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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 d7536e9..b8a2597 100644 (file)
 #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
@@ -44,6 +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
@@ -271,7 +314,7 @@ void do_cmd_go_down(void)
 
        else
        {
-               int target_dungeon = 0;
+               DUNGEON_IDX target_dungeon = 0;
 
                if (!dun_level)
                {
@@ -292,7 +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
@@ -495,18 +538,6 @@ static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
 }
 
 /*!
- * @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
  * @param y 該当する地形の中から1つのY座標を返す参照ポインタ
@@ -2043,13 +2074,7 @@ void do_cmd_walk(bool pickup)
 void do_cmd_run(void)
 {
        DIRECTION 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;
-       }
+       if (cmd_limit_confused(p_ptr)) return;
 
        if (p_ptr->special_defense & KATA_MUSOU)
        {
@@ -2186,944 +2211,6 @@ void do_cmd_rest(void)
 }
 
 
-/*!
- * @brief 矢弾を射撃した場合の破損確率を返す /
- * Determines the odds of an object breaking when thrown at a monster
- * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
- * @return 破損確率(%)
- * @details
- * Note that artifacts never break, see the "drop_near()" function.
- */
-static PERCENTAGE breakage_chance(object_type *o_ptr)
-{
-       PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev-1)/7 + 4: 0);
-
-       /* Examine the snipe type */
-       if (snipe_type)
-       {
-               if (snipe_type == SP_KILL_WALL) return (100);
-               if (snipe_type == SP_EXPLODE) return (100);
-               if (snipe_type == SP_PIERCE) return (100);
-               if (snipe_type == SP_FINAL) return (100);
-               if (snipe_type == SP_NEEDLE) return (100);
-               if (snipe_type == SP_EVILNESS) return (40);
-               if (snipe_type == SP_HOLYNESS) return (40);
-       }
-
-       /* Examine the item type */
-       switch (o_ptr->tval)
-       {
-               /* 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);
-       }
-}
-
-
-/*!
- * @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;
-
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       BIT_FLAGS flgs[TR_FLAG_SIZE];
-       object_flags(o_ptr, flgs);
-
-       /* Some "weapons" and "ammo" do extra damage */
-       switch (o_ptr->tval)
-       {
-               case TV_SHOT:
-               case TV_ARROW:
-               case TV_BOLT:
-               {
-                       if ((have_flag(flgs, TR_SLAY_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ANIMAL;
-                               }
-                               if (mult < 17) mult = 17;
-                       }
-
-                       if ((have_flag(flgs, TR_KILL_ANIMAL)) && (r_ptr->flags3 & RF3_ANIMAL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ANIMAL;
-                               }
-                               if (mult < 27) mult = 27;
-                       }
-
-                       if ((have_flag(flgs, TR_SLAY_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_EVIL;
-                               }
-                               if (mult < 15) mult = 15;
-                       }
-
-                       if ((have_flag(flgs, TR_KILL_EVIL)) && (r_ptr->flags3 & RF3_EVIL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_EVIL;
-                               }
-                               if (mult < 25) mult = 25;
-                       }
-
-                       if ((have_flag(flgs, TR_SLAY_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags2 |= RF2_HUMAN;
-                               }
-                               if (mult < 17) mult = 17;
-                       }
-
-                       if ((have_flag(flgs, TR_KILL_HUMAN)) && (r_ptr->flags2 & RF2_HUMAN))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags2 |= RF2_HUMAN;
-                               }
-                               if (mult < 27) mult = 27;
-                       }
-
-                       if ((have_flag(flgs, TR_SLAY_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_UNDEAD;
-                               }
-                               if (mult < 20) mult = 20;
-                       }
-
-                       if ((have_flag(flgs, TR_KILL_UNDEAD)) && (r_ptr->flags3 & RF3_UNDEAD))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_UNDEAD;
-                               }
-                               if (mult < 30) mult = 30;
-                       }
-
-                       if ((have_flag(flgs, TR_SLAY_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DEMON;
-                               }
-                               if (mult < 20) mult = 20;
-                       }
-
-                       if ((have_flag(flgs, TR_KILL_DEMON)) && (r_ptr->flags3 & RF3_DEMON))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DEMON;
-                               }
-                               if (mult < 30) mult = 30;
-                       }
-
-                       if ((have_flag(flgs, TR_SLAY_ORC)) && (r_ptr->flags3 & RF3_ORC))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ORC;
-                               }
-                               if (mult < 20) mult = 20;
-                       }
-
-                       if ((have_flag(flgs, TR_KILL_ORC)) && (r_ptr->flags3 & RF3_ORC))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_ORC;
-                               }
-                               if (mult < 30) mult = 30;
-                       }
-
-                       if ((have_flag(flgs, TR_SLAY_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_TROLL;
-                               }
-
-                               if (mult < 20) mult = 20;
-                       }
-
-                       if ((have_flag(flgs, TR_KILL_TROLL)) && (r_ptr->flags3 & RF3_TROLL))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_TROLL;
-                               }
-                               if (mult < 30) mult = 30;
-                       }
-
-                       if ((have_flag(flgs, TR_SLAY_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_GIANT;
-                               }
-                               if (mult < 20) mult = 20;
-                       }
-
-                       if ((have_flag(flgs, TR_KILL_GIANT)) && (r_ptr->flags3 & RF3_GIANT))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_GIANT;
-                               }
-                               if (mult < 30) mult = 30;
-                       }
-
-                       if ((have_flag(flgs, TR_SLAY_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
-                       {
-                               if (is_original_ap_and_seen(m_ptr))
-                               {
-                                       r_ptr->r_flags3 |= RF3_DRAGON;
-                               }
-                               if (mult < 20) mult = 20;
-                       }
-
-                       if ((have_flag(flgs, TR_KILL_DRAGON)) && (r_ptr->flags3 & RF3_DRAGON))
-                       {
-                               if (is_original_ap_and_seen(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;
-                       }
-
-                       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);
-                                       }
-                               }
-                               else
-                               {
-                                       if (mult < 17) mult = 17;
-                               }
-                       }
-
-                       if (have_flag(flgs, TR_BRAND_ELEC))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
-                               {
-                                       if (is_original_ap_and_seen(m_ptr))
-                                       {
-                                               r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
-                                       }
-                               }
-                               else
-                               {
-                                       if (mult < 17) mult = 17;
-                               }
-                       }
-
-                       if (have_flag(flgs, TR_BRAND_FIRE))
-                       {
-                               /* Notice immunity */
-                               if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
-                               {
-                                       if (is_original_ap_and_seen(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;
-                               }
-                       }
-
-                       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;
-                               }
-                       }
-
-                       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(INVENTORY_IDX item, object_type *j_ptr)
-{
-       DIRECTION dir;
-       int i;
-       POSITION y, x, ny, nx, ty, tx, prev_y, prev_x;
-       int tdam_base, tdis, thits, tmul;
-       int bonus, chance;
-       int cur_dis, visible;
-       PERCENTAGE j;
-
-       object_type forge;
-       object_type *q_ptr;
-
-       object_type *o_ptr;
-
-       bool hit_body = FALSE;
-
-       GAME_TEXT o_name[MAX_NLEN];
-
-       u16b path_g[512];       /* For calcuration of path length */
-
-       int msec = delay_factor * delay_factor * delay_factor;
-
-       /* 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;
-
-       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;
-       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_SHOOT);
-       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);
-                       note_spot(ny, nx);
-                       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);
-                       note_spot(ny, nx);
-                       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
-                               {
-                                       GAME_TEXT m_name[MAX_NLEN];
-
-                                       /* Get "the monster" or "it" */
-                                       monster_desc(m_name, m_ptr, 0);
-
-                                       msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
-
-                                       if (m_ptr->ml)
-                                       {
-                                               if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
-                                               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))
-                                       {
-                                               GAME_TEXT m_name[MAX_NLEN];
-
-                                               /* 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 */
-                                       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);
-                                       note_spot(ny, nx);
-                                       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_idx(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))
-                                       {
-                                               GAME_TEXT m_name[MAX_NLEN];
-
-                                               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_pain(c_mon_ptr->m_idx, tdam);
-
-                                       /* Anger the monster */
-                                       if (tdam > 0) anger_monster(m_ptr);
-
-                                       if (fear && m_ptr->ml)
-                                       {
-                                               GAME_TEXT m_name[MAX_NLEN];
-                                               sound(SOUND_FLEE);
-                                               monster_desc(m_name, m_ptr, 0);
-                                               msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
-                                       }
-
-                                       set_target(m_ptr, 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_monster(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];
-               OBJECT_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
@@ -3185,7 +2272,7 @@ void do_cmd_fire(void)
        }
 
        /* Fire the item */
-       do_cmd_fire_aux(item, j_ptr);
+       exe_fire(item, j_ptr);
 
        if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
 
@@ -3263,7 +2350,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
        }
        else if (boomerang)
        {
-               if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
+               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? ");
@@ -3275,7 +2362,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                                return FALSE;
                        }
                }
-               else if (buki_motteruka(INVEN_LARM))
+               else if (has_melee_weapon(INVEN_LARM))
                {
                        item = INVEN_LARM;
                        o_ptr = &inventory[item];
@@ -3423,7 +2510,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
 
        if (shuriken) chance *= 2;
 
-       /* Save the old location */
        prev_y = y;
        prev_x = x;
 
@@ -3467,7 +2553,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                        Term_xtra(TERM_XTRA_DELAY, msec);
                }
 
-               /* Save the old location */
                prev_y = y;
                prev_x = x;