarm" factor */
        i = p_ptr->skill_dis;
@@ -2074,47 +1783,28 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
        if (j < 2) j = 2;
 
        /* Must find the trap first. */
-       if (!object_known_p(o_ptr))
+       if (!object_is_known(o_ptr))
        {
-#ifdef JP
-               msg_print("¥È¥é¥Ã¥×¤¬¸«¤¢¤¿¤é¤Ê¤¤¡£");
-#else
-               msg_print("I don't see any traps.");
-#endif
+               msg_print(_("トラップが見あたらない。", "I don't see any traps."));
 
        }
 
        /* Already disarmed/unlocked */
        else if (o_ptr->pval <= 0)
        {
-#ifdef JP
-               msg_print("È¢¤Ë¤Ï¥È¥é¥Ã¥×¤¬»Å³Ý¤±¤é¤ì¤Æ¤¤¤Ê¤¤¡£");
-#else
-               msg_print("The chest is not trapped.");
-#endif
-
+               msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
        }
 
        /* No traps to find. */
        else if (!chest_traps[o_ptr->pval])
        {
-#ifdef JP
-               msg_print("È¢¤Ë¤Ï¥È¥é¥Ã¥×¤¬»Å³Ý¤±¤é¤ì¤Æ¤¤¤Ê¤¤¡£");
-#else
-               msg_print("The chest is not trapped.");
-#endif
-
+               msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
        }
 
        /* Success (get a lot of experience) */
        else if (randint0(100) < j)
        {
-#ifdef JP
-               msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¥È¥é¥Ã¥×¤ò²ò½ü¤·¤¿¡£");
-#else
-               msg_print("You have disarmed the chest.");
-#endif
-
+               msg_print(_("箱に仕掛けられていたトラップを解除した。", "You have disarmed the chest."));
                gain_exp(o_ptr->pval);
                o_ptr->pval = (0 - o_ptr->pval);
        }
@@ -2125,23 +1815,13 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
                /* We may keep trying */
                more = TRUE;
                if (flush_failure) flush();
-#ifdef JP
-               msg_print("È¢¤Î¥È¥é¥Ã¥×²ò½ü¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
-               msg_print("You failed to disarm the chest.");
-#endif
-
+               msg_print(_("箱のトラップ解除に失敗した。", "You failed to disarm the chest."));
        }
 
        /* Failure -- Set off the trap */
        else
        {
-#ifdef JP
-               msg_print("¥È¥é¥Ã¥×¤òºîÆ°¤µ¤»¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
-               msg_print("You set off a trap!");
-#endif
-
+               msg_print(_("トラップを作動させてしまった!", "You set off a trap!"));
                sound(SOUND_FAIL);
                chest_trap(y, x, o_idx);
        }
@@ -2151,14 +1831,19 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
 }
 
 
-/*
+/*!
+ * @brief 箱のトラップを解除するコマンドのサブルーチン /
  * Perform the basic "disarm" command
- *
+ * @param y 解除を行うマスのY座標
+ * @param x 解除を行うマスのX座標
+ * @param dir プレイヤーからみた方向ID
+ * @return ターンを消費する処理が行われた場合TRUEを返す
+ * @details
+ * <pre>
  * Assume destination is a visible trap
- *
  * Assume there is no monster blocking the destination
- *
  * Returns TRUE if repeated commands may continue
+ * </pre>
  */
 #ifdef ALLOW_EASY_DISARM /* TNB */
 
@@ -2170,47 +1855,32 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
 
 #endif /* ALLOW_EASY_DISARM -- TNB */
 {
-       int i, j, power;
-
-       cave_type *c_ptr;
+       /* Get grid and contents */
+       cave_type *c_ptr = &cave[y][x];
 
-       cptr name;
+       /* Get feature */
+       feature_type *f_ptr = &f_info[c_ptr->feat];
 
-       bool more = FALSE;
+       /* Access trap name */
+       cptr name = (f_name + f_ptr->name);
 
+       /* Extract trap "power" */
+       int power = f_ptr->power;
 
-       /* Take a turn */
-       energy_use = 100;
+       bool more = FALSE;
 
-       /* Get grid and contents */
-       c_ptr = &cave[y][x];
+       /* Get the "disarm" factor */
+       int i = p_ptr->skill_dis;
 
-       /* Access trap name */
-       name = (f_name + f_info[c_ptr->feat].name);
+       int j;
 
-       /* Get the "disarm" factor */
-       i = p_ptr->skill_dis;
+       /* Take a turn */
+       p_ptr->energy_use = 100;
 
        /* Penalize some conditions */
        if (p_ptr->blind || no_lite()) i = i / 10;
        if (p_ptr->confused || p_ptr->image) i = i / 10;
 
-       /* Variable power! */
-
-       /* Extract trap "power" */
-       switch (c_ptr->feat)
-       {
-       case FEAT_TRAP_OPEN:
-       case FEAT_TRAP_ARMAGEDDON:
-       case FEAT_TRAP_PIRANHA:
-               /* Special traps are very difficult to disarm */
-               power = 100;
-               break;
-       default:
-               power = 5;
-               break;
-       }
-
        /* Extract the difficulty */
        j = i - power;
 
@@ -2221,21 +1891,13 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
        if (randint0(100) < j)
        {
                /* Message */
-#ifdef JP
-               msg_format("%s¤ò²ò½ü¤·¤¿¡£", name);
-#else
-               msg_format("You have disarmed the %s.", name);
-#endif
-
-
+               msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
+               
                /* Reward */
                gain_exp(power);
 
-               /* Forget the trap */
-               c_ptr->info &= ~(CAVE_MARK);
-
                /* Remove the trap */
-               cave_set_feat(y, x, floor_type[randint0(100)]);
+               cave_alter_feat(y, x, FF_DISARM);
 
 #ifdef ALLOW_EASY_DISARM /* TNB */
 
@@ -2257,12 +1919,7 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
                if (flush_failure) flush();
 
                /* Message */
-#ifdef JP
-               msg_format("%s¤Î²ò½ü¤Ë¼ºÇÔ¤·¤¿¡£", name);
-#else
-               msg_format("You failed to disarm the %s.", name);
-#endif
-
+               msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);
 
                /* We may keep trying */
                more = TRUE;
@@ -2272,12 +1929,7 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
        else
        {
                /* Message */
-#ifdef JP
-               msg_format("%s¤òºîÆ°¤µ¤»¤Æ¤·¤Þ¤Ã¤¿¡ª", name);
-#else
-               msg_format("You set off the %s!", name);
-#endif
-
+               msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
 
 #ifdef ALLOW_EASY_DISARM /* TNB */
 
@@ -2297,8 +1949,10 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
 }
 
 
-/*
+/*!
+ * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
  * Disarms a trap, or chest
+ * @return なし
  */
 void do_cmd_disarm(void)
 {
@@ -2354,43 +2008,33 @@ void do_cmd_disarm(void)
        if (get_rep_dir(&dir,TRUE))
        {
                cave_type *c_ptr;
-               byte feat;
+               s16b feat;
 
                /* Get location */
-               y = py + ddy[dir];
-               x = px + ddx[dir];
+               y = p_ptr->y + ddy[dir];
+               x = p_ptr->x + ddx[dir];
 
                /* Get grid and contents */
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               feat = get_feat_mimic(c_ptr);
 
                /* Check for chests */
-               o_idx = chest_check(y, x);
+               o_idx = chest_check(y, x, TRUE);
 
                /* Disarm a trap */
                if (!is_trap(feat) && !o_idx)
                {
                        /* Message */
-#ifdef JP
-                       msg_print("¤½¤³¤Ë¤Ï²ò½ü¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-                       msg_print("You see nothing there to disarm.");
-#endif
-
+                       msg_print(_("そこには解除するものが見当たらない。", "You see nothing there to disarm."));
                }
 
                /* Monster in the way */
                else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
                {
                        /* Message */
-#ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
-                       msg_print("There is a monster in the way!");
-#endif
-
+                       msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
 
                        /* Attack */
                        py_attack(y, x, 0);
@@ -2416,44 +2060,44 @@ void do_cmd_disarm(void)
 }
 
 
-/*
+/*!
+ * @brief 「打ち破る」動作コマンドのサブルーチン /
  * Perform the basic "bash" command
- *
+ * @param y 対象を行うマスのY座標
+ * @param x 対象を行うマスのX座標
+ * @param dir プレイヤーから見たターゲットの方角ID
+ * @return 実際に処理が行われた場合TRUEを返す。
+ * @details
+ * <pre>
  * Assume destination is a closed/locked/jammed door
- *
  * Assume there is no monster blocking the destination
- *
  * Returns TRUE if repeated commands may continue
+ * </pre>
  */
 static bool do_cmd_bash_aux(int y, int x, int dir)
 {
-       int                     bash, temp;
+       /* Get grid */
+       cave_type       *c_ptr = &cave[y][x];
 
-       cave_type       *c_ptr;
+       /* Get feature */
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+
+       /* Hack -- Bash power based on strength */
+       /* (Ranges from 3 to 20 to 100 to 200) */
+       int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
+
+       /* Extract door power */
+       int temp = f_ptr->power;
 
        bool            more = FALSE;
 
+       cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
 
        /* Take a turn */
-       energy_use = 100;
-
-       /* Get grid */
-       c_ptr = &cave[y][x];
+       p_ptr->energy_use = 100;
 
        /* Message */
-#ifdef JP
-       msg_print("¥É¥¢¤ËÂÎÅö¤¿¤ê¤ò¤·¤¿¡ª");
-#else
-       msg_print("You smash into the door!");
-#endif
-
-
-       /* Hack -- Bash power based on strength */
-       /* (Ranges from 3 to 20 to 100 to 200) */
-       bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
-
-       /* Extract door power */
-       temp = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
+       msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
 
        /* Compare bash power to door power XXX XXX XXX */
        temp = (bash - (temp * 10));
@@ -2467,34 +2111,25 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
        if (randint0(100) < temp)
        {
                /* Message */
-#ifdef JP
-               msg_print("¥É¥¢¤ò²õ¤·¤¿¡ª");
-#else
-               msg_print("The door crashes open!");
-#endif
+               msg_format(_("%sを壊した!", "The %s crashes open!"), name);
 
+               /* Sound */
+               sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
 
                /* Break down the door */
-               if (randint0(100) < 50)
+               if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
                {
-                       cave_set_feat(y, x, FEAT_BROKEN);
+                       cave_alter_feat(y, x, FF_BASH);
                }
 
                /* Open the door */
                else
                {
-                       cave_set_feat(y, x, FEAT_OPEN);
+                       cave_alter_feat(y, x, FF_OPEN);
                }
 
-               /* Sound */
-               sound(SOUND_OPENDOOR);
-
                /* Hack -- Fall through the door */
                move_player(dir, FALSE, FALSE);
-
-               /* Update some things */
-               p_ptr->update |= (PU_VIEW | PU_LITE);
-               p_ptr->update |= (PU_DISTANCE);
        }
 
        /* Saving throw against stun */
@@ -2502,12 +2137,7 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
                 p_ptr->lev)
        {
                /* Message */
-#ifdef JP
-               msg_print("¤³¤Î¥É¥¢¤Ï´è¾æ¤À¡£");
-#else
-               msg_print("The door holds firm.");
-#endif
-
+               msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
 
                /* Allow repeated bashing */
                more = TRUE;
@@ -2517,12 +2147,7 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
        else
        {
                /* Message */
-#ifdef JP
-               msg_print("ÂΤΥХé¥ó¥¹¤ò¤¯¤º¤·¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
-               msg_print("You are off-balance.");
-#endif
-
+               msg_print(_("体のバランスをくずしてしまった。", "You are off-balance."));
 
                /* Hack -- Lose balance ala paralysis */
                (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
@@ -2533,9 +2158,12 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
 }
 
 
-/*
+/*!
+ * @brief 「打ち破る」動作コマンドのメインルーチン /
  * Bash open a door, success based on character strength
- *
+ * @return なし
+ * @details
+ * <pre>
  * For a closed door, pval is positive if locked; negative if stuck.
  *
  * For an open door, pval is positive for a broken door.
@@ -2546,6 +2174,7 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
  * be bashed. A closed door can be jammed (see do_cmd_spike()).
  *
  * Creatures can also open or bash doors, see elsewhere.
+ * </pre>
  */
 void do_cmd_bash(void)
 {
@@ -2577,44 +2206,33 @@ void do_cmd_bash(void)
        /* Get a "repeated" direction */
        if (get_rep_dir(&dir,FALSE))
        {
-               byte feat;
+               s16b feat;
 
                /* Bash location */
-               y = py + ddy[dir];
-               x = px + ddx[dir];
+               y = p_ptr->y + ddy[dir];
+               x = p_ptr->x + ddx[dir];
 
                /* Get grid */
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               feat = get_feat_mimic(c_ptr);
 
                /* Nothing useful */
-               if (!((feat >= FEAT_DOOR_HEAD) &&
-                     (feat <= FEAT_DOOR_TAIL)))
+               if (!have_flag(f_info[feat].flags, FF_BASH))
                {
                        /* Message */
-#ifdef JP
-               msg_print("¤½¤³¤Ë¤ÏÂÎÅö¤¿¤ê¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-                       msg_print("You see nothing there to bash.");
-#endif
-
+                       msg_print(_("そこには体当たりするものが見当たらない。", "You see nothing there to bash."));
                }
 
                /* Monster in the way */
                else if (c_ptr->m_idx)
                {
                        /* Take a turn */
-                       energy_use = 100;
+                       p_ptr->energy_use = 100;
 
                        /* Message */
-#ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
-                       msg_print("There is a monster in the way!");
-#endif
-
+                       msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
 
                        /* Attack */
                        py_attack(y, x, 0);
@@ -2633,7 +2251,11 @@ void do_cmd_bash(void)
 }
 
 
-/*
+/*!
+ * @brief 特定のマスに影響を及ぼすための汎用的コマンド
+ * @return なし
+ * @details
+ * <pre>
  * Manipulate an adjacent grid in some way
  *
  * Attack monsters, tunnel through walls, disarm traps, open doors.
@@ -2642,6 +2264,7 @@ void do_cmd_bash(void)
  *
  * This command must always take a turn, to prevent free detection
  * of invisible monsters.
+ * </pre>
  */
 void do_cmd_alter(void)
 {
@@ -2673,20 +2296,22 @@ void do_cmd_alter(void)
        /* Get a direction */
        if (get_rep_dir(&dir,TRUE))
        {
-               byte feat;
+               s16b feat;
+               feature_type *f_ptr;
 
                /* Get location */
-               y = py + ddy[dir];
-               x = px + ddx[dir];
+               y = p_ptr->y + ddy[dir];
+               x = p_ptr->x + ddx[dir];
 
                /* Get grid */
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               feat = get_feat_mimic(c_ptr);
+               f_ptr = &f_info[feat];
 
                /* Take a turn */
-               energy_use = 100;
+               p_ptr->energy_use = 100;
 
                /* Attack monsters */
                if (c_ptr->m_idx)
@@ -2695,39 +2320,32 @@ void do_cmd_alter(void)
                        py_attack(y, x, 0);
                }
 
-               /* Tunnel through walls */
-               else if (((feat >= FEAT_RUBBLE) &&
-                         (feat < FEAT_MINOR_GLYPH)) ||
-                        ((feat == FEAT_TREES) ||
-                         (feat == FEAT_MOUNTAIN)))
+               /* Locked doors */
+               else if (have_flag(f_ptr->flags, FF_OPEN))
                {
-                       more = do_cmd_tunnel_aux(y, x);
+                       more = do_cmd_open_aux(y, x);
                }
 
-               else if (is_closed_door(feat))
+               /* Bash jammed doors */
+               else if (have_flag(f_ptr->flags, FF_BASH))
                {
-                       /* Bash jammed doors */
-                       if (feat >= FEAT_DOOR_HEAD + 0x08)
-                       {
-                               more = do_cmd_bash_aux(y, x, dir);
-                       }
+                       more = do_cmd_bash_aux(y, x, dir);
+               }
 
-                       /* Locked doors */
-                       else
-                       {
-                               more = do_cmd_open_aux(y, x);
-                       }
+               /* Tunnel through walls */
+               else if (have_flag(f_ptr->flags, FF_TUNNEL))
+               {
+                       more = do_cmd_tunnel_aux(y, x);
                }
 
                /* Close open doors */
-               else if ((feat == FEAT_OPEN) ||
-                        (feat == FEAT_BROKEN))
+               else if (have_flag(f_ptr->flags, FF_CLOSE))
                {
                        more = do_cmd_close_aux(y, x);
                }
 
                /* Disarm traps */
-               else if (is_trap(feat))
+               else if (have_flag(f_ptr->flags, FF_DISARM))
                {
                        more = do_cmd_disarm_aux(y, x, dir);
                }
@@ -2735,13 +2353,8 @@ void do_cmd_alter(void)
                /* Oops */
                else
                {
-                       /* Oops */
-#ifdef JP
-                       msg_print("²¿¤â¤Ê¤¤¶õÃæ¤ò¹¶·â¤·¤¿¡£");
-#else
-                       msg_print("You attack the empty air.");
-#endif
-
+                       /* Oops */
+                       msg_print(_("何もない空中を攻撃した。", "You attack the empty air."));
                }
        }
 
@@ -2750,10 +2363,16 @@ void do_cmd_alter(void)
 }
 
 
-/*
+
+/*!
+ * @brief 「くさびを打つ」ために必要なオブジェクトがあるかどうかの判定を返す /
  * Find the index of some "spikes", if possible.
- *
+ * @param ip くさびとして打てるオブジェクトのID
+ * @return オブジェクトがある場合TRUEを返す
+ * @details
+ * <pre>
  * XXX XXX XXX Let user choose a pile of spikes, perhaps?
+ * </pre>
  */
 static bool get_spike(int *ip)
 {
@@ -2783,10 +2402,14 @@ static bool get_spike(int *ip)
 }
 
 
-/*
+/*!
+ * @brief 「くさびを打つ」動作コマンドのメインルーチン /
  * Jam a closed door with a spike
- *
+ * @return なし
+ * @details
+ * <pre>
  * This command may NOT be repeated
+ * </pre>
  */
 void do_cmd_spike(void)
 {
@@ -2802,56 +2425,40 @@ void do_cmd_spike(void)
        {
                int y, x, item;
                cave_type *c_ptr;
-               byte feat;
+               s16b feat;
 
                /* Get location */
-               y = py + ddy[dir];
-               x = px + ddx[dir];
+               y = p_ptr->y + ddy[dir];
+               x = p_ptr->x + ddx[dir];
 
                /* Get grid and contents */
                c_ptr = &cave[y][x];
 
                /* Feature code (applying "mimic" field) */
-               feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+               feat = get_feat_mimic(c_ptr);
 
                /* Require closed door */
-               if (!((feat >= FEAT_DOOR_HEAD) &&
-                     (feat <= FEAT_DOOR_TAIL)))
+               if (!have_flag(f_info[feat].flags, FF_SPIKE))
                {
                        /* Message */
-#ifdef JP
-               msg_print("¤½¤³¤Ë¤Ï¤¯¤µ¤Ó¤òÂǤƤë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
-                       msg_print("You see nothing there to spike.");
-#endif
-
+                       msg_print(_("そこにはくさびを打てるものが見当たらない。", "You see nothing there to spike."));
                }
 
                /* Get a spike */
                else if (!get_spike(&item))
                {
                        /* Message */
-#ifdef JP
-               msg_print("¤¯¤µ¤Ó¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡ª");
-#else
-                       msg_print("You have no spikes!");
-#endif
-
+                       msg_print(_("くさびを持っていない!", "You have no spikes!"));
                }
 
                /* Is a monster in the way? */
                else if (c_ptr->m_idx)
                {
                        /* Take a turn */
-                       energy_use = 100;
+                       p_ptr->energy_use = 100;
 
                        /* Message */
-#ifdef JP
-               msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
-                       msg_print("There is a monster in the way!");
-#endif
-
+                       msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
 
                        /* Attack */
                        py_attack(y, x, 0);
@@ -2861,21 +2468,11 @@ void do_cmd_spike(void)
                else
                {
                        /* Take a turn */
-                       energy_use = 100;
+                       p_ptr->energy_use = 100;
 
                        /* Successful jamming */
-#ifdef JP
-               msg_print("¥É¥¢¤Ë¤¯¤µ¤Ó¤òÂǤÁ¹þ¤ó¤À¡£");
-#else
-                       msg_print("You jam the door with a spike.");
-#endif
-
-
-                       /* Convert "locked" to "stuck" XXX XXX XXX */
-                       if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08) c_ptr->feat += 0x08;
-
-                       /* Add one spike to the door */
-                       if (c_ptr->feat < FEAT_DOOR_TAIL) c_ptr->feat++;
+                       msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name);
+                       cave_alter_feat(y, x, FF_SPIKE);
 
                        /* Use up, and describe, a single spike, from the bottom */
                        inven_item_increase(item, -1);
@@ -2887,10 +2484,13 @@ void do_cmd_spike(void)
 
 
 
-/*
+/*!
+ * @brief 「歩く」動作コマンドのメインルーチン /
  * Support code for the "Walk" and "Jump" commands
+ * @param pickup アイテムの自動拾いを行うならTRUE
+ * @return なし
  */
-void do_cmd_walk(int pickup)
+void do_cmd_walk(bool pickup)
 {
        int dir;
 
@@ -2914,7 +2514,7 @@ void do_cmd_walk(int pickup)
        if (get_rep_dir(&dir,FALSE))
        {
                /* Take a turn */
-               energy_use = 100;
+               p_ptr->energy_use = 100;
 
                if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
                {
@@ -2922,8 +2522,8 @@ void do_cmd_walk(int pickup)
                }
 
                /* Hack -- In small scale wilderness it takes MUCH more time to move */
-               if (p_ptr->wild_mode) energy_use *= ((MAX_HGT + MAX_WID) / 2);
-               if (p_ptr->action == ACTION_HAYAGAKE) energy_use = energy_use * (45-(p_ptr->lev/2)) / 100;
+               if (p_ptr->wild_mode) p_ptr->energy_use *= ((MAX_HGT + MAX_WID) / 2);
+               if (p_ptr->action == ACTION_HAYAGAKE) p_ptr->energy_use = p_ptr->energy_use * (45-(p_ptr->lev/2)) / 100;
 
                /* Actually move the character */
                move_player(dir, pickup, FALSE);
@@ -2933,28 +2533,24 @@ void do_cmd_walk(int pickup)
        }
 
        /* Hack again -- Is there a special encounter ??? */
-       if(p_ptr->wild_mode && (cave[py][px].feat != FEAT_TOWN))
+       if (p_ptr->wild_mode && !cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_TOWN))
        {
-               int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5;
+               int tmp = 120 + p_ptr->lev*10 - wilderness[p_ptr->y][p_ptr->x].level + 5;
                if (tmp < 1) 
                        tmp = 1;
-               if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
+               if (((wilderness[p_ptr->y][p_ptr->x].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
                {
                        /* Inform the player of his horrible fate :=) */
-#ifdef JP
-                       msg_print("½±·â¤À¡ª");
-#else
-                       msg_print("You are ambushed !");
-#endif
+                       msg_print(_("襲撃だ!", "You are ambushed !"));
 
                        /* Go into large wilderness view */
-                       p_ptr->wilderness_x = px;
-                       p_ptr->wilderness_y = py;
                        p_ptr->oldpy = randint1(MAX_HGT-2);
                        p_ptr->oldpx = randint1(MAX_WID-2);
-                       energy_use = 100;
                        change_wild_mode();
 
+                       /* Give first move to monsters */
+                       p_ptr->energy_use = 100;
+
                        /* HACk -- set the encouter flag for the wilderness generation */
                        generate_encounter = TRUE;
                }
@@ -2965,9 +2561,10 @@ void do_cmd_walk(int pickup)
 }
 
 
-
-/*
+/*!
+ * @brief 「走る」動作コマンドのメインルーチン /
  * Start running.
+ * @return なし
  */
 void do_cmd_run(void)
 {
@@ -2976,12 +2573,7 @@ void do_cmd_run(void)
        /* Hack -- no running when confused */
        if (p_ptr->confused)
        {
-#ifdef JP
-               msg_print("º®Í𤷤Ƥ¤¤ÆÁö¤ì¤Ê¤¤¡ª");
-#else
-               msg_print("You are too confused!");
-#endif
-
+               msg_print(_("混乱していて走れない!", "You are too confused!"));
                return;
        }
 
@@ -3002,15 +2594,16 @@ void do_cmd_run(void)
 }
 
 
-
-/*
+/*!
+ * @brief 「留まる」動作コマンドのメインルーチン /
  * Stay still.  Search.  Enter stores.
  * Pick up treasure if "pickup" is true.
+ * @param pickup アイテムの自動拾いを行うならTRUE
+ * @return なし
  */
-void do_cmd_stay(int pickup)
+void do_cmd_stay(bool pickup)
 {
-       cave_type *c_ptr = &cave[py][px];
-
+       u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
 
        /* Allow repeated command */
        if (command_arg)
@@ -3025,86 +2618,18 @@ void do_cmd_stay(int pickup)
                command_arg = 0;
        }
 
-
        /* Take a turn */
-       energy_use = 100;
-
-
-       /* Spontaneous Searching */
-       if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
-       {
-               search();
-       }
-
-       /* Continuous Searching */
-       if (p_ptr->action == ACTION_SEARCH)
-       {
-               search();
-       }
-
-
-       /* Handle "objects" */
-       carry(pickup);
-
-
-       /* Hack -- enter a store if we are on one */
-       if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
-           (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
-           (c_ptr->feat == FEAT_MUSEUM))
-       {
-               /* Disturb */
-               disturb(0, 0);
-
-               energy_use = 0;
-               /* Hack -- enter store */
-               command_new = SPECIAL_KEY_STORE;
-       }
-
-       /* Hack -- enter a building if we are on one -KMW- */
-       else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
-           (c_ptr->feat <= FEAT_BLDG_TAIL))
-       {
-               /* Disturb */
-               disturb(0, 0);
-
-               energy_use = 0;
-               /* Hack -- enter building */
-               command_new = SPECIAL_KEY_BUILDING;
-       }
-
-       /* Exit a quest if reach the quest exit */
-       else if (c_ptr->feat == FEAT_QUEST_EXIT)
-       {
-               int q_index = p_ptr->inside_quest;
-
-               /* Was quest completed? */
-               if (quest[q_index].type == QUEST_TYPE_FIND_EXIT)
-               {
-                       quest[q_index].status = QUEST_STATUS_COMPLETED;
-                       quest[q_index].complev = (byte)p_ptr->lev;
-#ifdef JP
-                       msg_print("¥¯¥¨¥¹¥È¤ò´°Î»¤·¤¿¡ª");
-#else
-                       msg_print("You accomplished your quest!");
-#endif
+       p_ptr->energy_use = 100;
 
-                       msg_print(NULL);
-               }
-
-               leave_quest_check();
-
-               p_ptr->inside_quest = cave[py][px].special;
-               dun_level = 0;
-               p_ptr->oldpx = 0;
-               p_ptr->oldpy = 0;
-               p_ptr->leaving = TRUE;
-       }
+       if (pickup) mpe_mode |= MPE_DO_PICKUP;
+       (void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
 }
 
 
-
-/*
+/*!
+ * @brief 「休む」動作コマンドのメインルーチン /
  * Resting allows a player to safely restore his hp    -RAK-
+ * @return なし
  */
 void do_cmd_rest(void)
 {
@@ -3116,14 +2641,14 @@ void do_cmd_rest(void)
                stop_singing();
        }
 
+       /* Hex */
+       if (hex_spelling_any()) stop_hex_spell_all();
+
        /* Prompt for time if needed */
        if (command_arg <= 0)
        {
-#ifdef JP
-               cptr p = "µÙ·Æ (0-9999, '*' ¤Ç HP/MPÁ´²÷, '&' ¤ÇɬÍפʤÀ¤±): ";
-#else
-               cptr p = "Rest (0-9999, '*' for HP/SP, '&' as needed): ";
-#endif
+               cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ", 
+                                  "Rest (0-9999, '*' for HP/SP, '&' as needed): ");
 
 
                char out_val[80];
@@ -3161,7 +2686,7 @@ void do_cmd_rest(void)
        if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
 
        /* Take a turn XXX XXX XXX (?) */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* The sin of sloth */
        if (command_arg > 100)
@@ -3196,15 +2721,30 @@ void do_cmd_rest(void)
 }
 
 
-/*
+/*!
+ * @brief 矢弾を射撃した場合の破損確率を返す /
  * Determines the odds of an object breaking when thrown at a monster
- *
+ * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
+ * @return 破損確率(%)
+ * @details
  * Note that artifacts never break, see the "drop_near()" function.
  */
 static int breakage_chance(object_type *o_ptr)
 {
        int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);
 
+       /* Examine the snipe type */
+       if (snipe_type)
+       {
+               if (snipe_type == SP_KILL_WALL) return (100);
+               if (snipe_type == SP_EXPLODE) return (100);
+               if (snipe_type == SP_PIERCE) return (100);
+               if (snipe_type == SP_FINAL) return (100);
+               if (snipe_type == SP_NEEDLE) return (100);
+               if (snipe_type == SP_EVILNESS) return (40);
+               if (snipe_type == SP_HOLYNESS) return (40);
+       }
+
        /* Examine the item type */
        switch (o_ptr->tval)
        {
@@ -3239,6 +2779,14 @@ static int breakage_chance(object_type *o_ptr)
 }
 
 
+/*!
+ * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
+ * Determines the odds of an object breaking when thrown at a monster
+ * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
+ * @param tdam 計算途中のダメージ量
+ * @param m_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 s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
 {
        int mult = 10;
@@ -3261,7 +2809,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
                            (r_ptr->flags3 & RF3_ANIMAL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ANIMAL;
                                }
@@ -3273,7 +2821,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
                            (r_ptr->flags3 & RF3_ANIMAL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ANIMAL;
                                }
@@ -3285,7 +2833,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_EVIL)) &&
                            (r_ptr->flags3 & RF3_EVIL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_EVIL;
                                }
@@ -3297,7 +2845,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_EVIL)) &&
                            (r_ptr->flags3 & RF3_EVIL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_EVIL;
                                }
@@ -3309,7 +2857,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
                            (r_ptr->flags2 & RF2_HUMAN))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags2 |= RF2_HUMAN;
                                }
@@ -3321,7 +2869,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_HUMAN)) &&
                            (r_ptr->flags2 & RF2_HUMAN))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags2 |= RF2_HUMAN;
                                }
@@ -3333,7 +2881,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
                            (r_ptr->flags3 & RF3_UNDEAD))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_UNDEAD;
                                }
@@ -3345,7 +2893,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
                            (r_ptr->flags3 & RF3_UNDEAD))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_UNDEAD;
                                }
@@ -3357,7 +2905,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_DEMON)) &&
                            (r_ptr->flags3 & RF3_DEMON))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DEMON;
                                }
@@ -3369,7 +2917,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_DEMON)) &&
                            (r_ptr->flags3 & RF3_DEMON))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DEMON;
                                }
@@ -3381,7 +2929,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_ORC)) &&
                            (r_ptr->flags3 & RF3_ORC))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ORC;
                                }
@@ -3393,7 +2941,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_ORC)) &&
                            (r_ptr->flags3 & RF3_ORC))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_ORC;
                                }
@@ -3405,7 +2953,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_TROLL)) &&
                            (r_ptr->flags3 & RF3_TROLL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_TROLL;
                                }
@@ -3417,7 +2965,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_TROLL)) &&
                            (r_ptr->flags3 & RF3_TROLL))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_TROLL;
                                }
@@ -3429,7 +2977,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_GIANT)) &&
                            (r_ptr->flags3 & RF3_GIANT))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_GIANT;
                                }
@@ -3441,7 +2989,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_GIANT)) &&
                            (r_ptr->flags3 & RF3_GIANT))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_GIANT;
                                }
@@ -3453,7 +3001,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
                            (r_ptr->flags3 & RF3_DRAGON))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DRAGON;
                                }
@@ -3465,7 +3013,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        if ((have_flag(flgs, TR_KILL_DRAGON)) &&
                            (r_ptr->flags3 & RF3_DRAGON))
                        {
-                               if (m_ptr->ml)
+                               if (is_original_ap_and_seen(m_ptr))
                                {
                                        r_ptr->r_flags3 |= RF3_DRAGON;
                                }
@@ -3479,14 +3027,14 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        }
 
                        /* Brand (Acid) */
-                       if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
+                       if (have_flag(flgs, TR_BRAND_ACID))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_ACID)
+                               if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_ACID;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
                                        }
                                }
 
@@ -3498,14 +3046,14 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        }
 
                        /* Brand (Elec) */
-                       if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)))
+                       if (have_flag(flgs, TR_BRAND_ELEC))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_ELEC)
+                               if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_ELEC;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
                                        }
                                }
 
@@ -3517,51 +3065,67 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                        }
 
                        /* Brand (Fire) */
-                       if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)))
+                       if (have_flag(flgs, TR_BRAND_FIRE))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_FIRE)
+                               if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_FIRE;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
                                        }
                                }
 
                                /* Otherwise, take the damage */
                                else
                                {
-                                       if (mult < 17) mult = 17;
+                                       if (r_ptr->flags3 & RF3_HURT_FIRE)
+                                       {
+                                               if (mult < 25) mult = 25;
+                                               if (is_original_ap_and_seen(m_ptr))
+                                               {
+                                                       r_ptr->r_flags3 |= RF3_HURT_FIRE;
+                                               }
+                                       }
+                                       else if (mult < 17) mult = 17;
                                }
                        }
 
                        /* Brand (Cold) */
-                       if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)))
+                       if (have_flag(flgs, TR_BRAND_COLD))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_COLD)
+                               if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_COLD;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
                                        }
                                }
                                /* Otherwise, take the damage */
                                else
                                {
-                                       if (mult < 17) mult = 17;
+                                       if (r_ptr->flags3 & RF3_HURT_COLD)
+                                       {
+                                               if (mult < 25) mult = 25;
+                                               if (is_original_ap_and_seen(m_ptr))
+                                               {
+                                                       r_ptr->r_flags3 |= RF3_HURT_COLD;
+                                               }
+                                       }
+                                       else if (mult < 17) mult = 17;
                                }
                        }
 
                        /* Brand (Poison) */
-                       if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)))
+                       if (have_flag(flgs, TR_BRAND_POIS))
                        {
                                /* Notice immunity */
-                               if (r_ptr->flags3 & RF3_IM_POIS)
+                               if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
                                {
-                                       if (m_ptr->ml)
+                                       if (is_original_ap_and_seen(m_ptr))
                                        {
-                                               r_ptr->r_flags3 |= RF3_IM_POIS;
+                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
                                        }
                                }
 
@@ -3582,14 +3146,22 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
                }
        }
 
+       /* Sniper */
+       if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
+
        /* Return the total damage */
        return (tdam * mult / 10);
 }
 
 
-/*
+/*!
+ * @brief 射撃処理のサブルーチン /
  * Fire an object from the pack or floor.
- *
+ * @param item 射撃するオブジェクトの所持ID
+ * @param j_ptr 射撃武器のオブジェクト参照ポインタ
+ * @return なし
+ * @details
+ * <pre>
  * You may only fire items that "match" your missile launcher.
  *
  * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
@@ -3614,12 +3186,13 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
  * for the damage multiplier.
  *
  * Note that Bows of "Extra Shots" give an extra shot.
+ * </pre>
  */
 void do_cmd_fire_aux(int item, object_type *j_ptr)
 {
        int dir;
-       int j, y, x, ny, nx, ty, tx;
-       int tdam, tdis, thits, tmul;
+       int i, j, y, x, ny, nx, ty, tx, prev_y, prev_x;
+       int tdam_base, tdis, thits, tmul;
        int bonus, chance;
        int cur_dis, visible;
 
@@ -3632,6 +3205,8 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
 
        char o_name[MAX_NLEN];
 
+       u16b path_g[512];       /* For calcuration of path length */
+
        int msec = delay_factor * delay_factor * delay_factor;
 
        /* STICK TO */
@@ -3647,9 +3222,11 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                o_ptr = &o_list[0 - item];
        }
 
-       /* Describe the object */
-       object_desc(o_name, o_ptr, FALSE, 3);
+       /* Sniper - Cannot shot a single arrow twice */
+       if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
 
+       /* Describe the object */
+       object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
 
        /* Use the proper number of shots */
        thits = p_ptr->num_fire;
@@ -3658,7 +3235,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
        tdis = 10;
 
        /* Base damage from thrown object plus launcher bonus */
-       tdam = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
+       tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
 
        /* Actually "fire" the object */
        bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
@@ -3667,7 +3244,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
        else
                chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
 
-       energy_use = bow_energy(j_ptr->sval);
+       p_ptr->energy_use = bow_energy(j_ptr->sval);
        tmul = bow_tmul(j_ptr->sval);
 
        /* Get extra "power" from "extra might" */
@@ -3676,27 +3253,75 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
        tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
 
        /* Boost the damage */
-       tdam *= tmul;
-       tdam /= 100;
+       tdam_base *= tmul;
+       tdam_base /= 100;
 
        /* Base range */
-       tdis = 10 + tmul/40;
+       tdis = 13 + tmul/80;
        if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
-               tdis -= 5;
+       {
+               if (p_ptr->concent)
+                       tdis -= (5 - (p_ptr->concent + 1) / 2);
+               else
+                       tdis -= 5;
+       }
 
        project_length = tdis + 1;
 
        /* Get a direction (or cancel) */
        if (!get_aim_dir(&dir))
        {
-               energy_use = 0;
+               p_ptr->energy_use = 0;
+
+               if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
 
                /* need not to reset project_length (already did)*/
 
                return;
        }
+
+       /* Predict the "target" location */
+       tx = p_ptr->x + 99 * ddx[dir];
+       ty = p_ptr->y + 99 * ddy[dir];
+
+       /* Check for "target request" */
+       if ((dir == 5) && target_okay())
+       {
+               tx = target_col;
+               ty = target_row;
+       }
+
+       /* Get projection path length */
+       tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
+
        project_length = 0; /* reset to default */
 
+       /* Don't shoot at my feet */
+       if (tx == p_ptr->x && ty == p_ptr->y)
+       {
+               p_ptr->energy_use = 0;
+
+               /* project_length is already reset to 0 */
+
+               return;
+       }
+
+
+       /* Take a (partial) turn */
+       p_ptr->energy_use = (p_ptr->energy_use / thits);
+       is_fired = TRUE;
+
+       /* Sniper - Difficult to shot twice at 1 turn */
+       if (snipe_type == SP_DOUBLE)  p_ptr->concent = (p_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 = p_ptr->y;
+       x = p_ptr->x;
+
        /* Get local object */
        q_ptr = &forge;
 
@@ -3721,52 +3346,70 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                floor_item_optimize(0 - item);
        }
 
-
        /* Sound */
        sound(SOUND_SHOOT);
 
-
-       /* Take a (partial) turn */
-       energy_use = (energy_use / thits);
-
-
-       /* Start at the player */
-       y = py;
-       x = px;
-
-       /* Predict the "target" location */
-       tx = px + 99 * ddx[dir];
-       ty = py + 99 * ddy[dir];
-
-       /* Check for "target request" */
-       if ((dir == 5) && target_okay())
-       {
-               tx = target_col;
-               ty = target_row;
-       }
-
-
        /* Hack -- Handle stuff */
        handle_stuff();
 
+       /* Save the old location */
+       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; )
        {
+               cave_type *c_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, py, px, ty, tx);
+               mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
+
+               /* Shatter Arrow */
+               if (snipe_type == SP_KILL_WALL)
+               {
+                       c_ptr = &cave[ny][nx];
+
+                       if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
+                       {
+                               if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
+                               /* Forget the wall */
+                               c_ptr->info &= ~(CAVE_MARK);
+
+                               p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+                               /* Destroy the wall */
+                               cave_alter_feat(ny, nx, FF_HURT_ROCK);
+
+                               hit_body = TRUE;
+                               break;
+                       }
+               }
 
                /* Stopped by walls/doors */
-               if (!cave_floor_bold(ny, nx) && !cave[ny][nx].m_idx) break;
+               if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
 
                /* Advance the distance */
                cur_dis++;
 
+               /* Sniper */
+               if (snipe_type == SP_LITE)
+               {
+                       cave[ny][nx].info |= (CAVE_GLOW);
+
+                       /* Notice */
+                       note_spot(ny, nx);
+
+                       /* Redraw */
+                       lite_spot(ny, nx);
+               }
 
                /* The player can see the (on screen) missile */
                if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
@@ -3790,6 +3433,29 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                        Term_xtra(TERM_XTRA_DELAY, msec);
                }
 
+               /* Sniper */
+               if (snipe_type == SP_KILL_TRAP)
+               {
+                       project(0, 0, ny, nx, 0, GF_KILL_TRAP,
+                               (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
+               }
+
+               /* Sniper */
+               if (snipe_type == SP_EVILNESS)
+               {
+                       cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+
+                       /* Notice */
+                       note_spot(ny, nx);
+
+                       /* Redraw */
+                       lite_spot(ny, nx);
+               }
+
+               /* Save the old location */
+               prev_y = y;
+               prev_x = x;
+
                /* Save the new location */
                x = nx;
                y = ny;
@@ -3798,9 +3464,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                /* Monster here, Try to hit it */
                if (cave[y][x].m_idx)
                {
-                       cave_type *c_ptr = &cave[y][x];
+                       cave_type *c_mon_ptr = &cave[y][x];
 
-                       monster_type *m_ptr = &m_list[c_ptr->m_idx];
+                       monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
                        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
                        /* Check the visibility */
@@ -3809,7 +3475,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                        /* Note the collision */
                        hit_body = TRUE;
 
-                       if (m_ptr->csleep)
+                       if (MON_CSLEEP(m_ptr))
                        {
                                if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
                                if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
@@ -3821,9 +3487,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                                if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
                                {
                                        int amount = 0;
-                                       if (now_exp < SPELL_EXP_BEGINNER) amount = 80;
-                                       else if (now_exp < SPELL_EXP_SKILLED) amount = 25;
-                                       else if ((now_exp < SPELL_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
+                                       if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
+                                       else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
+                                       else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
                                        else if (p_ptr->lev > 34) amount = 2;
                                        p_ptr->weapon_exp[0][j_ptr->sval] += amount;
                                        p_ptr->update |= (PU_BONUS);
@@ -3842,54 +3508,19 @@ void do_cmd_fire_aux(int item, object_type *j_ptr)
                        }
 
                        /* Did we hit it (penalize range) */
-                       if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
+                       if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
                        {
                                bool fear = FALSE;
+                               int tdam = tdam_base;
 
-                               /* Assume a default death */
-#ifdef JP
-                               cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
-                               cptr note_dies = " dies.";
-#endif
-
-                               /* Some monsters get "destroyed" */
-                               if (!monster_living(r_ptr))
-                               {
-                                       int i;
-                                       bool explode = FALSE;
-
-                                       for (i = 0; i < 4; i++)
-                                       {
-                                               if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
-                                       }
-
-                                       /* Special note at death */
-                                       if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
-                                               note_dies = " explodes into tiny shreds.";
-#endif
-                                       else
-#ifdef JP
-                                               note_dies = "¤òÅݤ·¤¿¡£";
-#else
-                                               note_dies = " is destroyed.";
-#endif
-
-                               }
+                               /* Get extra damage from concentration */
+                               if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
 
                                /* Handle unseen monster */
                                if (!visible)
                                {
                                        /* Invisible monster */
-#ifdef JP
-                                       msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name);
-#else
-                                       msg_format("The %s finds a mark.", o_name);
-#endif
-
+                                       msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
                                }
 
                                /* Handle visible monster */
@@ -3901,45 +3532,76 @@ note_dies = "
                                        monster_desc(m_name, m_ptr, 0);
 
                                        /* Message */
-#ifdef JP
-                                       msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name);
-#else
-                                       msg_format("The %s hits %s.", o_name, m_name);
-#endif
+                                       msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
 
+                                       if (m_ptr->ml)
+                                       {
+                                               /* Hack -- Track this monster race */
+                                               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
 
-                                       /* Hack -- Track this monster race */
-                                       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
-
-                                       /* Hack -- Track this monster */
-                                       if (m_ptr->ml) health_track(c_ptr->m_idx);
+                                               /* Hack -- Track this monster */
+                                               health_track(c_mon_ptr->m_idx);
+                                       }
                                }
 
-                               /* Apply special damage XXX XXX XXX */
-                               tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
-                               tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
+                               if (snipe_type == SP_NEEDLE)
+                               {
+                                       if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
+                                               && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
+                                       {
+                                               char m_name[80];
 
-                               /* No negative damage */
-                               if (tdam < 0) tdam = 0;
+                                               /* Get "the monster" or "it" */
+                                               monster_desc(m_name, m_ptr, 0);
 
-                               /* Modify the damage */
-                               tdam = mon_damage_mod(m_ptr, tdam, FALSE);
+                                               tdam = m_ptr->hp + 1;
+                                               msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
+                                       }
+                                       else tdam = 1;
+                               }
+                               else
+                               {
+                                       /* Apply special damage XXX XXX XXX */
+                                       tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
+                                       tdam = critical_shot(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(m_ptr, tdam, FALSE);
+                               }
 
                                /* Complex message */
                                if (p_ptr->wizard || cheat_xtra)
                                {
-#ifdef JP
-                                       msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
-                                                  tdam, m_ptr->hp);
-#else
-                                       msg_format("You do %d (out of %d) damage.",
-                                                  tdam, m_ptr->hp);
-#endif
+                                       msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), tdam, m_ptr->hp);
+                               }
+
+                               /* 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(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
+                                       break;
+                               }
 
+                               /* Sniper */
+                               if (snipe_type == SP_HOLYNESS)
+                               {
+                                       cave[ny][nx].info |= (CAVE_GLOW);
+
+                                       /* Notice */
+                                       note_spot(ny, nx);
+
+                                       /* Redraw */
+                                       lite_spot(ny, nx);
                                }
 
                                /* Hit the monster, check for death */
-                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+                               if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
                                {
                                        /* Dead monster */
                                }
@@ -3948,22 +3610,19 @@ note_dies = "
                                else
                                {
                                        /* STICK TO */
-                                       if (q_ptr->name1)
+                                       if (object_is_fixed_artifact(q_ptr) &&
+                                               (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
                                        {
                                                char m_name[80];
 
                                                monster_desc(m_name, m_ptr, 0);
 
                                                stick_to = TRUE;
-#ifdef JP
-                                               msg_format("%s¤Ï%s¤ËÆͤ­»É¤µ¤Ã¤¿¡ª",o_name, m_name);
-#else
-                                               msg_format("%^s have stuck into %s!",o_name, m_name);
-#endif
+                                               msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name);
                                        }
 
                                        /* Message */
-                                       message_pain(c_ptr->m_idx, tdam);
+                                       message_pain(c_mon_ptr->m_idx, tdam);
 
                                        /* Anger the monster */
                                        if (tdam > 0) anger_monster(m_ptr);
@@ -3980,20 +3639,68 @@ note_dies = "
                                                monster_desc(m_name, m_ptr, 0);
 
                                                /* Message */
-#ifdef JP
-                                               msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
-#else
-                                               msg_format("%^s flees in terror!", m_name);
-#endif
+                                               msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
+                                       }
+
+                                       set_target(m_ptr, p_ptr->y, p_ptr->x);
+
+                                       /* Sniper */
+                                       if (snipe_type == SP_RUSH)
+                                       {
+                                               int n = randint1(5) + 3;
+                                               int m_idx = c_mon_ptr->m_idx;
+
+                                               for ( ; cur_dis <= tdis; )
+                                               {
+                                                       int ox = nx;
+                                                       int oy = ny;
+
+                                                       if (!n) break;
+
+                                                       /* Calculate the new location (see "project()") */
+                                                       mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
+
+                                                       /* Stopped by wilderness boundary */
+                                                       if (!in_bounds2(ny, nx)) break;
+
+                                                       /* Stopped by walls/doors */
+                                                       if (!player_can_enter(cave[ny][nx].feat, 0)) break;
+
+                                                       /* Stopped by monsters */
+                                                       if (!cave_empty_bold(ny, nx)) break;
+
+                                                       cave[ny][nx].m_idx = m_idx;
+                                                       cave[oy][ox].m_idx = 0;
+
+                                                       m_ptr->fx = nx;
+                                                       m_ptr->fy = ny;
+
+                                                       /* Update the monster (new location) */
+                                                       update_mon(c_mon_ptr->m_idx, TRUE);
+
+                                                       lite_spot(ny, nx);
+                                                       lite_spot(oy, ox);
 
-                                       }
-                                       if (!projectable(m_ptr->fy, m_ptr->fx, py, px))
-                                       {
-                                               set_target(m_ptr, py, px);
+                                                       Term_fresh();
+                                                       Term_xtra(TERM_XTRA_DELAY, msec);
+
+                                                       x = nx;
+                                                       y = ny;
+                                                       cur_dis++;
+                                                       n--;
+                                               }
                                        }
                                }
                        }
 
+                       /* Sniper */
+                       if (snipe_type == SP_PIERCE)
+                       {
+                               if(p_ptr->concent < 1) break;
+                               p_ptr->concent--;
+                               continue;
+                       }
+
                        /* Stop looking */
                        break;
                }
@@ -4002,31 +3709,27 @@ note_dies = "
        /* Chance of breakage (during attacks) */
        j = (hit_body ? breakage_chance(q_ptr) : 0);
 
-       if(stick_to)
+       if (stick_to)
        {
                int m_idx = cave[y][x].m_idx;
                monster_type *m_ptr = &m_list[m_idx];
                int o_idx = o_pop();
 
                if (!o_idx)
-                 {
-#ifdef JP
-                   msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name);
-#else
-                   msg_format("The %s have gone to somewhere.", o_name);
-#endif
-                   if (q_ptr->name1)
-                     {
-                       a_info[j_ptr->name1].cur_num = 0;
-                     }
-                   return;
-                 }
-
-               o_ptr = &o_list[ o_idx ];
+               {
+                       msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
+                       if (object_is_fixed_artifact(q_ptr))
+                       {
+                               a_info[j_ptr->name1].cur_num = 0;
+                       }
+                       return;
+               }
+
+               o_ptr = &o_list[o_idx];
                object_copy(o_ptr, q_ptr);
 
                /* Forget mark */
-               o_ptr->marked = 0;
+               o_ptr->marked &= OM_TOUCHED;
 
                /* Forget location */
                o_ptr->iy = o_ptr->ix = 0;
@@ -4039,42 +3742,58 @@ note_dies = "
 
                /* Carry object */
                m_ptr->hold_o_idx = o_idx;
-
        }
-       else
+       else if (cave_have_flag_bold(y, x, FF_PROJECT))
+       {
                /* Drop (or break) near that location */
                (void)drop_near(q_ptr, j, y, x);
-}
+       }
+       else
+       {
+               /* Drop (or break) near that location */
+               (void)drop_near(q_ptr, j, prev_y, prev_x);
+       }
 
+       /* Sniper - Repeat shooting when double shots */
+       }
+
+       /* Sniper - Loose his/her concentration after any shot */
+       if (p_ptr->concent) reset_concentration(FALSE);
+}
 
+/*!
+ * @brief 射撃処理のメインルーチン
+ * @return なし
+ */
 void do_cmd_fire(void)
 {
        int item;
        object_type *j_ptr;
        cptr q, s;
 
+       is_fired = FALSE;       /* not fired yet */
+
        /* Get the "bow" (if any) */
        j_ptr = &inventory[INVEN_BOW];
 
        /* Require a launcher */
        if (!j_ptr->tval)
        {
-#ifdef JP
-               msg_print("¼Í·âÍѤÎÉð´ï¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£");
-#else
-               msg_print("You have nothing to fire with.");
-#endif
+               msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
                flush();
                return;
        }
 
        if (j_ptr->sval == SV_CRIMSON)
        {
-#ifdef JP
-               msg_print("¤³¤ÎÉð´ï¤Ïȯư¤·¤Æ»È¤¦¤â¤Î¤Î¤è¤¦¤À¡£");
-#else
-               msg_print("Do activate.");
-#endif
+               msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
+               flush();
+               return;
+       }
+
+       if (j_ptr->sval == SV_HARP)
+       {
+               msg_print(_("この武器で射撃はできない。", "It's not for firing."));
                flush();
                return;
        }
@@ -4089,14 +3808,8 @@ void do_cmd_fire(void)
        item_tester_tval = p_ptr->tval_ammo;
 
        /* Get an item */
-#ifdef JP
-       q = "¤É¤ì¤ò·â¤Á¤Þ¤¹¤«? ";
-       s = "ȯ¼Í¤µ¤ì¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
-       q = "Fire which item? ";
-       s = "You have nothing to fire.";
-#endif
-
+       q = _("どれを撃ちますか? ", "Fire which item? ");
+       s = _("発射されるアイテムがありません。", "You have nothing to fire.");
        if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
        {
                flush();
@@ -4105,9 +3818,27 @@ void do_cmd_fire(void)
 
        /* Fire the item */
        do_cmd_fire_aux(item, j_ptr);
-}
 
+       if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
+
+       /* Sniper actions after some shootings */
+       if (snipe_type == SP_AWAY)
+       {
+               teleport_player(10 + (p_ptr->concent * 2), 0L);
+       }
+       if (snipe_type == SP_FINAL)
+       {
+               msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
+               (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
+               (void)set_stun(p_ptr->stun + randint1(25));
+       }
+}
 
+/*!
+ * @brief オブジェクトが投射可能な武器かどうかを返す。
+ * @param o_ptr 判定するオブジェクトの構造体参照ポインタ
+ * @return 投射可能な武器ならばTRUE
+ */
 static bool item_tester_hook_boomerang(object_type *o_ptr)
 {
        if ((o_ptr->tval==TV_DIGGING) || (o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM) || (o_ptr->tval == TV_HAFTED)) return (TRUE);
@@ -4117,22 +3848,29 @@ static bool item_tester_hook_boomerang(object_type *o_ptr)
 }
 
 
-/*
+/*!
+ * @brief 投射処理のサブルーチン /
  * Throw an object from the pack or floor.
- *
+ * @param mult 威力の倍率
+ * @param boomerang ブーメラン処理ならばTRUE
+ * @param shuriken 忍者の手裏剣処理ならばTRUE
+ * @return ターンを消費した場合TRUEを返す
+ * @details
+ * <pre>
  * Note: "unseen" monsters are very hard to hit.
  *
  * Should throwing a weapon do full damage?  Should it allow the magic
  * to hit bonus of the weapon to have an effect?  Should it ever cause
  * the item to be destroyed?  Should it do any damage at all?
+ * </pre>
  */
 bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 {
        int dir, item;
-       int i, j, y, x, ty, tx;
+       int i, j, y, x, ty, tx, prev_y, prev_x;
        int ny[19], nx[19];
        int chance, tdam, tdis;
-       int mul, div;
+       int mul, div, dd, ds;
        int cur_dis, visible;
 
        object_type forge;
@@ -4160,45 +3898,31 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                set_action(ACTION_NONE);
        }
 
-       if (shuriken)
+       if (shuriken >= 0)
        {
                item = shuriken;
        }
        else if (boomerang)
        {
-               if (buki_motteruka(INVEN_LARM))
+               if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
                {
                        item_tester_hook = item_tester_hook_boomerang;
-#ifdef JP
-                       q = "¤É¤ÎÉð´ï¤òÅꤲ¤Þ¤¹¤«? ";
-                       s = "Åꤲ¤ëÉð´ï¤¬¤Ê¤¤¡£";
-#else
-                       q = "Throw which item? ";
-                       s = "You have nothing to throw.";
-#endif
-
+                       q = _("どの武器を投げますか? ", "Throw which item? ");
+                       s = _("投げる武器がない。", "You have nothing to throw.");
                        if (!get_item(&item, q, s, (USE_EQUIP)))
                        {
                                flush();
                                return FALSE;
                        }
                }
-               else
-               {
-                       item = INVEN_RARM;
-               }
+               else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
+               else item = INVEN_RARM;
        }
        else
        {
                /* Get an item */
-#ifdef JP
-               q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÅꤲ¤Þ¤¹¤«? ";
-               s = "Åꤲ¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
-               q = "Throw which item? ";
-               s = "You have nothing to throw.";
-#endif
-
+               q = _("どのアイテムを投げますか? ", "Throw which item? ");
+               s = _("投げるアイテムがない。", "You have nothing to throw.");
                if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
                {
                        flush();
@@ -4218,28 +3942,20 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 
 
        /* Item is cursed */
-       if (cursed_p(o_ptr) && (item >= INVEN_RARM))
+       if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
        {
                /* Oops */
-#ifdef JP
-               msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
-               msg_print("Hmmm, it seems to be cursed.");
-#endif
+               msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
 
                /* Nope */
                return FALSE;
        }
 
-       if (p_ptr->inside_arena)
+       if (p_ptr->inside_arena && !boomerang)
        {
-               if (o_ptr->tval != 5)
+               if (o_ptr->tval != TV_SPIKE)
                {
-#ifdef JP
-                       msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
-#else
-                       msg_print("You're in the arena now. This is hand-to-hand!");
-#endif
+                       msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!"));
                        msg_print(NULL);
 
                        /* Nope */
@@ -4255,6 +3971,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 
        /* Extract the thrown object's flags. */
        object_flags(q_ptr, flgs);
+       torch_flags(q_ptr, flgs);
 
        /* Distribute the charges of rods/wands between the stacks */
        distribute_charges(o_ptr, q_ptr, 1);
@@ -4263,7 +3980,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
        q_ptr->number = 1;
 
        /* Description */
-       object_desc(o_name, q_ptr, FALSE, 3);
+       object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
 
        if (p_ptr->mighty_throw) mult += 3;
 
@@ -4281,10 +3998,10 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
        /* Max distance of 10-18 */
        if (tdis > mul) tdis = mul;
 
-       if (shuriken)
+       if (shuriken >= 0)
        {
-               ty = randint0(101)-50+py;
-               tx = randint0(101)-50+px;
+               ty = randint0(101)-50+p_ptr->y;
+               tx = randint0(101)-50+p_ptr->x;
        }
        else
        {
@@ -4293,11 +4010,9 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                /* Get a direction (or cancel) */
                if (!get_aim_dir(&dir)) return FALSE;
 
-               project_length = 0;  /* reset to default */
-
                /* Predict the "target" location */
-               tx = px + 99 * ddx[dir];
-               ty = py + 99 * ddy[dir];
+               tx = p_ptr->x + 99 * ddx[dir];
+               ty = p_ptr->y + 99 * ddy[dir];
 
                /* Check for "target request" */
                if ((dir == 5) && target_okay())
@@ -4305,6 +4020,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        tx = target_col;
                        ty = target_row;
                }
+
+               project_length = 0;  /* reset to default */
        }
 
        if ((q_ptr->name1 == ART_MJOLLNIR) ||
@@ -4319,7 +4036,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        inven_item_describe(item);
                inven_item_optimize(item);
        }
-       
+
        /* Reduce and describe floor item */
        else
        {
@@ -4331,17 +4048,17 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                equiped_item = TRUE;
                p_ptr->redraw |= (PR_EQUIPPY);
        }
-       
+
        /* Take a turn */
-       energy_use = 100;
+       p_ptr->energy_use = 100;
 
        /* Rogue and Ninja gets bonus */
        if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
-               energy_use -= p_ptr->lev;
+               p_ptr->energy_use -= p_ptr->lev;
 
        /* Start at the player */
-       y = py;
-       x = px;
+       y = p_ptr->y;
+       x = p_ptr->x;
 
 
        /* Hack -- Handle stuff */
@@ -4357,6 +4074,10 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 
        if (shuriken) chance *= 2;
 
+       /* Save the old location */
+       prev_y = y;
+       prev_x = x;
+
        /* Travel until stopped */
        for (cur_dis = 0; cur_dis <= tdis; )
        {
@@ -4366,30 +4087,27 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                /* Calculate the new location (see "project()") */
                ny[cur_dis] = y;
                nx[cur_dis] = x;
-               mmove2(&ny[cur_dis], &nx[cur_dis], py, px, ty, tx);
+               mmove2(&ny[cur_dis], &nx[cur_dis], p_ptr->y, p_ptr->x, ty, tx);
 
                /* Stopped by walls/doors */
-               if (!cave_floor_bold(ny[cur_dis], nx[cur_dis]))
+               if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
                {
                        hit_wall = TRUE;
-                       break;
+                       if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
                }
 
-               /* Advance the distance */
-               cur_dis++;
-
                /* The player can see the (on screen) missile */
-               if (panel_contains(ny[cur_dis-1], nx[cur_dis-1]) && player_can_see_bold(ny[cur_dis-1], nx[cur_dis-1]))
+               if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
                {
                        char c = object_char(q_ptr);
                        byte a = object_attr(q_ptr);
 
                        /* Draw, Hilite, Fresh, Pause, Erase */
-                       print_rel(c, a, ny[cur_dis-1], nx[cur_dis-1]);
-                       move_cursor_relative(ny[cur_dis-1], nx[cur_dis-1]);
+                       print_rel(c, a, ny[cur_dis], nx[cur_dis]);
+                       move_cursor_relative(ny[cur_dis], nx[cur_dis]);
                        Term_fresh();
                        Term_xtra(TERM_XTRA_DELAY, msec);
-                       lite_spot(ny[cur_dis-1], nx[cur_dis-1]);
+                       lite_spot(ny[cur_dis], nx[cur_dis]);
                        Term_fresh();
                }
 
@@ -4400,10 +4118,16 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        Term_xtra(TERM_XTRA_DELAY, msec);
                }
 
+               /* Save the old location */
+               prev_y = y;
+               prev_x = x;
+
                /* Save the new location */
-               x = nx[cur_dis-1];
-               y = ny[cur_dis-1];
+               x = nx[cur_dis];
+               y = ny[cur_dis];
 
+               /* Advance the distance */
+               cur_dis++;
 
                /* Monster here, Try to hit it */
                if (cave[y][x].m_idx)
@@ -4411,7 +4135,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        cave_type *c_ptr = &cave[y][x];
 
                        monster_type *m_ptr = &m_list[c_ptr->m_idx];
-                       monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
                        /* Check the visibility */
                        visible = m_ptr->ml;
@@ -4420,56 +4143,15 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        hit_body = TRUE;
 
                        /* Did we hit it (penalize range) */
-                       if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
+                       if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
                        {
                                bool fear = FALSE;
 
-                               /* Assume a default death */
-#ifdef JP
-                               cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
-                               cptr note_dies = " dies.";
-#endif
-
-
-                               /* Some monsters get "destroyed" */
-                               if (!monster_living(r_ptr))
-                               {
-                                       int i;
-                                       bool explode = FALSE;
-
-                                       for (i = 0; i < 4; i++)
-                                       {
-                                               if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
-                                       }
-
-                                       /* Special note at death */
-                                       if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
-                                               note_dies = " explodes into tiny shreds.";
-#endif
-                                       else
-#ifdef JP
-                                               note_dies = "¤òÅݤ·¤¿¡£";
-#else
-                                               note_dies = " is destroyed.";
-#endif
-
-                               }
-
-
                                /* Handle unseen monster */
                                if (!visible)
                                {
                                        /* Invisible monster */
-#ifdef JP
-                                       msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name);
-#else
-                                       msg_format("The %s finds a mark.", o_name);
-#endif
-
+                                       msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
                                }
 
                                /* Handle visible monster */
@@ -4481,25 +4163,26 @@ note_dies = "
                                        monster_desc(m_name, m_ptr, 0);
 
                                        /* Message */
-#ifdef JP
-                                       msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name);
-#else
-                                       msg_format("The %s hits %s.", o_name, m_name);
-#endif
-
+                                       msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
 
-                                       /* Hack -- Track this monster race */
-                                       if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
+                                       if (m_ptr->ml)
+                                       {
+                                               /* Hack -- Track this monster race */
+                                               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
 
-                                       /* Hack -- Track this monster */
-                                       if (m_ptr->ml) health_track(c_ptr->m_idx);
+                                               /* Hack -- Track this monster */
+                                               health_track(c_ptr->m_idx);
+                                       }
                                }
 
                                /* Hack -- Base damage from thrown object */
-                               tdam = damroll(q_ptr->dd, q_ptr->ds);
+                               dd = q_ptr->dd;
+                               ds = q_ptr->ds;
+                               torch_dice(q_ptr, &dd, &ds); /* throwing a torch */
+                               tdam = damroll(dd, ds);
                                /* Apply special damage XXX XXX XXX */
-                               tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0);
-                               tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
+                               tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
+                               tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam);
                                if (q_ptr->to_d > 0)
                                        tdam += q_ptr->to_d;
                                else
@@ -4533,18 +4216,11 @@ note_dies = "
                                /* Complex message */
                                if (p_ptr->wizard)
                                {
-#ifdef JP
-                                       msg_format("%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
-                                                  tdam, m_ptr->hp);
-#else
-                                       msg_format("You do %d (out of %d) damage.",
-                                                  tdam, m_ptr->hp);
-#endif
-
+                                       msg_format(_("%d/%dのダメージを与えた。", "You do %d (out of %d) damage."), tdam, m_ptr->hp);
                                }
 
                                /* Hit the monster, check for death */
-                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
                                {
                                        /* Dead monster */
                                }
@@ -4571,12 +4247,7 @@ note_dies = "
                                                monster_desc(m_name, m_ptr, 0);
 
                                                /* Message */
-#ifdef JP
-                                               msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
-#else
-                                               msg_format("%^s flees in terror!", m_name);
-#endif
-
+                                               msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
                                        }
                                }
                        }
@@ -4586,6 +4257,9 @@ note_dies = "
                }
        }
 
+       /* decrease toach's fuel */
+       if (hit_body) torch_lost_fuel(q_ptr);
+
        /* Chance of breakage (during attacks) */
        j = (hit_body ? breakage_chance(q_ptr) : 0);
 
@@ -4595,19 +4269,10 @@ note_dies = "
                j = 100;
 
                if (!(summon_named_creature(0, y, x, q_ptr->pval,
-                                           !(cursed_p(q_ptr)) ? PM_FORCE_PET : 0L)))
-#ifdef JP
-msg_print("¿Í·Á¤ÏDZ¤¸¶Ê¤¬¤êºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
-                       msg_print("The Figurine writhes and then shatters.");
-#endif
-
-               else if (cursed_p(q_ptr))
-#ifdef JP
-msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
-#else
-                       msg_print("You have a bad feeling about this.");
-#endif
+                                           !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
+                       msg_print(_("人形は捻じ曲がり砕け散ってしまった!", "The Figurine writhes and then shatters."));
+               else if (object_is_cursed(q_ptr))
+                       msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
 
        }
 
@@ -4618,12 +4283,7 @@ msg_print("
                if (hit_body || hit_wall || (randint1(100) < j))
                {
                        /* Message */
-#ifdef JP
-                       msg_format("%s¤ÏºÕ¤±»¶¤Ã¤¿¡ª", o_name);
-#else
-                       msg_format("The %s shatters!", o_name);
-#endif
-
+                       msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name);
 
                        if (potion_smash_effect(0, y, x, q_ptr->k_idx))
                        {
@@ -4632,16 +4292,11 @@ msg_print("
                                /* ToDo (Robert): fix the invulnerability */
                                if (cave[y][x].m_idx &&
                                    is_friendly(&m_list[cave[y][x].m_idx]) &&
-                                   !(m_ptr->invulner))
+                                   !MON_INVULNER(m_ptr))
                                {
                                        char m_name[80];
                                        monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
-                                       msg_format("%s¤ÏÅܤä¿¡ª", m_name);
-#else
-                                       msg_format("%^s gets angry!", m_name);
-#endif
-
+                                       msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
                                        set_hostile(&m_list[cave[y][x].m_idx]);
                                }
                        }
@@ -4662,11 +4317,11 @@ msg_print("
                j = -1;
                if (boomerang) back_chance += 4+randint1(5);
                if (super_boomerang) back_chance += 100;
-               object_desc(o2_name, q_ptr, FALSE, 0);
+               object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
 
                if((back_chance > 30) && (!one_in_(100) || super_boomerang))
                {
-                       for (i = cur_dis-1;i>0;i--)
+                       for (i = cur_dis - 1; i > 0; i--)
                        {
                                if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
                                {
@@ -4689,42 +4344,26 @@ msg_print("
                        }
                        if((back_chance > 37) && !p_ptr->blind && (item >= 0))
                        {
-#ifdef JP
-                               msg_format("%s¤¬¼ê¸µ¤ËÊ֤äƤ­¤¿¡£", o2_name);
-#else
-                               msg_format("%s comes back to you.", o2_name);
-#endif
+                               msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
                                come_back = TRUE;
                        }
                        else
                        {
                                if (item >= 0)
                                {
-#ifdef JP
-                                       msg_format("%s¤ò¼õ¤±Â»¤Í¤¿¡ª", o2_name);
-#else
-                                       msg_format("%s backs, but you can't catch!", o2_name);
-#endif
+                                       msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
                                }
                                else
                                {
-#ifdef JP
-                                       msg_format("%s¤¬Ê֤äƤ­¤¿¡£", o2_name);
-#else
-                                       msg_format("%s comes back.", o2_name);
-#endif
+                                       msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
                                }
-                               y = py;
-                               x = px;
+                               y = p_ptr->y;
+                               x = p_ptr->x;
                        }
                }
                else
                {
-#ifdef JP
-                       msg_format("%s¤¬Ê֤äƤ³¤Ê¤«¤Ã¤¿¡ª", o2_name);
-#else
-                       msg_format("%s doesn't back!", o2_name);
-#endif
+                       msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
                }
        }
 
@@ -4769,16 +4408,269 @@ msg_print("
        }
 
        /* Drop (or break) near that location */
-       if (do_drop) (void)drop_near(q_ptr, j, y, x);
+       if (do_drop)
+       {
+               if (cave_have_flag_bold(y, x, FF_PROJECT))
+               {
+                       /* Drop (or break) near that location */
+                       (void)drop_near(q_ptr, j, y, x);
+               }
+               else
+               {
+                       /* Drop (or break) near that location */
+                       (void)drop_near(q_ptr, j, prev_y, prev_x);
+               }
+       }
 
        return TRUE;
 }
 
 
-/*
+/*!
+ * @brief 投射処理のメインルーチン /
  * Throw an object from the pack or floor.
+ * @return なし
  */
 void do_cmd_throw(void)
 {
-       do_cmd_throw_aux(1, FALSE, 0);
+       do_cmd_throw_aux(1, FALSE, -1);
+}
+
+
+#ifdef TRAVEL
+/*
+ * Hack: travel command
+ */
+#define TRAVEL_UNABLE 9999
+
+static int flow_head = 0;
+static int flow_tail = 0;
+static s16b temp2_x[MAX_SHORT];
+static s16b temp2_y[MAX_SHORT];
+
+/*!
+ * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information 
+ * @return なし
+ */
+void forget_travel_flow(void)
+{
+       int x, y;
+
+       /* Check the entire dungeon */
+       for (y = 0; y < cur_hgt; y++)
+       {
+               for (x = 0; x < cur_wid; x++)
+               {
+                       /* Forget the old data */
+                       travel.cost[y][x] = MAX_SHORT;
+               }
+       }
+
+       travel.y = travel.x = 0;
+}
+
+/*!
+ * @brief トラベル処理中に地形に応じた移動コスト基準を返す
+ * @param y 該当地点のY座標
+ * @param x 該当地点のX座標
+ * @return コスト値
+ */
+static int travel_flow_cost(int y, int x)
+{
+       feature_type *f_ptr = &f_info[cave[y][x].feat];
+       int cost = 1;
+
+       /* Avoid obstacles (ex. trees) */
+       if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
+
+       /* Water */
+       if (have_flag(f_ptr->flags, FF_WATER))
+       {
+               if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
+       }
+
+       /* Lava */
+       if (have_flag(f_ptr->flags, FF_LAVA))
+       {
+               int lava = 2;
+               if (!p_ptr->resist_fire) lava *= 2;
+               if (!p_ptr->levitation) lava *= 2;
+               if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
+
+               cost += lava;
+       }
+
+       /* Detected traps and doors */
+       if (cave[y][x].info & (CAVE_MARK))
+       {
+               if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
+               if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
+       }
+
+       return (cost);
+}
+
+/*!
+ * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン
+ * @param y 目標地点のY座標
+ * @param x 目標地点のX座標
+ * @param n 現在のコスト
+ * @param wall プレイヤーが壁の中にいるならばTRUE
+ * @return なし
+ */
+static void travel_flow_aux(int y, int x, int n, bool wall)
+{
+       cave_type *c_ptr = &cave[y][x];
+       feature_type *f_ptr = &f_info[c_ptr->feat];
+       int old_head = flow_head;
+       int add_cost = 1;
+       int base_cost = (n % TRAVEL_UNABLE);
+       int from_wall = (n / TRAVEL_UNABLE);
+       int cost;
+
+       /* Ignore out of bounds */
+       if (!in_bounds(y, x)) return;
+
+       /* Ignore unknown grid except in wilderness */
+       if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return;
+
+       /* Ignore "walls" and "rubble" (include "secret doors") */
+       if (have_flag(f_ptr->flags, FF_WALL) ||
+               have_flag(f_ptr->flags, FF_CAN_DIG) ||
+               (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
+               (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
+       {
+               if (!wall || !from_wall) return;
+               add_cost += TRAVEL_UNABLE;
+       }
+       else
+       {
+               add_cost = travel_flow_cost(y, x);
+       }
+
+       cost = base_cost + add_cost;
+
+       /* Ignore lower cost entries */
+       if (travel.cost[y][x] <= cost) return;
+
+       /* Save the flow cost */
+       travel.cost[y][x] = cost;
+
+       /* Enqueue that entry */
+       temp2_y[flow_head] = y;
+       temp2_x[flow_head] = x;
+
+       /* Advance the queue */
+       if (++flow_head == MAX_SHORT) flow_head = 0;
+
+       /* Hack -- notice overflow by forgetting new entry */
+       if (flow_head == flow_tail) flow_head = old_head;
+
+       return;
+}
+
+/*!
+ * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン
+ * @param ty 目標地点のY座標
+ * @param tx 目標地点のX座標
+ * @return なし
+ */
+static void travel_flow(int ty, int tx)
+{
+       int x, y, d;
+       bool wall = FALSE;
+       feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
+
+       /* Reset the "queue" */
+       flow_head = flow_tail = 0;
+
+       /* is player in the wall? */
+       if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
+
+       /* Start at the target grid */
+       travel_flow_aux(ty, tx, 0, wall);
+
+       /* Now process the queue */
+       while (flow_head != flow_tail)
+       {
+               /* Extract the next entry */
+               y = temp2_y[flow_tail];
+               x = temp2_x[flow_tail];
+
+               /* Forget that entry */
+               if (++flow_tail == MAX_SHORT) flow_tail = 0;
+
+               /* Ignore too far entries */
+               //if (distance(ty, tx, y, x) > 100) continue;
+
+               /* Add the "children" */
+               for (d = 0; d < 8; d++)
+               {
+                       /* Add that child if "legal" */
+                       travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
+               }
+       }
+
+       /* Forget the flow info */
+       flow_head = flow_tail = 0;
+}
+
+/*!
+ * @brief トラベル処理のメインルーチン
+ * @return なし
+ */
+void do_cmd_travel(void)
+{
+       int x, y, i;
+       int dx, dy, sx, sy;
+       feature_type *f_ptr;
+
+       if (travel.x != 0 && travel.y != 0 &&
+           get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
+       {
+               y = travel.y;
+               x = travel.x;
+       }
+       else if (!tgt_pt(&x, &y)) return;
+
+       if ((x == p_ptr->x) && (y == p_ptr->y))
+       {
+               msg_print(_("すでにそこにいます!", "You are already there!!"));
+               return;
+       }
+
+       f_ptr = &f_info[cave[y][x].feat];
+
+       if ((cave[y][x].info & CAVE_MARK) &&
+               (have_flag(f_ptr->flags, FF_WALL) ||
+                       have_flag(f_ptr->flags, FF_CAN_DIG) ||
+                       (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
+       {
+               msg_print(_("そこには行くことができません!", "You cannot travel there!"));
+               return;
+       }
+
+       forget_travel_flow();
+       travel_flow(y, x);
+
+       travel.x = x;
+       travel.y = y;
+
+       /* Travel till 255 steps */
+       travel.run = 255;
+
+       /* Paranoia */
+       travel.dir = 0;
+
+       /* Decides first direction */
+       dx = abs(p_ptr->x - x);
+       dy = abs(p_ptr->y - y);
+       sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
+       sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
+
+       for (i = 1; i <= 9; i++)
+       {
+               if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
+       }
 }
+#endif