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[Refactor] #37353 混乱時のコマンド制限処理を cmd_limit_confused() に統合。 / Integrate command limitat...
[hengband/hengband.git] / src / cmd2.c
index 88d9951..b8a2597 100644 (file)
  */
 
 #include "angband.h"
-
+#include "chest.h"
+#include "floor.h"
+#include "melee.h"
+#include "object-hook.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "spells-status.h"
+#include "monster-status.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "realm-hex.h"
 
 /*!
  * @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
@@ -31,13 +43,8 @@ bool confirm_leave_level(bool down_stair)
                                                ((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
+               msg_print(_("この階を一度去ると二度と戻って来られません。", "You can't come back here once you leave this floor."));
+               if (get_check(_("本当にこの階を去りますか?", "Really leave this floor? "))) return TRUE;
        }
        else
        {
@@ -46,6 +53,40 @@ bool confirm_leave_level(bool down_stair)
        return FALSE;
 }
 
+
+bool cmd_limit_confused(player_type *creature_ptr)
+{
+       if (p_ptr->confused)
+       {
+               msg_print(_("混乱していてできない!", "You are too confused!"));
+               return TRUE;
+       }
+       return FALSE;
+}
+
+bool cmd_limit_arena(player_type *creature_ptr)
+{
+       if (p_ptr->inside_arena)
+       {
+               msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
+               msg_print(NULL);
+               return TRUE;
+       }
+       return FALSE;
+}
+
+bool cmd_limit_time_walk(player_type *creature_ptr)
+{
+       if (world_player)
+       {
+               if (flush_failure) flush();
+               msg_print(_("止まった時の中ではうまく働かないようだ。", "It shows no reaction."));
+               sound(SOUND_FAIL);
+               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
@@ -80,14 +121,10 @@ void do_cmd_go_up(void)
        
                
                /* Success */
-#ifdef JP
                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                       msg_print("なんだこの階段は!");
+                       msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
                else
-                       msg_print("上の階に登った。");
-#else
-               msg_print("You enter the up staircase.");
-#endif
+                       msg_print(_("上の階に登った。", "You enter the up staircase."));
 
                leave_quest_check();
 
@@ -187,7 +224,7 @@ void do_cmd_go_up(void)
 
        /* Success */
        if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-               msg_print(_("なんだこの階段は!", ""));
+               msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
        else if (up_num == dun_level)
                msg_print(_("地上に戻った。", "You go back to the surface."));
        else
@@ -237,14 +274,10 @@ void do_cmd_go_down(void)
                /* Confirm Leaving */
                if(!confirm_leave_level(TRUE)) return;
                
-#ifdef JP
                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                       msg_print("なんだこの階段は!");
+                       msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
                else
-                       msg_print("下の階に降りた。");
-#else
-                       msg_print("You enter the down staircase.");
-#endif
+                       msg_print(_("下の階に降りた。", "You enter the down staircase."));
 
                leave_quest_check();
                leave_tower_check();
@@ -281,7 +314,7 @@ void do_cmd_go_down(void)
 
        else
        {
-               int target_dungeon = 0;
+               DUNGEON_IDX target_dungeon = 0;
 
                if (!dun_level)
                {
@@ -302,7 +335,7 @@ void do_cmd_go_down(void)
                        /* Save old player position */
                        p_ptr->oldpx = p_ptr->x;
                        p_ptr->oldpy = p_ptr->y;
-                       dungeon_type = (byte)target_dungeon;
+                       dungeon_type = target_dungeon;
 
                        /*
                         * Clear all saved floors
@@ -347,7 +380,7 @@ void do_cmd_go_down(void)
                        else
                        {
                                if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                       msg_print(_("なんだこの階段は!", ""));
+                                       msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
                                else
                                        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."));
                        }
@@ -389,15 +422,11 @@ void do_cmd_search(void)
        {
                /* Set repeat count */
                command_rep = command_arg - 1;
-
-               /* Redraw the state */
                p_ptr->redraw |= (PR_STATE);
 
                /* Cancel the arg */
                command_arg = 0;
        }
-
-       /* Take a turn */
        p_ptr->energy_use = 100;
 
        /* Search */
@@ -412,22 +441,17 @@ void do_cmd_search(void)
  * @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, bool trapped)
+static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped)
 {
        cave_type *c_ptr = &cave[y][x];
-
-       s16b this_o_idx, next_o_idx = 0;
-
+       OBJECT_IDX this_o_idx, next_o_idx = 0;
 
        /* Scan all objects in the grid */
        for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
        {
                object_type *o_ptr;
 
-               /* Acquire object */
                o_ptr = &o_list[this_o_idx];
-
-               /* Acquire next object */
                next_o_idx = o_ptr->next_o_idx;
 
                /* Skip unknown chests XXX XXX */
@@ -441,354 +465,9 @@ static s16b chest_check(int y, int x, bool trapped)
                        return (this_o_idx);
                }
        }
-
-       /* No chest */
        return (0);
 }
 
-
-/*!
- * @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
- * items.  Wooden chests contain 2 items, Iron chests contain 4 items,
- * 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;
-       u32b mode = AM_GOOD;
-
-       object_type forge;
-       object_type *q_ptr;
-
-       object_type *o_ptr = &o_list[o_idx];
-
-
-       /* Small chests often hold "gold" */
-       small = (o_ptr->sval < SV_CHEST_MIN_LARGE);
-
-       /* Determine how much to drop (see above) */
-       number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;
-
-       if (o_ptr->sval == SV_CHEST_KANDUME)
-       {
-               number = 5;
-               small = FALSE;
-               mode |= AM_GREAT;
-               object_level = o_ptr->xtra3;
-       }
-       else
-       {
-               /* Determine the "value" of the items */
-               object_level = ABS(o_ptr->pval) + 10;
-       }
-
-       /* Zero pval means empty chest */
-       if (!o_ptr->pval) number = 0;
-
-       /* Opening a chest */
-       opening_chest = TRUE;
-
-       /* Drop some objects (non-chests) */
-       for (; number > 0; --number)
-       {
-               /* Get local object */
-               q_ptr = &forge;
-
-               /* Wipe the object */
-               object_wipe(q_ptr);
-
-               /* Small chests often drop gold */
-               if (small && (randint0(100) < 25))
-               {
-                       /* Make some gold */
-                       if (!make_gold(q_ptr)) continue;
-               }
-
-               /* Otherwise drop an item */
-               else
-               {
-                       /* Make a good object */
-                       if (!make_object(q_ptr, mode)) continue;
-               }
-
-               /* If chest scatters its contents, pick any floor square. */
-               if (scatter)
-               {
-                       int i;
-                       for (i = 0; i < 200; i++)
-                       {
-                               /* Pick a totally random spot. */
-                               y = randint0(MAX_HGT);
-                               x = randint0(MAX_WID);
-
-                               /* Must be an empty floor. */
-                               if (!cave_empty_bold(y, x)) continue;
-
-                               /* Place the object there. */
-                               drop_near(q_ptr, -1, y, x);
-
-                               /* Done. */
-                               break;
-                       }
-               }
-               /* Normally, drop object near the chest. */
-               else drop_near(q_ptr, -1, y, x);
-       }
-
-       /* Reset the object level */
-       object_level = base_level;
-
-       /* No longer opening a chest */
-       opening_chest = FALSE;
-
-       /* Empty */
-       o_ptr->pval = 0;
-
-       /* Known */
-       object_known(o_ptr);
-}
-
-
-/*!
- * @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)
-{
-       int  i, trap;
-
-       object_type *o_ptr = &o_list[o_idx];
-
-       int mon_level = o_ptr->xtra3;
-
-       /* Ignore disarmed chests */
-       if (o_ptr->pval <= 0) return;
-
-       /* Obtain the traps */
-       trap = chest_traps[o_ptr->pval];
-
-       /* Lose strength */
-       if (trap & (CHEST_LOSE_STR))
-       {
-#ifdef JP
-               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);
-#endif
-
-               (void)do_dec_stat(A_STR);
-       }
-
-       /* Lose constitution */
-       if (trap & (CHEST_LOSE_CON))
-       {
-#ifdef JP
-               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);
-#endif
-
-               (void)do_dec_stat(A_CON);
-       }
-
-       /* Poison */
-       if (trap & (CHEST_POISON))
-       {
-               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));
-               }
-       }
-
-       /* Paralyze */
-       if (trap & (CHEST_PARALYZE))
-       {
-               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));
-               }
-       }
-
-       /* Summon monsters */
-       if (trap & (CHEST_SUMMON))
-       {
-               int num = 2 + randint1(3);
-               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(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));
-               }
-       }
-
-       /* Elemental summon. */
-       if (trap & (CHEST_E_SUMMON))
-       {
-               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));
-               }
-       }
-
-       /* Force clouds, then summon birds. */
-       if (trap & (CHEST_BIRD_STORM))
-       {
-               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);
-
-               for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
-               {
-                       (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
-               }
-       }
-
-       /* Various colorful summonings. */
-       if (trap & (CHEST_H_SUMMON))
-       {
-               /* Summon demons. */
-               if (one_in_(4))
-               {
-                       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);
-                               (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
-                       }
-               }
-
-               /* Summon dragons. */
-               else if (one_in_(3))
-               {
-                       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));
-                       }
-               }
-
-               /* Summon hybrids. */
-               else if (one_in_(2))
-               {
-                       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));
-                       }
-               }
-
-               /* Summon vortices (scattered) */
-               else
-               {
-                       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));
-                       }
-               }
-       }
-
-       /* Dispel player. */
-       if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
-       {
-               /* Determine how many nasty tricks can be played. */
-               int nasty_tricks_count = 4 + randint0(3);
-
-               /* Message. */
-               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)
-                       {
-                               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))
-                               {
-                                       if (!p_ptr->free_act) 
-                                               (void)set_paralyzed(p_ptr->paralyzed + 2 + 
-                                               randint0(6));
-                                       else 
-                                               (void)set_stun(p_ptr->stun + 10 + 
-                                               randint0(100));
-                               }
-                               else if (one_in_(3)) apply_disenchant(0);
-                               else if (one_in_(2))
-                               {
-                                       (void)do_dec_stat(A_STR);
-                                       (void)do_dec_stat(A_DEX);
-                                       (void)do_dec_stat(A_CON);
-                                       (void)do_dec_stat(A_INT);
-                                       (void)do_dec_stat(A_WIS);
-                                       (void)do_dec_stat(A_CHR);
-                               }
-                               else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
-                       }
-               }
-       }
-
-       /* Aggravate monsters. */
-       if (trap & (CHEST_ALARM))
-       {
-               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)
-       {
-               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);
-               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)
-       {
-               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
@@ -799,18 +478,13 @@ static void chest_trap(int y, int x, s16b o_idx)
  * @details
  * Assume there is no monster blocking the destination
  */
-static bool do_cmd_open_chest(int y, int x, s16b o_idx)
+static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
 {
        int i, j;
-
        bool flag = TRUE;
-
        bool more = FALSE;
-
        object_type *o_ptr = &o_list[o_idx];
 
-
-       /* Take a turn */
        p_ptr->energy_use = 100;
 
        /* Attempt to unlock it */
@@ -860,26 +534,9 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx)
                /* Let the Chest drop items */
                chest_death(FALSE, y, x, o_idx);
        }
-
-       /* Result */
        return (more);
 }
 
-
-#if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */
-
-/*!
- * @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(IDX feat)
-{
-       return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
-}
-
-
 /*!
  * @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
@@ -902,7 +559,7 @@ static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under
        for (d = 0; d < 9; d++)
        {
                cave_type *c_ptr;
-               s16b feat;
+               FEAT_IDX feat;
 
                /* if not searching under player continue */
                if ((d == 8) && !under) continue;
@@ -949,7 +606,7 @@ static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under
 static int count_chests(POSITION *y, POSITION *x, bool trapped)
 {
        int d, count;
-       IDX o_idx;
+       OBJECT_IDX o_idx;
 
        object_type *o_ptr;
 
@@ -960,8 +617,8 @@ static int count_chests(POSITION *y, POSITION *x, bool trapped)
        for (d = 0; d < 9; d++)
        {
                /* Extract adjacent (legal) location */
-               int yy = p_ptr->y + ddy_ddd[d];
-               int xx = p_ptr->x + ddx_ddd[d];
+               POSITION yy = p_ptr->y + ddy_ddd[d];
+               POSITION xx = p_ptr->x + ddx_ddd[d];
 
                /* No (visible) chest is there */
                if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
@@ -1010,9 +667,6 @@ static DIRECTION coords_to_dir(POSITION y, POSITION x)
        return d[dx + 1][dy + 1];
 }
 
-#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
@@ -1024,19 +678,15 @@ static DIRECTION coords_to_dir(POSITION y, POSITION x)
  * 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)
+static bool do_cmd_open_aux(POSITION y, POSITION x)
 {
        int i, j;
 
        /* 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 */
        p_ptr->energy_use = 100;
 
        /* Seeing true feature code (ignore mimic) */
@@ -1061,7 +711,7 @@ static bool do_cmd_open_aux(int y, int x)
                /* Extract the lock power */
                j = f_ptr->power;
 
-               /* Extract the difficulty XXX XXX XXX */
+               /* Extract the difficulty */
                j = i - (j * 4);
 
                /* Always have a small chance of success */
@@ -1070,13 +720,11 @@ static bool do_cmd_open_aux(int y, int x)
                /* Success */
                if (randint0(100) < j)
                {
-                       /* Message */
                        msg_print(_("鍵をはずした。", "You have picked the lock."));
 
                        /* Open the door */
                        cave_alter_feat(y, x, FF_OPEN);
 
-                       /* Sound */
                        sound(SOUND_OPENDOOR);
 
                        /* Experience */
@@ -1089,7 +737,6 @@ static bool do_cmd_open_aux(int y, int x)
                        /* Failure */
                        if (flush_failure) flush();
 
-                       /* Message */
                        msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
 
                        /* We may keep trying */
@@ -1103,11 +750,8 @@ static bool do_cmd_open_aux(int y, int x)
                /* Open the door */
                cave_alter_feat(y, x, FF_OPEN);
 
-               /* Sound */
                sound(SOUND_OPENDOOR);
        }
-
-       /* Result */
        return (more);
 }
 
@@ -1122,17 +766,17 @@ void do_cmd_open(void)
 {
        POSITION y, x;
        DIRECTION dir;
-       IDX o_idx;
+       OBJECT_IDX o_idx;
 
        bool more = FALSE;
 
+       if (p_ptr->wild_mode) return;
+
        if (p_ptr->special_defense & KATA_MUSOU)
        {
                set_action(ACTION_NONE);
        }
 
-#ifdef ALLOW_EASY_OPEN /* TNB */
-
        /* Option: Pick a direction */
        if (easy_open)
        {
@@ -1153,15 +797,11 @@ void do_cmd_open(void)
                }
        }
 
-#endif /* ALLOW_EASY_OPEN -- TNB */
-
        /* Allow repeated command */
        if (command_arg)
        {
                /* Set repeat count */
                command_rep = command_arg - 1;
-
-               /* Redraw the state */
                p_ptr->redraw |= (PR_STATE);
 
                /* Cancel the arg */
@@ -1171,7 +811,7 @@ void do_cmd_open(void)
        /* Get a "repeated" direction */
        if (get_rep_dir(&dir, TRUE))
        {
-               s16b feat;
+               FEAT_IDX feat;
                cave_type *c_ptr;
 
                /* Get requested location */
@@ -1190,20 +830,14 @@ void do_cmd_open(void)
                /* Nothing useful */
                if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
                {
-                       /* Message */
                        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 */
                        p_ptr->energy_use = 100;
-
-                       /* Message */
                        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);
                }
 
@@ -1223,7 +857,7 @@ void do_cmd_open(void)
        }
 
        /* Cancel repeat unless we may continue */
-       if (!more) disturb(0, 0);
+       if (!more) disturb(FALSE, FALSE);
 }
 
 
@@ -1239,14 +873,12 @@ void do_cmd_open(void)
  * 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)
+static bool do_cmd_close_aux(POSITION y, POSITION x)
 {
-       /* Get grid and contents */
        cave_type *c_ptr = &cave[y][x];
-       s16b      old_feat = c_ptr->feat;
-       bool      more = FALSE;
+       FEAT_IDX old_feat = c_ptr->feat;
+       bool more = FALSE;
 
-       /* Take a turn */
        p_ptr->energy_use = 100;
 
        /* Seeing true feature code (ignore mimic) */
@@ -1260,7 +892,6 @@ static bool do_cmd_close_aux(int y, int x)
                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
@@ -1271,18 +902,14 @@ static bool do_cmd_close_aux(int y, int x)
                        /* 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 */
        return (more);
 }
 
@@ -1301,13 +928,13 @@ void do_cmd_close(void)
 
        bool more = FALSE;
 
+       if (p_ptr->wild_mode) return;
+
        if (p_ptr->special_defense & KATA_MUSOU)
        {
                set_action(ACTION_NONE);
        }
 
-#ifdef ALLOW_EASY_OPEN /* TNB */
-
        /* Option: Pick a direction */
        if (easy_open)
        {
@@ -1318,15 +945,11 @@ void do_cmd_close(void)
                }
        }
 
-#endif /* ALLOW_EASY_OPEN -- TNB */
-
        /* Allow repeated command */
        if (command_arg)
        {
                /* Set repeat count */
                command_rep = command_arg - 1;
-
-               /* Redraw the state */
                p_ptr->redraw |= (PR_STATE);
 
                /* Cancel the arg */
@@ -1334,16 +957,13 @@ void do_cmd_close(void)
        }
 
        /* Get a "repeated" direction */
-       if (get_rep_dir(&dir,FALSE))
+       if (get_rep_dir(&dir, FALSE))
        {
                cave_type *c_ptr;
-               s16b feat;
+               FEAT_IDX feat;
 
-               /* Get requested location */
                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) */
@@ -1352,17 +972,14 @@ void do_cmd_close(void)
                /* Require open/broken door */
                if (!have_flag(f_info[feat].flags, FF_CLOSE))
                {
-                       /* Message */
                        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 */
                        p_ptr->energy_use = 100;
 
-                       /* Message */
                        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 */
@@ -1378,7 +995,7 @@ void do_cmd_close(void)
        }
 
        /* Cancel repeat unless we may continue */
-       if (!more) disturb(0, 0);
+       if (!more) disturb(FALSE, FALSE);
 }
 
 
@@ -1389,31 +1006,26 @@ void do_cmd_close(void)
  * @param x 対象を行うマスのX座標
  * @return 
  */
-static bool do_cmd_tunnel_test(int y, int x)
+static bool do_cmd_tunnel_test(POSITION y, POSITION x)
 {
        cave_type *c_ptr = &cave[y][x];
 
        /* Must have knowledge */
        if (!(c_ptr->info & CAVE_MARK))
        {
-               /* Message */
                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_have_flag_grid(c_ptr, FF_TUNNEL))
        {
-               /* Message */
                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);
        }
 
-       /* Okay */
        return (TRUE);
 }
 
@@ -1429,18 +1041,17 @@ static bool do_cmd_tunnel_test(int y, int x)
  * Do not use twall anymore
  * Returns TRUE if repeated commands may continue
  */
-static bool do_cmd_tunnel_aux(int y, int x)
+static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
 {
        cave_type *c_ptr;
        feature_type *f_ptr, *mimic_f_ptr;
        int power;
-       cptr name;
+       concptr name;
        bool more = FALSE;
 
        /* Verify legality */
        if (!do_cmd_tunnel_test(y, x)) return (FALSE);
 
-       /* Take a turn */
        p_ptr->energy_use = 100;
 
        /* Get grid */
@@ -1453,7 +1064,6 @@ static bool do_cmd_tunnel_aux(int y, int x)
 
        name = f_name + mimic_f_ptr->name;
 
-       /* Sound */
        sound(SOUND_DIG);
 
        if (have_flag(f_ptr->flags, FF_PERMANENT))
@@ -1477,7 +1087,6 @@ static bool do_cmd_tunnel_aux(int y, int x)
                /* Dig */
                if (p_ptr->skill_dig > randint0(20 * power))
                {
-                       /* Message */
                        msg_format(_("%sをくずした。", "You have removed the %s."), name);
 
                        /* Remove the feature */
@@ -1509,7 +1118,6 @@ static bool do_cmd_tunnel_aux(int y, int x)
                                p_ptr->update |= (PU_FLOW);
                        }
                        
-                       /* Sound */
                        if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
 
                        /* Remove the feature */
@@ -1544,8 +1152,6 @@ static bool do_cmd_tunnel_aux(int y, int x)
                /* Occasional Search XXX XXX */
                if (randint0(100) < 25) search();
        }
-
-       /* Result */
        return more;
 }
 
@@ -1568,7 +1174,7 @@ void do_cmd_tunnel(void)
        int                     y, x, dir;
 
        cave_type       *c_ptr;
-       s16b feat;
+       FEAT_IDX feat;
 
        bool            more = FALSE;
 
@@ -1583,8 +1189,6 @@ void do_cmd_tunnel(void)
        {
                /* Set repeat count */
                command_rep = command_arg - 1;
-
-               /* Redraw the state */
                p_ptr->redraw |= (PR_STATE);
 
                /* Cancel the arg */
@@ -1607,7 +1211,6 @@ void do_cmd_tunnel(void)
                /* No tunnelling through doors */
                if (have_flag(f_info[feat].flags, FF_DOOR))
                {
-                       /* Message */
                        msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
                }
 
@@ -1620,10 +1223,8 @@ void do_cmd_tunnel(void)
                /* A monster is in the way */
                else if (c_ptr->m_idx)
                {
-                       /* Take a turn */
                        p_ptr->energy_use = 100;
 
-                       /* Message */
                        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 */
@@ -1639,12 +1240,9 @@ void do_cmd_tunnel(void)
        }
 
        /* Cancel repetition unless we can continue */
-       if (!more) disturb(0, 0);
+       if (!more) disturb(FALSE, FALSE);
 }
 
-
-#ifdef ALLOW_EASY_OPEN /* TNB */
-
 /*!
  * @brief 移動処理による簡易な「開く」処理 /
  * easy_open_door --
@@ -1659,7 +1257,7 @@ void do_cmd_tunnel(void)
  *     do_cmd_open_test() and do_cmd_open_aux().
  * </pre>
  */
-bool easy_open_door(int y, int x)
+bool easy_open_door(POSITION y, POSITION x)
 {
        int i, j;
 
@@ -1669,7 +1267,6 @@ bool easy_open_door(int y, int x)
        /* Must be a closed door */
        if (!is_closed_door(c_ptr->feat))
        {
-               /* Nope */
                return (FALSE);
        }
 
@@ -1694,7 +1291,7 @@ bool easy_open_door(int y, int x)
                /* Extract the lock power */
                j = f_ptr->power;
 
-               /* Extract the difficulty XXX XXX XXX */
+               /* Extract the difficulty */
                j = i - (j * 4);
 
                /* Always have a small chance of success */
@@ -1703,13 +1300,11 @@ bool easy_open_door(int y, int x)
                /* Success */
                if (randint0(100) < j)
                {
-                       /* Message */
                        msg_print(_("鍵をはずした。", "You have picked the lock."));
 
                        /* Open the door */
                        cave_alter_feat(y, x, FF_OPEN);
 
-                       /* Sound */
                        sound(SOUND_OPENDOOR);
 
                        /* Experience */
@@ -1722,7 +1317,6 @@ bool easy_open_door(int y, int x)
                        /* Failure */
                        if (flush_failure) flush();
 
-                       /* Message */
                        msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
 
                }
@@ -1734,17 +1328,11 @@ bool easy_open_door(int y, int x)
                /* Open the door */
                cave_alter_feat(y, x, FF_OPEN);
 
-               /* Sound */
                sound(SOUND_OPENDOOR);
        }
-
-       /* Result */
        return (TRUE);
 }
 
-#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
@@ -1759,16 +1347,12 @@ bool easy_open_door(int y, int x)
  * Returns TRUE if repeated commands may continue
  * </pre>
  */
-static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
+static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
 {
        int i, j;
-
        bool more = FALSE;
-
        object_type *o_ptr = &o_list[o_idx];
 
-
-       /* Take a turn */
        p_ptr->energy_use = 100;
 
        /* Get the "disarm" factor */
@@ -1827,8 +1411,6 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
                sound(SOUND_FAIL);
                chest_trap(y, x, o_idx);
        }
-
-       /* Result */
        return (more);
 }
 
@@ -1847,36 +1429,25 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
  * Returns TRUE if repeated commands may continue
  * </pre>
  */
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
-bool do_cmd_disarm_aux(int y, int x, int dir)
-
-#else /* ALLOW_EASY_DISARM -- TNB */
 
-static bool do_cmd_disarm_aux(int y, int x, int dir)
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
+bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
 {
-       /* Get grid and contents */
        cave_type *c_ptr = &cave[y][x];
 
        /* Get feature */
        feature_type *f_ptr = &f_info[c_ptr->feat];
 
        /* Access trap name */
-       cptr name = (f_name + f_ptr->name);
+       concptr name = (f_name + f_ptr->name);
 
        /* Extract trap "power" */
        int power = f_ptr->power;
-
        bool more = FALSE;
 
        /* Get the "disarm" factor */
        int i = p_ptr->skill_dis;
-
        int j;
 
-       /* Take a turn */
        p_ptr->energy_use = 100;
 
        /* Penalize some conditions */
@@ -1892,7 +1463,6 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
        /* Success */
        if (randint0(100) < j)
        {
-               /* Message */
                msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
                
                /* Reward */
@@ -1901,17 +1471,8 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
                /* Remove the trap */
                cave_alter_feat(y, x, FF_DISARM);
 
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
                /* Move the player onto the trap */
                move_player(dir, easy_disarm, FALSE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
-               /* move the player onto the trap grid */
-               move_player(dir, FALSE, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
        }
 
        /* Failure -- Keep trying */
@@ -1920,7 +1481,6 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
                /* Failure */
                if (flush_failure) flush();
 
-               /* Message */
                msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);
 
                /* We may keep trying */
@@ -1930,23 +1490,10 @@ static bool do_cmd_disarm_aux(int y, int x, int dir)
        /* Failure -- Set off the trap */
        else
        {
-               /* Message */
                msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
-
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
                /* Move the player onto the trap */
                move_player(dir, easy_disarm, FALSE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
-               /* Move the player onto the trap */
-               move_player(dir, FALSE, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
        }
-
-       /* Result */
        return (more);
 }
 
@@ -1960,17 +1507,17 @@ void do_cmd_disarm(void)
 {
        POSITION y, x;
        DIRECTION dir;
-       s16b o_idx;
+       OBJECT_IDX o_idx;
 
        bool more = FALSE;
 
+       if (p_ptr->wild_mode) return;
+
        if (p_ptr->special_defense & KATA_MUSOU)
        {
                set_action(ACTION_NONE);
        }
 
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
        /* Option: Pick a direction */
        if (easy_disarm)
        {
@@ -1990,15 +1537,12 @@ void do_cmd_disarm(void)
                }
        }
 
-#endif /* ALLOW_EASY_DISARM -- TNB */
 
        /* Allow repeated command */
        if (command_arg)
        {
                /* Set repeat count */
                command_rep = command_arg - 1;
-
-               /* Redraw the state */
                p_ptr->redraw |= (PR_STATE);
 
                /* Cancel the arg */
@@ -2009,13 +1553,10 @@ void do_cmd_disarm(void)
        if (get_rep_dir(&dir,TRUE))
        {
                cave_type *c_ptr;
-               s16b feat;
+               FEAT_IDX feat;
 
-               /* Get location */
                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) */
@@ -2027,14 +1568,12 @@ void do_cmd_disarm(void)
                /* Disarm a trap */
                if (!is_trap(feat) && !o_idx)
                {
-                       /* Message */
                        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 */
                        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 */
@@ -2044,20 +1583,18 @@ void do_cmd_disarm(void)
                /* Disarm chest */
                else if (o_idx)
                {
-                       /* Disarm the chest */
                        more = do_cmd_disarm_chest(y, x, o_idx);
                }
 
                /* Disarm trap */
                else
                {
-                       /* Disarm the trap */
                        more = do_cmd_disarm_aux(y, x, dir);
                }
        }
 
        /* Cancel repeat unless told not to */
-       if (!more) disturb(0, 0);
+       if (!more) disturb(FALSE, FALSE);
 }
 
 
@@ -2075,7 +1612,7 @@ void do_cmd_disarm(void)
  * Returns TRUE if repeated commands may continue
  * </pre>
  */
-static bool do_cmd_bash_aux(int y, int x, int dir)
+static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
 {
        /* Get grid */
        cave_type       *c_ptr = &cave[y][x];
@@ -2092,15 +1629,13 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
 
        bool            more = FALSE;
 
-       cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
+       concptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
 
-       /* Take a turn */
        p_ptr->energy_use = 100;
 
-       /* Message */
        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 */
+       /* Compare bash power to door power */
        temp = (bash - (temp * 10));
 
        if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2;
@@ -2111,10 +1646,8 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
        /* Hack -- attempt to bash down the door */
        if (randint0(100) < temp)
        {
-               /* Message */
                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 */
@@ -2137,7 +1670,6 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
        else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
                 p_ptr->lev)
        {
-               /* Message */
                msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
 
                /* Allow repeated bashing */
@@ -2147,14 +1679,11 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
        /* High dexterity yields coolness */
        else
        {
-               /* Message */
                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));
        }
-
-       /* Result */
        return (more);
 }
 
@@ -2179,12 +1708,11 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
  */
 void do_cmd_bash(void)
 {
-       int                     y, x, dir;
-
+       int     y, x, dir;
        cave_type       *c_ptr;
-
        bool            more = FALSE;
 
+       if (p_ptr->wild_mode) return;
 
        if (p_ptr->special_defense & KATA_MUSOU)
        {
@@ -2196,8 +1724,6 @@ void do_cmd_bash(void)
        {
                /* Set repeat count */
                command_rep = command_arg - 1;
-
-               /* Redraw the state */
                p_ptr->redraw |= (PR_STATE);
 
                /* Cancel the arg */
@@ -2207,7 +1733,7 @@ void do_cmd_bash(void)
        /* Get a "repeated" direction */
        if (get_rep_dir(&dir,FALSE))
        {
-               s16b feat;
+               FEAT_IDX feat;
 
                /* Bash location */
                y = p_ptr->y + ddy[dir];
@@ -2222,17 +1748,14 @@ void do_cmd_bash(void)
                /* Nothing useful */
                if (!have_flag(f_info[feat].flags, FF_BASH))
                {
-                       /* Message */
                        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 */
                        p_ptr->energy_use = 100;
 
-                       /* Message */
                        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 */
@@ -2248,7 +1771,7 @@ void do_cmd_bash(void)
        }
 
        /* Unless valid action taken, cancel bash */
-       if (!more) disturb(0, 0);
+       if (!more) disturb(FALSE, FALSE);
 }
 
 
@@ -2261,7 +1784,7 @@ void do_cmd_bash(void)
  *
  * Attack monsters, tunnel through walls, disarm traps, open doors.
  *
- * Consider confusion XXX XXX XXX
+ * Consider confusion 
  *
  * This command must always take a turn, to prevent free detection
  * of invisible monsters.
@@ -2269,12 +1792,10 @@ void do_cmd_bash(void)
  */
 void do_cmd_alter(void)
 {
-       int                     y, x, dir;
-
-       cave_type       *c_ptr;
-
-       bool            more = FALSE;
-
+       POSITION y, x;
+       DIRECTION dir;
+       cave_type *c_ptr;
+       bool more = FALSE;
 
        if (p_ptr->special_defense & KATA_MUSOU)
        {
@@ -2286,8 +1807,6 @@ void do_cmd_alter(void)
        {
                /* Set repeat count */
                command_rep = command_arg - 1;
-
-               /* Redraw the state */
                p_ptr->redraw |= (PR_STATE);
 
                /* Cancel the arg */
@@ -2297,10 +1816,9 @@ void do_cmd_alter(void)
        /* Get a direction */
        if (get_rep_dir(&dir,TRUE))
        {
-               s16b feat;
+               FEAT_IDX feat;
                feature_type *f_ptr;
 
-               /* Get location */
                y = p_ptr->y + ddy[dir];
                x = p_ptr->x + ddx[dir];
 
@@ -2311,13 +1829,10 @@ void do_cmd_alter(void)
                feat = get_feat_mimic(c_ptr);
                f_ptr = &f_info[feat];
 
-               /* Take a turn */
                p_ptr->energy_use = 100;
 
-               /* Attack monsters */
                if (c_ptr->m_idx)
                {
-                       /* Attack */
                        py_attack(y, x, 0);
                }
 
@@ -2351,16 +1866,14 @@ void do_cmd_alter(void)
                        more = do_cmd_disarm_aux(y, x, dir);
                }
 
-               /* Oops */
                else
                {
-                       /* Oops */
                        msg_print(_("何もない空中を攻撃した。", "You attack the empty air."));
                }
        }
 
        /* Cancel repetition unless we can continue */
-       if (!more) disturb(0, 0);
+       if (!more) disturb(FALSE, FALSE);
 }
 
 
@@ -2372,12 +1885,12 @@ void do_cmd_alter(void)
  * @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?
+ * Let user choose a pile of spikes, perhaps?
  * </pre>
  */
-static bool get_spike(int *ip)
+static bool get_spike(INVENTORY_IDX *ip)
 {
-       int i;
+       INVENTORY_IDX i;
 
        /* Check every item in the pack */
        for (i = 0; i < INVEN_PACK; i++)
@@ -2398,7 +1911,6 @@ static bool get_spike(int *ip)
                }
        }
 
-       /* Oops */
        return (FALSE);
 }
 
@@ -2414,7 +1926,9 @@ static bool get_spike(int *ip)
  */
 void do_cmd_spike(void)
 {
-       int dir;
+       DIRECTION dir;
+
+       if (p_ptr->wild_mode) return;
 
        if (p_ptr->special_defense & KATA_MUSOU)
        {
@@ -2422,17 +1936,15 @@ void do_cmd_spike(void)
        }
 
        /* Get a "repeated" direction */
-       if (get_rep_dir(&dir,FALSE))
+       if (get_rep_dir(&dir, FALSE))
        {
-               int y, x, item;
+               POSITION y, x;
+               INVENTORY_IDX item;
                cave_type *c_ptr;
-               s16b feat;
+               FEAT_IDX feat;
 
-               /* Get location */
                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) */
@@ -2441,24 +1953,20 @@ void do_cmd_spike(void)
                /* Require closed door */
                if (!have_flag(f_info[feat].flags, FF_SPIKE))
                {
-                       /* Message */
                        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 */
                        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 */
                        p_ptr->energy_use = 100;
 
-                       /* Message */
                        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 */
@@ -2468,7 +1976,6 @@ void do_cmd_spike(void)
                /* Go for it */
                else
                {
-                       /* Take a turn */
                        p_ptr->energy_use = 100;
 
                        /* Successful jamming */
@@ -2493,7 +2000,7 @@ void do_cmd_spike(void)
  */
 void do_cmd_walk(bool pickup)
 {
-       int dir;
+       DIRECTION dir;
 
        bool more = FALSE;
 
@@ -2503,8 +2010,6 @@ void do_cmd_walk(bool pickup)
        {
                /* Set repeat count */
                command_rep = command_arg - 1;
-
-               /* Redraw the state */
                p_ptr->redraw |= (PR_STATE);
 
                /* Cancel the arg */
@@ -2512,9 +2017,8 @@ void do_cmd_walk(bool pickup)
        }
 
        /* Get a "repeated" direction */
-       if (get_rep_dir(&dir,FALSE))
+       if (get_rep_dir(&dir, FALSE))
        {
-               /* Take a turn */
                p_ptr->energy_use = 100;
 
                if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
@@ -2558,7 +2062,7 @@ void do_cmd_walk(bool pickup)
        }
 
        /* Cancel repeat unless we may continue */
-       if (!more) disturb(0, 0);
+       if (!more) disturb(FALSE, FALSE);
 }
 
 
@@ -2569,14 +2073,8 @@ void do_cmd_walk(bool pickup)
  */
 void do_cmd_run(void)
 {
-       int dir;
-
-       /* Hack -- no running when confused */
-       if (p_ptr->confused)
-       {
-               msg_print(_("混乱していて走れない!", "You are too confused!"));
-               return;
-       }
+       DIRECTION dir;
+       if (cmd_limit_confused(p_ptr)) return;
 
        if (p_ptr->special_defense & KATA_MUSOU)
        {
@@ -2611,15 +2109,12 @@ void do_cmd_stay(bool pickup)
        {
                /* Set repeat count */
                command_rep = command_arg - 1;
-
-               /* Redraw the state */
                p_ptr->redraw |= (PR_STATE);
 
                /* Cancel the arg */
                command_arg = 0;
        }
 
-       /* Take a turn */
        p_ptr->energy_use = 100;
 
        if (pickup) mpe_mode |= MPE_DO_PICKUP;
@@ -2637,7 +2132,7 @@ void do_cmd_rest(void)
 
        set_action(ACTION_NONE);
 
-       if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] || p_ptr->magic_num1[1]))
+       if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr)))
        {
                stop_singing();
        }
@@ -2648,7 +2143,7 @@ void do_cmd_rest(void)
        /* Prompt for time if needed */
        if (command_arg <= 0)
        {
-               cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ", 
+               concptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ", 
                                   "Rest (0-9999, '*' for HP/SP, '&' as needed): ");
 
 
@@ -2663,13 +2158,13 @@ void do_cmd_rest(void)
                /* Rest until done */
                if (out_val[0] == '&')
                {
-                       command_arg = (-2);
+                       command_arg = COMMAND_ARG_REST_UNTIL_DONE;
                }
 
                /* Rest a lot */
                else if (out_val[0] == '*')
                {
-                       command_arg = (-1);
+                       command_arg = COMMAND_ARG_REST_FULL_HEALING;
                }
 
                /* Rest some */
@@ -2686,12 +2181,11 @@ void do_cmd_rest(void)
 
        if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
 
-       /* Take a turn XXX XXX XXX (?) */
+       /* Take a turn (?) */
        p_ptr->energy_use = 100;
 
        /* The sin of sloth */
-       if (command_arg > 100)
-               chg_virtue(V_DILIGENCE, -1);
+       if (command_arg > 100) chg_virtue(V_DILIGENCE, -1);
        
        /* Why are you sleeping when there's no need?  WAKE UP!*/
        if ((p_ptr->chp == p_ptr->mhp) &&
@@ -2707,1300 +2201,246 @@ void do_cmd_rest(void)
        /* Save the rest code */
        resting = command_arg;
        p_ptr->action = ACTION_REST;
-
-       /* Recalculate bonuses */
        p_ptr->update |= (PU_BONUS);
+       update_creature(p_ptr);
 
-       /* Redraw the state */
        p_ptr->redraw |= (PR_STATE);
+       update_output();
 
-       /* Handle stuff */
-       handle_stuff();
-
-       /* Refresh */
        Term_fresh();
 }
 
 
+
 /*!
- * @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.
+ * @brief 射撃処理のメインルーチン
+ * @return なし
  */
-static int breakage_chance(object_type *o_ptr)
+void do_cmd_fire(void)
 {
-       int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);
+       OBJECT_IDX item;
+       object_type *j_ptr, *ammo_ptr;
+       concptr q, s;
+
+       if(p_ptr->wild_mode) return;
 
-       /* Examine the snipe type */
-       if (snipe_type)
+       is_fired = FALSE;       /* not fired yet */
+
+       /* Get the "bow" (if any) */
+       j_ptr = &inventory[INVEN_BOW];
+
+       /* Require a launcher */
+       if (!j_ptr->tval)
        {
-               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);
+               msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
+               flush();
+               return;
        }
 
-       /* Examine the item type */
-       switch (o_ptr->tval)
+       if (j_ptr->sval == SV_CRIMSON)
        {
-               /* Always break */
-               case TV_FLASK:
-               case TV_POTION:
-               case TV_BOTTLE:
-               case TV_FOOD:
-               case TV_JUNK:
-                       return (100);
-
-               /* Often break */
-               case TV_LITE:
-               case TV_SCROLL:
-               case TV_SKELETON:
-                       return (50);
-
-               /* Sometimes break */
-               case TV_WAND:
-               case TV_SPIKE:
-                       return (25);
-               case TV_ARROW:
-                       return (20 - archer_bonus * 2);
-
-               /* Rarely break */
-               case TV_SHOT:
-               case TV_BOLT:
-                       return (10 - archer_bonus);
-               default:
-                       return (10);
+               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;
        }
-}
 
 
-/*!
- * @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;
+       if (p_ptr->special_defense & KATA_MUSOU)
+       {
+               set_action(ACTION_NONE);
+       }
 
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
+       /* Require proper missile */
+       item_tester_tval = p_ptr->tval_ammo;
 
-       u32b flgs[TR_FLAG_SIZE];
+       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.");
 
-       /* Extract the flags */
-       object_flags(o_ptr, flgs);
 
-       /* Some "weapons" and "ammo" do extra damage */
-       switch (o_ptr->tval)
+       ammo_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+       if (!ammo_ptr)
        {
-               case TV_SHOT:
-               case TV_ARROW:
-               case TV_BOLT:
-               {
-                       /* Slay Animal */
-                       if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
-                           (r_ptr->flags3 & RF3_ANIMAL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ANIMAL;
-                               }
+               flush();
+               return;
+       }
 
-                               if (mult < 17) mult = 17;
-                       }
+       /* Fire the item */
+       exe_fire(item, j_ptr);
 
-                       /* Kill Animal */
-                       if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
-                           (r_ptr->flags3 & RF3_ANIMAL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ANIMAL;
-                               }
+       if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
 
-                               if (mult < 27) mult = 27;
-                       }
+       /* 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));
+       }
+}
 
-                       /* Slay Evil */
-                       if ((have_flag(flgs, TR_SLAY_EVIL)) &&
-                           (r_ptr->flags3 & RF3_EVIL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_EVIL;
-                               }
 
-                               if (mult < 15) mult = 15;
-                       }
+/*!
+ * @brief 投射処理メインルーチン /
+ * Throw an object from the pack or floor.
+ * @param mult 威力の倍率
+ * @param 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(int mult, bool boomerang, OBJECT_IDX shuriken)
+{
+       DIRECTION dir;
+       OBJECT_IDX item;
+       int i;
+       POSITION y, x, ty, tx, prev_y, prev_x;
+       POSITION ny[19], nx[19];
+       int chance, tdam, tdis;
+       int mul, div, dd, ds;
+       int cur_dis, visible;
+       PERCENTAGE j;
 
-                       /* Kill Evil */
-                       if ((have_flag(flgs, TR_KILL_EVIL)) &&
-                           (r_ptr->flags3 & RF3_EVIL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_EVIL;
-                               }
+       object_type forge;
+       object_type *q_ptr;
+       object_type *o_ptr;
 
-                               if (mult < 25) mult = 25;
-                       }
+       bool hit_body = FALSE;
+       bool hit_wall = FALSE;
+       bool equiped_item = FALSE;
+       bool return_when_thrown = FALSE;
 
-                       /* Slay Human */
-                       if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
-                           (r_ptr->flags2 & RF2_HUMAN))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags2 |= RF2_HUMAN;
-                               }
+       GAME_TEXT o_name[MAX_NLEN];
 
-                               if (mult < 17) mult = 17;
-                       }
+       int msec = delay_factor * delay_factor * delay_factor;
 
-                       /* Kill Human */
-                       if ((have_flag(flgs, TR_KILL_HUMAN)) &&
-                           (r_ptr->flags2 & RF2_HUMAN))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags2 |= RF2_HUMAN;
-                               }
+       BIT_FLAGS flgs[TR_FLAG_SIZE];
+       concptr q, s;
+       bool come_back = FALSE;
+       bool do_drop = TRUE;
 
-                               if (mult < 27) mult = 27;
-                       }
+       if (p_ptr->wild_mode) return FALSE;
 
-                       /* Slay Undead */
-                       if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
-                           (r_ptr->flags3 & RF3_UNDEAD))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_UNDEAD;
-                               }
+       if (p_ptr->special_defense & KATA_MUSOU)
+       {
+               set_action(ACTION_NONE);
+       }
 
-                               if (mult < 20) mult = 20;
+       if (shuriken >= 0)
+       {
+               item = shuriken;
+               o_ptr = &inventory[item];
+       }
+       else if (boomerang)
+       {
+               if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
+               {
+                       item_tester_hook = item_tester_hook_boomerang;
+                       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.");
+                       o_ptr = choose_object(&item, q, s, (USE_EQUIP));
+                       if (!o_ptr)
+                       {
+                               flush();
+                               return FALSE;
                        }
+               }
+               else if (has_melee_weapon(INVEN_LARM))
+               {
+                       item = INVEN_LARM;
+                       o_ptr = &inventory[item];
+               }
+               else
+               {
+                       item = INVEN_RARM;
+                       o_ptr = &inventory[item];
+               }
+       }
+       else
+       {
+               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.");
+               o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP));
+               if (!o_ptr)
+               {
+                       flush();
+                       return FALSE;
+               }
+       }
 
-                       /* Kill Undead */
-                       if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
-                           (r_ptr->flags3 & RF3_UNDEAD))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_UNDEAD;
-                               }
+       /* Item is cursed */
+       if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
+       {
+               msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
 
-                               if (mult < 30) mult = 30;
-                       }
+               return FALSE;
+       }
 
-                       /* Slay Demon */
-                       if ((have_flag(flgs, TR_SLAY_DEMON)) &&
-                           (r_ptr->flags3 & RF3_DEMON))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DEMON;
-                               }
+       if (p_ptr->inside_arena && !boomerang)
+       {
+               if (o_ptr->tval != TV_SPIKE)
+               {
+                       msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!"));
+                       msg_print(NULL);
 
-                               if (mult < 20) mult = 20;
-                       }
+                       return FALSE;
+               }
 
-                       /* Kill Demon */
-                       if ((have_flag(flgs, TR_KILL_DEMON)) &&
-                           (r_ptr->flags3 & RF3_DEMON))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DEMON;
-                               }
+       }
+       q_ptr = &forge;
 
-                               if (mult < 30) mult = 30;
-                       }
+       /* Obtain a local object */
+       object_copy(q_ptr, o_ptr);
 
-                       /* Slay Orc */
-                       if ((have_flag(flgs, TR_SLAY_ORC)) &&
-                           (r_ptr->flags3 & RF3_ORC))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ORC;
-                               }
+       /* Extract the thrown object's flags. */
+       object_flags(q_ptr, flgs);
+       torch_flags(q_ptr, flgs);
 
-                               if (mult < 20) mult = 20;
-                       }
+       /* Distribute the charges of rods/wands between the stacks */
+       distribute_charges(o_ptr, q_ptr, 1);
 
-                       /* Kill Orc */
-                       if ((have_flag(flgs, TR_KILL_ORC)) &&
-                           (r_ptr->flags3 & RF3_ORC))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ORC;
-                               }
+       /* Single object */
+       q_ptr->number = 1;
 
-                               if (mult < 30) mult = 30;
-                       }
+       object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
 
-                       /* Slay Troll */
-                       if ((have_flag(flgs, TR_SLAY_TROLL)) &&
-                           (r_ptr->flags3 & RF3_TROLL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_TROLL;
-                               }
+       if (p_ptr->mighty_throw) mult += 3;
 
-                               if (mult < 20) mult = 20;
-                       }
+       /* Extract a "distance multiplier" */
+       /* Changed for 'launcher' mutation */
+       mul = 10 + 2 * (mult - 1);
 
-                       /* Kill Troll */
-                       if ((have_flag(flgs, TR_KILL_TROLL)) &&
-                           (r_ptr->flags3 & RF3_TROLL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_TROLL;
-                               }
+       /* Enforce a minimum "weight" of one pound */
+       div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
+       if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
 
-                               if (mult < 30) mult = 30;
-                       }
-
-                       /* Slay Giant */
-                       if ((have_flag(flgs, TR_SLAY_GIANT)) &&
-                           (r_ptr->flags3 & RF3_GIANT))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_GIANT;
-                               }
-
-                               if (mult < 20) mult = 20;
-                       }
-
-                       /* Kill Giant */
-                       if ((have_flag(flgs, TR_KILL_GIANT)) &&
-                           (r_ptr->flags3 & RF3_GIANT))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_GIANT;
-                               }
-
-                               if (mult < 30) mult = 30;
-                       }
-
-                       /* Slay Dragon  */
-                       if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
-                           (r_ptr->flags3 & RF3_DRAGON))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DRAGON;
-                               }
-
-                               if (mult < 20) mult = 20;
-                       }
-
-                       /* Execute Dragon */
-                       if ((have_flag(flgs, TR_KILL_DRAGON)) &&
-                           (r_ptr->flags3 & RF3_DRAGON))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DRAGON;
-                               }
-
-                               if (mult < 30) mult = 30;
-
-                               if ((o_ptr->name1 == ART_BARD_ARROW) &&
-                                   (m_ptr->r_idx == MON_SMAUG) &&
-                                   (inventory[INVEN_BOW].name1 == ART_BARD))
-                                       mult *= 5;
-                       }
-
-                       /* Brand (Acid) */
-                       if (have_flag(flgs, TR_BRAND_ACID))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
-                                       }
-                               }
-
-                               /* Otherwise, take the damage */
-                               else
-                               {
-                                       if (mult < 17) mult = 17;
-                               }
-                       }
-
-                       /* Brand (Elec) */
-                       if (have_flag(flgs, TR_BRAND_ELEC))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
-                                       }
-                               }
-
-                               /* Otherwise, take the damage */
-                               else
-                               {
-                                       if (mult < 17) mult = 17;
-                               }
-                       }
-
-                       /* Brand (Fire) */
-                       if (have_flag(flgs, TR_BRAND_FIRE))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
-                                       }
-                               }
-
-                               /* Otherwise, take the damage */
-                               else
-                               {
-                                       if (r_ptr->flags3 & RF3_HURT_FIRE)
-                                       {
-                                               if (mult < 25) mult = 25;
-                                               if (is_original_ap_and_seen(m_ptr))
-                                               {
-                                                       r_ptr->r_flags3 |= RF3_HURT_FIRE;
-                                               }
-                                       }
-                                       else if (mult < 17) mult = 17;
-                               }
-                       }
-
-                       /* Brand (Cold) */
-                       if (have_flag(flgs, TR_BRAND_COLD))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
-                                       }
-                               }
-                               /* Otherwise, take the damage */
-                               else
-                               {
-                                       if (r_ptr->flags3 & RF3_HURT_COLD)
-                                       {
-                                               if (mult < 25) mult = 25;
-                                               if (is_original_ap_and_seen(m_ptr))
-                                               {
-                                                       r_ptr->r_flags3 |= RF3_HURT_COLD;
-                                               }
-                                       }
-                                       else if (mult < 17) mult = 17;
-                               }
-                       }
-
-                       /* Brand (Poison) */
-                       if (have_flag(flgs, TR_BRAND_POIS))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
-                                       }
-                               }
-
-                               /* Otherwise, take the damage */
-                               else
-                               {
-                                       if (mult < 17) mult = 17;
-                               }
-                       }
-
-                       if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
-                       {
-                               p_ptr->csp -= (1+(p_ptr->msp / 30));
-                               p_ptr->redraw |= (PR_MANA);
-                               mult = mult * 5 / 2;
-                       }
-                       break;
-               }
-       }
-
-       /* 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.
- *
- * See "calc_bonuses()" for more calculations and such.
- *
- * Note that "firing" a missile is MUCH better than "throwing" it.
- *
- * Note: "unseen" monsters are very hard to hit.
- *
- * Objects are more likely to break if they "attempt" to hit a monster.
- *
- * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
- *
- * The "extra shot" code works by decreasing the amount of energy
- * required to make each shot, spreading the shots out over time.
- *
- * Note that when firing missiles, the launcher multiplier is applied
- * after all the bonuses are added in, making multipliers very useful.
- *
- * Note that Bows of "Extra Might" get extra range and an extra bonus
- * 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 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;
-
-       object_type forge;
-       object_type *q_ptr;
-
-       object_type *o_ptr;
-
-       bool hit_body = FALSE;
-
-       char o_name[MAX_NLEN];
-
-       u16b path_g[512];       /* For calcuration of path length */
-
-       int msec = delay_factor * delay_factor * delay_factor;
-
-       /* STICK TO */
-       bool stick_to = FALSE;
-
-       /* Access the item (if in the pack) */
-       if (item >= 0)
-       {
-               o_ptr = &inventory[item];
-       }
-       else
-       {
-               o_ptr = &o_list[0 - item];
-       }
-
-       /* Sniper - Cannot shot a single arrow twice */
-       if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
-
-       /* Describe the object */
-       object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
-
-       /* Use the proper number of shots */
-       thits = p_ptr->num_fire;
-
-       /* Use a base distance */
-       tdis = 10;
-
-       /* Base damage from thrown object plus launcher bonus */
-       tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
-
-       /* Actually "fire" the object */
-       bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
-       if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
-               chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
-       else
-               chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
-
-       p_ptr->energy_use = bow_energy(j_ptr->sval);
-       tmul = bow_tmul(j_ptr->sval);
-
-       /* Get extra "power" from "extra might" */
-       if (p_ptr->xtra_might) tmul++;
-
-       tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
-
-       /* Boost the damage */
-       tdam_base *= tmul;
-       tdam_base /= 100;
-
-       /* Base range */
-       tdis = 13 + tmul/80;
-       if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
-       {
-               if (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))
-       {
-               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;
-
-       /* Obtain a local object */
-       object_copy(q_ptr, o_ptr);
-
-       /* Single object */
-       q_ptr->number = 1;
-
-       /* Reduce and describe inventory */
-       if (item >= 0)
-       {
-               inven_item_increase(item, -1);
-               inven_item_describe(item);
-               inven_item_optimize(item);
-       }
-
-       /* Reduce and describe floor item */
-       else
-       {
-               floor_item_increase(0 - item, -1);
-               floor_item_optimize(0 - item);
-       }
-
-       /* Sound */
-       sound(SOUND_SHOOT);
-
-       /* 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, 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_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))
-               {
-                       char c = object_char(q_ptr);
-                       byte a = object_attr(q_ptr);
-
-                       /* Draw, Hilite, Fresh, Pause, Erase */
-                       print_rel(c, a, ny, nx);
-                       move_cursor_relative(ny, nx);
-                       Term_fresh();
-                       Term_xtra(TERM_XTRA_DELAY, msec);
-                       lite_spot(ny, nx);
-                       Term_fresh();
-               }
-
-               /* The player cannot see the missile */
-               else
-               {
-                       /* Pause anyway, for consistancy */
-                       Term_xtra(TERM_XTRA_DELAY, msec);
-               }
-
-               /* Sniper */
-               if (snipe_type == SP_KILL_TRAP)
-               {
-                       project(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;
-
-
-               /* Monster here, Try to hit it */
-               if (cave[y][x].m_idx)
-               {
-                       cave_type *c_mon_ptr = &cave[y][x];
-
-                       monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
-                       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-                       /* Check the visibility */
-                       visible = m_ptr->ml;
-
-                       /* Note the collision */
-                       hit_body = TRUE;
-
-                       if (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);
-                       }
-
-                       if ((r_ptr->level + 10) > p_ptr->lev)
-                       {
-                               int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
-                               if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
-                               {
-                                       SUB_EXP amount = 0;
-                                       if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
-                                       else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
-                                       else if ((now_exp < WEAPON_EXP_EXPERT) && (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);
-                               }
-                       }
-
-                       if (p_ptr->riding)
-                       {
-                               if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
-                                       && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
-                                       && one_in_(2))
-                               {
-                                       p_ptr->skill_exp[GINOU_RIDING] += 1;
-                                       p_ptr->update |= (PU_BONUS);
-                               }
-                       }
-
-                       /* Did we hit it (penalize range) */
-                       if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
-                       {
-                               bool fear = FALSE;
-                               int tdam = tdam_base;
-
-                               /* Get extra damage from concentration */
-                               if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
-
-                               /* Handle unseen monster */
-                               if (!visible)
-                               {
-                                       /* Invisible monster */
-                                       msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
-                               }
-
-                               /* Handle visible monster */
-                               else
-                               {
-                                       char m_name[80];
-
-                                       /* Get "the monster" or "it" */
-                                       monster_desc(m_name, m_ptr, 0);
-
-                                       /* Message */
-                                       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 */
-                                               health_track(c_mon_ptr->m_idx);
-                                       }
-                               }
-
-                               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];
-
-                                               /* Get "the monster" or "it" */
-                                               monster_desc(m_name, m_ptr, 0);
-
-                                               tdam = m_ptr->hp + 1;
-                                               msg_format(_("%sの急所に突き刺さった!", "Your shot 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);
-                               }
-
-                               msg_format_wizard(CHEAT_MONSTER,
-                                       _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
-                                       tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
-
-                               /* Sniper */
-                               if (snipe_type == SP_EXPLODE)
-                               {
-                                       u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
-
-                                       sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
-                                       project(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_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
-                               {
-                                       /* Dead monster */
-                               }
-
-                               /* No death */
-                               else
-                               {
-                                       /* STICK TO */
-                                       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;
-                                               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_mon_ptr->m_idx, tdam);
-
-                                       /* Anger the monster */
-                                       if (tdam > 0) anger_monster(m_ptr);
-
-                                       /* Take note */
-                                       if (fear && m_ptr->ml)
-                                       {
-                                               char m_name[80];
-
-                                               /* Sound */
-                                               sound(SOUND_FLEE);
-
-                                               /* Get the monster name (or "it") */
-                                               monster_desc(m_name, m_ptr, 0);
-
-                                               /* Message */
-                                               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;
-                                               MONSTER_IDX m_idx = c_mon_ptr->m_idx;
-
-                                               for ( ; cur_dis <= tdis; )
-                                               {
-                                                       POSITION ox = nx;
-                                                       POSITION oy = ny;
-
-                                                       if (!n) break;
-
-                                                       /* Calculate the new location (see "project()") */
-                                                       mmove2(&ny, &nx, 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);
-
-                                                       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;
-               }
-       }
-
-       /* Chance of breakage (during attacks) */
-       j = (hit_body ? breakage_chance(q_ptr) : 0);
-
-       if (stick_to)
-       {
-               MONSTER_IDX m_idx = cave[y][x].m_idx;
-               monster_type *m_ptr = &m_list[m_idx];
-               IDX o_idx = o_pop();
-
-               if (!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 &= OM_TOUCHED;
-
-               /* Forget location */
-               o_ptr->iy = o_ptr->ix = 0;
-
-               /* Memorize monster */
-               o_ptr->held_m_idx = m_idx;
-
-               /* Build a stack */
-               o_ptr->next_o_idx = m_ptr->hold_o_idx;
-
-               /* Carry object */
-               m_ptr->hold_o_idx = o_idx;
-       }
-       else if (cave_have_flag_bold(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)
-       {
-               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)
-       {
-               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;
-       }
-
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Require proper missile */
-       item_tester_tval = p_ptr->tval_ammo;
-
-       /* Get an item */
-       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();
-               return;
-       }
-
-       /* 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);
-
-       /* Assume not */
-       return (FALSE);
-}
-
-
-/*!
- * @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, prev_y, prev_x;
-       int ny[19], nx[19];
-       int chance, tdam, tdis;
-       int mul, div, dd, ds;
-       int cur_dis, visible;
-
-       object_type forge;
-       object_type *q_ptr;
-
-       object_type *o_ptr;
-
-       bool hit_body = FALSE;
-       bool hit_wall = FALSE;
-       bool equiped_item = FALSE;
-       bool return_when_thrown = FALSE;
-
-       char o_name[MAX_NLEN];
-
-       int msec = delay_factor * delay_factor * delay_factor;
-
-       u32b flgs[TR_FLAG_SIZE];
-       cptr q, s;
-       bool come_back = FALSE;
-       bool do_drop = TRUE;
-
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       if (shuriken >= 0)
-       {
-               item = shuriken;
-       }
-       else if (boomerang)
-       {
-               if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
-               {
-                       item_tester_hook = item_tester_hook_boomerang;
-                       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 if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
-               else item = INVEN_RARM;
-       }
-       else
-       {
-               /* Get an item */
-               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();
-                       return FALSE;
-               }
-       }
-
-       /* Access the item (if in the pack) */
-       if (item >= 0)
-       {
-               o_ptr = &inventory[item];
-       }
-       else
-       {
-               o_ptr = &o_list[0 - item];
-       }
-
-
-       /* Item is cursed */
-       if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
-       {
-               /* Oops */
-               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 && !boomerang)
-       {
-               if (o_ptr->tval != TV_SPIKE)
-               {
-                       msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!"));
-                       msg_print(NULL);
-
-                       /* Nope */
-                       return FALSE;
-               }
-       }
-
-       /* Get local object */
-       q_ptr = &forge;
-
-       /* Obtain a local object */
-       object_copy(q_ptr, o_ptr);
-
-       /* 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);
-
-       /* Single object */
-       q_ptr->number = 1;
-
-       /* Description */
-       object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
-
-       if (p_ptr->mighty_throw) mult += 3;
-
-       /* Extract a "distance multiplier" */
-       /* Changed for 'launcher' mutation */
-       mul = 10 + 2 * (mult - 1);
-
-       /* Enforce a minimum "weight" of one pound */
-       div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
-       if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
-
-       /* Hack -- Distance -- Reward strength, penalize weight */
-       tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
+       /* Hack -- Distance -- Reward strength, penalize weight */
+       tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
 
        /* Max distance of 10-18 */
        if (tdis > mul) tdis = mul;
 
        if (shuriken >= 0)
        {
-               ty = randint0(101)-50+p_ptr->y;
-               tx = randint0(101)-50+p_ptr->x;
+               ty = randint0(101) - 50 + p_ptr->y;
+               tx = randint0(101) - 50 + p_ptr->x;
        }
        else
        {
@@ -4048,7 +2488,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                p_ptr->redraw |= (PR_EQUIPPY);
        }
 
-       /* Take a turn */
        p_ptr->energy_use = 100;
 
        /* Rogue and Ninja gets bonus */
@@ -4059,8 +2498,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
        y = p_ptr->y;
        x = p_ptr->x;
 
-
-       /* Hack -- Handle stuff */
        handle_stuff();
 
        if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
@@ -4073,7 +2510,6 @@ 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;
 
@@ -4098,8 +2534,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                /* The player can see the (on screen) missile */
                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);
+                       SYMBOL_CODE c = object_char(q_ptr);
+                       TERM_COLOR a = object_attr(q_ptr);
 
                        /* Draw, Hilite, Fresh, Pause, Erase */
                        print_rel(c, a, ny[cur_dis], nx[cur_dis]);
@@ -4117,7 +2553,6 @@ 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;
 
@@ -4132,7 +2567,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                if (cave[y][x].m_idx)
                {
                        cave_type *c_ptr = &cave[y][x];
-
                        monster_type *m_ptr = &m_list[c_ptr->m_idx];
 
                        /* Check the visibility */
@@ -4156,20 +2590,13 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                                /* Handle visible monster */
                                else
                                {
-                                       char m_name[80];
-
-                                       /* Get "the monster" or "it" */
+                                       GAME_TEXT m_name[MAX_NLEN];
                                        monster_desc(m_name, m_ptr, 0);
-
-                                       /* Message */
                                        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 */
                                                health_track(c_ptr->m_idx);
                                        }
                                }
@@ -4179,7 +2606,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                                ds = q_ptr->ds;
                                torch_dice(q_ptr, &dd, &ds); /* throwing a torch */
                                tdam = damroll(dd, ds);
-                               /* Apply special damage XXX XXX XXX */
+                               /* Apply special damage */
                                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)
@@ -4216,7 +2643,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                                        tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
 
                                /* Hit the monster, check for death */
-                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
+                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
                                {
                                        /* Dead monster */
                                }
@@ -4224,25 +2651,17 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                                /* No death */
                                else
                                {
-                                       /* Message */
                                        message_pain(c_ptr->m_idx, tdam);
 
                                        /* Anger the monster */
                                        if ((tdam > 0) && !object_is_potion(q_ptr))
                                                anger_monster(m_ptr);
 
-                                       /* Take note */
                                        if (fear && m_ptr->ml)
                                        {
-                                               char m_name[80];
-
-                                               /* Sound */
                                                sound(SOUND_FLEE);
-
-                                               /* Get the monster name (or "it") */
+                                               GAME_TEXT m_name[MAX_NLEN];
                                                monster_desc(m_name, m_ptr, 0);
-
-                                               /* Message */
                                                msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
                                        }
                                }
@@ -4264,8 +2683,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
        {
                j = 100;
 
-               if (!(summon_named_creature(0, y, x, q_ptr->pval,
-                                           !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
+               if (!(summon_named_creature(0, y, x, q_ptr->pval, !(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."));
@@ -4278,7 +2696,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
        {
                if (hit_body || hit_wall || (randint1(100) < j))
                {
-                       /* Message */
                        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))
@@ -4290,7 +2707,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                                    is_friendly(&m_list[cave[y][x].m_idx]) &&
                                    !MON_INVULNER(m_ptr))
                                {
-                                       char m_name[80];
+                                       GAME_TEXT m_name[MAX_NLEN];
                                        monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
                                        msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
                                        set_hostile(&m_list[cave[y][x].m_idx]);
@@ -4373,22 +2790,13 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                        /* Wear the new stuff */
                        object_copy(o_ptr, q_ptr);
 
-                       /* Increase the weight */
                        p_ptr->total_weight += q_ptr->weight;
 
                        /* Increment the equip counter by hand */
                        equip_cnt++;
 
-                       /* Recalculate bonuses */
-                       p_ptr->update |= (PU_BONUS);
-
                        /* Recalculate torch */
-                       p_ptr->update |= (PU_TORCH);
-
-                       /* Recalculate mana XXX */
-                       p_ptr->update |= (PU_MANA);
-
-                       /* Window stuff */
+                       p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
                        p_ptr->window |= (PW_EQUIP);
                }
                else
@@ -4403,17 +2811,14 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
                calc_android_exp();
        }
 
-       /* Drop (or break) near that location */
        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);
                }
        }
@@ -4422,17 +2827,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
 }
 
 
-/*!
- * @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, -1);
-}
-
-
 #ifdef TRAVEL
 /*
  * Hack: travel command
@@ -4450,18 +2844,16 @@ static POSITION temp2_y[MAX_SHORT];
  */
 void forget_travel_flow(void)
 {
-       int x, y;
-
-       /* Check the entire dungeon */
+       POSITION x, y;
+       /* Check the entire dungeon / Forget the old data */
        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;
 }
 
@@ -4471,7 +2863,7 @@ void forget_travel_flow(void)
  * @param x 該当地点のX座標
  * @return コスト値
  */
-static int travel_flow_cost(int y, int x)
+static int travel_flow_cost(POSITION y, POSITION x)
 {
        feature_type *f_ptr = &f_info[cave[y][x].feat];
        int cost = 1;
@@ -4571,9 +2963,9 @@ static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
  * @param tx 目標地点のX座標
  * @return なし
  */
-static void travel_flow(int ty, int tx)
+static void travel_flow(POSITION ty, POSITION tx)
 {
-       int x, y, d;
+       POSITION x, y, d;
        bool wall = FALSE;
        feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
 
@@ -4619,7 +3011,7 @@ void do_cmd_travel(void)
 {
        POSITION x, y;
        int i;
-       int dx, dy, sx, sy;
+       POSITION dx, dy, sx, sy;
        feature_type *f_ptr;
 
        if (travel.x != 0 && travel.y != 0 &&