-/* File: cmd1.c */
-
-/*
+/*!
+ * @file cmd1.c
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Î¥³¥Þ¥ó¥É½èÍý1 / Movement commands (part 1)
+ * @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,
* are included in all such copies. Other copyrights may also apply.
*/
-/* Purpose: Movement commands (part 1) */
#include "angband.h"
-#define MAX_VAMPIRIC_DRAIN 50
+#define MAX_VAMPIRIC_DRAIN 50 /*!< µÛ·ì½èÍý¤ÎºÇÂç²óÉüHP */
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼Í·âÌ¿ÃæȽÄê /
* Determine if the player "hits" a monster (normal combat).
- * Note -- Always miss 5%, always hit 5%, otherwise random.
+ * @param chance ´ðËÜÌ¿ÃæÃÍ
+ * @param m_ptr ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param vis ÌÜɸ¤ò»ë³¦¤ËÊá¤é¤¨¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE¤ò»ØÄê
+ * @param o_name ¥á¥Ã¥»¡¼¥¸É½¼¨»þ¤Î¥â¥ó¥¹¥¿¡¼Ì¾
+ * @return Ì¿Ãæ¤ÈȽÄꤵ¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
+ * @note Always miss 5%, always hit 5%, otherwise random.
*/
-bool test_hit_fire(int chance, int ac, int vis)
+bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
{
- int k;
+ int k, ac;
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ ac = r_ptr->ac;
+ if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
/* Percentile dice */
k = randint0(100);
-
+
+ /* Snipers with high-concentration reduce instant miss percentage.*/
+ k += p_ptr->concent;
+
/* Hack -- Instant miss or hit */
if (k < 10) return (k < 5);
if (!vis) chance = (chance + 1) / 2;
/* Power competes against armor */
- if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
+ if (randint0(chance) < (ac * 3 / 4))
+ {
+ if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
+ {
+ char m_name[80];
+
+ /* Extract monster name */
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%s¤Ï%s¤ò»Â¤ê¼Î¤Æ¤¿¡ª", "%s cuts down %s!"), m_name, o_name);
+ }
+ return (FALSE);
+ }
/* Assume hit */
return (TRUE);
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤ÎÂÇ·âÌ¿ÃæȽÄê /
* Determine if the player "hits" a monster (normal combat).
- *
- * Note -- Always miss 5%, always hit 5%, otherwise random.
+ * @param chance ´ðËÜÌ¿ÃæÃÍ
+ * @param ac ¥â¥ó¥¹¥¿¡¼¤ÎAC
+ * @param vis ÌÜɸ¤ò»ë³¦¤ËÊá¤é¤¨¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE¤ò»ØÄê
+ * @return Ì¿Ãæ¤ÈȽÄꤵ¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹
+ * @note Always miss 5%, always hit 5%, otherwise random.
*/
bool test_hit_norm(int chance, int ac, int vis)
{
-/*
- * Critical hits (from objects thrown by player)
- * Factor in item weight, total plusses, and player level.
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤Î¼Í·â¥¯¥ê¥Æ¥£¥«¥ëȽÄê /
+ * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
+ * @param weight ÌðÃƤνÅÎÌ
+ * @param plus_ammo ÌðÃƤÎÌ¿Ã潤Àµ
+ * @param plus_bow µÝ¤ÎÌ¿Ã潤Àµ
+ * @param dam ¸½ºß»»½ÐÃæ¤Î¥À¥á¡¼¥¸ÃÍ
+ * @return ¥¯¥ê¥Æ¥£¥«¥ë½¤Àµ¤¬Æþ¤Ã¤¿¥À¥á¡¼¥¸ÃÍ
*/
-s16b critical_shot(int weight, int plus, int dam)
+s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam)
{
int i, k;
-
+ object_type *j_ptr = &inventory[INVEN_BOW];
+
/* Extract "shot" power */
- i = ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2);
+ i = p_ptr->to_h_b + plus_ammo;
+
+ if (p_ptr->tval_ammo == TV_BOLT)
+ i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
+ else
+ i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
+
/* Snipers can shot more critically with crossbows */
if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
-
+
+ /* Good bow makes more critical */
+ i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
+
/* Critical hit */
- if (randint1(5000) <= i)
+ if (randint1(10000) <= i)
{
k = weight * randint1(500);
-/*
- * Critical hits (by player)
- *
- * Factor in weapon weight, total plusses, player level.
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤«¤é¥â¥ó¥¹¥¿¡¼¤Ø¤ÎÂǷ⥯¥ê¥Æ¥£¥«¥ëȽÄê /
+ * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
+ * @param weight ÌðÃƤνÅÎÌ
+ * @param plus Éð´ï¤ÎÌ¿Ã潤Àµ
+ * @param dam ¸½ºß»»½ÐÃæ¤Î¥À¥á¡¼¥¸ÃÍ
+ * @param meichuu ÂÇ·â¤Î´ðËÜÌ¿ÃæÎÏ
+ * @param mode ¥ª¥×¥·¥ç¥ó¥Õ¥é¥°
+ * @return ¥¯¥ê¥Æ¥£¥«¥ë½¤Àµ¤¬Æþ¤Ã¤¿¥À¥á¡¼¥¸ÃÍ
*/
s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
{
int i, k;
-
+
/* Extract "blow" power */
- i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
+ i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
/* Chance */
if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¹¶·â¤Î¼ï²¥¹¥ì¥¤¥ó¥°ÇÜΨ·×»»
+ * @param mult »»½ÐÁ°¤Î´ðËÜÇÜΨ(/10ÇÜ)
+ * @param flgs ¥¹¥ì¥¤¥Õ¥é¥°ÇÛÎó
+ * @param m_ptr ÌÜɸ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥¹¥ì¥¤¥ó¥°²ÃÌ£¸å¤ÎÇÜΨ(/10ÇÜ)
+ */
static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
{
static const struct slay_table_t {
const struct slay_table_t* p = &slay_table[i];
if ((have_flag(flgs, p->slay_flag)) &&
- (*(u32b*)(((char*)r_ptr) + p->flag_offset) & p->affect_race_flag))
+ (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
{
if (is_original_ap_and_seen(m_ptr))
{
- *(u32b*)(((char*)r_ptr) + p->r_flag_offset) |= p->affect_race_flag;
+ atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
}
mult = MAX(mult, p->slay_mult);
return mult;
}
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¹¶·â¤Î°À¥¹¥ì¥¤¥ó¥°ÇÜΨ·×»»
+ * @param mult »»½ÐÁ°¤Î´ðËÜÇÜΨ(/10ÇÜ)
+ * @param flgs ¥¹¥ì¥¤¥Õ¥é¥°ÇÛÎó
+ * @param m_ptr ÌÜɸ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¥¹¥ì¥¤¥ó¥°²ÃÌ£¸å¤ÎÇÜΨ(/10ÇÜ)
+ */
static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
{
static const struct brand_table_t {
return mult;
}
-/*
+
+/*!
+ * @brief ¥À¥á¡¼¥¸¤Ë¥¹¥ì¥¤Í×ÁǤò²Ã¤¨¤ëÁí¹ç½èÍý¥ë¡¼¥Á¥ó /
* Extract the "total damage" from a given object hitting a given monster.
- *
- * Note that "flasks of oil" do NOT do fire damage, although they
- * certainly could be made to do so. XXX XXX
- *
- * Note that most brands and slays are x3, except Slay Animal (x2),
- * Slay Evil (x2), and Kill dragon (x5).
+ * @param o_ptr »ÈÍÑÉð´ï¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param tdam ¸½ºß»»½ÐÅÓÃæ¤Î¥À¥á¡¼¥¸ÃÍ
+ * @param m_ptr ÌÜɸ¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param thrown ¼Í·â½èÍý¤Ê¤é¤ÐTRUE¤ò»ØÄꤹ¤ë
+ * @return Áí¹çŪ¤Ê¥¹¥ì¥¤¤ò²ÃÌ£¤·¤¿¥À¥á¡¼¥¸ÃÍ
+ * @note
+ * Note that "flasks of oil" do NOT do fire damage, although they\n
+ * certainly could be made to do so. XXX XXX\n
+ *\n
+ * Note that most brands and slays are x3, except Slay Animal (x2),\n
+ * Slay Evil (x2), and Kill dragon (x5).\n
*/
s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
{
}
-/*
+/*!
+ * @brief ÃÏ·Á¤ä¤½¤Î¾å¤Î¥¢¥¤¥Æ¥à¤Î±£¤µ¤ì¤¿Í×ÁǤòÌÀ¤«¤¹ /
* Search for hidden things
+ * @param y ÂоݤȤʤë¥Þ¥¹¤ÎYºÂɸ
+ * @param x ÂоݤȤʤë¥Þ¥¹¤ÎXºÂɸ
+ * @return ¤Ê¤·
*/
static void discover_hidden_things(int y, int x)
{
}
}
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Îõº÷½èÍýȽÄê
+ * @return ¤Ê¤·
+ */
void search(void)
{
int i, chance;
}
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤¬¥ª¥Ö¥¸¥§¥¯¥È¤ò½¦¤Ã¤¿ºÝ¤Î¥á¥Ã¥»¡¼¥¸É½¼¨½èÍý /
* Helper routine for py_pickup() and py_pickup_floor().
- *
- * Add the given dungeon object to the character's inventory.
- *
- * Delete the object afterwards.
+ * @param o_idx ¼èÆÀ¤·¤¿¥ª¥Ö¥¸¥§¥¯¥È¤Î»²¾ÈID
+ * @return ¤Ê¤·
+ * @details
+ * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×\n
+ * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë\n
+ * ¤À¤¬¡¢°ãÏ´¶¤¬\n
+ * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨\n
+ * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£\n
+ * Add the given dungeon object to the character's inventory.\n
+ * Delete the object afterwards.\n
*/
void py_pickup_aux(int o_idx)
{
int slot;
#ifdef JP
-/*
- * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
- * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
- * ¤À¤¬¡¢°ãÏ´¶¤¬
- * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
- * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
- */
char o_name[MAX_NLEN];
char old_name[MAX_NLEN];
char kazu_str[80];
}
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤¬¥ª¥Ö¥¸¥§¥¯¥È¾å¤Ë¾è¤Ã¤¿ºÝ¤Îɽ¼¨½èÍý
+ * @param pickup ¼«Æ°½¦¤¤½èÍý¤ò¹Ô¤¦¤Ê¤é¤ÐTRUE¤È¤¹¤ë
+ * @return ¤Ê¤·
+ * @details
* Player "wants" to pick up an object or gold.
* Note that we ONLY handle things that can be picked up.
* See "move_player()" for handling of other things.
}
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Ø¤Î¥È¥é¥Ã¥×Ì¿ÃæȽÄê /
* Determine if a trap affects the player.
+ * @param power ´ðËܲóÈòÆñÅÙ
+ * @return ¥È¥é¥Ã¥×¤¬Ì¿Ã椷¤¿¾ì¹çTRUE¤òÊÖ¤¹¡£
+ * @details
* Always miss 5% of the time, Always hit 5% of the time.
* Otherwise, match trap power against player armor.
*/
}
-
+/*!
+ * @brief Íî¤È¤··ê·Ï¥È¥é¥Ã¥×¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
+ * @param trap_feat_type¥È¥é¥Ã¥×¤Î¼ïÊÌID
+ * @return ¤Ê¤·
+ */
static void hit_trap_pit(int trap_feat_type)
{
int dam;
take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
}
+/*!
+ * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
+ * @return ¥À¡¼¥Ä¤¬Ì¿Ã椷¤¿¾ì¹çTRUE¤òÊÖ¤¹
+ */
static bool hit_trap_dart(void)
{
bool hit = FALSE;
return hit;
}
+/*!
+ * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡ÜǽÎÏÃ͸º¾¯¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
+ * @param stat Äã²¼¤¹¤ëǽÎÏÃÍID
+ * @return ¤Ê¤·
+ */
static void hit_trap_lose_stat(int stat)
{
if (hit_trap_dart())
}
}
+/*!
+ * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡Ü¸ºÂ®¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
+ * @return ¤Ê¤·
+ */
static void hit_trap_slow(void)
{
if (hit_trap_dart())
}
}
+/*!
+ * @brief ¥À¡¼¥Ä·Ï¥È¥é¥Ã¥×¡ÊÄ̾ï¥À¥á¡¼¥¸¡Ü¾õÂÖ°Û¾ï¡Ë¤ÎȽÄê¤È¥×¥ì¥¤¥ä¡¼¤ÎÈï³²½èÍý
+ * @param trap_messsage ¥á¥Ã¥»¡¼¥¸¤ÎÊ䴰ʸ»úÎó
+ * @param resist ¾õÂÖ°Û¾ï¤ËÄñ¹³¤¹¤ëȽÄ꤬½Ð¤¿¤Ê¤éTRUE
+ * @param set_status ¾õÂÖ°Û¾ï¤ò»ØÄꤹ¤ë´Ø¿ô¥Ý¥¤¥ó¥¿
+ * @param turn ¾õÂÖ°Û¾ï¤ÎÄɲå¿¡¼¥óÎÌ
+ * @return ¤Ê¤·
+ */
static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn)
{
msg_print(trap_message);
}
}
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Ø¤Î¥È¥é¥Ã¥×ºîÆ°½èÍý¥á¥¤¥ó¥ë¡¼¥Á¥ó /
* Handle player hitting a real trap
+ * @param break_trap ºîÆ°¸å¤Î¥È¥é¥Ã¥×Ç˲õ¤¬³ÎÄꤷ¤Æ¤¤¤ë¤Ê¤é¤ÐTRUE
+ * @return ¤Ê¤·
*/
static void hit_trap(bool break_trap)
{
dam = damroll(4, 6);
#ifdef JP
- (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
+ (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1, FALSE);
#else
- (void)fire_dam(dam, "a fire trap", -1);
+ (void)fire_dam(dam, "a fire trap", -1, FALSE);
#endif
break;
dam = damroll(4, 6);
#ifdef JP
- (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
+ (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1, FALSE);
#else
- (void)acid_dam(dam, "an acid trap", -1);
+ (void)acid_dam(dam, "an acid trap", -1, FALSE);
#endif
break;
}
-static void touch_zap_player(monster_type *m_ptr)
+/*!
+ * @brief Ũ¥ª¡¼¥é¤Ë¤è¤ë¥×¥ì¥¤¥ä¡¼¤Î¥À¥á¡¼¥¸½èÍý¡ÊÊä½õ¡Ë
+ * @param m_ptr ¥ª¡¼¥é¤ò»ý¤Ä¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param immune ¥À¥á¡¼¥¸¤ò²óÈò¤Ç¤¤ëÌȱ֥ե饰
+ * @param flags_offset ¥ª¡¼¥é¥Õ¥é¥°ÇÛÎó¤Î»²¾È¥ª¥Õ¥»¥Ã¥È
+ * @param r_flags_offset ¥â¥ó¥¹¥¿¡¼¤ÎÂÑÀÇÛÎó¤Î»²¾È¥ª¥Õ¥»¥Ã¥È
+ * @param aura_flag ¥ª¡¼¥é¥Õ¥é¥°ÇÛÎó
+ * @param dam_func ¥À¥á¡¼¥¸½èÍý¤ò¹Ô¤¦´Ø¿ô¤Î»²¾È¥Ý¥¤¥ó¥¿
+ * @param message ¥ª¡¼¥é¥À¥á¡¼¥¸¤ò¼õ¤±¤¿ºÝ¤Î¥á¥Ã¥»¡¼¥¸
+ * @return ¤Ê¤·
+ */
+static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
+ int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
{
- int aura_damage = 0;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (r_ptr->flags2 & RF2_AURA_FIRE)
+ if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
{
- if (!p_ptr->immune_fire)
- {
- char aura_dam[80];
+ char mon_name[80];
+ int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
- aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
+ /* Hack -- Get the "died from" name */
+ monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
- /* Hack -- Get the "died from" name */
- monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+ msg_print(message);
-#ifdef JP
- msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You are suddenly very hot!");
-#endif
-
- if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
- if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
- if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
-
- take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
- handle_stuff();
- }
- }
+ dam_func(aura_damage, mon_name, -1, TRUE);
- if (r_ptr->flags3 & RF3_AURA_COLD)
- {
- if (!p_ptr->immune_cold)
+ if (is_original_ap_and_seen(m_ptr))
{
- char aura_dam[80];
-
- aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
-
- /* Hack -- Get the "died from" name */
- monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
-#ifdef JP
- msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You are suddenly very cold!");
-#endif
-
- if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
- if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
-
- take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
- handle_stuff();
+ atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
}
- }
- if (r_ptr->flags2 & RF2_AURA_ELEC)
- {
- if (!p_ptr->immune_elec)
- {
- char aura_dam[80];
-
- aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
-
- /* Hack -- Get the "died from" name */
- monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
- if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
- if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
- if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
-
-#ifdef JP
- msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
-#else
- msg_print("You get zapped!");
-#endif
-
- take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
- handle_stuff();
- }
+ handle_stuff();
}
}
+/*!
+ * @brief Ũ¥ª¡¼¥é¤Ë¤è¤ë¥×¥ì¥¤¥ä¡¼¤Î¥À¥á¡¼¥¸½èÍý¡Ê¥á¥¤¥ó¡Ë
+ * @param m_ptr ¥ª¡¼¥é¤ò»ý¤Ä¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
+static void touch_zap_player(monster_type *m_ptr)
+{
+ touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
+ fire_dam, _("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very hot!"));
+ touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
+ cold_dam, _("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª", "You are suddenly very cold!"));
+ touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
+ elec_dam, _("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", "You get zapped!"));
+}
+
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤ÎÊÑ°ÛÍ×ÁǤˤè¤ëÂÇ·â½èÍý
+ * @param m_idx ¹¶·âÌÜɸ¤È¤Ê¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤Î»²¾ÈID
+ * @param attack ÊÑ°ÛÍ×ÁǤˤè¤ë¹¶·âÍ×ÁǤμïÎà
+ * @param fear ¹¶·â¤ò¼õ¤±¤¿¥â¥ó¥¹¥¿¡¼¤¬¶²¹²¾õÂ֤˴٤俤«¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param mdeath ¹¶·â¤ò¼õ¤±¤¿¥â¥ó¥¹¥¿¡¼¤¬»àË´¤·¤¿¤«¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
{
int k, bonus, chance;
}
-
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤ÎÂÇ·â½èÍý¥µ¥Ö¥ë¡¼¥Á¥ó /
* Player attacks a (poor, defenseless) creature -RAK-
- *
+ * @param y ¹¶·âÌÜɸ¤ÎYºÂɸ
+ * @param x ¹¶·âÌÜɸ¤ÎXºÂɸ
+ * @param fear ¹¶·â¤ò¼õ¤±¤¿¥â¥ó¥¹¥¿¡¼¤¬¶²¹²¾õÂ֤˴٤俤«¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param mdeath ¹¶·â¤ò¼õ¤±¤¿¥â¥ó¥¹¥¿¡¼¤¬»àË´¤·¤¿¤«¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
+ * @param hand ¹¶·â¤ò¹Ô¤¦¤¿¤á¤ÎÉð´ï¤ò»ý¤Ä¼ê
+ * @param mode ȯưÃæ¤Î·õ½ÑID
+ * @return ¤Ê¤·
+ * @details
* If no "weapon" is available, then "punch" the monster one time.
*/
static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
}
}
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤ÎÂÇ·â½èÍý¥á¥¤¥ó¥ë¡¼¥Á¥ó
+ * @param y ¹¶·âÌÜɸ¤ÎYºÂɸ
+ * @param x ¹¶·âÌÜɸ¤ÎXºÂɸ
+ * @param mode ȯưÃæ¤Î·õ½ÑID
+ * @return ¼ÂºÝ¤Ë¹¶·â½èÍý¤¬¹Ô¤ï¤ì¤¿¾ì¹çTRUE¤òÊÖ¤¹¡£
+ * @details
+ * If no "weapon" is available, then "punch" the monster one time.
+ */
bool py_attack(int y, int x, int mode)
{
bool fear = FALSE;