#include "angband.h"
#include "cmd-pet.h"
#include "trap.h"
+#include "object-curse.h"
static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
* ハードコーティングによる実装が行われている。
* メイジは(レベル)%、ハイメイジ、スペルマスターは(レベル)%、それ以外の職業は(レベル/2)%
*/
-int beam_chance(void)
+PERCENTAGE beam_chance(void)
{
if (p_ptr->pclass == CLASS_MAGE)
- return p_ptr->lev;
+ return (PERCENTAGE)(p_ptr->lev);
if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER)
- return p_ptr->lev + 10;
+ return (PERCENTAGE)(p_ptr->lev + 10);
- return p_ptr->lev / 2;
+ return (PERCENTAGE)(p_ptr->lev / 2);
}
{
int mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
int mirror_num = 0; /* 鏡の数 */
- int x, y;
+ POSITION x, y;
int num;
for (x = 0; x < cur_wid; x++)
/* Lookup the default colors for this type */
cptr s = quark_str(gf_color[type]);
- /* Oops */
if (!s) return (TERM_WHITE);
/* Pick a random color */
* If the distance is not "one", we (may) return "*".
* </pre>
*/
-u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, int typ)
+u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, EFFECT_ID typ)
{
int base;
byte k;
- byte a;
+ TERM_COLOR a;
char c;
/* No motion (*) */
* uses fewer than "range" grids for the projection path, so the result
* of this function should never be compared directly to "range". Note
* that the initial grid (y1,x1) is never saved into the grid array, not
- * even if the initial grid is also the final grid. XXX XXX XXX
+ * even if the initial grid is also the final grid.
*
* The "flg" flags can be used to modify the behavior of this function.
*
* that the path should be "angled" slightly if needed to avoid any wall
* grids, allowing the player to "target" any grid which is in "view".
* This flag is non-trivial and has not yet been implemented, but could
- * perhaps make use of the "vinfo" array (above). XXX XXX XXX
+ * perhaps make use of the "vinfo" array (above).
*
* This function returns the number of grids (if any) in the path. This
* function will return zero if and only if (y1,x1) and (y2,x2) are equal.
*
* We return "TRUE" if the effect of the projection is "obvious".
*
- * XXX XXX XXX We also "see" grids which are "memorized", probably a hack
+ * We also "see" grids which are "memorized", probably a hack
*
- * XXX XXX XXX Perhaps we should affect doors?
+ * Perhaps we should affect doors?
* </pre>
*/
-static bool project_f(int who, int r, int y, int x, HIT_POINT dam, int typ)
+static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
{
- cave_type *c_ptr = &cave[y][x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
bool obvious = FALSE;
bool known = player_has_los_bold(y, x);
- /* XXX XXX XXX */
who = who ? who : 0;
/* Reduce damage by distance */
/* Check line of sight */
if (known)
{
- /* Message */
msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
obvious = TRUE;
}
c_ptr->mimic = old_mimic;
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Check line of sight */
if (known && have_flag(mimic_f_ptr->flags, FF_OPEN))
{
- /* Message */
msg_format(_("%sに何かがつっかえて開かなくなった。", "The %s seems stuck."), f_name + mimic_f_ptr->name);
obvious = TRUE;
}
{
if (have_flag(f_ptr->flags, FF_HURT_ROCK))
{
- /* Message */
if (known && (c_ptr->info & (CAVE_MARK)))
{
msg_format(_("%sが溶けて泥になった!", "The %s turns into mud!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
c_ptr->info |= CAVE_OBJECT;
c_ptr->mimic = feat_glyph;
- /* Notice */
note_spot(y, x);
/* Redraw */
{
c_ptr->info |= (CAVE_GLOW);
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Forget */
c_ptr->info &= ~(CAVE_MARK);
- /* Notice */
note_spot(y, x);
}
update_local_illumination(y, x);
- /* Notice */
if (player_can_see_bold(y, x)) obvious = TRUE;
/* Mega-Hack -- Update the monster in the affected grid */
if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 50))
{
- /* Message */
if (known && (c_ptr->info & CAVE_MARK))
{
msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 200))
{
- /* Message */
if (known && (c_ptr->info & CAVE_MARK))
{
msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
* Note that we determine if the player can "see" anything that happens
* by taking into account: blindness, line-of-sight, and illumination.
*
- * XXX XXX XXX We also "see" grids which are "memorized", probably a hack
+ * We also "see" grids which are "memorized", probably a hack
*
* We return "TRUE" if the effect of the projection is "obvious".
* </pre>
*/
-static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, int typ)
+static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
{
cave_type *c_ptr = &cave[y][x];
bool is_potion = FALSE;
- /* XXX XXX XXX */
who = who ? who : 0;
/* Reduce damage by distance */
/* Identify */
object_known(o_ptr);
- /* Notice */
if (known && (o_ptr->marked & OM_FOUND))
{
msg_print(_("カチッと音がした!", "Click!"));
* </pre>
* <pre>
* Note that "polymorph" is dangerous, since a failure in "place_monster()"'
- * may result in a dereference of an invalid pointer. XXX XXX XXX
+ * may result in a dereference of an invalid pointer.
* </pre>
* <pre>
* Various messages are produced, and damage is applied.
* "flg" was added.
* </pre>
*/
-static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, int typ, BIT_FLAGS flg, bool see_s_msg)
+static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, bool see_s_msg)
{
int tmp;
if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
- /* Message */
note = _("は体力を回復したようだ。", " looks healthier.");
/* No "real" damage */
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
break;
}
else
{
- /* Message */
msg_format(_("%sから精神エネルギーを吸いとった。", "You draw psychic energy from %s."), m_name);
(void)hp_player(dam);
}
case GF_MIND_BLAST:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
if (r_ptr->flagsr & RFR_RES_ALL)
case GF_BRAIN_SMASH:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
if (r_ptr->flagsr & RFR_RES_ALL)
case GF_CAUSE_1:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who) msg_format(_("%sを指差して呪いをかけた。", "You point at %s and curse."), m_name);
if (r_ptr->flagsr & RFR_RES_ALL)
case GF_CAUSE_2:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who) msg_format(_("%sを指差して恐ろしげに呪いをかけた。", "You point at %s and curse horribly."), m_name);
if (r_ptr->flagsr & RFR_RES_ALL)
case GF_CAUSE_3:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who) msg_format(_("%sを指差し、恐ろしげに呪文を唱えた!", "You point at %s, incanting terribly!"), m_name);
if (r_ptr->flagsr & RFR_RES_ALL)
case GF_CAUSE_4:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who)
msg_format(_("%sの秘孔を突いて、「お前は既に死んでいる」と叫んだ。",
"You point at %s, screaming the word, 'DIE!'."), m_name);
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
note = _("が消え去った!", " disappears!");
if (!who) chg_virtue(V_VALOUR, -1);
/* Generate treasure, etc */
monster_death(c_ptr->m_idx, FALSE);
- /* Delete the monster */
+
delete_monster_idx(c_ptr->m_idx);
if (sad)
/* Take note */
if ((fear || do_fear) && seen)
{
- /* Sound */
sound(SOUND_FLEE);
- /* Message */
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
redraw_stuff();
}
- /* XXX XXX XXX Verify this code */
+ /* Verify this code */
/* Update the monster */
if (m_ptr->r_idx) update_mon(c_ptr->m_idx, FALSE);
/* Update monster recall window */
if ((p_ptr->monster_race_idx == m_ptr->r_idx) && (seen || !m_ptr->r_idx))
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
* We return "TRUE" if any "obvious" effects were observed. XXX XXX Actually,
* we just assume that the effects were obvious, for historical reasons.
*/
-static bool project_p(int who, cptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, int typ, BIT_FLAGS flg, int monspell)
+static bool project_p(MONSTER_IDX who, cptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
{
int k = 0;
int rlev = 0;
return TRUE;
}
- /* XXX XXX XXX */
/* Limit maximum damage */
if (dam > 1600) dam = 1600;
p_ptr->redraw |= PR_MAP;
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
/* Redraw status bar */
/* Redraw mana */
p_ptr->redraw |= (PR_MANA);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
/*
- * XXX XXX XXX
+ *
* Modified version of los() for calculation of disintegration balls.
* Disintegration effects are stopped by permanent walls.
*/
/*
* breath shape
*/
-void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int typ)
+void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ)
{
POSITION by = y1;
POSITION bx = x1;
while (bdis <= mdis)
{
- int x, y;
+ POSITION x, y;
if ((0 < dist) && (path_n < dist))
{
- int ny = GRID_Y(path_g[path_n]);
- int nx = GRID_X(path_g[path_n]);
- int nd = distance(ny, nx, y1, x1);
+ POSITION ny = GRID_Y(path_g[path_n]);
+ POSITION nx = GRID_X(path_g[path_n]);
+ POSITION nd = distance(ny, nx, y1, x1);
/* Get next base point */
if (bdis >= nd)
* and "update_view()" and "update_monsters()" need to be called.
* </pre>
*/
-bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, int typ, BIT_FLAGS flg, int monspell)
+bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
{
int i, t, dist;
monster_desc(who_name, &m_list[who], MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
}
- /* Oops */
else
{
x1 = x;
/* Player affected one monster (without "jumping") */
if (!who && (project_m_n == 1) && !jump)
{
- /* Location */
x = project_m_x;
y = project_m_y;
* @param dam ダメージ量
* @return 効果があったらTRUEを返す
*/
-bool binding_field( HIT_POINT dam )
+bool binding_field(HIT_POINT dam)
{
- int mirror_x[10],mirror_y[10]; /* 鏡はもっと少ない */
- int mirror_num=0; /* 鏡の数 */
- int x,y;
- int centersign;
- int x1,x2,y1,y2;
+ POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
+ int mirror_num = 0; /* 鏡の数 */
+ POSITION x, y;
+ POSITION centersign;
+ POSITION x1, x2, y1, y2;
u16b p;
- int msec= delay_factor*delay_factor*delay_factor;
+ int msec = delay_factor*delay_factor*delay_factor;
/* 三角形の頂点 */
- int point_x[3];
- int point_y[3];
+ POSITION point_x[3];
+ POSITION point_y[3];
/* Default target of monsterspell is player */
- monster_target_y=p_ptr->y;
- monster_target_x=p_ptr->x;
+ monster_target_y = p_ptr->y;
+ monster_target_x = p_ptr->x;
- for( x=0 ; x < cur_wid ; x++ )
+ for (x = 0; x < cur_wid; x++)
{
- for( y=0 ; y < cur_hgt ; y++ )
+ for (y = 0; y < cur_hgt; y++)
{
- if( is_mirror_grid(&cave[y][x]) &&
- distance(p_ptr->y,p_ptr->x,y,x) <= MAX_RANGE &&
- distance(p_ptr->y,p_ptr->x,y,x) != 0 &&
- player_has_los_bold(y,x) &&
+ if (is_mirror_grid(&cave[y][x]) &&
+ distance(p_ptr->y, p_ptr->x, y, x) <= MAX_RANGE &&
+ distance(p_ptr->y, p_ptr->x, y, x) != 0 &&
+ player_has_los_bold(y, x) &&
projectable(p_ptr->y, p_ptr->x, y, x)
- ){
- mirror_y[mirror_num]=y;
- mirror_x[mirror_num]=x;
+ ) {
+ mirror_y[mirror_num] = y;
+ mirror_x[mirror_num] = x;
mirror_num++;
}
}
}
- if( mirror_num < 2 )return FALSE;
+ if (mirror_num < 2)return FALSE;
- point_x[0] = randint0( mirror_num );
+ point_x[0] = randint0(mirror_num);
do {
- point_x[1] = randint0( mirror_num );
- }
- while( point_x[0] == point_x[1] );
-
- point_y[0]=mirror_y[point_x[0]];
- point_x[0]=mirror_x[point_x[0]];
- point_y[1]=mirror_y[point_x[1]];
- point_x[1]=mirror_x[point_x[1]];
- point_y[2]=p_ptr->y;
- point_x[2]=p_ptr->x;
-
- x=point_x[0]+point_x[1]+point_x[2];
- y=point_y[0]+point_y[1]+point_y[2];
-
- centersign = (point_x[0]*3-x)*(point_y[1]*3-y)
- - (point_y[0]*3-y)*(point_x[1]*3-x);
- if( centersign == 0 )return FALSE;
-
+ point_x[1] = randint0(mirror_num);
+ } while (point_x[0] == point_x[1]);
+
+ point_y[0] = mirror_y[point_x[0]];
+ point_x[0] = mirror_x[point_x[0]];
+ point_y[1] = mirror_y[point_x[1]];
+ point_x[1] = mirror_x[point_x[1]];
+ point_y[2] = p_ptr->y;
+ point_x[2] = p_ptr->x;
+
+ x = point_x[0] + point_x[1] + point_x[2];
+ y = point_y[0] + point_y[1] + point_y[2];
+
+ centersign = (point_x[0] * 3 - x)*(point_y[1] * 3 - y)
+ - (point_y[0] * 3 - y)*(point_x[1] * 3 - x);
+ if (centersign == 0)return FALSE;
+
x1 = point_x[0] < point_x[1] ? point_x[0] : point_x[1];
x1 = x1 < point_x[2] ? x1 : point_x[2];
y1 = point_y[0] < point_y[1] ? point_y[0] : point_y[1];
y2 = point_y[0] > point_y[1] ? point_y[0] : point_y[1];
y2 = y2 > point_y[2] ? y2 : point_y[2];
- for( y=y1 ; y <=y2 ; y++ ){
- for( x=x1 ; x <=x2 ; x++ ){
- if( centersign*( (point_x[0]-x)*(point_y[1]-y)
- -(point_y[0]-y)*(point_x[1]-x)) >=0 &&
- centersign*( (point_x[1]-x)*(point_y[2]-y)
- -(point_y[1]-y)*(point_x[2]-x)) >=0 &&
- centersign*( (point_x[2]-x)*(point_y[0]-y)
- -(point_y[2]-y)*(point_x[0]-x)) >=0 )
+ for (y = y1; y <= y2; y++) {
+ for (x = x1; x <= x2; x++) {
+ if (centersign*((point_x[0] - x)*(point_y[1] - y)
+ - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
+ centersign*((point_x[1] - x)*(point_y[2] - y)
+ - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
+ centersign*((point_x[2] - x)*(point_y[0] - y)
+ - (point_y[2] - y)*(point_x[0] - x)) >= 0)
{
if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
/* Visual effects */
- if(!(p_ptr->blind)
- && panel_contains(y,x)){
- p = bolt_pict(y,x,y,x, GF_MANA );
- print_rel(PICT_C(p), PICT_A(p),y,x);
- move_cursor_relative(y, x);
- /*if (fresh_before)*/ Term_fresh();
- Term_xtra(TERM_XTRA_DELAY, msec);
+ if (!(p_ptr->blind)
+ && panel_contains(y, x)) {
+ p = bolt_pict(y, x, y, x, GF_MANA);
+ print_rel(PICT_C(p), PICT_A(p), y, x);
+ move_cursor_relative(y, x);
+ /*if (fresh_before)*/ Term_fresh();
+ Term_xtra(TERM_XTRA_DELAY, msec);
}
}
}
}
}
- for( y=y1 ; y <=y2 ; y++ ){
- for( x=x1 ; x <=x2 ; x++ ){
- if( centersign*( (point_x[0]-x)*(point_y[1]-y)
- -(point_y[0]-y)*(point_x[1]-x)) >=0 &&
- centersign*( (point_x[1]-x)*(point_y[2]-y)
- -(point_y[1]-y)*(point_x[2]-x)) >=0 &&
- centersign*( (point_x[2]-x)*(point_y[0]-y)
- -(point_y[2]-y)*(point_x[0]-x)) >=0 )
+ for (y = y1; y <= y2; y++) {
+ for (x = x1; x <= x2; x++) {
+ if (centersign*((point_x[0] - x)*(point_y[1] - y)
+ - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
+ centersign*((point_x[1] - x)*(point_y[2] - y)
+ - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
+ centersign*((point_x[2] - x)*(point_y[0] - y)
+ - (point_y[2] - y)*(point_x[0] - x)) >= 0)
{
if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
- (void)project_f(0,0,y,x,dam,GF_MANA);
+ (void)project_f(0, 0, y, x, dam, GF_MANA);
}
}
}
}
- for( y=y1 ; y <=y2 ; y++ ){
- for( x=x1 ; x <=x2 ; x++ ){
- if( centersign*( (point_x[0]-x)*(point_y[1]-y)
- -(point_y[0]-y)*(point_x[1]-x)) >=0 &&
- centersign*( (point_x[1]-x)*(point_y[2]-y)
- -(point_y[1]-y)*(point_x[2]-x)) >=0 &&
- centersign*( (point_x[2]-x)*(point_y[0]-y)
- -(point_y[2]-y)*(point_x[0]-x)) >=0 )
+ for (y = y1; y <= y2; y++) {
+ for (x = x1; x <= x2; x++) {
+ if (centersign*((point_x[0] - x)*(point_y[1] - y)
+ - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
+ centersign*((point_x[1] - x)*(point_y[2] - y)
+ - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
+ centersign*((point_x[2] - x)*(point_y[0] - y)
+ - (point_y[2] - y)*(point_x[0] - x)) >= 0)
{
if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
- (void)project_o(0,0,y,x,dam,GF_MANA);
+ (void)project_o(0, 0, y, x, dam, GF_MANA);
}
}
}
}
- for( y=y1 ; y <=y2 ; y++ ){
- for( x=x1 ; x <=x2 ; x++ ){
- if( centersign*( (point_x[0]-x)*(point_y[1]-y)
- -(point_y[0]-y)*(point_x[1]-x)) >=0 &&
- centersign*( (point_x[1]-x)*(point_y[2]-y)
- -(point_y[1]-y)*(point_x[2]-x)) >=0 &&
- centersign*( (point_x[2]-x)*(point_y[0]-y)
- -(point_y[2]-y)*(point_x[0]-x)) >=0 )
+ for (y = y1; y <= y2; y++) {
+ for (x = x1; x <= x2; x++) {
+ if (centersign*((point_x[0] - x)*(point_y[1] - y)
+ - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
+ centersign*((point_x[1] - x)*(point_y[2] - y)
+ - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
+ centersign*((point_x[2] - x)*(point_y[0] - y)
+ - (point_y[2] - y)*(point_x[0] - x)) >= 0)
{
if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
- (void)project_m(0,0,y,x,dam,GF_MANA,
- (PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP),TRUE);
+ (void)project_m(0, 0, y, x, dam, GF_MANA,
+ (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE);
}
}
}
}
- if( one_in_(7) ){
+ if (one_in_(7)) {
msg_print(_("鏡が結界に耐えきれず、壊れてしまった。", "The field broke a mirror"));
- remove_mirror(point_y[0],point_x[0]);
+ remove_mirror(point_y[0], point_x[0]);
}
return TRUE;
* @param dam ダメージ量
* @return 効果があったらTRUEを返す
*/
-void seal_of_mirror( HIT_POINT dam )
+void seal_of_mirror(HIT_POINT dam)
{
- int x,y;
+ POSITION x, y;
- for( x = 0 ; x < cur_wid ; x++ )
+ for (x = 0; x < cur_wid; x++)
{
- for( y = 0 ; y < cur_hgt ; y++ )
+ for (y = 0; y < cur_hgt; y++)
{
- if( is_mirror_grid(&cave[y][x]))
+ if (is_mirror_grid(&cave[y][x]))
{
- if(project_m(0,0,y,x,dam,GF_GENOCIDE,
- (PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP),TRUE))
+ if (project_m(0, 0, y, x, dam, GF_GENOCIDE,
+ (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE))
{
- if( !cave[y][x].m_idx )
+ if (!cave[y][x].m_idx)
{
- remove_mirror(y,x);
+ remove_mirror(y, x);
}
}
}