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[Refactor] #38993 m_list と max_m_idx を floor_type に取り込む。 / Move m_list and max_m_idx...
[hengband/hengband.git] / src / realm-hissatsu.c
index 01350b5..e4534ea 100644 (file)
@@ -1,5 +1,11 @@
 #include "angband.h"
 #include "cmd-spell.h"
+#include "melee.h"
+#include "monsterrace-hook.h"
+#include "projection.h"
+#include "artifact.h"
+#include "player-status.h"
+#include "feature.h"
 
 /*!
 * @brief 剣術の各処理を行う
@@ -7,7 +13,7 @@
 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
 * @return SPELL_NAME / SPELL_DESC 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
 */
-cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
+concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
 {
        bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
        bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
@@ -52,21 +58,21 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        y = p_ptr->y + ddy_cdd[cdir];
                        x = p_ptr->x + ddx_cdd[cdir];
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, 0);
                        else
                                msg_print(_("攻撃は空を切った。", "You attack the empty air."));
 
                        y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
                        x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, 0);
                        else
                                msg_print(_("攻撃は空を切った。", "You attack the empty air."));
 
                        y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
                        x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, 0);
                        else
                                msg_print(_("攻撃は空を切った。", "You attack the empty air."));
@@ -98,7 +104,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_FIRE);
                        else
                        {
@@ -132,7 +138,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_MINEUCHI);
                        else
                        {
@@ -180,7 +186,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (!cave[y][x].m_idx)
+                       if (!current_floor_ptr->grid_array[y][x].m_idx)
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
                                return NULL;
@@ -188,17 +194,15 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        py_attack(y, x, 0);
 
-                       if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
+                       if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
                                break;
 
                        y += ddy[dir];
                        x += ddx[dir];
 
-                       if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
+                       if (player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(current_floor_ptr->grid_array[y][x].feat) && !current_floor_ptr->grid_array[y][x].m_idx)
                        {
                                msg_print(NULL);
-
-                               /* Move the player */
                                (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
                        }
                }
@@ -218,7 +222,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_POISON);
                        else
                        {
@@ -243,7 +247,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_ZANMA);
                        else
                        {
@@ -267,25 +271,25 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, 0);
                        else
                        {
                                msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
                                return NULL;
                        }
-                       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+                       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
                        {
                                return "";
                        }
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                        {
                                int i;
                                POSITION ty = y, tx = x;
                                POSITION oy = y, ox = x;
-                               MONSTER_IDX m_idx = cave[y][x].m_idx;
-                               monster_type *m_ptr = &m_list[m_idx];
-                               char m_name[80];
+                               MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
+                               monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
+                               GAME_TEXT m_name[MAX_NLEN];
 
                                monster_desc(m_name, m_ptr, 0);
 
@@ -303,12 +307,12 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                                if ((ty != oy) || (tx != ox))
                                {
                                        msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
-                                       cave[oy][ox].m_idx = 0;
-                                       cave[ty][tx].m_idx = m_idx;
+                                       current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+                                       current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
                                        m_ptr->fy = ty;
                                        m_ptr->fx = tx;
 
-                                       update_mon(m_idx, TRUE);
+                                       update_monster(m_idx, TRUE);
                                        lite_spot(oy, ox);
                                        lite_spot(ty, tx);
 
@@ -351,7 +355,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_HAGAN);
 
                        if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
@@ -379,7 +383,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_COLD);
                        else
                        {
@@ -404,7 +408,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_KYUSHO);
                        else
                        {
@@ -429,7 +433,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_MAJIN);
                        else
                        {
@@ -454,7 +458,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_SUTEMI);
                        else
                        {
@@ -480,7 +484,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_ELEC);
                        else
                        {
@@ -509,7 +513,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                {
                        POSITION y = 0, x = 0;
 
-                       cave_type       *c_ptr;
+                       grid_type       *g_ptr;
                        monster_type    *m_ptr;
 
                        if (p_ptr->cut < 300)
@@ -521,17 +525,15 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        {
                                y = p_ptr->y + ddy_ddd[dir];
                                x = p_ptr->x + ddx_ddd[dir];
-                               c_ptr = &cave[y][x];
-
-                               /* Get the monster */
-                               m_ptr = &m_list[c_ptr->m_idx];
+                               g_ptr = &current_floor_ptr->grid_array[y][x];
+                               m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
 
                                /* Hack -- attack monsters */
-                               if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
+                               if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
                                {
-                                       if (!monster_living(&r_info[m_ptr->r_idx]))
+                                       if (!monster_living(m_ptr->r_idx))
                                        {
-                                               char m_name[80];
+                                               GAME_TEXT m_name[MAX_NLEN];
 
                                                monster_desc(m_name, m_ptr, 0);
                                                msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
@@ -556,7 +558,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_QUAKE);
                        else
                                earthquake(p_ptr->y, p_ptr->x, 10);
@@ -578,7 +580,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        {
                                int damage;
 
-                               if (!buki_motteruka(INVEN_RARM + i)) break;
+                               if (!has_melee_weapon(INVEN_RARM + i)) break;
                                o_ptr = &inventory[INVEN_RARM + i];
                                basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
                                damage = o_ptr->to_d * 100;
@@ -612,7 +614,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                if (cast)
                {
                        msg_print(_("雄叫びをあげた!", "You roar out!"));
-                       project_hack(GF_SOUND, randint1(plev * 3));
+                       project_all_los(GF_SOUND, randint1(plev * 3));
                        aggravate_monsters(0);
                }
                break;
@@ -633,14 +635,14 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                                POSITION y, x;
                                POSITION ny, nx;
                                MONSTER_IDX m_idx;
-                               cave_type *c_ptr;
+                               grid_type *g_ptr;
                                monster_type *m_ptr;
 
                                y = p_ptr->y + ddy[dir];
                                x = p_ptr->x + ddx[dir];
-                               c_ptr = &cave[y][x];
+                               g_ptr = &current_floor_ptr->grid_array[y][x];
 
-                               if (c_ptr->m_idx)
+                               if (g_ptr->m_idx)
                                        py_attack(y, x, HISSATSU_3DAN);
                                else
                                {
@@ -648,18 +650,18 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                                        return NULL;
                                }
 
-                               if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+                               if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
                                {
                                        return "";
                                }
 
                                /* Monster is dead? */
-                               if (!c_ptr->m_idx) break;
+                               if (!g_ptr->m_idx) break;
 
                                ny = y + ddy[dir];
                                nx = x + ddx[dir];
-                               m_idx = c_ptr->m_idx;
-                               m_ptr = &m_list[m_idx];
+                               m_idx = g_ptr->m_idx;
+                               m_ptr = &current_floor_ptr->m_list[m_idx];
 
                                /* Monster cannot move back? */
                                if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
@@ -669,12 +671,12 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                                        continue;
                                }
 
-                               c_ptr->m_idx = 0;
-                               cave[ny][nx].m_idx = m_idx;
+                               g_ptr->m_idx = 0;
+                               current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
                                m_ptr->fy = ny;
                                m_ptr->fx = nx;
 
-                               update_mon(m_idx, TRUE);
+                               update_monster(m_idx, TRUE);
 
                                /* Redraw the old spot */
                                lite_spot(y, x);
@@ -683,9 +685,8 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                                lite_spot(ny, nx);
 
                                /* Player can move forward? */
-                               if (player_can_enter(c_ptr->feat, 0))
+                               if (player_can_enter(g_ptr->feat, 0))
                                {
-                                       /* Move the player */
                                        if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
                                }
                                else
@@ -714,7 +715,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_DRAIN);
                        else
                        {
@@ -731,9 +732,9 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                if (cast)
                {
                        msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
-                       project_hack(GF_ENGETSU, plev * 4);
-                       project_hack(GF_ENGETSU, plev * 4);
-                       project_hack(GF_ENGETSU, plev * 4);
+                       project_all_los(GF_ENGETSU, plev * 4);
+                       project_all_los(GF_ENGETSU, plev * 4);
+                       project_all_los(GF_ENGETSU, plev * 4);
                }
                break;
 
@@ -815,10 +816,10 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                        {
                                py_attack(y, x, 0);
-                               if (cave[y][x].m_idx)
+                               if (current_floor_ptr->grid_array[y][x].m_idx)
                                {
                                        handle_stuff();
                                        py_attack(y, x, 0);
@@ -849,7 +850,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+                       if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
                        {
                                msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
                                return "";
@@ -858,7 +859,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        for (i = 0; i < 2; i++)
                        {
                                int damage;
-                               if (!buki_motteruka(INVEN_RARM + i)) break;
+                               if (!has_melee_weapon(INVEN_RARM + i)) break;
                                o_ptr = &inventory[INVEN_RARM + i];
                                basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
                                damage = o_ptr->to_d * 100;
@@ -899,7 +900,7 @@ cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        y = p_ptr->y + ddy[dir];
                        x = p_ptr->x + ddx[dir];
 
-                       if (cave[y][x].m_idx)
+                       if (current_floor_ptr->grid_array[y][x].m_idx)
                                py_attack(y, x, HISSATSU_UNDEAD);
                        else
                        {