/*!
 *  @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"


/*!
 * @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
 * @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容
 * @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE
 */
bool confirm_leave_level(bool down_stair)
{
	quest_type *q_ptr = &quest[p_ptr->inside_quest];

	/* Confirm leaving from once only quest */
	if (confirm_quest && p_ptr->inside_quest &&
	    (q_ptr->type == QUEST_TYPE_RANDOM ||
	     (q_ptr->flags & QUEST_FLAG_ONCE &&
						q_ptr->status != QUEST_STATUS_COMPLETED) ||
		 (q_ptr->flags & QUEST_FLAG_TOWER &&
						((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) ||
						 (down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))))))
	{
#ifdef JP
		msg_print("この階を一度去ると二度と戻って来られません。");
		if (get_check("本当にこの階を去りますか？")) return TRUE;
#else
		msg_print("You can't come back here once you leave this floor.");
		if (get_check("Really leave this floor? ")) return TRUE;
#endif
	}
	else
	{
		return TRUE;
	}
	return FALSE;
}

/*!
 * @brief 階段を使って階層を昇る処理 / Go up one level
 * @return なし
 */
void do_cmd_go_up(void)
{
	bool go_up = FALSE;

	/* 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 */
#ifdef JP
		if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
			msg_print("なんだこの階段は！");
		else
			msg_print("上の階に登った。");
#else
		msg_print("You enter the up staircase.");
#endif

		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！", ""));
	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;
		
#ifdef JP
		if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
			msg_print("なんだこの階段は！");
		else
			msg_print("下の階に降りた。");
#else
			msg_print("You enter the down staircase.");
#endif

		leave_quest_check();
		leave_tower_check();

		p_ptr->inside_quest = c_ptr->special;

		/* Activate the quest */
		if (!quest[p_ptr->inside_quest].status)
		{
			if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
			{
				init_flags = INIT_ASSIGN;
				process_dungeon_file("q_info.txt", 0, 0, 0, 0);
			}
			quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
		}

		/* 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！", ""));
				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;

		/* Redraw the state */
		p_ptr->redraw |= (PR_STATE);

		/* Cancel the arg */
		command_arg = 0;
	}

	/* Take a turn */
	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 s16b chest_check(int y, int x, bool trapped)
{
	cave_type *c_ptr = &cave[y][x];

	s16b this_o_idx, next_o_idx = 0;


	/* Scan all objects in the grid */
	for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
	{
		object_type *o_ptr;

		/* Acquire object */
		o_ptr = &o_list[this_o_idx];

		/* Acquire next object */
		next_o_idx = o_ptr->next_o_idx;

		/* Skip unknown chests XXX XXX */
		/* 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);
		}
	}

	/* No chest */
	return (0);
}


/*!
 * @brief 箱からアイテムを引き出す /
 * Allocates objects upon opening a chest    -BEN-
 * @param scatter TRUEならばトラップによるアイテムの拡散処理
 * @param y 箱の存在するマスのY座標
 * @param x 箱の存在するマスのX座標
 * @param o_idx 箱のオブジェクトID
 * @return なし
 * @details
 * <pre>
 * Disperse treasures from the given chest, centered at (x,y).
 *
 * Small chests often contain "gold", while Large chests always contain
 * items.  Wooden chests contain 2 items, Iron chests contain 4 items,
 * and Steel chests contain 6 items.  The "value" of the items in a
 * chest is based on the "power" of the chest, which is in turn based
 * on the level on which the chest is generated.
 * </pre>
 */
static void chest_death(bool scatter, int y, int x, s16b o_idx)
{
	int number;

	bool small;
	u32b mode = AM_GOOD;

	object_type forge;
	object_type *q_ptr;

	object_type *o_ptr = &o_list[o_idx];


	/* Small chests often hold "gold" */
	small = (o_ptr->sval < SV_CHEST_MIN_LARGE);

	/* Determine how much to drop (see above) */
	number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2;

	if (o_ptr->sval == SV_CHEST_KANDUME)
	{
		number = 5;
		small = FALSE;
		mode |= AM_GREAT;
		object_level = o_ptr->xtra3;
	}
	else
	{
		/* Determine the "value" of the items */
		object_level = ABS(o_ptr->pval) + 10;
	}

	/* Zero pval means empty chest */
	if (!o_ptr->pval) number = 0;

	/* Opening a chest */
	opening_chest = TRUE;

	/* Drop some objects (non-chests) */
	for (; number > 0; --number)
	{
		/* Get local object */
		q_ptr = &forge;

		/* Wipe the object */
		object_wipe(q_ptr);

		/* Small chests often drop gold */
		if (small && (randint0(100) < 25))
		{
			/* Make some gold */
			if (!make_gold(q_ptr)) continue;
		}

		/* Otherwise drop an item */
		else
		{
			/* Make a good object */
			if (!make_object(q_ptr, mode)) continue;
		}

		/* If chest scatters its contents, pick any floor square. */
		if (scatter)
		{
			int i;
			for (i = 0; i < 200; i++)
			{
				/* Pick a totally random spot. */
				y = randint0(MAX_HGT);
				x = randint0(MAX_WID);

				/* Must be an empty floor. */
				if (!cave_empty_bold(y, x)) continue;

				/* Place the object there. */
				drop_near(q_ptr, -1, y, x);

				/* Done. */
				break;
			}
		}
		/* Normally, drop object near the chest. */
		else drop_near(q_ptr, -1, y, x);
	}

	/* Reset the object level */
	object_level = base_level;

	/* No longer opening a chest */
	opening_chest = FALSE;

	/* Empty */
	o_ptr->pval = 0;

	/* Known */
	object_known(o_ptr);
}


/*!
 * @brief 箱のトラップ処理 /
 * Chests have traps too.
 * @param y 箱の存在するマスのY座標
 * @param x 箱の存在するマスのX座標
 * @param o_idx 箱のオブジェクトID
 * @return なし
 * @details
 * <pre>
 * Exploding chest destroys contents (and traps).
 * Note that the chest itself is never destroyed.
 * </pre>
 */
static void chest_trap(int y, int x, s16b o_idx)
{
	int  i, trap;

	object_type *o_ptr = &o_list[o_idx];

	int mon_level = o_ptr->xtra3;

	/* Ignore disarmed chests */
	if (o_ptr->pval <= 0) return;

	/* Obtain the traps */
	trap = chest_traps[o_ptr->pval];

	/* Lose strength */
	if (trap & (CHEST_LOSE_STR))
	{
#ifdef JP
		msg_print("仕掛けられていた小さな針に刺されてしまった！");
		take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1);
#else
		msg_print("A small needle has pricked you!");
		take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
#endif

		(void)do_dec_stat(A_STR);
	}

	/* Lose constitution */
	if (trap & (CHEST_LOSE_CON))
	{
#ifdef JP
		msg_print("仕掛けられていた小さな針に刺されてしまった！");
		take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1);
#else
		msg_print("A small needle has pricked you!");
		take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
#endif

		(void)do_dec_stat(A_CON);
	}

	/* Poison */
	if (trap & (CHEST_POISON))
	{
		msg_print(_("突如吹き出した緑色のガスに包み込まれた！", "A puff of green gas surrounds you!"));
		if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
		{
			(void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
		}
	}

	/* Paralyze */
	if (trap & (CHEST_PARALYZE))
	{
		msg_print(_("突如吹き出した黄色いガスに包み込まれた！", "A puff of yellow gas surrounds you!"));
		if (!p_ptr->free_act)
		{
			(void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
		}
	}

	/* Summon monsters */
	if (trap & (CHEST_SUMMON))
	{
		int num = 2 + randint1(3);
		msg_print(_("突如吹き出した煙に包み込まれた！", "You are enveloped in a cloud of smoke!"));
		for (i = 0; i < num; i++)
		{
			if (randint1(100)<dun_level)
				activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
			else
				(void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
		}
	}

	/* Elemental summon. */
	if (trap & (CHEST_E_SUMMON))
	{
		msg_print(_("宝を守るためにエレメンタルが現れた！", "Elemental beings appear to protect their treasures!"));
		for (i = 0; i < randint1(3) + 5; i++)
		{
			(void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
		}
	}

	/* Force clouds, then summon birds. */
	if (trap & (CHEST_BIRD_STORM))
	{
		msg_print(_("鳥の群れがあなたを取り巻いた！", "A storm of birds swirls around you!"));

		for (i = 0; i < randint1(3) + 3; i++)
			(void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);

		for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
		{
			(void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
		}
	}

	/* Various colorful summonings. */
	if (trap & (CHEST_H_SUMMON))
	{
		/* Summon demons. */
		if (one_in_(4))
		{
			msg_print(_("炎と硫黄の雲の中に悪魔が姿を現した！", "Demons materialize in clouds of fire and brimstone!"));
			for (i = 0; i < randint1(3) + 2; i++)
			{
				(void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
				(void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
			}
		}

		/* Summon dragons. */
		else if (one_in_(3))
		{
			msg_print(_("暗闇にドラゴンの影がぼんやりと現れた！", "Draconic forms loom out of the darkness!"));
			for (i = 0; i < randint1(3) + 2; i++)
			{
				(void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
			}
		}

		/* Summon hybrids. */
		else if (one_in_(2))
		{
			msg_print(_("奇妙な姿の怪物が襲って来た！", "Creatures strange and twisted assault you!"));
			for (i = 0; i < randint1(5) + 3; i++)
			{
				(void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
			}
		}

		/* Summon vortices (scattered) */
		else
		{
			msg_print(_("渦巻が合体し、破裂した！", "Vortices coalesce and wreak destruction!"));
			for (i = 0; i < randint1(3) + 2; i++)
			{
				(void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
			}
		}
	}

	/* Dispel player. */
	if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
	{
		/* Determine how many nasty tricks can be played. */
		int nasty_tricks_count = 4 + randint0(3);

		/* Message. */
		msg_print(_("恐ろしい声が響いた:  「暗闇が汝をつつまん！」", "Hideous voices bid:  'Let the darkness have thee!'"));
		/* This is gonna hurt... */
		for (; nasty_tricks_count > 0; nasty_tricks_count--)
		{
			/* ...but a high saving throw does help a little. */
			if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav)
			{
				if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), _("破滅のトラップの宝箱", "a chest dispel-player trap"), -1);
				else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
				else if (one_in_(4))
				{
					if (!p_ptr->free_act) 
						(void)set_paralyzed(p_ptr->paralyzed + 2 + 
						randint0(6));
					else 
						(void)set_stun(p_ptr->stun + 10 + 
						randint0(100));
				}
				else if (one_in_(3)) apply_disenchant(0);
				else if (one_in_(2))
				{
					(void)do_dec_stat(A_STR);
					(void)do_dec_stat(A_DEX);
					(void)do_dec_stat(A_CON);
					(void)do_dec_stat(A_INT);
					(void)do_dec_stat(A_WIS);
					(void)do_dec_stat(A_CHR);
				}
				else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
			}
		}
	}

	/* Aggravate monsters. */
	if (trap & (CHEST_ALARM))
	{
		msg_print(_("けたたましい音が鳴り響いた！", "An alarm sounds!"));
		aggravate_monsters(0);
	}

	/* Explode */
	if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
	{
		msg_print(_("突然、箱が爆発した！", "There is a sudden explosion!"));
		msg_print(_("箱の中の物はすべて粉々に砕け散った！", "Everything inside the chest is destroyed!"));
		o_ptr->pval = 0;
		sound(SOUND_EXPLODE);
		take_hit(DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
	}
	/* Scatter contents. */
	if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
	{
		msg_print(_("宝箱の中身はダンジョンじゅうに散乱した！", "The contents of the chest scatter all over the dungeon!"));
		chest_death(TRUE, y, x, o_idx);
		o_ptr->pval = 0;
	}
}


/*!
 * @brief 箱を開けるコマンドのメインルーチン /
 * Attempt to open the given chest at the given location
 * @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(int y, int x, s16b o_idx)
{
	int i, j;

	bool flag = TRUE;

	bool more = FALSE;

	object_type *o_ptr = &o_list[o_idx];


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Attempt to unlock it */
	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);
	}

	/* Result */
	return (more);
}


#if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */

/*!
 * @brief 地形は開くものであって、かつ開かれているかを返す /
 * Attempt to open the given chest at the given location
 * @param feat 地形ID
 * @return 開いた地形である場合TRUEを返す /  Return TRUE if the given feature is an open door
 */
static bool is_open(int 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(int *y, int *x, bool (*test)(int 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;
		s16b 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(int *y, int *x, bool trapped)
{
	int d, count, 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 */
		int yy = p_ptr->y + ddy_ddd[d];
		int xx = p_ptr->x + ddx_ddd[d];

		/* No (visible) chest is there */
		if ((o_idx = chest_check(yy, xx, 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 int coords_to_dir(int y, int x)
{
	int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
	int dy, dx;

	dy = y - p_ptr->y;
	dx = x - p_ptr->x;

	/* Paranoia */
	if (ABS(dx) > 1 || ABS(dy) > 1) return (0);

	return d[dx + 1][dy + 1];
}

#endif /* defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) -- TNB */


/*!
 * @brief 「開ける」動作コマンドのサブルーチン /
 * Perform the basic "open" command on doors
 * @param y 対象を行うマスのY座標
 * @param x 対象を行うマスのX座標
 * @return 実際に処理が行われた場合TRUEを返す。
 * @details
 * Assume destination is a closed/locked/jammed door
 * Assume there is no monster blocking the destination
 * Returns TRUE if repeated commands may continue
 */
static bool do_cmd_open_aux(int y, int x)
{
	int i, j;

	/* Get requested grid */
	cave_type *c_ptr = &cave[y][x];

	feature_type *f_ptr = &f_info[c_ptr->feat];

	bool more = FALSE;


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Seeing true feature code (ignore mimic) */

	/* 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 XXX XXX XXX */
		j = i - (j * 4);

		/* Always have a small chance of success */
		if (j < 2) j = 2;

		/* Success */
		if (randint0(100) < j)
		{
			/* Message */
			msg_print(_("鍵をはずした。", "You have picked the lock."));

			/* Open the door */
			cave_alter_feat(y, x, FF_OPEN);

			/* Sound */
			sound(SOUND_OPENDOOR);

			/* Experience */
			gain_exp(1);
		}

		/* Failure */
		else
		{
			/* Failure */
			if (flush_failure) flush();

			/* Message */
			msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));

			/* We may keep trying */
			more = TRUE;
		}
	}

	/* Closed door */
	else
	{
		/* Open the door */
		cave_alter_feat(y, x, FF_OPEN);

		/* Sound */
		sound(SOUND_OPENDOOR);
	}

	/* Result */
	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)
{
	int y, x, dir;

	s16b o_idx;

	bool more = FALSE;

	if (p_ptr->special_defense & KATA_MUSOU)
	{
		set_action(ACTION_NONE);
	}

#ifdef ALLOW_EASY_OPEN /* TNB */

	/* 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);
		}
	}

#endif /* ALLOW_EASY_OPEN -- TNB */

	/* Allow repeated command */
	if (command_arg)
	{
		/* Set repeat count */
		command_rep = command_arg - 1;

		/* Redraw the state */
		p_ptr->redraw |= (PR_STATE);

		/* Cancel the arg */
		command_arg = 0;
	}

	/* Get a "repeated" direction */
	if (get_rep_dir(&dir, TRUE))
	{
		s16b 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)
		{
			/* Message */
			msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
		}

		/* Monster in the way */
		else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
		{
			/* Take a turn */
			p_ptr->energy_use = 100;

			/* Message */
			msg_print(_("モンスターが立ちふさがっている！", "There is a monster in the way!"));
			
			/* Attack */
			py_attack(y, x, 0);
		}

		/* 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(0, 0);
}



/*!
 * @brief 「閉じる」動作コマンドのサブルーチン /
 * Perform the basic "close" command
 * @param y 対象を行うマスのY座標
 * @param x 対象を行うマスのX座標
 * @return 実際に処理が行われた場合TRUEを返す。
 * @details
 * Assume destination is an open/broken door
 * Assume there is no monster blocking the destination
 * Returns TRUE if repeated commands may continue
 */
static bool do_cmd_close_aux(int y, int x)
{
	/* Get grid and contents */
	cave_type *c_ptr = &cave[y][x];
	s16b      old_feat = c_ptr->feat;
	bool      more = FALSE;

	/* Take a turn */
	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))
		{
			/* Message */
			msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
		}
		else
		{
			/* Close the door */
			cave_alter_feat(y, x, FF_CLOSE);

			/* Broken door */
			if (old_feat == c_ptr->feat)
			{
				/* Message */
				msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
			}
			else
			{
				/* Sound */
				sound(SOUND_SHUTDOOR);
			}
		}
	}

	/* Result */
	return (more);
}


/*!
 * @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)
{
	int y, x, dir;

	bool more = FALSE;

	if (p_ptr->special_defense & KATA_MUSOU)
	{
		set_action(ACTION_NONE);
	}

#ifdef ALLOW_EASY_OPEN /* TNB */

	/* 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);
		}
	}

#endif /* ALLOW_EASY_OPEN -- TNB */

	/* Allow repeated command */
	if (command_arg)
	{
		/* Set repeat count */
		command_rep = command_arg - 1;

		/* Redraw the state */
		p_ptr->redraw |= (PR_STATE);

		/* Cancel the arg */
		command_arg = 0;
	}

	/* Get a "repeated" direction */
	if (get_rep_dir(&dir,FALSE))
	{
		cave_type *c_ptr;
		s16b feat;

		/* Get requested location */
		y = p_ptr->y + ddy[dir];
		x = p_ptr->x + ddx[dir];

		/* Get grid and contents */
		c_ptr = &cave[y][x];

		/* Feature code (applying "mimic" field) */
		feat = get_feat_mimic(c_ptr);

		/* Require open/broken door */
		if (!have_flag(f_info[feat].flags, FF_CLOSE))
		{
			/* Message */
			msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
		}

		/* Monster in the way */
		else if (c_ptr->m_idx)
		{
			/* Take a turn */
			p_ptr->energy_use = 100;

			/* Message */
			msg_print(_("モンスターが立ちふさがっている！", "There is a monster in the way!"));

			/* Attack */
			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(0, 0);
}


/*!
 * @brief 「掘る」コマンドを該当のマスに行えるかの判定と結果メッセージの表示 /
 * Determine if a given grid may be "tunneled"
 * @param y 対象を行うマスのY座標
 * @param x 対象を行うマスのX座標
 * @return 
 */
static bool do_cmd_tunnel_test(int y, int x)
{
	cave_type *c_ptr = &cave[y][x];

	/* Must have knowledge */
	if (!(c_ptr->info & CAVE_MARK))
	{
		/* Message */
		msg_print(_("そこには何も見当たらない。", "You see nothing there."));

		/* Nope */
		return (FALSE);
	}

	/* Must be a wall/door/etc */
	if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
	{
		/* Message */
		msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));

		/* Nope */
		return (FALSE);
	}

	/* Okay */
	return (TRUE);
}


/*!
 * @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(int y, int 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);

	/* Take a turn */
	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(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))
		{
			/* Message */
			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);
			}
			
			/* Sound */
			if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);

			/* Remove the feature */
			cave_alter_feat(y, x, FF_TUNNEL);

			chg_virtue(V_DILIGENCE, 1);
			chg_virtue(V_NATURE, -1);
		}

		/* Keep trying */
		else
		{
			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();
	}

	/* Result */
	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;
	s16b 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;

		/* Redraw the state */
		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))
		{
			/* Message */
			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)
		{
			/* Take a turn */
			p_ptr->energy_use = 100;

			/* Message */
			msg_print(_("モンスターが立ちふさがっている！", "There is a monster in the way!"));

			/* Attack */
			py_attack(y, x, 0);
		}

		/* Try digging */
		else
		{
			/* Tunnel through walls */
			more = do_cmd_tunnel_aux(y, x);
		}
	}

	/* Cancel repetition unless we can continue */
	if (!more) disturb(0, 0);
}


#ifdef ALLOW_EASY_OPEN /* TNB */

/*!
 * @brief 移動処理による簡易な「開く」処理 /
 * easy_open_door --
 * @return 開く処理が実際に試みられた場合TRUEを返す
 * @details
 * <pre>
 *	If there is a jammed/closed/locked door at the given location,
 *	then attempt to unlock/open it. Return TRUE if an attempt was
 *	made (successful or not), otherwise return FALSE.
 *
 *	The code here should be nearly identical to that in
 *	do_cmd_open_test() and do_cmd_open_aux().
 * </pre>
 */
bool easy_open_door(int y, int x)
{
	int i, j;

	cave_type *c_ptr = &cave[y][x];
	feature_type *f_ptr = &f_info[c_ptr->feat];

	/* Must be a closed door */
	if (!is_closed_door(c_ptr->feat))
	{
		/* Nope */
		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 XXX XXX XXX */
		j = i - (j * 4);

		/* Always have a small chance of success */
		if (j < 2) j = 2;

		/* Success */
		if (randint0(100) < j)
		{
			/* Message */
			msg_print(_("鍵をはずした。", "You have picked the lock."));

			/* Open the door */
			cave_alter_feat(y, x, FF_OPEN);

			/* Sound */
			sound(SOUND_OPENDOOR);

			/* Experience */
			gain_exp(1);
		}

		/* Failure */
		else
		{
			/* Failure */
			if (flush_failure) flush();

			/* Message */
			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(SOUND_OPENDOOR);
	}

	/* Result */
	return (TRUE);
}

#endif /* ALLOW_EASY_OPEN -- TNB */


/*!
 * @brief 箱のトラップを解除するコマンドのメインルーチン /
 * Perform the basic "disarm" command
 * @param y 解除を行うマスのY座標
 * @param x 解除を行うマスのX座標
 * @param o_idx 箱のオブジェクトID
 * @return ターンを消費する処理が行われた場合TRUEを返す
 * @details
 * <pre>
 * Assume destination is a visible trap
 * Assume there is no monster blocking the destination
 * Returns TRUE if repeated commands may continue
 * </pre>
 */
static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
{
	int i, j;

	bool more = FALSE;

	object_type *o_ptr = &o_list[o_idx];


	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Get the "disarm" factor */
	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);
	}

	/* Result */
	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>
 */
#ifdef ALLOW_EASY_DISARM /* TNB */

bool do_cmd_disarm_aux(int y, int x, int dir)

#else /* ALLOW_EASY_DISARM -- TNB */

static bool do_cmd_disarm_aux(int y, int x, int dir)

#endif /* ALLOW_EASY_DISARM -- TNB */
{
	/* Get grid and contents */
	cave_type *c_ptr = &cave[y][x];

	/* Get feature */
	feature_type *f_ptr = &f_info[c_ptr->feat];

	/* Access trap name */
	cptr name = (f_name + f_ptr->name);

	/* Extract trap "power" */
	int power = f_ptr->power;

	bool more = FALSE;

	/* Get the "disarm" factor */
	int i = p_ptr->skill_dis;

	int j;

	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Penalize some conditions */
	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)
	{
		/* Message */
		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);

#ifdef ALLOW_EASY_DISARM /* TNB */

		/* Move the player onto the trap */
		move_player(dir, easy_disarm, FALSE);

#else /* ALLOW_EASY_DISARM -- TNB */

		/* move the player onto the trap grid */
		move_player(dir, FALSE, FALSE);

#endif /* ALLOW_EASY_DISARM -- TNB */
	}

	/* Failure -- Keep trying */
	else if ((i > 5) && (randint1(i) > 5))
	{
		/* Failure */
		if (flush_failure) flush();

		/* Message */
		msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);

		/* We may keep trying */
		more = TRUE;
	}

	/* Failure -- Set off the trap */
	else
	{
		/* Message */
		msg_format(_("%sを作動させてしまった！", "You set off the %s!"), name);

#ifdef ALLOW_EASY_DISARM /* TNB */

		/* Move the player onto the trap */
		move_player(dir, easy_disarm, FALSE);

#else /* ALLOW_EASY_DISARM -- TNB */

		/* Move the player onto the trap */
		move_player(dir, FALSE, FALSE);

#endif /* ALLOW_EASY_DISARM -- TNB */
	}

	/* Result */
	return (more);
}


/*!
 * @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)
{
	int y, x, dir;

	s16b o_idx;

	bool more = FALSE;

	if (p_ptr->special_defense & KATA_MUSOU)
	{
		set_action(ACTION_NONE);
	}

#ifdef ALLOW_EASY_DISARM /* TNB */

	/* 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);
		}
	}

#endif /* ALLOW_EASY_DISARM -- TNB */

	/* Allow repeated command */
	if (command_arg)
	{
		/* Set repeat count */
		command_rep = command_arg - 1;

		/* Redraw the state */
		p_ptr->redraw |= (PR_STATE);

		/* Cancel the arg */
		command_arg = 0;
	}

	/* Get a direction (or abort) */
	if (get_rep_dir(&dir,TRUE))
	{
		cave_type *c_ptr;
		s16b feat;

		/* Get location */
		y = p_ptr->y + ddy[dir];
		x = p_ptr->x + ddx[dir];

		/* Get grid and contents */
		c_ptr = &cave[y][x];

		/* Feature code (applying "mimic" field) */
		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)
		{
			/* Message */
			msg_print(_("そこには解除するものが見当たらない。", "You see nothing there to disarm."));
		}

		/* Monster in the way */
		else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
		{
			/* Message */
			msg_print(_("モンスターが立ちふさがっている！", "There is a monster in the way!"));

			/* Attack */
			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(0, 0);
}


/*!
 * @brief 「打ち破る」動作コマンドのサブルーチン /
 * Perform the basic "bash" command
 * @param y 対象を行うマスのY座標
 * @param x 対象を行うマスのX座標
 * @param dir プレイヤーから見たターゲットの方角ID
 * @return 実際に処理が行われた場合TRUEを返す。
 * @details
 * <pre>
 * Assume destination is a closed/locked/jammed door
 * Assume there is no monster blocking the destination
 * Returns TRUE if repeated commands may continue
 * </pre>
 */
static bool do_cmd_bash_aux(int y, int x, int dir)
{
	/* 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;

	/* Take a turn */
	p_ptr->energy_use = 100;

	/* Message */
	msg_format(_("%sに体当たりをした！", "You smash into the %s!"), name);

	/* Compare bash power to door power XXX XXX XXX */
	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)
	{
		/* Message */
		msg_format(_("%sを壊した！", "The %s crashes open!"), name);

		/* Sound */
		sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);

		/* Break down the door */
		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)
	{
		/* Message */
		msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);

		/* Allow repeated bashing */
		more = TRUE;
	}

	/* High dexterity yields coolness */
	else
	{
		/* Message */
		msg_print(_("体のバランスをくずしてしまった。", "You are off-balance."));

		/* Hack -- Lose balance ala paralysis */
		(void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
	}

	/* Result */
	return (more);
}


/*!
 * @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;

		/* Redraw the state */
		p_ptr->redraw |= (PR_STATE);

		/* Cancel the arg */
		command_arg = 0;
	}

	/* Get a "repeated" direction */
	if (get_rep_dir(&dir,FALSE))
	{
		s16b 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))
		{
			/* Message */
			msg_print(_("そこには体当たりするものが見当たらない。", "You see nothing there to bash."));
		}

		/* Monster in the way */
		else if (c_ptr->m_idx)
		{
			/* Take a turn */
			p_ptr->energy_use = 100;

			/* Message */
			msg_print(_("モンスターが立ちふさがっている！", "There is a monster in the way!"));

			/* Attack */
			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(0, 0);
}


/*!
 * @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 XXX XXX XXX
 *
 * This command must always take a turn, to prevent free detection
 * of invisible monsters.
 * </pre>
 */
void do_cmd_alter(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;

		/* Redraw the state */
		p_ptr->redraw |= (PR_STATE);

		/* Cancel the arg */
		command_arg = 0;
	}

	/* Get a direction */
	if (get_rep_dir(&dir,TRUE))
	{
		s16b feat;
		feature_type *f_ptr;

		/* 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);
		f_ptr = &f_info[feat];

		/* Take a turn */
		p_ptr->energy_use = 100;

		/* Attack monsters */
		if (c_ptr->m_idx)
		{
			/* Attack */
			py_attack(y, x, 0);
		}

		/* 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);
		}

		/* Oops */
		else
		{
			/* Oops */
			msg_print(_("何もない空中を攻撃した。", "You attack the empty air."));
		}
	}

	/* Cancel repetition unless we can continue */
	if (!more) disturb(0, 0);
}



/*!
 * @brief 「くさびを打つ」ために必要なオブジェクトがあるかどうかの判定を返す /
 * Find the index of some "spikes", if possible.
 * @param ip くさびとして打てるオブジェクトのID
 * @return オブジェクトがある場合TRUEを返す
 * @details
 * <pre>
 * XXX XXX XXX Let user choose a pile of spikes, perhaps?
 * </pre>
 */
static bool get_spike(int *ip)
{
	int 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);
		}
	}

	/* Oops */
	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)
{
	int dir;

	if (p_ptr->special_defense & KATA_MUSOU)
	{
		set_action(ACTION_NONE);
	}

	/* Get a "repeated" direction */
	if (get_rep_dir(&dir,FALSE))
	{
		int y, x, item;
		cave_type *c_ptr;
		s16b feat;

		/* Get location */
		y = p_ptr->y + ddy[dir];
		x = p_ptr->x + ddx[dir];

		/* Get grid and contents */
		c_ptr = &cave[y][x];

		/* Feature code (applying "mimic" field) */
		feat = get_feat_mimic(c_ptr);

		/* Require closed door */
		if (!have_flag(f_info[feat].flags, FF_SPIKE))
		{
			/* Message */
			msg_print(_("そこにはくさびを打てるものが見当たらない。", "You see nothing there to spike."));
		}

		/* Get a spike */
		else if (!get_spike(&item))
		{
			/* Message */
			msg_print(_("くさびを持っていない！", "You have no spikes!"));
		}

		/* Is a monster in the way? */
		else if (c_ptr->m_idx)
		{
			/* Take a turn */
			p_ptr->energy_use = 100;

			/* Message */
			msg_print(_("モンスターが立ちふさがっている！", "There is a monster in the way!"));

			/* Attack */
			py_attack(y, x, 0);
		}

		/* Go for it */
		else
		{
			/* Take a turn */
			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)
{
	int dir;

	bool more = FALSE;


	/* Allow repeated command */
	if (command_arg)
	{
		/* Set repeat count */
		command_rep = command_arg - 1;

		/* Redraw the state */
		p_ptr->redraw |= (PR_STATE);

		/* Cancel the arg */
		command_arg = 0;
	}

	/* Get a "repeated" direction */
	if (get_rep_dir(&dir,FALSE))
	{
		/* Take a turn */
		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(0, 0);
}


/*!
 * @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)
{
	int dir;

	/* Hack -- no running when confused */
	if (p_ptr->confused)
	{
		msg_print(_("混乱していて走れない！", "You are too confused!"));
		return;
	}

	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;

		/* Redraw the state */
		p_ptr->redraw |= (PR_STATE);

		/* Cancel the arg */
		command_arg = 0;
	}

	/* Take a turn */
	p_ptr->energy_use = 100;

	if (pickup) mpe_mode |= MPE_DO_PICKUP;
	(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) && (p_ptr->magic_num1[0] || p_ptr->magic_num1[1]))
	{
		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 = (-2);
		}

		/* Rest a lot */
		else if (out_val[0] == '*')
		{
			command_arg = (-1);
		}

		/* Rest some */
		else
		{
			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 XXX XXX XXX (?) */
	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;

	/* Recalculate bonuses */
	p_ptr->update |= (PU_BONUS);

	/* Redraw the state */
	p_ptr->redraw |= (PR_STATE);

	/* Handle stuff */
	handle_stuff();

	/* Refresh */
	Term_fresh();
}


/*!
 * @brief 矢弾を射撃した場合の破損確率を返す /
 * Determines the odds of an object breaking when thrown at a monster
 * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
 * @return 破損確率(%)
 * @details
 * Note that artifacts never break, see the "drop_near()" function.
 */
static int breakage_chance(object_type *o_ptr)
{
	int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);

	/* Examine the snipe type */
	if (snipe_type)
	{
		if (snipe_type == SP_KILL_WALL) return (100);
		if (snipe_type == SP_EXPLODE) return (100);
		if (snipe_type == SP_PIERCE) return (100);
		if (snipe_type == SP_FINAL) return (100);
		if (snipe_type == SP_NEEDLE) return (100);
		if (snipe_type == SP_EVILNESS) return (40);
		if (snipe_type == SP_HOLYNESS) return (40);
	}

	/* Examine the item type */
	switch (o_ptr->tval)
	{
		/* 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];

	u32b 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:
		{
			/* Slay Animal */
			if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
			    (r_ptr->flags3 & RF3_ANIMAL))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_ANIMAL;
				}

				if (mult < 17) mult = 17;
			}

			/* Kill Animal */
			if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
			    (r_ptr->flags3 & RF3_ANIMAL))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_ANIMAL;
				}

				if (mult < 27) mult = 27;
			}

			/* Slay Evil */
			if ((have_flag(flgs, TR_SLAY_EVIL)) &&
			    (r_ptr->flags3 & RF3_EVIL))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_EVIL;
				}

				if (mult < 15) mult = 15;
			}

			/* Kill Evil */
			if ((have_flag(flgs, TR_KILL_EVIL)) &&
			    (r_ptr->flags3 & RF3_EVIL))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_EVIL;
				}

				if (mult < 25) mult = 25;
			}

			/* Slay Human */
			if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
			    (r_ptr->flags2 & RF2_HUMAN))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags2 |= RF2_HUMAN;
				}

				if (mult < 17) mult = 17;
			}

			/* Kill Human */
			if ((have_flag(flgs, TR_KILL_HUMAN)) &&
			    (r_ptr->flags2 & RF2_HUMAN))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags2 |= RF2_HUMAN;
				}

				if (mult < 27) mult = 27;
			}

			/* Slay Undead */
			if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
			    (r_ptr->flags3 & RF3_UNDEAD))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_UNDEAD;
				}

				if (mult < 20) mult = 20;
			}

			/* Kill Undead */
			if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
			    (r_ptr->flags3 & RF3_UNDEAD))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_UNDEAD;
				}

				if (mult < 30) mult = 30;
			}

			/* Slay Demon */
			if ((have_flag(flgs, TR_SLAY_DEMON)) &&
			    (r_ptr->flags3 & RF3_DEMON))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_DEMON;
				}

				if (mult < 20) mult = 20;
			}

			/* Kill Demon */
			if ((have_flag(flgs, TR_KILL_DEMON)) &&
			    (r_ptr->flags3 & RF3_DEMON))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_DEMON;
				}

				if (mult < 30) mult = 30;
			}

			/* Slay Orc */
			if ((have_flag(flgs, TR_SLAY_ORC)) &&
			    (r_ptr->flags3 & RF3_ORC))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_ORC;
				}

				if (mult < 20) mult = 20;
			}

			/* Kill Orc */
			if ((have_flag(flgs, TR_KILL_ORC)) &&
			    (r_ptr->flags3 & RF3_ORC))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_ORC;
				}

				if (mult < 30) mult = 30;
			}

			/* Slay Troll */
			if ((have_flag(flgs, TR_SLAY_TROLL)) &&
			    (r_ptr->flags3 & RF3_TROLL))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_TROLL;
				}

				if (mult < 20) mult = 20;
			}

			/* Kill Troll */
			if ((have_flag(flgs, TR_KILL_TROLL)) &&
			    (r_ptr->flags3 & RF3_TROLL))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_TROLL;
				}

				if (mult < 30) mult = 30;
			}

			/* Slay Giant */
			if ((have_flag(flgs, TR_SLAY_GIANT)) &&
			    (r_ptr->flags3 & RF3_GIANT))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_GIANT;
				}

				if (mult < 20) mult = 20;
			}

			/* Kill Giant */
			if ((have_flag(flgs, TR_KILL_GIANT)) &&
			    (r_ptr->flags3 & RF3_GIANT))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_GIANT;
				}

				if (mult < 30) mult = 30;
			}

			/* Slay Dragon  */
			if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
			    (r_ptr->flags3 & RF3_DRAGON))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_DRAGON;
				}

				if (mult < 20) mult = 20;
			}

			/* Execute Dragon */
			if ((have_flag(flgs, TR_KILL_DRAGON)) &&
			    (r_ptr->flags3 & RF3_DRAGON))
			{
				if (is_original_ap_and_seen(m_ptr))
				{
					r_ptr->r_flags3 |= RF3_DRAGON;
				}

				if (mult < 30) mult = 30;

				if ((o_ptr->name1 == ART_BARD_ARROW) &&
				    (m_ptr->r_idx == MON_SMAUG) &&
				    (inventory[INVEN_BOW].name1 == ART_BARD))
					mult *= 5;
			}

			/* Brand (Acid) */
			if (have_flag(flgs, TR_BRAND_ACID))
			{
				/* Notice immunity */
				if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
				{
					if (is_original_ap_and_seen(m_ptr))
					{
						r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
					}
				}

				/* Otherwise, take the damage */
				else
				{
					if (mult < 17) mult = 17;
				}
			}

			/* Brand (Elec) */
			if (have_flag(flgs, TR_BRAND_ELEC))
			{
				/* Notice immunity */
				if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
				{
					if (is_original_ap_and_seen(m_ptr))
					{
						r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
					}
				}

				/* Otherwise, take the damage */
				else
				{
					if (mult < 17) mult = 17;
				}
			}

			/* Brand (Fire) */
			if (have_flag(flgs, TR_BRAND_FIRE))
			{
				/* Notice immunity */
				if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
				{
					if (is_original_ap_and_seen(m_ptr))
					{
						r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
					}
				}

				/* Otherwise, take the damage */
				else
				{
					if (r_ptr->flags3 & RF3_HURT_FIRE)
					{
						if (mult < 25) mult = 25;
						if (is_original_ap_and_seen(m_ptr))
						{
							r_ptr->r_flags3 |= RF3_HURT_FIRE;
						}
					}
					else if (mult < 17) mult = 17;
				}
			}

			/* Brand (Cold) */
			if (have_flag(flgs, TR_BRAND_COLD))
			{
				/* Notice immunity */
				if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
				{
					if (is_original_ap_and_seen(m_ptr))
					{
						r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
					}
				}
				/* Otherwise, take the damage */
				else
				{
					if (r_ptr->flags3 & RF3_HURT_COLD)
					{
						if (mult < 25) mult = 25;
						if (is_original_ap_and_seen(m_ptr))
						{
							r_ptr->r_flags3 |= RF3_HURT_COLD;
						}
					}
					else if (mult < 17) mult = 17;
				}
			}

			/* Brand (Poison) */
			if (have_flag(flgs, TR_BRAND_POIS))
			{
				/* Notice immunity */
				if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
				{
					if (is_original_ap_and_seen(m_ptr))
					{
						r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
					}
				}

				/* Otherwise, take the damage */
				else
				{
					if (mult < 17) mult = 17;
				}
			}

			if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
			{
				p_ptr->csp -= (1+(p_ptr->msp / 30));
				p_ptr->redraw |= (PR_MANA);
				mult = mult * 5 / 2;
			}
			break;
		}
	}

	/* Sniper */
	if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);

	/* Return the total damage */
	return (tdam * mult / 10);
}


/*!
 * @brief 射撃処理のサブルーチン /
 * Fire an object from the pack or floor.
 * @param item 射撃するオブジェクトの所持ID
 * @param j_ptr 射撃武器のオブジェクト参照ポインタ
 * @return なし
 * @details
 * <pre>
 * You may only fire items that "match" your missile launcher.
 *
 * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
 *
 * See "calc_bonuses()" for more calculations and such.
 *
 * Note that "firing" a missile is MUCH better than "throwing" it.
 *
 * Note: "unseen" monsters are very hard to hit.
 *
 * Objects are more likely to break if they "attempt" to hit a monster.
 *
 * Rangers (with Bows) and Anyone (with "Extra Shots") get extra shots.
 *
 * The "extra shot" code works by decreasing the amount of energy
 * required to make each shot, spreading the shots out over time.
 *
 * Note that when firing missiles, the launcher multiplier is applied
 * after all the bonuses are added in, making multipliers very useful.
 *
 * Note that Bows of "Extra Might" get extra range and an extra bonus
 * for the damage multiplier.
 *
 * Note that Bows of "Extra Shots" give an extra shot.
 * </pre>
 */
void do_cmd_fire_aux(int item, object_type *j_ptr)
{
	int dir;
	int i, j, y, x, ny, nx, ty, tx, prev_y, prev_x;
	int tdam_base, tdis, thits, tmul;
	int bonus, chance;
	int cur_dis, visible;

	object_type forge;
	object_type *q_ptr;

	object_type *o_ptr;

	bool hit_body = FALSE;

	char o_name[MAX_NLEN];

	u16b path_g[512];	/* For calcuration of path length */

	int msec = delay_factor * delay_factor * delay_factor;

	/* STICK TO */
	bool stick_to = FALSE;

	/* Access the item (if in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}
	else
	{
		o_ptr = &o_list[0 - item];
	}

	/* Sniper - Cannot shot a single arrow twice */
	if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;

	/* Describe the object */
	object_desc(o_name, o_ptr, OD_OMIT_PREFIX);

	/* Use the proper number of shots */
	thits = p_ptr->num_fire;

	/* Use a base distance */
	tdis = 10;

	/* Base damage from thrown object plus launcher bonus */
	tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;

	/* Actually "fire" the object */
	bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
	if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
		chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
	else
		chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);

	p_ptr->energy_use = bow_energy(j_ptr->sval);
	tmul = bow_tmul(j_ptr->sval);

	/* Get extra "power" from "extra might" */
	if (p_ptr->xtra_might) tmul++;

	tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);

	/* Boost the damage */
	tdam_base *= tmul;
	tdam_base /= 100;

	/* Base range */
	tdis = 13 + tmul/80;
	if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
	{
		if (p_ptr->concent)
			tdis -= (5 - (p_ptr->concent + 1) / 2);
		else
			tdis -= 5;
	}

	project_length = tdis + 1;

	/* Get a direction (or cancel) */
	if (!get_aim_dir(&dir))
	{
		p_ptr->energy_use = 0;

		if (snipe_type == SP_AWAY) snipe_type = SP_NONE;

		/* need not to reset project_length (already did)*/

		return;
	}

	/* Predict the "target" location */
	tx = p_ptr->x + 99 * ddx[dir];
	ty = p_ptr->y + 99 * ddy[dir];

	/* Check for "target request" */
	if ((dir == 5) && target_okay())
	{
		tx = target_col;
		ty = target_row;
	}

	/* Get projection path length */
	tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;

	project_length = 0; /* reset to default */

	/* Don't shoot at my feet */
	if (tx == p_ptr->x && ty == p_ptr->y)
	{
		p_ptr->energy_use = 0;

		/* project_length is already reset to 0 */

		return;
	}


	/* Take a (partial) turn */
	p_ptr->energy_use = (p_ptr->energy_use / thits);
	is_fired = TRUE;

	/* Sniper - Difficult to shot twice at 1 turn */
	if (snipe_type == SP_DOUBLE)  p_ptr->concent = (p_ptr->concent + 1) / 2;

	/* Sniper - Repeat shooting when double shots */
	for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
	{

	/* Start at the player */
	y = p_ptr->y;
	x = p_ptr->x;

	/* Get local object */
	q_ptr = &forge;

	/* Obtain a local object */
	object_copy(q_ptr, o_ptr);

	/* Single object */
	q_ptr->number = 1;

	/* Reduce and describe inventory */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_describe(item);
		inven_item_optimize(item);
	}

	/* Reduce and describe floor item */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}

	/* Sound */
	sound(SOUND_SHOOT);

	/* Hack -- Handle stuff */
	handle_stuff();

	/* Save the old location */
	prev_y = y;
	prev_x = x;

	/* The shot does not hit yet */
	hit_body = FALSE;

	/* Travel until stopped */
	for (cur_dis = 0; cur_dis <= tdis; )
	{
		cave_type *c_ptr;

		/* Hack -- Stop at the target */
		if ((y == ty) && (x == tx)) break;

		/* Calculate the new location (see "project()") */
		ny = y;
		nx = x;
		mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);

		/* Shatter Arrow */
		if (snipe_type == SP_KILL_WALL)
		{
			c_ptr = &cave[ny][nx];

			if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
			{
				if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
				/* Forget the wall */
				c_ptr->info &= ~(CAVE_MARK);

				p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);

				/* Destroy the wall */
				cave_alter_feat(ny, nx, FF_HURT_ROCK);

				hit_body = TRUE;
				break;
			}
		}

		/* Stopped by walls/doors */
		if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;

		/* Advance the distance */
		cur_dis++;

		/* Sniper */
		if (snipe_type == SP_LITE)
		{
			cave[ny][nx].info |= (CAVE_GLOW);

			/* Notice */
			note_spot(ny, nx);

			/* Redraw */
			lite_spot(ny, nx);
		}

		/* The player can see the (on screen) missile */
		if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
		{
			char c = object_char(q_ptr);
			byte a = object_attr(q_ptr);

			/* Draw, Hilite, Fresh, Pause, Erase */
			print_rel(c, a, ny, nx);
			move_cursor_relative(ny, nx);
			Term_fresh();
			Term_xtra(TERM_XTRA_DELAY, msec);
			lite_spot(ny, nx);
			Term_fresh();
		}

		/* The player cannot see the missile */
		else
		{
			/* Pause anyway, for consistancy */
			Term_xtra(TERM_XTRA_DELAY, msec);
		}

		/* Sniper */
		if (snipe_type == SP_KILL_TRAP)
		{
			project(0, 0, ny, nx, 0, GF_KILL_TRAP,
				(PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
		}

		/* Sniper */
		if (snipe_type == SP_EVILNESS)
		{
			cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);

			/* Notice */
			note_spot(ny, nx);

			/* Redraw */
			lite_spot(ny, nx);
		}

		/* Save the old location */
		prev_y = y;
		prev_x = x;

		/* Save the new location */
		x = nx;
		y = ny;


		/* Monster here, Try to hit it */
		if (cave[y][x].m_idx)
		{
			cave_type *c_mon_ptr = &cave[y][x];

			monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
			monster_race *r_ptr = &r_info[m_ptr->r_idx];

			/* Check the visibility */
			visible = m_ptr->ml;

			/* Note the collision */
			hit_body = TRUE;

			if (MON_CSLEEP(m_ptr))
			{
				if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
				if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
			}

			if ((r_ptr->level + 10) > p_ptr->lev)
			{
				int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
				if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
				{
					int amount = 0;
					if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
					else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
					else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
					else if (p_ptr->lev > 34) amount = 2;
					p_ptr->weapon_exp[0][j_ptr->sval] += amount;
					p_ptr->update |= (PU_BONUS);
				}
			}

			if (p_ptr->riding)
			{
				if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
					&& ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
					&& one_in_(2))
				{
					p_ptr->skill_exp[GINOU_RIDING] += 1;
					p_ptr->update |= (PU_BONUS);
				}
			}

			/* Did we hit it (penalize range) */
			if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
			{
				bool fear = FALSE;
				int tdam = tdam_base;

				/* Get extra damage from concentration */
				if (p_ptr->concent) tdam = boost_concentration_damage(tdam);

				/* Handle unseen monster */
				if (!visible)
				{
					/* Invisible monster */
					msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
				}

				/* Handle visible monster */
				else
				{
					char m_name[80];

					/* Get "the monster" or "it" */
					monster_desc(m_name, m_ptr, 0);

					/* Message */
					msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);

					if (m_ptr->ml)
					{
						/* Hack -- Track this monster race */
						if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);

						/* Hack -- Track this monster */
						health_track(c_mon_ptr->m_idx);
					}
				}

				if (snipe_type == SP_NEEDLE)
				{
					if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
						&& !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
					{
						char m_name[80];

						/* Get "the monster" or "it" */
						monster_desc(m_name, m_ptr, 0);

						tdam = m_ptr->hp + 1;
						msg_format(_("%sの急所に突き刺さった！", "Your shot sticked on a fatal spot of %s!"), m_name);
					}
					else tdam = 1;
				}
				else
				{
					/* Apply special damage XXX XXX XXX */
					tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
					tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);

					/* No negative damage */
					if (tdam < 0) tdam = 0;

					/* Modify the damage */
					tdam = mon_damage_mod(m_ptr, tdam, FALSE);
				}

				/* Complex message */
				if (p_ptr->wizard || cheat_xtra)
				{
					msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), tdam, m_ptr->hp);
				}

				/* Sniper */
				if (snipe_type == SP_EXPLODE)
				{
					u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);

					sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
					project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
					break;
				}

				/* Sniper */
				if (snipe_type == SP_HOLYNESS)
				{
					cave[ny][nx].info |= (CAVE_GLOW);

					/* Notice */
					note_spot(ny, nx);

					/* Redraw */
					lite_spot(ny, nx);
				}

				/* Hit the monster, check for death */
				if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
				{
					/* Dead monster */
				}

				/* No death */
				else
				{
					/* STICK TO */
					if (object_is_fixed_artifact(q_ptr) &&
						(p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
					{
						char m_name[80];

						monster_desc(m_name, m_ptr, 0);

						stick_to = TRUE;
						msg_format(_("%sは%sに突き刺さった！", "%^s have stuck into %s!"),o_name, m_name);
					}

					/* Message */
					message_pain(c_mon_ptr->m_idx, tdam);

					/* Anger the monster */
					if (tdam > 0) anger_monster(m_ptr);

					/* Take note */
					if (fear && m_ptr->ml)
					{
						char m_name[80];

						/* Sound */
						sound(SOUND_FLEE);

						/* Get the monster name (or "it") */
						monster_desc(m_name, m_ptr, 0);

						/* Message */
						msg_format(_("%^sは恐怖して逃げ出した！", "%^s flees in terror!"), m_name);
					}

					set_target(m_ptr, p_ptr->y, p_ptr->x);

					/* Sniper */
					if (snipe_type == SP_RUSH)
					{
						int n = randint1(5) + 3;
						int m_idx = c_mon_ptr->m_idx;

						for ( ; cur_dis <= tdis; )
						{
							int ox = nx;
							int oy = ny;

							if (!n) break;

							/* Calculate the new location (see "project()") */
							mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);

							/* Stopped by wilderness boundary */
							if (!in_bounds2(ny, nx)) break;

							/* Stopped by walls/doors */
							if (!player_can_enter(cave[ny][nx].feat, 0)) break;

							/* Stopped by monsters */
							if (!cave_empty_bold(ny, nx)) break;

							cave[ny][nx].m_idx = m_idx;
							cave[oy][ox].m_idx = 0;

							m_ptr->fx = nx;
							m_ptr->fy = ny;

							/* Update the monster (new location) */
							update_mon(c_mon_ptr->m_idx, TRUE);

							lite_spot(ny, nx);
							lite_spot(oy, ox);

							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)
	{
		int m_idx = cave[y][x].m_idx;
		monster_type *m_ptr = &m_list[m_idx];
		int o_idx = o_pop();

		if (!o_idx)
		{
			msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
			if (object_is_fixed_artifact(q_ptr))
			{
				a_info[j_ptr->name1].cur_num = 0;
			}
			return;
		}

		o_ptr = &o_list[o_idx];
		object_copy(o_ptr, q_ptr);

		/* Forget mark */
		o_ptr->marked &= OM_TOUCHED;

		/* Forget location */
		o_ptr->iy = o_ptr->ix = 0;

		/* Memorize monster */
		o_ptr->held_m_idx = m_idx;

		/* Build a stack */
		o_ptr->next_o_idx = m_ptr->hold_o_idx;

		/* Carry object */
		m_ptr->hold_o_idx = o_idx;
	}
	else if (cave_have_flag_bold(y, x, FF_PROJECT))
	{
		/* Drop (or break) near that location */
		(void)drop_near(q_ptr, j, y, x);
	}
	else
	{
		/* Drop (or break) near that location */
		(void)drop_near(q_ptr, j, prev_y, prev_x);
	}

	/* Sniper - Repeat shooting when double shots */
	}

	/* Sniper - Loose his/her concentration after any shot */
	if (p_ptr->concent) reset_concentration(FALSE);
}

/*!
 * @brief 射撃処理のメインルーチン
 * @return なし
 */
void do_cmd_fire(void)
{
	int item;
	object_type *j_ptr;
	cptr q, s;

	is_fired = FALSE;	/* not fired yet */

	/* Get the "bow" (if any) */
	j_ptr = &inventory[INVEN_BOW];

	/* Require a launcher */
	if (!j_ptr->tval)
	{
		msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
		flush();
		return;
	}

	if (j_ptr->sval == SV_CRIMSON)
	{
		msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
		flush();
		return;
	}

	if (j_ptr->sval == SV_HARP)
	{
		msg_print(_("この武器で射撃はできない。", "It's not for firing."));
		flush();
		return;
	}


	if (p_ptr->special_defense & KATA_MUSOU)
	{
		set_action(ACTION_NONE);
	}

	/* Require proper missile */
	item_tester_tval = p_ptr->tval_ammo;

	/* Get an item */
	q = _("どれを撃ちますか? ", "Fire which item? ");
	s = _("発射されるアイテムがありません。", "You have nothing to fire.");
	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
	{
		flush();
		return;
	}

	/* Fire the item */
	do_cmd_fire_aux(item, j_ptr);

	if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;

	/* Sniper actions after some shootings */
	if (snipe_type == SP_AWAY)
	{
		teleport_player(10 + (p_ptr->concent * 2), 0L);
	}
	if (snipe_type == SP_FINAL)
	{
		msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
		(void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
		(void)set_stun(p_ptr->stun + randint1(25));
	}
}

/*!
 * @brief オブジェクトが投射可能な武器かどうかを返す。
 * @param o_ptr 判定するオブジェクトの構造体参照ポインタ
 * @return 投射可能な武器ならばTRUE
 */
static bool item_tester_hook_boomerang(object_type *o_ptr)
{
	if ((o_ptr->tval==TV_DIGGING) || (o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM) || (o_ptr->tval == TV_HAFTED)) return (TRUE);

	/* Assume not */
	return (FALSE);
}


/*!
 * @brief 投射処理のサブルーチン /
 * Throw an object from the pack or floor.
 * @param mult 威力の倍率
 * @param boomerang ブーメラン処理ならばTRUE
 * @param shuriken 忍者の手裏剣処理ならばTRUE
 * @return ターンを消費した場合TRUEを返す
 * @details
 * <pre>
 * Note: "unseen" monsters are very hard to hit.
 *
 * Should throwing a weapon do full damage?  Should it allow the magic
 * to hit bonus of the weapon to have an effect?  Should it ever cause
 * the item to be destroyed?  Should it do any damage at all?
 * </pre>
 */
bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
{
	int dir, item;
	int i, j, y, x, ty, tx, prev_y, prev_x;
	int ny[19], nx[19];
	int chance, tdam, tdis;
	int mul, div, dd, ds;
	int cur_dis, visible;

	object_type forge;
	object_type *q_ptr;

	object_type *o_ptr;

	bool hit_body = FALSE;
	bool hit_wall = FALSE;
	bool equiped_item = FALSE;
	bool return_when_thrown = FALSE;

	char o_name[MAX_NLEN];

	int msec = delay_factor * delay_factor * delay_factor;

	u32b flgs[TR_FLAG_SIZE];
	cptr q, s;
	bool come_back = FALSE;
	bool do_drop = TRUE;


	if (p_ptr->special_defense & KATA_MUSOU)
	{
		set_action(ACTION_NONE);
	}

	if (shuriken >= 0)
	{
		item = shuriken;
	}
	else if (boomerang)
	{
		if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
		{
			item_tester_hook = item_tester_hook_boomerang;
			q = _("どの武器を投げますか? ", "Throw which item? ");
			s = _("投げる武器がない。", "You have nothing to throw.");
			if (!get_item(&item, q, s, (USE_EQUIP)))
			{
				flush();
				return FALSE;
			}
		}
		else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
		else item = INVEN_RARM;
	}
	else
	{
		/* Get an item */
		q = _("どのアイテムを投げますか? ", "Throw which item? ");
		s = _("投げるアイテムがない。", "You have nothing to throw.");
		if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
		{
			flush();
			return FALSE;
		}
	}

	/* Access the item (if in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}
	else
	{
		o_ptr = &o_list[0 - item];
	}


	/* Item is cursed */
	if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
	{
		/* Oops */
		msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));

		/* Nope */
		return FALSE;
	}

	if (p_ptr->inside_arena && !boomerang)
	{
		if (o_ptr->tval != TV_SPIKE)
		{
			msg_print(_("アリーナではアイテムを使えない！", "You're in the arena now. This is hand-to-hand!"));
			msg_print(NULL);

			/* Nope */
			return FALSE;
		}
	}

	/* Get local object */
	q_ptr = &forge;

	/* Obtain a local object */
	object_copy(q_ptr, o_ptr);

	/* Extract the thrown object's flags. */
	object_flags(q_ptr, flgs);
	torch_flags(q_ptr, flgs);

	/* Distribute the charges of rods/wands between the stacks */
	distribute_charges(o_ptr, q_ptr, 1);

	/* Single object */
	q_ptr->number = 1;

	/* Description */
	object_desc(o_name, q_ptr, OD_OMIT_PREFIX);

	if (p_ptr->mighty_throw) mult += 3;

	/* Extract a "distance multiplier" */
	/* Changed for 'launcher' mutation */
	mul = 10 + 2 * (mult - 1);

	/* Enforce a minimum "weight" of one pound */
	div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
	if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;

	/* Hack -- Distance -- Reward strength, penalize weight */
	tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;

	/* 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);
	}

	/* Take a turn */
	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;


	/* Hack -- Handle stuff */
	handle_stuff();

	if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
	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
				{
					char m_name[80];

					/* Get "the monster" or "it" */
					monster_desc(m_name, m_ptr, 0);

					/* Message */
					msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);

					if (m_ptr->ml)
					{
						/* Hack -- Track this monster race */
						if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);

						/* Hack -- Track this monster */
						health_track(c_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 XXX XXX XXX */
				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);

				/* Complex message */
				if (p_ptr->wizard)
				{
					msg_format(_("%d/%dのダメージを与えた。", "You do %d (out of %d) damage."), tdam, m_ptr->hp);
				}

				/* Hit the monster, check for death */
				if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
				{
					/* Dead monster */
				}

				/* No death */
				else
				{
					/* Message */
					message_pain(c_ptr->m_idx, tdam);

					/* Anger the monster */
					if ((tdam > 0) && !object_is_potion(q_ptr))
						anger_monster(m_ptr);

					/* Take note */
					if (fear && m_ptr->ml)
					{
						char m_name[80];

						/* Sound */
						sound(SOUND_FLEE);

						/* Get the monster name (or "it") */
						monster_desc(m_name, m_ptr, 0);

						/* Message */
						msg_format(_("%^sは恐怖して逃げ出した！", "%^s flees in terror!"), m_name);
					}
				}
			}

			/* 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))
		{
			/* Message */
			msg_format(_("%sは砕け散った！", "The %s shatters!"), o_name);

			if (potion_smash_effect(0, y, x, q_ptr->k_idx))
			{
				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))
				{
					char m_name[80];
					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 bonuses */
			p_ptr->update |= (PU_BONUS);

			/* Recalculate torch */
			p_ptr->update |= (PU_TORCH);

			/* Recalculate mana XXX */
			p_ptr->update |= (PU_MANA);

			/* Window stuff */
			p_ptr->window |= (PW_EQUIP);
		}
		else
		{
			inven_carry(q_ptr);
		}
		do_drop = FALSE;
	}
	else if (equiped_item)
	{
		kamaenaoshi(item);
		calc_android_exp();
	}

	/* Drop (or break) near that location */
	if (do_drop)
	{
		if (cave_have_flag_bold(y, x, FF_PROJECT))
		{
			/* Drop (or break) near that location */
			(void)drop_near(q_ptr, j, y, x);
		}
		else
		{
			/* Drop (or break) near that location */
			(void)drop_near(q_ptr, j, prev_y, prev_x);
		}
	}

	return TRUE;
}


/*!
 * @brief 投射処理のメインルーチン /
 * Throw an object from the pack or floor.
 * @return なし
 */
void do_cmd_throw(void)
{
	do_cmd_throw_aux(1, FALSE, -1);
}


#ifdef TRAVEL
/*
 * Hack: travel command
 */
#define TRAVEL_UNABLE 9999

static int flow_head = 0;
static int flow_tail = 0;
static s16b temp2_x[MAX_SHORT];
static s16b temp2_y[MAX_SHORT];

/*!
 * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information 
 * @return なし
 */
void forget_travel_flow(void)
{
	int x, y;

	/* Check the entire dungeon */
	for (y = 0; y < cur_hgt; y++)
	{
		for (x = 0; x < cur_wid; x++)
		{
			/* Forget the old data */
			travel.cost[y][x] = MAX_SHORT;
		}
	}

	travel.y = travel.x = 0;
}

/*!
 * @brief トラベル処理中に地形に応じた移動コスト基準を返す
 * @param y 該当地点のY座標
 * @param x 該当地点のX座標
 * @return コスト値
 */
static int travel_flow_cost(int y, int x)
{
	feature_type *f_ptr = &f_info[cave[y][x].feat];
	int cost = 1;

	/* Avoid obstacles (ex. trees) */
	if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;

	/* Water */
	if (have_flag(f_ptr->flags, FF_WATER))
	{
		if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
	}

	/* Lava */
	if (have_flag(f_ptr->flags, FF_LAVA))
	{
		int lava = 2;
		if (!p_ptr->resist_fire) lava *= 2;
		if (!p_ptr->levitation) lava *= 2;
		if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;

		cost += lava;
	}

	/* Detected traps and doors */
	if (cave[y][x].info & (CAVE_MARK))
	{
		if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
		if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
	}

	return (cost);
}

/*!
 * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン
 * @param y 目標地点のY座標
 * @param x 目標地点のX座標
 * @param n 現在のコスト
 * @param wall プレイヤーが壁の中にいるならばTRUE
 * @return なし
 */
static void travel_flow_aux(int y, int x, int n, bool wall)
{
	cave_type *c_ptr = &cave[y][x];
	feature_type *f_ptr = &f_info[c_ptr->feat];
	int old_head = flow_head;
	int add_cost = 1;
	int base_cost = (n % TRAVEL_UNABLE);
	int from_wall = (n / TRAVEL_UNABLE);
	int cost;

	/* Ignore out of bounds */
	if (!in_bounds(y, x)) return;

	/* Ignore unknown grid except in wilderness */
	if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return;

	/* Ignore "walls" and "rubble" (include "secret doors") */
	if (have_flag(f_ptr->flags, FF_WALL) ||
		have_flag(f_ptr->flags, FF_CAN_DIG) ||
		(have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
		(!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
	{
		if (!wall || !from_wall) return;
		add_cost += TRAVEL_UNABLE;
	}
	else
	{
		add_cost = travel_flow_cost(y, x);
	}

	cost = base_cost + add_cost;

	/* Ignore lower cost entries */
	if (travel.cost[y][x] <= cost) return;

	/* Save the flow cost */
	travel.cost[y][x] = cost;

	/* Enqueue that entry */
	temp2_y[flow_head] = y;
	temp2_x[flow_head] = x;

	/* Advance the queue */
	if (++flow_head == MAX_SHORT) flow_head = 0;

	/* Hack -- notice overflow by forgetting new entry */
	if (flow_head == flow_tail) flow_head = old_head;

	return;
}

/*!
 * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン
 * @param ty 目標地点のY座標
 * @param tx 目標地点のX座標
 * @return なし
 */
static void travel_flow(int ty, int tx)
{
	int x, y, d;
	bool wall = FALSE;
	feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];

	/* Reset the "queue" */
	flow_head = flow_tail = 0;

	/* is player in the wall? */
	if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;

	/* Start at the target grid */
	travel_flow_aux(ty, tx, 0, wall);

	/* Now process the queue */
	while (flow_head != flow_tail)
	{
		/* Extract the next entry */
		y = temp2_y[flow_tail];
		x = temp2_x[flow_tail];

		/* Forget that entry */
		if (++flow_tail == MAX_SHORT) flow_tail = 0;

		/* Ignore too far entries */
		//if (distance(ty, tx, y, x) > 100) continue;

		/* Add the "children" */
		for (d = 0; d < 8; d++)
		{
			/* Add that child if "legal" */
			travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
		}
	}

	/* Forget the flow info */
	flow_head = flow_tail = 0;
}

/*!
 * @brief トラベル処理のメインルーチン
 * @return なし
 */
void do_cmd_travel(void)
{
	int x, y, i;
	int dx, dy, sx, sy;
	feature_type *f_ptr;

	if (travel.x != 0 && travel.y != 0 &&
	    get_check(_("トラベルを継続しますか？", "Do you continue to travel?")))
	{
		y = travel.y;
		x = travel.x;
	}
	else if (!tgt_pt(&x, &y)) return;

	if ((x == p_ptr->x) && (y == p_ptr->y))
	{
		msg_print(_("すでにそこにいます！", "You are already there!!"));
		return;
	}

	f_ptr = &f_info[cave[y][x].feat];

	if ((cave[y][x].info & CAVE_MARK) &&
		(have_flag(f_ptr->flags, FF_WALL) ||
			have_flag(f_ptr->flags, FF_CAN_DIG) ||
			(have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
	{
		msg_print(_("そこには行くことができません！", "You cannot travel there!"));
		return;
	}

	forget_travel_flow();
	travel_flow(y, x);

	travel.x = x;
	travel.y = y;

	/* Travel till 255 steps */
	travel.run = 255;

	/* Paranoia */
	travel.dir = 0;

	/* Decides first direction */
	dx = abs(p_ptr->x - x);
	dy = abs(p_ptr->y - y);
	sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
	sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);

	for (i = 1; i <= 9; i++)
	{
		if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
	}
}
#endif
