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[Refactor] #41156 Conflict 対策に have_flag() を has_flag() へ / Rename have_flag() to...
[hengband/hengband.git] / src / cmd-item / cmd-throw.c
index 4999703..90f8a6f 100644 (file)
@@ -30,6 +30,7 @@
 #include "monster-floor/place-monster-types.h"
 #include "monster/monster-describer.h"
 #include "monster/monster-info.h"
+#include "monster/monster-status-setter.h"
 #include "monster/monster-status.h"
 #include "object-enchant/tr-types.h"
 #include "object-hook/hook-checker.h"
@@ -45,6 +46,7 @@
 #include "object/object-stack.h"
 #include "player/attack-defense-types.h"
 #include "player/special-defense-types.h"
+#include "player/player-status-table.h"
 #include "racial/racial-android.h"
 #include "specific-object/torch.h"
 #include "status/action-setter.h"
@@ -142,7 +144,7 @@ static void calc_throw_range(player_type *creature_ptr, it_type *it_ptr)
 
     int mul = 10 + 2 * (it_ptr->mult - 1);
     int div = ((it_ptr->q_ptr->weight > 10) ? it_ptr->q_ptr->weight : 10);
-    if ((have_flag(it_ptr->obj_flags, TR_THROW)) || it_ptr->boomerang)
+    if ((has_flag(it_ptr->obj_flags, TR_THROW)) || it_ptr->boomerang)
         div /= 2;
 
     it_ptr->tdis = (adj_str_blow[creature_ptr->stat_ind[A_STR]] + 20) * mul / div;
@@ -202,12 +204,12 @@ static void set_class_specific_throw_params(player_type *creature_ptr, it_type *
     it_ptr->x = creature_ptr->x;
     handle_stuff(creature_ptr);
     it_ptr->shuriken = (creature_ptr->pclass == CLASS_NINJA)
-        && ((it_ptr->q_ptr->tval == TV_SPIKE) || ((have_flag(it_ptr->obj_flags, TR_THROW)) && (it_ptr->q_ptr->tval == TV_SWORD)));
+        && ((it_ptr->q_ptr->tval == TV_SPIKE) || ((has_flag(it_ptr->obj_flags, TR_THROW)) && (it_ptr->q_ptr->tval == TV_SWORD)));
 }
 
 static void set_racial_chance(player_type *creature_ptr, it_type *it_ptr)
 {
-    if (have_flag(it_ptr->obj_flags, TR_THROW))
+    if (has_flag(it_ptr->obj_flags, TR_THROW))
         it_ptr->chance = ((creature_ptr->skill_tht) + ((creature_ptr->to_h_b + it_ptr->q_ptr->to_h) * BTH_PLUS_ADJ));
     else
         it_ptr->chance = (creature_ptr->skill_tht + (creature_ptr->to_h_b * BTH_PLUS_ADJ));
@@ -290,7 +292,7 @@ static void calc_racial_power_damage(player_type *creature_ptr, it_type *it_ptr)
     if (it_ptr->boomerang) {
         it_ptr->tdam *= (it_ptr->mult + creature_ptr->num_blow[it_ptr->item - INVEN_RARM]);
         it_ptr->tdam += creature_ptr->to_d_m;
-    } else if (have_flag(it_ptr->obj_flags, TR_THROW)) {
+    } else if (has_flag(it_ptr->obj_flags, TR_THROW)) {
         it_ptr->tdam *= (3 + it_ptr->mult);
         it_ptr->tdam += creature_ptr->to_d_m;
     } else {
@@ -330,7 +332,7 @@ static void attack_racial_power(player_type *creature_ptr, it_type *it_ptr)
     }
 }
 
-static exe_throw(player_type *creature_ptr, it_type *it_ptr)
+static void exe_throw(player_type *creature_ptr, it_type *it_ptr)
 {
     it_ptr->cur_dis = 0;
     while (it_ptr->cur_dis <= it_ptr->tdis) {
@@ -369,13 +371,139 @@ void display_figurine_throw(player_type *creature_ptr, it_type *it_ptr)
         msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
 }
 
+void display_potion_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (!object_is_potion(it_ptr->q_ptr))
+        return;
+
+    if (it_ptr->hit_body || it_ptr->hit_wall || (randint1(100) < it_ptr->corruption_possibility)) {
+        it_ptr->corruption_possibility = 0;
+        return;    
+    }
+
+    msg_format(_("%sは砕け散った!", "The %s shatters!"), it_ptr->o_name);
+    if (!potion_smash_effect(creature_ptr, 0, it_ptr->y, it_ptr->x, it_ptr->q_ptr->k_idx)) {
+        it_ptr->do_drop = FALSE;
+        return;
+    }
+    
+    monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx];
+    if ((creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx == 0) || !is_friendly(m_ptr) || monster_invulner_remaining(m_ptr)) {
+        it_ptr->do_drop = FALSE;
+        return;
+    }
+    
+    GAME_TEXT m_name[MAX_NLEN];
+    monster_desc(creature_ptr, m_name, m_ptr, 0);
+    msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
+    set_hostile(creature_ptr, &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx]);
+    it_ptr->do_drop = FALSE;
+}
+
+static void display_boomerang_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if ((it_ptr->back_chance > 37) && !creature_ptr->blind && (it_ptr->item >= 0)) {
+        msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), it_ptr->o2_name);
+        it_ptr->come_back = TRUE;
+        return;
+    }
+
+    if (it_ptr->item >= 0)
+        msg_format(_("%sを受け損ねた!", "%s comes back, but you can't catch!"), it_ptr->o2_name);
+    else
+        msg_format(_("%sが返ってきた。", "%s comes back."), it_ptr->o2_name);
+
+    it_ptr->y = creature_ptr->y;
+    it_ptr->x = creature_ptr->x;
+}
+
+static void process_boomerang_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if ((it_ptr->back_chance <= 30) || (one_in_(100) && !it_ptr->super_boomerang)) {
+        msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), it_ptr->o2_name);
+        return;
+    }
+
+    for (int i = it_ptr->cur_dis - 1; i > 0; i--) {
+        if (!panel_contains(it_ptr->ny[i], it_ptr->nx[i]) || !player_can_see_bold(creature_ptr, it_ptr->ny[i], it_ptr->nx[i])) {
+            term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
+            continue;
+        }
+
+        SYMBOL_CODE c = object_char(it_ptr->q_ptr);
+        byte a = object_attr(it_ptr->q_ptr);
+        print_rel(creature_ptr, c, a, it_ptr->ny[i], it_ptr->nx[i]);
+        move_cursor_relative(it_ptr->ny[i], it_ptr->nx[i]);
+        term_fresh();
+        term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
+        lite_spot(creature_ptr, it_ptr->ny[i], it_ptr->nx[i]);
+        term_fresh();
+    }
+
+    display_boomerang_throw(creature_ptr, it_ptr);
+}
+
+static void check_boomerang_throw(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (!it_ptr->return_when_thrown)
+        return;
+
+    it_ptr->back_chance = randint1(30) + 20 + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
+    it_ptr->super_boomerang = (((it_ptr->q_ptr->name1 == ART_MJOLLNIR) || (it_ptr->q_ptr->name1 == ART_AEGISFANG)) && it_ptr->boomerang);
+    it_ptr->corruption_possibility = -1;
+    if (it_ptr->boomerang)
+        it_ptr->back_chance += 4 + randint1(5);
+
+    if (it_ptr->super_boomerang)
+        it_ptr->back_chance += 100;
+
+    describe_flavor(creature_ptr, it_ptr->o2_name, it_ptr->q_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
+    process_boomerang_throw(creature_ptr, it_ptr);
+}
+
+static void process_boomerang_back(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (it_ptr->come_back) {
+        if ((it_ptr->item != INVEN_RARM) && (it_ptr->item != INVEN_LARM)) {
+            store_item_to_inventory(creature_ptr, it_ptr->q_ptr);
+            it_ptr->do_drop = FALSE;
+            return;
+        }
+
+        it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
+        object_copy(it_ptr->o_ptr, it_ptr->q_ptr);
+        creature_ptr->total_weight += it_ptr->q_ptr->weight;
+        creature_ptr->equip_cnt++;
+        creature_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
+        creature_ptr->window |= PW_EQUIP;
+        it_ptr->do_drop = FALSE;
+        return;
+    }
+    
+    if (it_ptr->equiped_item) {
+        verify_equip_slot(creature_ptr, it_ptr->item);
+        calc_android_exp(creature_ptr);
+    }
+}
+
+static void drop_thrown_item(player_type *creature_ptr, it_type *it_ptr)
+{
+    if (!it_ptr->do_drop)
+        return;
+
+    if (cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->y, it_ptr->x, FF_PROJECT))
+        (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->y, it_ptr->x);
+    else
+        (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->prev_y, it_ptr->prev_x);
+}
+
 /*!
  * @brief 投射処理メインルーチン /
  * Throw an object from the pack or floor.
  * @param mult 威力の倍率
  * @param creature_ptr プレーヤーへの参照ポインタ
  * @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
+ * @param shuriken 忍者の手裏剣処理ならばTRUE ← 間違い、-1が渡されてくることがある。要調査.
  * @return ターンを消費した場合TRUEを返す
  * @details
  * <pre>
@@ -420,94 +548,9 @@ bool do_cmd_throw(player_type *creature_ptr, int mult, bool boomerang, OBJECT_ID
 
     it_ptr->corruption_possibility = (it_ptr->hit_body ? breakage_chance(creature_ptr, it_ptr->q_ptr, creature_ptr->pclass == CLASS_ARCHER, 0) : 0);
     display_figurine_throw(creature_ptr, it_ptr);
-    if (object_is_potion(it_ptr->q_ptr)) {
-        if (!it_ptr->hit_body && !it_ptr->hit_wall && (randint1(100) >= it_ptr->corruption_possibility)) {
-            msg_format(_("%sは砕け散った!", "The %s shatters!"), it_ptr->o_name);
-            if (potion_smash_effect(creature_ptr, 0, it_ptr->y, it_ptr->x, it_ptr->q_ptr->k_idx)) {
-                monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx];
-                if (creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx && is_friendly(m_ptr) && !monster_invulner_remaining(m_ptr)) {
-                    GAME_TEXT m_name[MAX_NLEN];
-                    monster_desc(creature_ptr, m_name, m_ptr, 0);
-                    msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
-                    set_hostile(
-                        creature_ptr, &creature_ptr->current_floor_ptr->m_list[creature_ptr->current_floor_ptr->grid_array[it_ptr->y][it_ptr->x].m_idx]);
-                }
-            }
-
-            it_ptr->do_drop = FALSE;
-        } else {
-            it_ptr->corruption_possibility = 0;
-        }
-    }
-
-    if (it_ptr->return_when_thrown) {
-        int back_chance = randint1(30) + 20 + ((int)(adj_dex_th[creature_ptr->stat_ind[A_DEX]]) - 128);
-        char o2_name[MAX_NLEN];
-        bool super_boomerang = (((it_ptr->q_ptr->name1 == ART_MJOLLNIR) || (it_ptr->q_ptr->name1 == ART_AEGISFANG)) && boomerang);
-        it_ptr->corruption_possibility = -1;
-        if (boomerang)
-            back_chance += 4 + randint1(5);
-        if (super_boomerang)
-            back_chance += 100;
-        describe_flavor(creature_ptr, o2_name, it_ptr->q_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);
-        if ((back_chance <= 30) || (one_in_(100) && !super_boomerang)) {
-            msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), o2_name);
-        } else {
-            for (int i = it_ptr->cur_dis - 1; i > 0; i--) {
-                if (!panel_contains(it_ptr->ny[i], it_ptr->nx[i]) || !player_can_see_bold(creature_ptr, it_ptr->ny[i], it_ptr->nx[i])) {
-                    term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
-                    continue;
-                }
-
-                SYMBOL_CODE c = object_char(it_ptr->q_ptr);
-                byte a = object_attr(it_ptr->q_ptr);
-                print_rel(creature_ptr, c, a, it_ptr->ny[i], it_ptr->nx[i]);
-                move_cursor_relative(it_ptr->ny[i], it_ptr->nx[i]);
-                term_fresh();
-                term_xtra(TERM_XTRA_DELAY, it_ptr->msec);
-                lite_spot(creature_ptr, it_ptr->ny[i], it_ptr->nx[i]);
-                term_fresh();
-            }
-
-            if ((back_chance > 37) && !creature_ptr->blind && (it_ptr->item >= 0)) {
-                msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
-                it_ptr->come_back = TRUE;
-            } else {
-                if (it_ptr->item >= 0)
-                    msg_format(_("%sを受け損ねた!", "%s comes back, but you can't catch!"), o2_name);
-                else
-                    msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
-
-                it_ptr->y = creature_ptr->y;
-                it_ptr->x = creature_ptr->x;
-            }
-        }
-    }
-
-    if (it_ptr->come_back) {
-        if ((it_ptr->item != INVEN_RARM) && (it_ptr->item != INVEN_LARM)) {
-            store_item_to_inventory(creature_ptr, it_ptr->q_ptr);
-        } else {
-            it_ptr->o_ptr = &creature_ptr->inventory_list[it_ptr->item];
-            object_copy(it_ptr->o_ptr, it_ptr->q_ptr);
-            creature_ptr->total_weight += it_ptr->q_ptr->weight;
-            creature_ptr->equip_cnt++;
-            creature_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
-            creature_ptr->window |= PW_EQUIP;
-        }
-
-        it_ptr->do_drop = FALSE;
-    } else if (it_ptr->equiped_item) {
-        verify_equip_slot(creature_ptr, it_ptr->item);
-        calc_android_exp(creature_ptr);
-    }
-
-    if (it_ptr->do_drop) {
-        if (cave_have_flag_bold(creature_ptr->current_floor_ptr, it_ptr->y, it_ptr->x, FF_PROJECT))
-            (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->y, it_ptr->x);
-        else
-            (void)drop_near(creature_ptr, it_ptr->q_ptr, it_ptr->corruption_possibility, it_ptr->prev_y, it_ptr->prev_x);
-    }
-
+    display_potion_throw(creature_ptr, it_ptr);
+    check_boomerang_throw(creature_ptr, it_ptr);
+    process_boomerang_back(creature_ptr, it_ptr);
+    drop_thrown_item(creature_ptr, it_ptr);
     return TRUE;
 }