#include "realm/realm-hex-numbers.h"
#include "spell-realm/spells-hex.h"
#include "spell/spell-types.h"
+#include "view/display-messages.h"
-typedef enum effect_player_check_result
-{
- EP_CHECK_FALSE = 0,
- EP_CHECK_TRUE = 1,
- EP_CHECK_CONTINUE = 2,
+typedef enum effect_player_check_result {
+ EP_CHECK_FALSE = 0,
+ EP_CHECK_TRUE = 1,
+ EP_CHECK_CONTINUE = 2,
} ep_check_result;
/*!
* @param monspell 効果元のモンスター魔法ID
* @return 初期化後の構造体ポインタ
*/
-static effect_player_type *initialize_effect_player(effect_player_type *ep_ptr, MONSTER_IDX who, HIT_POINT dam, EFFECT_ID effect_type, BIT_FLAGS flag, int monspell)
+static effect_player_type *initialize_effect_player(
+ effect_player_type *ep_ptr, MONSTER_IDX who, HIT_POINT dam, EFFECT_ID effect_type, BIT_FLAGS flag, int monspell)
{
- ep_ptr->rlev = 0;
- ep_ptr->m_ptr = NULL;
- ep_ptr->get_damage = 0;
- ep_ptr->who = who;
- ep_ptr->dam = dam;
- ep_ptr->effect_type = effect_type;
- ep_ptr->flag = flag;
- ep_ptr->monspell = monspell;
- return ep_ptr;
+ ep_ptr->rlev = 0;
+ ep_ptr->m_ptr = NULL;
+ ep_ptr->get_damage = 0;
+ ep_ptr->who = who;
+ ep_ptr->dam = dam;
+ ep_ptr->effect_type = effect_type;
+ ep_ptr->flag = flag;
+ ep_ptr->monspell = monspell;
+ return ep_ptr;
}
-
/*!
* @brief ボルト魔法を反射する
* @param target_ptr プレーヤーへの参照ポインタ
* @param ep_ptr プレーヤー効果構造体への参照ポインタ
* @return 当たったらFALSE、反射したらTRUE
*/
-static bool process_bolt_reflection(player_type *target_ptr,
- effect_player_type *ep_ptr, project_func project) {
- bool can_bolt_hit = target_ptr->reflect || (((target_ptr->special_defense & KATA_FUUJIN) != 0) && !target_ptr->blind);
- can_bolt_hit &= (ep_ptr->flag & PROJECT_REFLECTABLE) != 0;
- can_bolt_hit &= !one_in_(10);
- if (!can_bolt_hit) return FALSE;
-
- POSITION t_y, t_x;
- int max_attempts = 10;
- sound(SOUND_REFLECT);
-
- if (target_ptr->blind)
- msg_print(_("何かが跳ね返った!", "Something bounces!"));
- else if (target_ptr->special_defense & KATA_FUUJIN)
- msg_print(_("風の如く武器を振るって弾き返した!", "The attack bounces!"));
- else
- msg_print(_("攻撃が跳ね返った!", "The attack bounces!"));
-
- if (ep_ptr->who > 0)
- {
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type m_type = floor_ptr->m_list[ep_ptr->who];
- do
- {
- t_y = m_type.fy - 1 + randint1(3);
- t_x = m_type.fx - 1 + randint1(3);
- max_attempts--;
- } while (max_attempts && in_bounds2u(floor_ptr, t_y, t_x) && !projectable(target_ptr, target_ptr->y, target_ptr->x, t_y, t_x));
-
- if (max_attempts < 1)
- {
- t_y = m_type.fy;
- t_x = m_type.fx;
- }
- }
- else
- {
- t_y = target_ptr->y - 1 + randint1(3);
- t_x = target_ptr->x - 1 + randint1(3);
- }
-
- (*project)(target_ptr, 0, 0, t_y, t_x, ep_ptr->dam, ep_ptr->effect_type, (PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE), ep_ptr->monspell);
- disturb(target_ptr, TRUE, TRUE);
- return TRUE;
+static bool process_bolt_reflection(player_type *target_ptr, effect_player_type *ep_ptr, project_func project)
+{
+ bool can_bolt_hit = target_ptr->reflect || (((target_ptr->special_defense & KATA_FUUJIN) != 0) && !target_ptr->blind);
+ can_bolt_hit &= (ep_ptr->flag & PROJECT_REFLECTABLE) != 0;
+ can_bolt_hit &= !one_in_(10);
+ if (!can_bolt_hit)
+ return FALSE;
+
+ POSITION t_y, t_x;
+ int max_attempts = 10;
+ sound(SOUND_REFLECT);
+
+ if (target_ptr->blind)
+ msg_print(_("何かが跳ね返った!", "Something bounces!"));
+ else if (target_ptr->special_defense & KATA_FUUJIN)
+ msg_print(_("風の如く武器を振るって弾き返した!", "The attack bounces!"));
+ else
+ msg_print(_("攻撃が跳ね返った!", "The attack bounces!"));
+
+ if (ep_ptr->who > 0) {
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ monster_type m_type = floor_ptr->m_list[ep_ptr->who];
+ do {
+ t_y = m_type.fy - 1 + randint1(3);
+ t_x = m_type.fx - 1 + randint1(3);
+ max_attempts--;
+ } while (max_attempts && in_bounds2u(floor_ptr, t_y, t_x) && !projectable(target_ptr, target_ptr->y, target_ptr->x, t_y, t_x));
+
+ if (max_attempts < 1) {
+ t_y = m_type.fy;
+ t_x = m_type.fx;
+ }
+ } else {
+ t_y = target_ptr->y - 1 + randint1(3);
+ t_x = target_ptr->x - 1 + randint1(3);
+ }
+
+ (*project)(target_ptr, 0, 0, t_y, t_x, ep_ptr->dam, ep_ptr->effect_type, (PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE), ep_ptr->monspell);
+ disturb(target_ptr, TRUE, TRUE);
+ return TRUE;
}
-
/*!
* @brief 反射・忍者の変わり身などでそもそも当たらない状況を判定する
* @param target_ptr プレーヤーへの参照ポインタ
* @param x 目標X座標
* @return 当たらなかったらFALSE、反射したらTRUE、当たったらCONTINUE
*/
-static ep_check_result check_continue_player_effect(player_type *target_ptr,
- effect_player_type *ep_ptr,
- POSITION y, POSITION x,
- project_func project) {
- if (!player_bold(target_ptr, y, x))
- return EP_CHECK_FALSE;
-
- if (((target_ptr->special_defense & NINJA_KAWARIMI) != 0) &&
- (ep_ptr->dam > 0) &&
- (randint0(55) < (target_ptr->lev * 3 / 5 + 20)) &&
- (ep_ptr->who > 0) &&
- (ep_ptr->who != target_ptr->riding) &&
- kawarimi(target_ptr, TRUE))
- return EP_CHECK_FALSE;
-
- if ((ep_ptr->who == 0) || (ep_ptr->who == target_ptr->riding))
- return EP_CHECK_FALSE;
-
- if (process_bolt_reflection(target_ptr, ep_ptr, project))
- return EP_CHECK_TRUE;
-
- return EP_CHECK_CONTINUE;
-}
+static ep_check_result check_continue_player_effect(player_type *target_ptr, effect_player_type *ep_ptr, POSITION y, POSITION x, project_func project)
+{
+ if (!player_bold(target_ptr, y, x))
+ return EP_CHECK_FALSE;
+ if (((target_ptr->special_defense & NINJA_KAWARIMI) != 0) && (ep_ptr->dam > 0) && (randint0(55) < (target_ptr->lev * 3 / 5 + 20)) && (ep_ptr->who > 0)
+ && (ep_ptr->who != target_ptr->riding) && kawarimi(target_ptr, TRUE))
+ return EP_CHECK_FALSE;
+
+ if ((ep_ptr->who == 0) || (ep_ptr->who == target_ptr->riding))
+ return EP_CHECK_FALSE;
+
+ if (process_bolt_reflection(target_ptr, ep_ptr, project))
+ return EP_CHECK_TRUE;
+
+ return EP_CHECK_CONTINUE;
+}
/*!
* @brief 魔法を発したモンスター名を記述する
*/
static void describe_effect_source(player_type *target_ptr, effect_player_type *ep_ptr, concptr who_name)
{
- if (ep_ptr->who > 0)
- {
- ep_ptr->m_ptr = &target_ptr->current_floor_ptr->m_list[ep_ptr->who];
- ep_ptr->rlev = (&r_info[ep_ptr->m_ptr->r_idx])->level >= 1 ? (&r_info[ep_ptr->m_ptr->r_idx])->level : 1;
- monster_desc(target_ptr, ep_ptr->m_name, ep_ptr->m_ptr, 0);
- strcpy(ep_ptr->killer, who_name);
- return;
- }
-
- switch (ep_ptr->who)
- {
- case PROJECT_WHO_UNCTRL_POWER:
- strcpy(ep_ptr->killer, _("制御できない力の氾流", "uncontrollable power storm"));
- break;
- case PROJECT_WHO_GLASS_SHARDS:
- strcpy(ep_ptr->killer, _("ガラスの破片", "shards of glass"));
- break;
- default:
- strcpy(ep_ptr->killer, _("罠", "a trap"));
- break;
- }
-
- strcpy(ep_ptr->m_name, ep_ptr->killer);
+ if (ep_ptr->who > 0) {
+ ep_ptr->m_ptr = &target_ptr->current_floor_ptr->m_list[ep_ptr->who];
+ ep_ptr->rlev = (&r_info[ep_ptr->m_ptr->r_idx])->level >= 1 ? (&r_info[ep_ptr->m_ptr->r_idx])->level : 1;
+ monster_desc(target_ptr, ep_ptr->m_name, ep_ptr->m_ptr, 0);
+ strcpy(ep_ptr->killer, who_name);
+ return;
+ }
+
+ switch (ep_ptr->who) {
+ case PROJECT_WHO_UNCTRL_POWER:
+ strcpy(ep_ptr->killer, _("制御できない力の氾流", "uncontrollable power storm"));
+ break;
+ case PROJECT_WHO_GLASS_SHARDS:
+ strcpy(ep_ptr->killer, _("ガラスの破片", "shards of glass"));
+ break;
+ default:
+ strcpy(ep_ptr->killer, _("罠", "a trap"));
+ break;
+ }
+
+ strcpy(ep_ptr->m_name, ep_ptr->killer);
}
-
/*!
* @brief 汎用的なビーム/ボルト/ボール系によるプレイヤーへの効果処理 / Helper function for "project()" below.
* @param who 魔法を発動したモンスター(0ならばプレイヤー、負値ならば自然発生) / Index of "source" monster (zero for "player")
* @param monspell 効果元のモンスター魔法ID
* @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
*/
-bool affect_player(MONSTER_IDX who, player_type *target_ptr, concptr who_name,
- int r, POSITION y, POSITION x, HIT_POINT dam,
- EFFECT_ID effect_type, BIT_FLAGS flag, int monspell,
- project_func project) {
- effect_player_type tmp_effect;
- effect_player_type *ep_ptr = initialize_effect_player(&tmp_effect, who, dam, effect_type, flag, monspell);
- ep_check_result check_result = check_continue_player_effect(target_ptr, ep_ptr, y, x, project);
- if (check_result != EP_CHECK_CONTINUE) return check_result;
-
- if (ep_ptr->dam > 1600) ep_ptr->dam = 1600;
-
- ep_ptr->dam = (ep_ptr->dam + r) / (r + 1);
- describe_effect_source(target_ptr, ep_ptr, who_name);
- switch_effects_player(target_ptr, ep_ptr);
-
- revenge_store(target_ptr, ep_ptr->get_damage);
- if ((target_ptr->tim_eyeeye || hex_spelling(target_ptr, HEX_EYE_FOR_EYE))
- && (ep_ptr->get_damage > 0) && !target_ptr->is_dead && (ep_ptr->who > 0))
- {
- GAME_TEXT m_name_self[80];
- monster_desc(target_ptr, m_name_self, ep_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
- msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), ep_ptr->m_name, m_name_self);
- (*project)(target_ptr, 0, 0, ep_ptr->m_ptr->fy, ep_ptr->m_ptr->fx, ep_ptr->get_damage, GF_MISSILE, PROJECT_KILL, -1);
- if (target_ptr->tim_eyeeye) set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
- }
-
- if (target_ptr->riding && ep_ptr->dam > 0)
- {
- rakubadam_p = (ep_ptr->dam > 200) ? 200 : ep_ptr->dam;
- }
-
- disturb(target_ptr, TRUE, TRUE);
- if ((target_ptr->special_defense & NINJA_KAWARIMI) && ep_ptr->dam && ep_ptr->who && (ep_ptr->who != target_ptr->riding))
- {
- (void)kawarimi(target_ptr, FALSE);
- }
-
- return TRUE;
+bool affect_player(MONSTER_IDX who, player_type *target_ptr, concptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID effect_type,
+ BIT_FLAGS flag, int monspell, project_func project)
+{
+ effect_player_type tmp_effect;
+ effect_player_type *ep_ptr = initialize_effect_player(&tmp_effect, who, dam, effect_type, flag, monspell);
+ ep_check_result check_result = check_continue_player_effect(target_ptr, ep_ptr, y, x, project);
+ if (check_result != EP_CHECK_CONTINUE)
+ return check_result;
+
+ if (ep_ptr->dam > 1600)
+ ep_ptr->dam = 1600;
+
+ ep_ptr->dam = (ep_ptr->dam + r) / (r + 1);
+ describe_effect_source(target_ptr, ep_ptr, who_name);
+ switch_effects_player(target_ptr, ep_ptr);
+
+ revenge_store(target_ptr, ep_ptr->get_damage);
+ if ((target_ptr->tim_eyeeye || hex_spelling(target_ptr, HEX_EYE_FOR_EYE)) && (ep_ptr->get_damage > 0) && !target_ptr->is_dead && (ep_ptr->who > 0)) {
+ GAME_TEXT m_name_self[80];
+ monster_desc(target_ptr, m_name_self, ep_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
+ msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), ep_ptr->m_name, m_name_self);
+ (*project)(target_ptr, 0, 0, ep_ptr->m_ptr->fy, ep_ptr->m_ptr->fx, ep_ptr->get_damage, GF_MISSILE, PROJECT_KILL, -1);
+ if (target_ptr->tim_eyeeye)
+ set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
+ }
+
+ if (target_ptr->riding && ep_ptr->dam > 0) {
+ rakubadam_p = (ep_ptr->dam > 200) ? 200 : ep_ptr->dam;
+ }
+
+ disturb(target_ptr, TRUE, TRUE);
+ if ((target_ptr->special_defense & NINJA_KAWARIMI) && ep_ptr->dam && ep_ptr->who && (ep_ptr->who != target_ptr->riding)) {
+ (void)kawarimi(target_ptr, FALSE);
+ }
+
+ return TRUE;
}