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[hengband/hengband.git] / src / cmd2.c
diff --git a/src/cmd2.c b/src/cmd2.c
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@@ -1,3973 +0,0 @@
-/*!
- *  @file cmd2.c
- *  @brief プレイヤーのコマンド処理2 / Movement commands (part 2)
- *  @date 2014/01/02
- *  @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies.  Other copyrights may also apply.
- */
-
-#include "angband.h"
-#include "chest.h"
-#include "melee.h"
-#include "object-hook.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
- * @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容
- * @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE
- */
-bool confirm_leave_level(bool down_stair)
-{
-       quest_type *q_ptr = &quest[p_ptr->inside_quest];
-
-       /* Confirm leaving from once only quest */
-       if (confirm_quest && p_ptr->inside_quest &&
-           (q_ptr->type == QUEST_TYPE_RANDOM ||
-            (q_ptr->flags & QUEST_FLAG_ONCE &&
-                                               q_ptr->status != QUEST_STATUS_COMPLETED) ||
-                (q_ptr->flags & QUEST_FLAG_TOWER &&
-                                               ((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) ||
-                                                (down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))))))
-       {
-               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
-       {
-               return TRUE;
-       }
-       return FALSE;
-}
-
-/*!
- * @brief 階段を使って階層を昇る処理 / Go up one level
- * @return なし
- */
-void do_cmd_go_up(void)
-{
-       bool go_up = FALSE;
-
-       /* Player grid */
-       cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
-       feature_type *f_ptr = &f_info[c_ptr->feat];
-
-       int up_num = 0;
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Verify stairs */
-       if (!have_flag(f_ptr->flags, FF_LESS))
-       {
-               msg_print(_("ここには上り階段が見当たらない。", "I see no up staircase here."));
-               return;
-       }
-
-       /* Quest up stairs */
-       if (have_flag(f_ptr->flags, FF_QUEST))
-       {
-               /* Cancel the command */
-               if (!confirm_leave_level(FALSE)) return;
-       
-               
-               /* Success */
-               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                       msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
-               else
-                       msg_print(_("上の階に登った。", "You enter the up staircase."));
-
-               leave_quest_check();
-
-               p_ptr->inside_quest = c_ptr->special;
-
-               /* Activate the quest */
-               if (!quest[p_ptr->inside_quest].status)
-               {
-                       if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
-                       {
-                               init_flags = INIT_ASSIGN;
-                               process_dungeon_file("q_info.txt", 0, 0, 0, 0);
-                       }
-                       quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
-               }
-
-               /* Leaving a quest */
-               if (!p_ptr->inside_quest)
-               {
-                       dun_level = 0;
-               }
-
-               /* Leaving */
-               p_ptr->leaving = TRUE;
-
-               p_ptr->oldpx = 0;
-               p_ptr->oldpy = 0;
-               
-               /* Hack -- take a turn */
-               p_ptr->energy_use = 100;
-
-               /* End the command */
-               return;
-       }
-
-       if (!dun_level)
-       {
-               go_up = TRUE;
-       }
-       else
-       {
-               go_up = confirm_leave_level(FALSE);
-       }
-
-       /* Cancel the command */
-       if (!go_up) return;
-
-       /* Hack -- take a turn */
-       p_ptr->energy_use = 100;
-
-       if (autosave_l) do_cmd_save_game(TRUE);
-
-       /* For a random quest */
-       if (p_ptr->inside_quest &&
-           quest[p_ptr->inside_quest].type == QUEST_TYPE_RANDOM)
-       {
-               leave_quest_check();
-
-               p_ptr->inside_quest = 0;
-       }
-
-       /* For a fixed quest */
-       if (p_ptr->inside_quest &&
-           quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
-       {
-               leave_quest_check();
-
-               p_ptr->inside_quest = c_ptr->special;
-               dun_level = 0;
-               up_num = 0;
-       }
-
-       /* For normal dungeon and random quest */
-       else
-       {
-               /* New depth */
-               if (have_flag(f_ptr->flags, FF_SHAFT))
-               {
-                       /* Create a way back */
-                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_SHAFT);
-
-                       up_num = 2;
-               }
-               else
-               {
-                       /* Create a way back */
-                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP);
-
-                       up_num = 1;
-               }
-
-               /* Get out from current dungeon */
-               if (dun_level - up_num < d_info[dungeon_type].mindepth)
-                       up_num = dun_level;
-       }
-       if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
-
-       /* Success */
-       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-               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
-               msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases."));
-
-       /* Leaving */
-       p_ptr->leaving = TRUE;
-}
-
-
-/*!
- * @brief 階段を使って階層を降りる処理 / Go down one level
- * @return なし
- */
-void do_cmd_go_down(void)
-{
-       /* Player grid */
-       cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
-       feature_type *f_ptr = &f_info[c_ptr->feat];
-
-       bool fall_trap = FALSE;
-       int down_num = 0;
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Verify stairs */
-       if (!have_flag(f_ptr->flags, FF_MORE))
-       {
-               msg_print(_("ここには下り階段が見当たらない。", "I see no down staircase here."));
-               return;
-       }
-
-       if (have_flag(f_ptr->flags, FF_TRAP)) fall_trap = TRUE;
-
-       /* Quest entrance */
-       if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
-       {
-               do_cmd_quest();
-       }
-
-       /* Quest down stairs */
-       else if (have_flag(f_ptr->flags, FF_QUEST))
-       {
-               /* Confirm Leaving */
-               if(!confirm_leave_level(TRUE)) return;
-               
-               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                       msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
-               else
-                       msg_print(_("下の階に降りた。", "You enter the down staircase."));
-
-               leave_quest_check();
-               leave_tower_check();
-
-               p_ptr->inside_quest = c_ptr->special;
-
-               /* Activate the quest */
-               if (!quest[p_ptr->inside_quest].status)
-               {
-                       if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
-                       {
-                               init_flags = INIT_ASSIGN;
-                               process_dungeon_file("q_info.txt", 0, 0, 0, 0);
-                       }
-                       quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
-               }
-
-               /* Leaving a quest */
-               if (!p_ptr->inside_quest)
-               {
-                       dun_level = 0;
-               }
-
-               /* Leaving */
-               p_ptr->leaving = TRUE;
-
-               p_ptr->oldpx = 0;
-               p_ptr->oldpy = 0;
-               
-               
-        /* Hack -- take a turn */
-        p_ptr->energy_use = 100;
-       }
-
-       else
-       {
-               int target_dungeon = 0;
-
-               if (!dun_level)
-               {
-                       target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND;
-
-                       if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
-                       {
-                               msg_print(_("ダンジョンの入口は塞がれている!", "The entrance of this dungeon is closed!"));
-                               return;
-                       }
-                       if (!max_dlv[target_dungeon])
-                       {
-                               msg_format(_("ここには%sの入り口(%d階相当)があります", "There is the entrance of %s (Danger level: %d)"),
-                                                       d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
-                               if (!get_check(_("本当にこのダンジョンに入りますか?", "Do you really get in this dungeon? "))) return;
-                       }
-
-                       /* Save old player position */
-                       p_ptr->oldpx = p_ptr->x;
-                       p_ptr->oldpy = p_ptr->y;
-                       dungeon_type = (byte)target_dungeon;
-
-                       /*
-                        * Clear all saved floors
-                        * and create a first saved floor
-                        */
-                       prepare_change_floor_mode(CFM_FIRST_FLOOR);
-               }
-
-               /* Hack -- take a turn */
-               p_ptr->energy_use = 100;
-
-               if (autosave_l) do_cmd_save_game(TRUE);
-
-               /* Go down */
-               if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
-               else down_num += 1;
-
-               if (!dun_level)
-               {
-                       /* Enter the dungeon just now */
-                       p_ptr->enter_dungeon = TRUE;
-                       down_num = d_info[dungeon_type].mindepth;
-               }
-
-               if (record_stair)
-               {
-                       if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, _("落とし戸に落ちた", "fell through a trap door"));
-                       else do_cmd_write_nikki(NIKKI_STAIR, down_num, _("階段を下りた", "climbed down the stairs to"));
-               }
-
-               if (fall_trap)
-               {
-                       msg_print(_("わざと落とし戸に落ちた。", "You deliberately jump through the trap door."));
-               }
-               else
-               {
-                       /* Success */
-                       if (target_dungeon)
-                       {
-                               msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[dungeon_type].text);
-                       }
-                       else
-                       {
-                               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                       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."));
-                       }
-               }
-
-
-               /* Leaving */
-               p_ptr->leaving = TRUE;
-
-               if (fall_trap)
-               {
-                       prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
-               }
-               else
-               {
-                       if (have_flag(f_ptr->flags, FF_SHAFT))
-                       {
-                               /* Create a way back */
-                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_SHAFT);
-                       }
-                       else
-                       {
-                               /* Create a way back */
-                               prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN);
-                       }
-               }
-       }
-}
-
-
-/*!
- * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn
- * @return なし
- */
-void do_cmd_search(void)
-{
-       /* Allow repeated command */
-       if (command_arg)
-       {
-               /* Set repeat count */
-               command_rep = command_arg - 1;
-               p_ptr->redraw |= (PR_STATE);
-
-               /* Cancel the arg */
-               command_arg = 0;
-       }
-       p_ptr->energy_use = 100;
-
-       /* Search */
-       search();
-}
-
-
-/*!
- * @brief 該当のマスに存在している箱のオブジェクトIDを返す。
- * @param y 走査対象にしたいマスのY座標
- * @param x 走査対象にしたいマスのX座標
- * @param trapped TRUEならばトラップが存在する箱のみ、FALSEならば空でない箱全てを対象にする
- * @return 箱が存在する場合そのオブジェクトID、存在しない場合0を返す。
- */
-static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped)
-{
-       cave_type *c_ptr = &cave[y][x];
-       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;
-
-               o_ptr = &o_list[this_o_idx];
-               next_o_idx = o_ptr->next_o_idx;
-
-               /* Skip unknown chests XXX XXX */
-               /* if (!(o_ptr->marked & OM_FOUND)) continue; */
-
-               /* Check for non empty chest */
-               if ((o_ptr->tval == TV_CHEST) &&
-                       (((!trapped) && (o_ptr->pval)) || /* non empty */
-                       ((trapped) && (o_ptr->pval > 0)))) /* trapped only */
-               {
-                       return (this_o_idx);
-               }
-       }
-       return (0);
-}
-
-/*!
- * @brief 箱を開けるコマンドのメインルーチン /
- * Attempt to open the given chest at the given location
- * @param y 箱の存在するマスのY座標
- * @param x 箱の存在するマスのX座標
- * @param o_idx 箱のオブジェクトID
- * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
- * @details
- * Assume there is no monster blocking the destination
- */
-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];
-
-       p_ptr->energy_use = 100;
-
-       /* Attempt to unlock it */
-       if (o_ptr->pval > 0)
-       {
-               /* Assume locked, and thus not open */
-               flag = FALSE;
-
-               /* Get the "disarm" factor */
-               i = p_ptr->skill_dis;
-
-               /* Penalize some conditions */
-               if (p_ptr->blind || no_lite()) i = i / 10;
-               if (p_ptr->confused || p_ptr->image) i = i / 10;
-
-               /* Extract the difficulty */
-               j = i - o_ptr->pval;
-
-               /* Always have a small chance of success */
-               if (j < 2) j = 2;
-
-               /* Success -- May still have traps */
-               if (randint0(100) < j)
-               {
-                       msg_print(_("鍵をはずした。", "You have picked the lock."));
-                       gain_exp(1);
-                       flag = TRUE;
-               }
-
-               /* Failure -- Keep trying */
-               else
-               {
-                       /* We may continue repeating */
-                       more = TRUE;
-                       if (flush_failure) flush();
-                       msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
-
-               }
-       }
-
-       /* Allowed to open */
-       if (flag)
-       {
-               /* Apply chest traps, if any */
-               chest_trap(y, x, o_idx);
-
-               /* Let the Chest drop items */
-               chest_death(FALSE, y, x, o_idx);
-       }
-       return (more);
-}
-
-/*!
- * @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
- * @param x 該当する地形の中から1つのX座標を返す参照ポインタ
- * @param test 地形条件を判定するための関数ポインタ
- * @param under TRUEならばプレイヤーの直下の座標も走査対象にする
- * @return 該当する地形の数
- * @details Return the number of features around (or under) the character.
- * Usually look for doors and floor traps.
- */
-static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under)
-{
-       int d, count, xx, yy;
-
-       /* Count how many matches */
-       count = 0;
-
-       /* Check around (and under) the character */
-       for (d = 0; d < 9; d++)
-       {
-               cave_type *c_ptr;
-               FEAT_IDX feat;
-
-               /* if not searching under player continue */
-               if ((d == 8) && !under) continue;
-
-               /* Extract adjacent (legal) location */
-               yy = p_ptr->y + ddy_ddd[d];
-               xx = p_ptr->x + ddx_ddd[d];
-
-               /* Get the cave */
-               c_ptr = &cave[yy][xx];
-
-               /* Must have knowledge */
-               if (!(c_ptr->info & (CAVE_MARK))) continue;
-
-               /* Feature code (applying "mimic" field) */
-               feat = get_feat_mimic(c_ptr);
-
-               /* Not looking for this feature */
-               if (!((*test)(feat))) continue;
-
-               /* OK */
-               ++count;
-
-               /* Remember the location. Only useful if only one match */
-               *y = yy;
-               *x = xx;
-       }
-
-       /* All done */
-       return count;
-}
-
-
-/*!
- * @brief プレイヤーの周辺9マスに箱のあるマスがいくつあるかを返す /
- * Return the number of chests around (or under) the character.
- * @param y 該当するマスの中から1つのY座標を返す参照ポインタ
- * @param x 該当するマスの中から1つのX座標を返す参照ポインタ
- * @param trapped TRUEならばトラップの存在が判明している箱のみ対象にする
- * @return 該当する地形の数
- * @details
- * If requested, count only trapped chests.
- */
-static int count_chests(POSITION *y, POSITION *x, bool trapped)
-{
-       int d, count;
-       OBJECT_IDX o_idx;
-
-       object_type *o_ptr;
-
-       /* Count how many matches */
-       count = 0;
-
-       /* Check around (and under) the character */
-       for (d = 0; d < 9; d++)
-       {
-               /* Extract adjacent (legal) location */
-               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;
-
-               /* Grab the object */
-               o_ptr = &o_list[o_idx];
-
-               /* Already open */
-               if (o_ptr->pval == 0) continue;
-
-               /* No (known) traps here */
-               if (trapped && (!object_is_known(o_ptr) ||
-                       !chest_traps[o_ptr->pval])) continue;
-
-               /* OK */
-               ++count;
-
-               /* Remember the location. Only useful if only one match */
-               *y = yy;
-               *x = xx;
-       }
-
-       /* All done */
-       return count;
-}
-
-
-/*!
- * @brief プレイヤーから指定の座標がどの方角にあるかを返す /
- * Convert an adjacent location to a direction.
- * @param y 方角を確認したY座標
- * @param x 方角を確認したX座標
- * @return 方向ID
- */
-static DIRECTION coords_to_dir(POSITION y, POSITION x)
-{
-       int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
-       int dy, dx;
-
-       dy = y - p_ptr->y;
-       dx = x - p_ptr->x;
-
-       /* Paranoia */
-       if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
-
-       return d[dx + 1][dy + 1];
-}
-
-/*!
- * @brief 「開ける」動作コマンドのサブルーチン /
- * Perform the basic "open" command on doors
- * @param y 対象を行うマスのY座標
- * @param x 対象を行うマスのX座標
- * @return 実際に処理が行われた場合TRUEを返す。
- * @details
- * Assume destination is a closed/locked/jammed door
- * Assume there is no monster blocking the destination
- * Returns TRUE if repeated commands may continue
- */
-static bool do_cmd_open_aux(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;
-
-       p_ptr->energy_use = 100;
-
-       /* Seeing true feature code (ignore mimic) */
-
-       /* Jammed door */
-       if (!have_flag(f_ptr->flags, FF_OPEN))
-       {
-               /* Stuck */
-               msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
-       }
-
-       /* Locked door */
-       else if (f_ptr->power)
-       {
-               /* Disarm factor */
-               i = p_ptr->skill_dis;
-
-               /* Penalize some conditions */
-               if (p_ptr->blind || no_lite()) i = i / 10;
-               if (p_ptr->confused || p_ptr->image) i = i / 10;
-
-               /* Extract the lock power */
-               j = f_ptr->power;
-
-               /* Extract the difficulty */
-               j = i - (j * 4);
-
-               /* Always have a small chance of success */
-               if (j < 2) j = 2;
-
-               /* Success */
-               if (randint0(100) < j)
-               {
-                       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_OPENDOOR);
-
-                       /* Experience */
-                       gain_exp(1);
-               }
-
-               /* Failure */
-               else
-               {
-                       /* Failure */
-                       if (flush_failure) flush();
-
-                       msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
-
-                       /* We may keep trying */
-                       more = TRUE;
-               }
-       }
-
-       /* Closed door */
-       else
-       {
-               /* Open the door */
-               cave_alter_feat(y, x, FF_OPEN);
-
-               sound(SOUND_OPENDOOR);
-       }
-       return (more);
-}
-
-/*!
- * @brief 「開ける」コマンドのメインルーチン /
- * Open a closed/locked/jammed door or a closed/locked chest.
- * @return なし
- * @details
- * Unlocking a locked door/chest is worth one experience point.
- */
-void do_cmd_open(void)
-{
-       POSITION y, x;
-       DIRECTION dir;
-       OBJECT_IDX o_idx;
-
-       bool more = FALSE;
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Option: Pick a direction */
-       if (easy_open)
-       {
-               int num_doors, num_chests;
-
-               /* Count closed doors (locked or jammed) */
-               num_doors = count_dt(&y, &x, is_closed_door, FALSE);
-
-               /* Count chests (locked) */
-               num_chests = count_chests(&y, &x, FALSE);
-
-               /* See if only one target */
-               if (num_doors || num_chests)
-               {
-                       bool too_many = (num_doors && num_chests) || (num_doors > 1) ||
-                           (num_chests > 1);
-                       if (!too_many) command_dir = coords_to_dir(y, x);
-               }
-       }
-
-       /* Allow repeated command */
-       if (command_arg)
-       {
-               /* Set repeat count */
-               command_rep = command_arg - 1;
-               p_ptr->redraw |= (PR_STATE);
-
-               /* Cancel the arg */
-               command_arg = 0;
-       }
-
-       /* Get a "repeated" direction */
-       if (get_rep_dir(&dir, TRUE))
-       {
-               FEAT_IDX feat;
-               cave_type *c_ptr;
-
-               /* Get requested location */
-               y = p_ptr->y + ddy[dir];
-               x = p_ptr->x + ddx[dir];
-
-               /* Get requested grid */
-               c_ptr = &cave[y][x];
-
-               /* Feature code (applying "mimic" field) */
-               feat = get_feat_mimic(c_ptr);
-
-               /* Check for chest */
-               o_idx = chest_check(y, x, FALSE);
-
-               /* Nothing useful */
-               if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
-               {
-                       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)
-               {
-                       p_ptr->energy_use = 100;
-                       msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
-                       py_attack(y, x, 0);
-               }
-
-               /* Handle chests */
-               else if (o_idx)
-               {
-                       /* Open the chest */
-                       more = do_cmd_open_chest(y, x, o_idx);
-               }
-
-               /* Handle doors */
-               else
-               {
-                       /* Open the door */
-                       more = do_cmd_open_aux(y, x);
-               }
-       }
-
-       /* Cancel repeat unless we may continue */
-       if (!more) disturb(FALSE, FALSE);
-}
-
-
-
-/*!
- * @brief 「閉じる」動作コマンドのサブルーチン /
- * Perform the basic "close" command
- * @param y 対象を行うマスのY座標
- * @param x 対象を行うマスのX座標
- * @return 実際に処理が行われた場合TRUEを返す。
- * @details
- * Assume destination is an open/broken door
- * Assume there is no monster blocking the destination
- * Returns TRUE if repeated commands may continue
- */
-static bool do_cmd_close_aux(POSITION y, POSITION x)
-{
-       cave_type *c_ptr = &cave[y][x];
-       FEAT_IDX old_feat = c_ptr->feat;
-       bool more = FALSE;
-
-       p_ptr->energy_use = 100;
-
-       /* Seeing true feature code (ignore mimic) */
-
-       /* Open door */
-       if (have_flag(f_info[old_feat].flags, FF_CLOSE))
-       {
-               s16b closed_feat = feat_state(old_feat, FF_CLOSE);
-
-               /* Hack -- object in the way */
-               if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
-                   (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
-               {
-                       msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
-               }
-               else
-               {
-                       /* Close the door */
-                       cave_alter_feat(y, x, FF_CLOSE);
-
-                       /* Broken door */
-                       if (old_feat == c_ptr->feat)
-                       {
-                               msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
-                       }
-                       else
-                       {
-                               sound(SOUND_SHUTDOOR);
-                       }
-               }
-       }
-       return (more);
-}
-
-
-/*!
- * @brief 「閉じる」コマンドのメインルーチン /
- * Close an open door.
- * @return なし
- * @details
- * Unlocking a locked door/chest is worth one experience point.
- */
-void do_cmd_close(void)
-{
-       POSITION y, x;
-       DIRECTION dir;
-
-       bool more = FALSE;
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Option: Pick a direction */
-       if (easy_open)
-       {
-               /* Count open doors */
-               if (count_dt(&y, &x, is_open, FALSE) == 1)
-               {
-                       command_dir = coords_to_dir(y, x);
-               }
-       }
-
-       /* Allow repeated command */
-       if (command_arg)
-       {
-               /* Set repeat count */
-               command_rep = command_arg - 1;
-               p_ptr->redraw |= (PR_STATE);
-
-               /* Cancel the arg */
-               command_arg = 0;
-       }
-
-       /* Get a "repeated" direction */
-       if (get_rep_dir(&dir, FALSE))
-       {
-               cave_type *c_ptr;
-               FEAT_IDX feat;
-
-               y = p_ptr->y + ddy[dir];
-               x = p_ptr->x + ddx[dir];
-               c_ptr = &cave[y][x];
-
-               /* Feature code (applying "mimic" field) */
-               feat = get_feat_mimic(c_ptr);
-
-               /* Require open/broken door */
-               if (!have_flag(f_info[feat].flags, FF_CLOSE))
-               {
-                       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)
-               {
-                       p_ptr->energy_use = 100;
-
-                       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);
-               }
-
-               /* Close the door */
-               else
-               {
-                       /* Close the door */
-                       more = do_cmd_close_aux(y, x);
-               }
-       }
-
-       /* Cancel repeat unless we may continue */
-       if (!more) disturb(FALSE, FALSE);
-}
-
-
-/*!
- * @brief 「掘る」コマンドを該当のマスに行えるかの判定と結果メッセージの表示 /
- * Determine if a given grid may be "tunneled"
- * @param y 対象を行うマスのY座標
- * @param x 対象を行うマスのX座標
- * @return 
- */
-static bool do_cmd_tunnel_test(POSITION y, POSITION x)
-{
-       cave_type *c_ptr = &cave[y][x];
-
-       /* Must have knowledge */
-       if (!(c_ptr->info & CAVE_MARK))
-       {
-               msg_print(_("そこには何も見当たらない。", "You see nothing there."));
-
-               return (FALSE);
-       }
-
-       /* Must be a wall/door/etc */
-       if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
-       {
-               msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
-
-               return (FALSE);
-       }
-
-       return (TRUE);
-}
-
-
-/*!
- * @brief 「掘る」動作コマンドのサブルーチン /
- * Perform the basic "tunnel" command
- * @param y 対象を行うマスのY座標
- * @param x 対象を行うマスのX座標
- * @return 実際に処理が行われた場合TRUEを返す。
- * @details
- * Assumes that no monster is blocking the destination
- * Do not use twall anymore
- * Returns TRUE if repeated commands may continue
- */
-static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
-{
-       cave_type *c_ptr;
-       feature_type *f_ptr, *mimic_f_ptr;
-       int power;
-       cptr name;
-       bool more = FALSE;
-
-       /* Verify legality */
-       if (!do_cmd_tunnel_test(y, x)) return (FALSE);
-
-       p_ptr->energy_use = 100;
-
-       /* Get grid */
-       c_ptr = &cave[y][x];
-       f_ptr = &f_info[c_ptr->feat];
-       power = f_ptr->power;
-
-       /* Feature code (applying "mimic" field) */
-       mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
-
-       name = f_name + mimic_f_ptr->name;
-
-       sound(SOUND_DIG);
-
-       if (have_flag(f_ptr->flags, FF_PERMANENT))
-       {
-               /* Titanium */
-               if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
-               {
-                       msg_print(_("この岩は硬すぎて掘れないようだ。", "This seems to be permanent rock."));
-               }
-
-               /* Map border (mimiccing Permanent wall) */
-               else
-               {
-                       msg_print(_("そこは掘れない!", "You can't tunnel through that!"));
-               }
-       }
-
-       /* Dig or tunnel */
-       else if (have_flag(f_ptr->flags, FF_CAN_DIG))
-       {
-               /* Dig */
-               if (p_ptr->skill_dig > randint0(20 * power))
-               {
-                       msg_format(_("%sをくずした。", "You have removed the %s."), name);
-
-                       /* Remove the feature */
-                       cave_alter_feat(y, x, FF_TUNNEL);
-
-                       /* Update some things */
-                       p_ptr->update |= (PU_FLOW);
-               }
-               else
-               {
-                       /* Message, keep digging */
-                       msg_format(_("%sをくずしている。", "You dig into the %s."), name);
-                       
-                       more = TRUE;
-               }
-       }
-
-       else
-       {
-               bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
-
-               /* Tunnel */
-               if (p_ptr->skill_dig > power + randint0(40 * power))
-               {
-                       if (tree) msg_format(_("%sを切り払った。", "You have cleared away the %s."), name);
-                       else
-                       {
-                               msg_print(_("穴を掘り終えた。", "You have finished the tunnel."));
-                               p_ptr->update |= (PU_FLOW);
-                       }
-                       
-                       if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
-
-                       /* Remove the feature */
-                       cave_alter_feat(y, x, FF_TUNNEL);
-
-                       chg_virtue(V_DILIGENCE, 1);
-                       chg_virtue(V_NATURE, -1);
-               }
-
-               /* Keep trying */
-               else
-               {
-                       if (tree)
-                       {
-                               /* We may continue chopping */
-                               msg_format(_("%sを切っている。", "You chop away at the %s."), name);
-                               /* Occasional Search XXX XXX */
-                               if (randint0(100) < 25) search();
-                       }
-                       else
-                       {
-                               /* We may continue tunelling */
-                               msg_format(_("%sに穴を掘っている。", "You tunnel into the %s."), name);
-                       }
-
-                       more = TRUE;
-               }
-       }
-
-       if (is_hidden_door(c_ptr))
-       {
-               /* Occasional Search XXX XXX */
-               if (randint0(100) < 25) search();
-       }
-       return more;
-}
-
-
-/*!
- * @brief 「掘る」動作コマンドのメインルーチン /
- * Tunnels through "walls" (including rubble and closed doors)
- * @return なし
- * @details
- * <pre>
- * Note that you must tunnel in order to hit invisible monsters
- * in walls, though moving into walls still takes a turn anyway.
- *
- * Digging is very difficult without a "digger" weapon, but can be
- * accomplished by strong players using heavy weapons.
- * </pre>
- */
-void do_cmd_tunnel(void)
-{
-       int                     y, x, dir;
-
-       cave_type       *c_ptr;
-       FEAT_IDX feat;
-
-       bool            more = FALSE;
-
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Allow repeated command */
-       if (command_arg)
-       {
-               /* Set repeat count */
-               command_rep = command_arg - 1;
-               p_ptr->redraw |= (PR_STATE);
-
-               /* Cancel the arg */
-               command_arg = 0;
-       }
-
-       /* Get a direction to tunnel, or Abort */
-       if (get_rep_dir(&dir,FALSE))
-       {
-               /* Get location */
-               y = p_ptr->y + ddy[dir];
-               x = p_ptr->x + ddx[dir];
-
-               /* Get grid */
-               c_ptr = &cave[y][x];
-
-               /* Feature code (applying "mimic" field) */
-               feat = get_feat_mimic(c_ptr);
-
-               /* No tunnelling through doors */
-               if (have_flag(f_info[feat].flags, FF_DOOR))
-               {
-                       msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
-               }
-
-               /* No tunnelling through most features */
-               else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
-               {
-                       msg_print(_("そこは掘れない。", "You can't tunnel through that."));
-               }
-
-               /* A monster is in the way */
-               else if (c_ptr->m_idx)
-               {
-                       p_ptr->energy_use = 100;
-
-                       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);
-               }
-
-               /* Try digging */
-               else
-               {
-                       /* Tunnel through walls */
-                       more = do_cmd_tunnel_aux(y, x);
-               }
-       }
-
-       /* Cancel repetition unless we can continue */
-       if (!more) disturb(FALSE, FALSE);
-}
-
-/*!
- * @brief 移動処理による簡易な「開く」処理 /
- * easy_open_door --
- * @return 開く処理が実際に試みられた場合TRUEを返す
- * @details
- * <pre>
- *     If there is a jammed/closed/locked door at the given location,
- *     then attempt to unlock/open it. Return TRUE if an attempt was
- *     made (successful or not), otherwise return FALSE.
- *
- *     The code here should be nearly identical to that in
- *     do_cmd_open_test() and do_cmd_open_aux().
- * </pre>
- */
-bool easy_open_door(POSITION y, POSITION x)
-{
-       int i, j;
-
-       cave_type *c_ptr = &cave[y][x];
-       feature_type *f_ptr = &f_info[c_ptr->feat];
-
-       /* Must be a closed door */
-       if (!is_closed_door(c_ptr->feat))
-       {
-               return (FALSE);
-       }
-
-       /* Jammed door */
-       if (!have_flag(f_ptr->flags, FF_OPEN))
-       {
-               /* Stuck */
-               msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
-
-       }
-
-       /* Locked door */
-       else if (f_ptr->power)
-       {
-               /* Disarm factor */
-               i = p_ptr->skill_dis;
-
-               /* Penalize some conditions */
-               if (p_ptr->blind || no_lite()) i = i / 10;
-               if (p_ptr->confused || p_ptr->image) i = i / 10;
-
-               /* Extract the lock power */
-               j = f_ptr->power;
-
-               /* Extract the difficulty */
-               j = i - (j * 4);
-
-               /* Always have a small chance of success */
-               if (j < 2) j = 2;
-
-               /* Success */
-               if (randint0(100) < j)
-               {
-                       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_OPENDOOR);
-
-                       /* Experience */
-                       gain_exp(1);
-               }
-
-               /* Failure */
-               else
-               {
-                       /* Failure */
-                       if (flush_failure) flush();
-
-                       msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
-
-               }
-       }
-
-       /* Closed door */
-       else
-       {
-               /* Open the door */
-               cave_alter_feat(y, x, FF_OPEN);
-
-               sound(SOUND_OPENDOOR);
-       }
-       return (TRUE);
-}
-
-/*!
- * @brief 箱のトラップを解除するコマンドのメインルーチン /
- * Perform the basic "disarm" command
- * @param y 解除を行うマスのY座標
- * @param x 解除を行うマスのX座標
- * @param o_idx 箱のオブジェクトID
- * @return ターンを消費する処理が行われた場合TRUEを返す
- * @details
- * <pre>
- * Assume destination is a visible trap
- * Assume there is no monster blocking the destination
- * Returns TRUE if repeated commands may continue
- * </pre>
- */
-static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx)
-{
-       int i, j;
-       bool more = FALSE;
-       object_type *o_ptr = &o_list[o_idx];
-
-       p_ptr->energy_use = 100;
-
-       /* Get the "disarm" factor */
-       i = p_ptr->skill_dis;
-
-       /* Penalize some conditions */
-       if (p_ptr->blind || no_lite()) i = i / 10;
-       if (p_ptr->confused || p_ptr->image) i = i / 10;
-
-       /* Extract the difficulty */
-       j = i - o_ptr->pval;
-
-       /* Always have a small chance of success */
-       if (j < 2) j = 2;
-
-       /* Must find the trap first. */
-       if (!object_is_known(o_ptr))
-       {
-               msg_print(_("トラップが見あたらない。", "I don't see any traps."));
-
-       }
-
-       /* Already disarmed/unlocked */
-       else if (o_ptr->pval <= 0)
-       {
-               msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
-       }
-
-       /* No traps to find. */
-       else if (!chest_traps[o_ptr->pval])
-       {
-               msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
-       }
-
-       /* Success (get a lot of experience) */
-       else if (randint0(100) < j)
-       {
-               msg_print(_("箱に仕掛けられていたトラップを解除した。", "You have disarmed the chest."));
-               gain_exp(o_ptr->pval);
-               o_ptr->pval = (0 - o_ptr->pval);
-       }
-
-       /* Failure -- Keep trying */
-       else if ((i > 5) && (randint1(i) > 5))
-       {
-               /* We may keep trying */
-               more = TRUE;
-               if (flush_failure) flush();
-               msg_print(_("箱のトラップ解除に失敗した。", "You failed to disarm the chest."));
-       }
-
-       /* Failure -- Set off the trap */
-       else
-       {
-               msg_print(_("トラップを作動させてしまった!", "You set off a trap!"));
-               sound(SOUND_FAIL);
-               chest_trap(y, x, o_idx);
-       }
-       return (more);
-}
-
-
-/*!
- * @brief 箱のトラップを解除するコマンドのサブルーチン /
- * Perform the basic "disarm" command
- * @param y 解除を行うマスのY座標
- * @param x 解除を行うマスのX座標
- * @param dir プレイヤーからみた方向ID
- * @return ターンを消費する処理が行われた場合TRUEを返す
- * @details
- * <pre>
- * Assume destination is a visible trap
- * Assume there is no monster blocking the destination
- * Returns TRUE if repeated commands may continue
- * </pre>
- */
-
-bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir)
-{
-       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);
-
-       /* Extract trap "power" */
-       int power = f_ptr->power;
-       bool more = FALSE;
-
-       /* Get the "disarm" factor */
-       int i = p_ptr->skill_dis;
-       int j;
-
-       p_ptr->energy_use = 100;
-
-       /* Penalize some conditions */
-       if (p_ptr->blind || no_lite()) i = i / 10;
-       if (p_ptr->confused || p_ptr->image) i = i / 10;
-
-       /* Extract the difficulty */
-       j = i - power;
-
-       /* Always have a small chance of success */
-       if (j < 2) j = 2;
-
-       /* Success */
-       if (randint0(100) < j)
-       {
-               msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
-               
-               /* Reward */
-               gain_exp(power);
-
-               /* Remove the trap */
-               cave_alter_feat(y, x, FF_DISARM);
-
-               /* Move the player onto the trap */
-               move_player(dir, easy_disarm, FALSE);
-       }
-
-       /* Failure -- Keep trying */
-       else if ((i > 5) && (randint1(i) > 5))
-       {
-               /* Failure */
-               if (flush_failure) flush();
-
-               msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);
-
-               /* We may keep trying */
-               more = TRUE;
-       }
-
-       /* Failure -- Set off the trap */
-       else
-       {
-               msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
-               /* Move the player onto the trap */
-               move_player(dir, easy_disarm, FALSE);
-       }
-       return (more);
-}
-
-
-/*!
- * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
- * Disarms a trap, or chest
- * @return なし
- */
-void do_cmd_disarm(void)
-{
-       POSITION y, x;
-       DIRECTION dir;
-       s16b o_idx;
-
-       bool more = FALSE;
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-
-       /* Option: Pick a direction */
-       if (easy_disarm)
-       {
-               int num_traps, num_chests;
-
-               /* Count visible traps */
-               num_traps = count_dt(&y, &x, is_trap, TRUE);
-
-               /* Count chests (trapped) */
-               num_chests = count_chests(&y, &x, TRUE);
-
-               /* See if only one target */
-               if (num_traps || num_chests)
-               {
-                       bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
-                       if (!too_many) command_dir = coords_to_dir(y, x);
-               }
-       }
-
-
-       /* Allow repeated command */
-       if (command_arg)
-       {
-               /* Set repeat count */
-               command_rep = command_arg - 1;
-               p_ptr->redraw |= (PR_STATE);
-
-               /* Cancel the arg */
-               command_arg = 0;
-       }
-
-       /* Get a direction (or abort) */
-       if (get_rep_dir(&dir,TRUE))
-       {
-               cave_type *c_ptr;
-               FEAT_IDX feat;
-
-               y = p_ptr->y + ddy[dir];
-               x = p_ptr->x + ddx[dir];
-               c_ptr = &cave[y][x];
-
-               /* Feature code (applying "mimic" field) */
-               feat = get_feat_mimic(c_ptr);
-
-               /* Check for chests */
-               o_idx = chest_check(y, x, TRUE);
-
-               /* Disarm a trap */
-               if (!is_trap(feat) && !o_idx)
-               {
-                       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)
-               {
-                       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);
-               }
-
-               /* 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(FALSE, FALSE);
-}
-
-
-/*!
- * @brief 「打ち破る」動作コマンドのサブルーチン /
- * Perform the basic "bash" command
- * @param y 対象を行うマスのY座標
- * @param x 対象を行うマスのX座標
- * @param dir プレイヤーから見たターゲットの方角ID
- * @return 実際に処理が行われた場合TRUEを返す。
- * @details
- * <pre>
- * Assume destination is a closed/locked/jammed door
- * Assume there is no monster blocking the destination
- * Returns TRUE if repeated commands may continue
- * </pre>
- */
-static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir)
-{
-       /* Get grid */
-       cave_type       *c_ptr = &cave[y][x];
-
-       /* Get feature */
-       feature_type *f_ptr = &f_info[c_ptr->feat];
-
-       /* Hack -- Bash power based on strength */
-       /* (Ranges from 3 to 20 to 100 to 200) */
-       int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
-
-       /* Extract door power */
-       int temp = f_ptr->power;
-
-       bool            more = FALSE;
-
-       cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
-
-       p_ptr->energy_use = 100;
-
-       msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
-
-       /* Compare bash power to door power */
-       temp = (bash - (temp * 10));
-
-       if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2;
-
-       /* Hack -- always have a chance */
-       if (temp < 1) temp = 1;
-
-       /* Hack -- attempt to bash down the door */
-       if (randint0(100) < temp)
-       {
-               msg_format(_("%sを壊した!", "The %s crashes open!"), name);
-
-               sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
-
-               /* Break down the door */
-               if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
-               {
-                       cave_alter_feat(y, x, FF_BASH);
-               }
-
-               /* Open the door */
-               else
-               {
-                       cave_alter_feat(y, x, FF_OPEN);
-               }
-
-               /* Hack -- Fall through the door */
-               move_player(dir, FALSE, FALSE);
-       }
-
-       /* Saving throw against stun */
-       else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
-                p_ptr->lev)
-       {
-               msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
-
-               /* Allow repeated bashing */
-               more = TRUE;
-       }
-
-       /* High dexterity yields coolness */
-       else
-       {
-               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));
-       }
-       return (more);
-}
-
-
-/*!
- * @brief 「打ち破る」動作コマンドのメインルーチン /
- * Bash open a door, success based on character strength
- * @return なし
- * @details
- * <pre>
- * For a closed door, pval is positive if locked; negative if stuck.
- *
- * For an open door, pval is positive for a broken door.
- *
- * A closed door can be opened - harder if locked. Any door might be
- * bashed open (and thereby broken). Bashing a door is (potentially)
- * faster! You move into the door way. To open a stuck door, it must
- * be bashed. A closed door can be jammed (see do_cmd_spike()).
- *
- * Creatures can also open or bash doors, see elsewhere.
- * </pre>
- */
-void do_cmd_bash(void)
-{
-       int                     y, x, dir;
-
-       cave_type       *c_ptr;
-
-       bool            more = FALSE;
-
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Allow repeated command */
-       if (command_arg)
-       {
-               /* Set repeat count */
-               command_rep = command_arg - 1;
-               p_ptr->redraw |= (PR_STATE);
-
-               /* Cancel the arg */
-               command_arg = 0;
-       }
-
-       /* Get a "repeated" direction */
-       if (get_rep_dir(&dir,FALSE))
-       {
-               FEAT_IDX feat;
-
-               /* Bash location */
-               y = p_ptr->y + ddy[dir];
-               x = p_ptr->x + ddx[dir];
-
-               /* Get grid */
-               c_ptr = &cave[y][x];
-
-               /* Feature code (applying "mimic" field) */
-               feat = get_feat_mimic(c_ptr);
-
-               /* Nothing useful */
-               if (!have_flag(f_info[feat].flags, FF_BASH))
-               {
-                       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)
-               {
-                       p_ptr->energy_use = 100;
-
-                       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);
-               }
-
-               /* Bash a closed door */
-               else
-               {
-                       /* Bash the door */
-                       more = do_cmd_bash_aux(y, x, dir);
-               }
-       }
-
-       /* Unless valid action taken, cancel bash */
-       if (!more) disturb(FALSE, FALSE);
-}
-
-
-/*!
- * @brief 特定のマスに影響を及ぼすための汎用的コマンド
- * @return なし
- * @details
- * <pre>
- * Manipulate an adjacent grid in some way
- *
- * Attack monsters, tunnel through walls, disarm traps, open doors.
- *
- * Consider confusion 
- *
- * This command must always take a turn, to prevent free detection
- * of invisible monsters.
- * </pre>
- */
-void do_cmd_alter(void)
-{
-       POSITION y, x;
-       DIRECTION dir;
-       cave_type *c_ptr;
-       bool more = FALSE;
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Allow repeated command */
-       if (command_arg)
-       {
-               /* Set repeat count */
-               command_rep = command_arg - 1;
-               p_ptr->redraw |= (PR_STATE);
-
-               /* Cancel the arg */
-               command_arg = 0;
-       }
-
-       /* Get a direction */
-       if (get_rep_dir(&dir,TRUE))
-       {
-               FEAT_IDX feat;
-               feature_type *f_ptr;
-
-               y = p_ptr->y + ddy[dir];
-               x = p_ptr->x + ddx[dir];
-
-               /* Get grid */
-               c_ptr = &cave[y][x];
-
-               /* Feature code (applying "mimic" field) */
-               feat = get_feat_mimic(c_ptr);
-               f_ptr = &f_info[feat];
-
-               p_ptr->energy_use = 100;
-
-               if (c_ptr->m_idx)
-               {
-                       py_attack(y, x, 0);
-               }
-
-               /* Locked doors */
-               else if (have_flag(f_ptr->flags, FF_OPEN))
-               {
-                       more = do_cmd_open_aux(y, x);
-               }
-
-               /* Bash jammed doors */
-               else if (have_flag(f_ptr->flags, FF_BASH))
-               {
-                       more = do_cmd_bash_aux(y, x, dir);
-               }
-
-               /* Tunnel through walls */
-               else if (have_flag(f_ptr->flags, FF_TUNNEL))
-               {
-                       more = do_cmd_tunnel_aux(y, x);
-               }
-
-               /* Close open doors */
-               else if (have_flag(f_ptr->flags, FF_CLOSE))
-               {
-                       more = do_cmd_close_aux(y, x);
-               }
-
-               /* Disarm traps */
-               else if (have_flag(f_ptr->flags, FF_DISARM))
-               {
-                       more = do_cmd_disarm_aux(y, x, dir);
-               }
-
-               else
-               {
-                       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(FALSE, FALSE);
-}
-
-
-
-/*!
- * @brief 「くさびを打つ」ために必要なオブジェクトがあるかどうかの判定を返す /
- * Find the index of some "spikes", if possible.
- * @param ip くさびとして打てるオブジェクトのID
- * @return オブジェクトがある場合TRUEを返す
- * @details
- * <pre>
- * Let user choose a pile of spikes, perhaps?
- * </pre>
- */
-static bool get_spike(INVENTORY_IDX *ip)
-{
-       INVENTORY_IDX i;
-
-       /* Check every item in the pack */
-       for (i = 0; i < INVEN_PACK; i++)
-       {
-               object_type *o_ptr = &inventory[i];
-
-               /* Skip non-objects */
-               if (!o_ptr->k_idx) continue;
-
-               /* Check the "tval" code */
-               if (o_ptr->tval == TV_SPIKE)
-               {
-                       /* Save the spike index */
-                       (*ip) = i;
-
-                       /* Success */
-                       return (TRUE);
-               }
-       }
-
-       return (FALSE);
-}
-
-
-/*!
- * @brief 「くさびを打つ」動作コマンドのメインルーチン /
- * Jam a closed door with a spike
- * @return なし
- * @details
- * <pre>
- * This command may NOT be repeated
- * </pre>
- */
-void do_cmd_spike(void)
-{
-       DIRECTION dir;
-
-       if (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Get a "repeated" direction */
-       if (get_rep_dir(&dir,FALSE))
-       {
-               POSITION y, x;
-               INVENTORY_IDX item;
-               cave_type *c_ptr;
-               FEAT_IDX feat;
-
-               y = p_ptr->y + ddy[dir];
-               x = p_ptr->x + ddx[dir];
-               c_ptr = &cave[y][x];
-
-               /* Feature code (applying "mimic" field) */
-               feat = get_feat_mimic(c_ptr);
-
-               /* Require closed door */
-               if (!have_flag(f_info[feat].flags, FF_SPIKE))
-               {
-                       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))
-               {
-                       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)
-               {
-                       p_ptr->energy_use = 100;
-
-                       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);
-               }
-
-               /* Go for it */
-               else
-               {
-                       p_ptr->energy_use = 100;
-
-                       /* Successful jamming */
-                       msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name);
-                       cave_alter_feat(y, x, FF_SPIKE);
-
-                       /* Use up, and describe, a single spike, from the bottom */
-                       inven_item_increase(item, -1);
-                       inven_item_describe(item);
-                       inven_item_optimize(item);
-               }
-       }
-}
-
-
-
-/*!
- * @brief 「歩く」動作コマンドのメインルーチン /
- * Support code for the "Walk" and "Jump" commands
- * @param pickup アイテムの自動拾いを行うならTRUE
- * @return なし
- */
-void do_cmd_walk(bool pickup)
-{
-       DIRECTION dir;
-
-       bool more = FALSE;
-
-
-       /* Allow repeated command */
-       if (command_arg)
-       {
-               /* Set repeat count */
-               command_rep = command_arg - 1;
-               p_ptr->redraw |= (PR_STATE);
-
-               /* Cancel the arg */
-               command_arg = 0;
-       }
-
-       /* Get a "repeated" direction */
-       if (get_rep_dir(&dir, FALSE))
-       {
-               p_ptr->energy_use = 100;
-
-               if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
-               {
-                       set_action(ACTION_NONE);
-               }
-
-               /* Hack -- In small scale wilderness it takes MUCH more time to move */
-               if (p_ptr->wild_mode) p_ptr->energy_use *= ((MAX_HGT + MAX_WID) / 2);
-               if (p_ptr->action == ACTION_HAYAGAKE) p_ptr->energy_use = p_ptr->energy_use * (45-(p_ptr->lev/2)) / 100;
-
-               /* Actually move the character */
-               move_player(dir, pickup, FALSE);
-
-               /* Allow more walking */
-               more = TRUE;
-       }
-
-       /* Hack again -- Is there a special encounter ??? */
-       if (p_ptr->wild_mode && !cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_TOWN))
-       {
-               int tmp = 120 + p_ptr->lev*10 - wilderness[p_ptr->y][p_ptr->x].level + 5;
-               if (tmp < 1) 
-                       tmp = 1;
-               if (((wilderness[p_ptr->y][p_ptr->x].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
-               {
-                       /* Inform the player of his horrible fate :=) */
-                       msg_print(_("襲撃だ!", "You are ambushed !"));
-
-                       /* Go into large wilderness view */
-                       p_ptr->oldpy = randint1(MAX_HGT-2);
-                       p_ptr->oldpx = randint1(MAX_WID-2);
-                       change_wild_mode();
-
-                       /* Give first move to monsters */
-                       p_ptr->energy_use = 100;
-
-                       /* HACk -- set the encouter flag for the wilderness generation */
-                       generate_encounter = TRUE;
-               }
-       }
-
-       /* Cancel repeat unless we may continue */
-       if (!more) disturb(FALSE, FALSE);
-}
-
-
-/*!
- * @brief 「走る」動作コマンドのメインルーチン /
- * Start running.
- * @return なし
- */
-void do_cmd_run(void)
-{
-       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 (p_ptr->special_defense & KATA_MUSOU)
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Get a "repeated" direction */
-       if (get_rep_dir(&dir,FALSE))
-       {
-               /* Hack -- Set the run counter */
-               running = (command_arg ? command_arg : 1000);
-
-               /* First step */
-               run_step(dir);
-       }
-}
-
-
-/*!
- * @brief 「留まる」動作コマンドのメインルーチン /
- * Stay still.  Search.  Enter stores.
- * Pick up treasure if "pickup" is true.
- * @param pickup アイテムの自動拾いを行うならTRUE
- * @return なし
- */
-void do_cmd_stay(bool pickup)
-{
-       u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
-
-       /* Allow repeated command */
-       if (command_arg)
-       {
-               /* Set repeat count */
-               command_rep = command_arg - 1;
-               p_ptr->redraw |= (PR_STATE);
-
-               /* Cancel the arg */
-               command_arg = 0;
-       }
-
-       p_ptr->energy_use = 100;
-
-       if (pickup) mpe_mode |= MPE_DO_PICKUP;
-       (void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
-}
-
-
-/*!
- * @brief 「休む」動作コマンドのメインルーチン /
- * Resting allows a player to safely restore his hp    -RAK-
- * @return なし
- */
-void do_cmd_rest(void)
-{
-
-       set_action(ACTION_NONE);
-
-       if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr)))
-       {
-               stop_singing();
-       }
-
-       /* Hex */
-       if (hex_spelling_any()) stop_hex_spell_all();
-
-       /* 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): ", 
-                                  "Rest (0-9999, '*' for HP/SP, '&' as needed): ");
-
-
-               char out_val[80];
-
-               /* Default */
-               strcpy(out_val, "&");
-
-               /* Ask for duration */
-               if (!get_string(p, out_val, 4)) return;
-
-               /* Rest until done */
-               if (out_val[0] == '&')
-               {
-                       command_arg = COMMAND_ARG_REST_UNTIL_DONE;
-               }
-
-               /* Rest a lot */
-               else if (out_val[0] == '*')
-               {
-                       command_arg = COMMAND_ARG_REST_FULL_HEALING;
-               }
-
-               /* Rest some */
-               else
-               {
-                       command_arg = (COMMAND_ARG)atoi(out_val);
-                       if (command_arg <= 0) return;
-               }
-       }
-
-
-       /* Paranoia */
-       if (command_arg > 9999) command_arg = 9999;
-
-       if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
-
-       /* Take a turn (?) */
-       p_ptr->energy_use = 100;
-
-       /* The sin of sloth */
-       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) &&
-           (p_ptr->csp == p_ptr->msp) &&
-           !p_ptr->blind && !p_ptr->confused &&
-           !p_ptr->poisoned && !p_ptr->afraid &&
-           !p_ptr->stun && !p_ptr->cut &&
-           !p_ptr->slow && !p_ptr->paralyzed &&
-           !p_ptr->image && !p_ptr->word_recall &&
-           !p_ptr->alter_reality)
-                       chg_virtue(V_DILIGENCE, -1);
-
-       /* Save the rest code */
-       resting = command_arg;
-       p_ptr->action = ACTION_REST;
-       p_ptr->update |= (PU_BONUS);
-       update_creature(p_ptr);
-
-       p_ptr->redraw |= (PR_STATE);
-       update_output();
-
-       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.
- */
-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];
-
-       /* Extract the flags */
-       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)
-                                       {
-                                               /* 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))
-                                       {
-                                               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
- * @return なし
- */
-void do_cmd_fire(void)
-{
-       OBJECT_IDX item;
-       object_type *j_ptr, *ammo_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;
-
-       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.");
-
-
-       ammo_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
-       if (!ammo_ptr)
-       {
-               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 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;
-
-       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;
-
-       GAME_TEXT o_name[MAX_NLEN];
-
-       int msec = delay_factor * delay_factor * delay_factor;
-
-       BIT_FLAGS 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.");
-                       o_ptr = choose_object(&item, q, s, (USE_EQUIP));
-                       if (!o_ptr)
-                       {
-                               flush();
-                               return FALSE;
-                       }
-               }
-               else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
-               else item = INVEN_RARM;
-       }
-       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;
-               }
-       }
-
-       /* 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."));
-
-               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);
-
-                       return FALSE;
-               }
-
-       }
-       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;
-
-       /* 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;
-       }
-       else
-       {
-               project_length = tdis + 1;
-
-               /* Get a direction (or cancel) */
-               if (!get_aim_dir(&dir)) return FALSE;
-
-               /* 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;
-               }
-
-               project_length = 0;  /* reset to default */
-       }
-
-       if ((q_ptr->name1 == ART_MJOLLNIR) ||
-           (q_ptr->name1 == ART_AEGISFANG) || boomerang)
-               return_when_thrown = TRUE;
-
-       /* Reduce and describe inventory */
-       if (item >= 0)
-       {
-               inven_item_increase(item, -1);
-               if (!return_when_thrown)
-                       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);
-       }
-       if (item >= INVEN_RARM)
-       {
-               equiped_item = TRUE;
-               p_ptr->redraw |= (PR_EQUIPPY);
-       }
-
-       p_ptr->energy_use = 100;
-
-       /* Rogue and Ninja gets bonus */
-       if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
-               p_ptr->energy_use -= p_ptr->lev;
-
-       /* Start at the player */
-       y = p_ptr->y;
-       x = p_ptr->x;
-
-       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;
-       else shuriken = FALSE;
-
-       /* Chance of hitting */
-       if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
-               ((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
-       else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
-
-       if (shuriken) chance *= 2;
-
-       /* Save the old location */
-       prev_y = y;
-       prev_x = x;
-
-       /* Travel until stopped */
-       for (cur_dis = 0; cur_dis <= tdis; )
-       {
-               /* Hack -- Stop at the target */
-               if ((y == ty) && (x == tx)) break;
-
-               /* Calculate the new location (see "project()") */
-               ny[cur_dis] = y;
-               nx[cur_dis] = x;
-               mmove2(&ny[cur_dis], &nx[cur_dis], p_ptr->y, p_ptr->x, ty, tx);
-
-               /* Stopped by walls/doors */
-               if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
-               {
-                       hit_wall = TRUE;
-                       if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
-               }
-
-               /* 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);
-
-                       /* Draw, Hilite, Fresh, Pause, Erase */
-                       print_rel(c, a, ny[cur_dis], nx[cur_dis]);
-                       move_cursor_relative(ny[cur_dis], nx[cur_dis]);
-                       Term_fresh();
-                       Term_xtra(TERM_XTRA_DELAY, msec);
-                       lite_spot(ny[cur_dis], nx[cur_dis]);
-                       Term_fresh();
-               }
-
-               /* The player cannot see the missile */
-               else
-               {
-                       /* Pause anyway, for consistancy */
-                       Term_xtra(TERM_XTRA_DELAY, msec);
-               }
-
-               /* Save the old location */
-               prev_y = y;
-               prev_x = x;
-
-               /* Save the new location */
-               x = nx[cur_dis];
-               y = ny[cur_dis];
-
-               /* Advance the distance */
-               cur_dis++;
-
-               /* Monster here, Try to hit it */
-               if (cave[y][x].m_idx)
-               {
-                       cave_type *c_ptr = &cave[y][x];
-                       monster_type *m_ptr = &m_list[c_ptr->m_idx];
-
-                       /* Check the visibility */
-                       visible = m_ptr->ml;
-
-                       /* Note the collision */
-                       hit_body = TRUE;
-
-                       /* Did we hit it (penalize range) */
-                       if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
-                       {
-                               bool fear = FALSE;
-
-                               /* 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];
-                                       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)
-                                       {
-                                               /* 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);
-                                       }
-                               }
-
-                               /* Hack -- Base damage from thrown object */
-                               dd = q_ptr->dd;
-                               ds = q_ptr->ds;
-                               torch_dice(q_ptr, &dd, &ds); /* throwing a torch */
-                               tdam = damroll(dd, ds);
-                               /* 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)
-                                       tdam += q_ptr->to_d;
-                               else
-                                       tdam += -q_ptr->to_d;
-
-                               if (boomerang)
-                               {
-                                       tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
-                                       tdam += p_ptr->to_d_m;
-                               }
-                               else if (have_flag(flgs, TR_THROW))
-                               {
-                                       tdam *= (3+mult);
-                                       tdam += p_ptr->to_d_m;
-                               }
-                               else
-                               {
-                                       tdam *= mult;
-                               }
-                               if (shuriken)
-                               {
-                                       tdam += ((p_ptr->lev+30)*(p_ptr->lev+30)-900)/55;
-                               }
-
-                               /* 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);
-
-                               /* Hit the monster, check for death */
-                               if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_idx(m_ptr))))
-                               {
-                                       /* Dead monster */
-                               }
-
-                               /* No death */
-                               else
-                               {
-                                       message_pain(c_ptr->m_idx, tdam);
-
-                                       /* Anger the monster */
-                                       if ((tdam > 0) && !object_is_potion(q_ptr))
-                                               anger_monster(m_ptr);
-
-                                       if (fear && m_ptr->ml)
-                                       {
-                                               sound(SOUND_FLEE);
-                                               GAME_TEXT m_name[MAX_NLEN];
-                                               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);
-                                       }
-                               }
-                       }
-
-                       /* Stop looking */
-                       break;
-               }
-       }
-
-       /* decrease toach's fuel */
-       if (hit_body) torch_lost_fuel(q_ptr);
-
-       /* Chance of breakage (during attacks) */
-       j = (hit_body ? breakage_chance(q_ptr) : 0);
-
-       /* Figurines transform */
-       if ((q_ptr->tval == TV_FIGURINE) && !(p_ptr->inside_arena))
-       {
-               j = 100;
-
-               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."));
-
-       }
-
-
-       /* Potions smash open */
-       if (object_is_potion(q_ptr))
-       {
-               if (hit_body || hit_wall || (randint1(100) < j))
-               {
-                       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))
-                       {
-                               monster_type *m_ptr = &m_list[cave[y][x].m_idx];
-
-                               /* ToDo (Robert): fix the invulnerability */
-                               if (cave[y][x].m_idx &&
-                                   is_friendly(&m_list[cave[y][x].m_idx]) &&
-                                   !MON_INVULNER(m_ptr))
-                               {
-                                       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]);
-                               }
-                       }
-                       do_drop = FALSE;
-               }
-               else
-               {
-                       j = 0;
-               }
-       }
-
-       if (return_when_thrown)
-       {
-               int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
-               char o2_name[MAX_NLEN];
-               bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
-
-               j = -1;
-               if (boomerang) back_chance += 4+randint1(5);
-               if (super_boomerang) back_chance += 100;
-               object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-               if((back_chance > 30) && (!one_in_(100) || super_boomerang))
-               {
-                       for (i = cur_dis - 1; i > 0; i--)
-                       {
-                               if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
-                               {
-                                       char c = object_char(q_ptr);
-                                       byte a = object_attr(q_ptr);
-
-                                       /* Draw, Hilite, Fresh, Pause, Erase */
-                                       print_rel(c, a, ny[i], nx[i]);
-                                       move_cursor_relative(ny[i], nx[i]);
-                                       Term_fresh();
-                                       Term_xtra(TERM_XTRA_DELAY, msec);
-                                       lite_spot(ny[i], nx[i]);
-                                       Term_fresh();
-                               }
-                               else
-                               {
-                                       /* Pause anyway, for consistancy */
-                                       Term_xtra(TERM_XTRA_DELAY, msec);
-                               }
-                       }
-                       if((back_chance > 37) && !p_ptr->blind && (item >= 0))
-                       {
-                               msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
-                               come_back = TRUE;
-                       }
-                       else
-                       {
-                               if (item >= 0)
-                               {
-                                       msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
-                               }
-                               else
-                               {
-                                       msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
-                               }
-                               y = p_ptr->y;
-                               x = p_ptr->x;
-                       }
-               }
-               else
-               {
-                       msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
-               }
-       }
-
-       if (come_back)
-       {
-               if (item == INVEN_RARM || item == INVEN_LARM)
-               {
-                       /* Access the wield slot */
-                       o_ptr = &inventory[item];
-
-                       /* 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 torch */
-                       p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
-                       p_ptr->window |= (PW_EQUIP);
-               }
-               else
-               {
-                       inven_carry(q_ptr);
-               }
-               do_drop = FALSE;
-       }
-       else if (equiped_item)
-       {
-               kamaenaoshi(item);
-               calc_android_exp();
-       }
-
-       if (do_drop)
-       {
-               if (cave_have_flag_bold(y, x, FF_PROJECT))
-               {
-                       (void)drop_near(q_ptr, j, y, x);
-               }
-               else
-               {
-                       (void)drop_near(q_ptr, j, prev_y, prev_x);
-               }
-       }
-
-       return TRUE;
-}
-
-
-#ifdef TRAVEL
-/*
- * Hack: travel command
- */
-#define TRAVEL_UNABLE 9999
-
-static int flow_head = 0;
-static int flow_tail = 0;
-static POSITION temp2_x[MAX_SHORT];
-static POSITION temp2_y[MAX_SHORT];
-
-/*!
- * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information 
- * @return なし
- */
-void forget_travel_flow(void)
-{
-       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++)
-               {
-                       
-                       travel.cost[y][x] = MAX_SHORT;
-               }
-       }
-       travel.y = travel.x = 0;
-}
-
-/*!
- * @brief トラベル処理中に地形に応じた移動コスト基準を返す
- * @param y 該当地点のY座標
- * @param x 該当地点のX座標
- * @return コスト値
- */
-static int travel_flow_cost(POSITION y, POSITION x)
-{
-       feature_type *f_ptr = &f_info[cave[y][x].feat];
-       int cost = 1;
-
-       /* Avoid obstacles (ex. trees) */
-       if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
-
-       /* Water */
-       if (have_flag(f_ptr->flags, FF_WATER))
-       {
-               if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
-       }
-
-       /* Lava */
-       if (have_flag(f_ptr->flags, FF_LAVA))
-       {
-               int lava = 2;
-               if (!p_ptr->resist_fire) lava *= 2;
-               if (!p_ptr->levitation) lava *= 2;
-               if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
-
-               cost += lava;
-       }
-
-       /* Detected traps and doors */
-       if (cave[y][x].info & (CAVE_MARK))
-       {
-               if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
-               if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
-       }
-
-       return (cost);
-}
-
-/*!
- * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン
- * @param y 目標地点のY座標
- * @param x 目標地点のX座標
- * @param n 現在のコスト
- * @param wall プレイヤーが壁の中にいるならばTRUE
- * @return なし
- */
-static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
-{
-       cave_type *c_ptr = &cave[y][x];
-       feature_type *f_ptr = &f_info[c_ptr->feat];
-       int old_head = flow_head;
-       int add_cost = 1;
-       int base_cost = (n % TRAVEL_UNABLE);
-       int from_wall = (n / TRAVEL_UNABLE);
-       int cost;
-
-       /* Ignore out of bounds */
-       if (!in_bounds(y, x)) return;
-
-       /* Ignore unknown grid except in wilderness */
-       if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return;
-
-       /* Ignore "walls" and "rubble" (include "secret doors") */
-       if (have_flag(f_ptr->flags, FF_WALL) ||
-               have_flag(f_ptr->flags, FF_CAN_DIG) ||
-               (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
-               (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
-       {
-               if (!wall || !from_wall) return;
-               add_cost += TRAVEL_UNABLE;
-       }
-       else
-       {
-               add_cost = travel_flow_cost(y, x);
-       }
-
-       cost = base_cost + add_cost;
-
-       /* Ignore lower cost entries */
-       if (travel.cost[y][x] <= cost) return;
-
-       /* Save the flow cost */
-       travel.cost[y][x] = cost;
-
-       /* Enqueue that entry */
-       temp2_y[flow_head] = y;
-       temp2_x[flow_head] = x;
-
-       /* Advance the queue */
-       if (++flow_head == MAX_SHORT) flow_head = 0;
-
-       /* Hack -- notice overflow by forgetting new entry */
-       if (flow_head == flow_tail) flow_head = old_head;
-
-       return;
-}
-
-/*!
- * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン
- * @param ty 目標地点のY座標
- * @param tx 目標地点のX座標
- * @return なし
- */
-static void travel_flow(POSITION ty, POSITION tx)
-{
-       POSITION x, y, d;
-       bool wall = FALSE;
-       feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
-
-       /* Reset the "queue" */
-       flow_head = flow_tail = 0;
-
-       /* is player in the wall? */
-       if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
-
-       /* Start at the target grid */
-       travel_flow_aux(ty, tx, 0, wall);
-
-       /* Now process the queue */
-       while (flow_head != flow_tail)
-       {
-               /* Extract the next entry */
-               y = temp2_y[flow_tail];
-               x = temp2_x[flow_tail];
-
-               /* Forget that entry */
-               if (++flow_tail == MAX_SHORT) flow_tail = 0;
-
-               /* Ignore too far entries */
-               //if (distance(ty, tx, y, x) > 100) continue;
-
-               /* Add the "children" */
-               for (d = 0; d < 8; d++)
-               {
-                       /* Add that child if "legal" */
-                       travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
-               }
-       }
-
-       /* Forget the flow info */
-       flow_head = flow_tail = 0;
-}
-
-/*!
- * @brief トラベル処理のメインルーチン
- * @return なし
- */
-void do_cmd_travel(void)
-{
-       POSITION x, y;
-       int i;
-       POSITION dx, dy, sx, sy;
-       feature_type *f_ptr;
-
-       if (travel.x != 0 && travel.y != 0 &&
-           get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
-       {
-               y = travel.y;
-               x = travel.x;
-       }
-       else if (!tgt_pt(&x, &y)) return;
-
-       if ((x == p_ptr->x) && (y == p_ptr->y))
-       {
-               msg_print(_("すでにそこにいます!", "You are already there!!"));
-               return;
-       }
-
-       f_ptr = &f_info[cave[y][x].feat];
-
-       if ((cave[y][x].info & CAVE_MARK) &&
-               (have_flag(f_ptr->flags, FF_WALL) ||
-                       have_flag(f_ptr->flags, FF_CAN_DIG) ||
-                       (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
-       {
-               msg_print(_("そこには行くことができません!", "You cannot travel there!"));
-               return;
-       }
-
-       forget_travel_flow();
-       travel_flow(y, x);
-
-       travel.x = x;
-       travel.y = y;
-
-       /* Travel till 255 steps */
-       travel.run = 255;
-
-       /* Paranoia */
-       travel.dir = 0;
-
-       /* Decides first direction */
-       dx = abs(p_ptr->x - x);
-       dy = abs(p_ptr->y - y);
-       sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
-       sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
-
-       for (i = 1; i <= 9; i++)
-       {
-               if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
-       }
-}
-#endif