OSDN Git Service

[Refactor] #37353 空白整理。 / Refactor spaces.
[hengband/hengband.git] / src / spells1.c
index dffbb8f..fc5baa2 100644 (file)
 #include "player-damage.h"
 
 #include "monster.h"
+#include "monster-status.h"
 #include "spells-summon.h"
 #include "monsterrace-hook.h"
 
 #include "melee.h"
 #include "world.h"
 #include "projection.h"
+#include "mutation.h"
 #include "rooms.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
 
 
 static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
@@ -117,9 +122,9 @@ PERCENTAGE beam_chance(void)
  * @param cury 現在の鏡のy座標
  * @param curx 現在の鏡のx座標
  */
-static void next_mirror(int* next_y, int* next_x, int cury, int curx)
+static void next_mirror(POSITION* next_y, POSITION* next_x, POSITION cury, POSITION curx)
 {
-       int mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
+       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;
        int num;
@@ -333,350 +338,6 @@ u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, EFFECT_ID typ)
 }
 
 
-/*!
- * @brief 始点から終点への経路を返す /
- * Determine the path taken by a projection.
- * @param gp 経路座標リストを返す参照ポインタ
- * @param range 距離
- * @param y1 始点Y座標
- * @param x1 始点X座標
- * @param y2 終点Y座標
- * @param x2 終点X座標
- * @param flg フラグID
- * @return リストの長さ
- * @details
- * <pre>
- * The projection will always start from the grid (y1,x1), and will travel
- * towards the grid (y2,x2), touching one grid per unit of distance along
- * the major axis, and stopping when it enters the destination grid or a
- * wall grid, or has travelled the maximum legal distance of "range".
- *
- * Note that "distance" in this function (as in the "update_view()" code)
- * is defined as "MAX(dy,dx) + MIN(dy,dx)/2", which means that the player
- * actually has an "octagon of projection" not a "circle of projection".
- *
- * The path grids are saved into the grid array pointed to by "gp", and
- * there should be room for at least "range" grids in "gp".  Note that
- * due to the way in which distance is calculated, this function normally
- * 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.  
- *
- * The "flg" flags can be used to modify the behavior of this function.
- *
- * In particular, the "PROJECT_STOP" and "PROJECT_THRU" flags have the same
- * semantics as they do for the "project" function, namely, that the path
- * will stop as soon as it hits a monster, or that the path will continue
- * through the destination grid, respectively.
- *
- * The "PROJECT_JUMP" flag, which for the "project()" function means to
- * start at a special grid (which makes no sense in this function), means
- * 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).  
- *
- * 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.
- *
- * This algorithm is similar to, but slightly different from, the one used
- * by "update_view_los()", and very different from the one used by "los()".
- * </pre>
- */
-sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
-{
-       POSITION y, x;
-
-       int n = 0;
-       int k = 0;
-
-       /* Absolute */
-       POSITION ay, ax;
-
-       /* Offsets */
-       POSITION sy, sx;
-
-       /* Fractions */
-       int frac;
-
-       /* Scale factors */
-       int full, half;
-
-       /* Slope */
-       int m;
-
-       /* No path necessary (or allowed) */
-       if ((x1 == x2) && (y1 == y2)) return (0);
-
-
-       /* Analyze "dy" */
-       if (y2 < y1)
-       {
-               ay = (y1 - y2);
-               sy = -1;
-       }
-       else
-       {
-               ay = (y2 - y1);
-               sy = 1;
-       }
-
-       /* Analyze "dx" */
-       if (x2 < x1)
-       {
-               ax = (x1 - x2);
-               sx = -1;
-       }
-       else
-       {
-               ax = (x2 - x1);
-               sx = 1;
-       }
-
-
-       /* Number of "units" in one "half" grid */
-       half = (ay * ax);
-
-       /* Number of "units" in one "full" grid */
-       full = half << 1;
-
-       /* Vertical */
-       if (ay > ax)
-       {
-               /* Let m = ((dx/dy) * full) = (dx * dx * 2) */
-               m = ax * ax * 2;
-
-               /* Start */
-               y = y1 + sy;
-               x = x1;
-
-               frac = m;
-
-               if (frac > half)
-               {
-                       /* Advance (X) part 2 */
-                       x += sx;
-
-                       /* Advance (X) part 3 */
-                       frac -= full;
-
-                       /* Track distance */
-                       k++;
-               }
-
-               /* Create the projection path */
-               while (1)
-               {
-                       /* Save grid */
-                       gp[n++] = GRID(y, x);
-
-                       /* Hack -- Check maximum range */
-                       if ((n + (k >> 1)) >= range) break;
-
-                       /* Sometimes stop at destination grid */
-                       if (!(flg & (PROJECT_THRU)))
-                       {
-                               if ((x == x2) && (y == y2)) break;
-                       }
-
-                       if (flg & (PROJECT_DISI))
-                       {
-                               if ((n > 0) && cave_stop_disintegration(y, x)) break;
-                       }
-                       else if (flg & (PROJECT_LOS))
-                       {
-                               if ((n > 0) && !cave_los_bold(y, x)) break;
-                       }
-                       else if (!(flg & (PROJECT_PATH)))
-                       {
-                               /* Always stop at non-initial wall grids */
-                               if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
-                       }
-
-                       /* Sometimes stop at non-initial monsters/players */
-                       if (flg & (PROJECT_STOP))
-                       {
-                               if ((n > 0) &&
-                                       (player_bold(y, x) || cave[y][x].m_idx != 0))
-                                       break;
-                       }
-
-                       if (!in_bounds(y, x)) break;
-
-                       /* Slant */
-                       if (m)
-                       {
-                               /* Advance (X) part 1 */
-                               frac += m;
-
-                               /* Horizontal change */
-                               if (frac > half)
-                               {
-                                       /* Advance (X) part 2 */
-                                       x += sx;
-
-                                       /* Advance (X) part 3 */
-                                       frac -= full;
-
-                                       /* Track distance */
-                                       k++;
-                               }
-                       }
-
-                       /* Advance (Y) */
-                       y += sy;
-               }
-       }
-
-       /* Horizontal */
-       else if (ax > ay)
-       {
-               /* Let m = ((dy/dx) * full) = (dy * dy * 2) */
-               m = ay * ay * 2;
-
-               /* Start */
-               y = y1;
-               x = x1 + sx;
-
-               frac = m;
-
-               /* Vertical change */
-               if (frac > half)
-               {
-                       /* Advance (Y) part 2 */
-                       y += sy;
-
-                       /* Advance (Y) part 3 */
-                       frac -= full;
-
-                       /* Track distance */
-                       k++;
-               }
-
-               /* Create the projection path */
-               while (1)
-               {
-                       /* Save grid */
-                       gp[n++] = GRID(y, x);
-
-                       /* Hack -- Check maximum range */
-                       if ((n + (k >> 1)) >= range) break;
-
-                       /* Sometimes stop at destination grid */
-                       if (!(flg & (PROJECT_THRU)))
-                       {
-                               if ((x == x2) && (y == y2)) break;
-                       }
-
-                       if (flg & (PROJECT_DISI))
-                       {
-                               if ((n > 0) && cave_stop_disintegration(y, x)) break;
-                       }
-                       else if (flg & (PROJECT_LOS))
-                       {
-                               if ((n > 0) && !cave_los_bold(y, x)) break;
-                       }
-                       else if (!(flg & (PROJECT_PATH)))
-                       {
-                               /* Always stop at non-initial wall grids */
-                               if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
-                       }
-
-                       /* Sometimes stop at non-initial monsters/players */
-                       if (flg & (PROJECT_STOP))
-                       {
-                               if ((n > 0) &&
-                                       (player_bold(y, x) || cave[y][x].m_idx != 0))
-                                       break;
-                       }
-
-                       if (!in_bounds(y, x)) break;
-
-                       /* Slant */
-                       if (m)
-                       {
-                               /* Advance (Y) part 1 */
-                               frac += m;
-
-                               /* Vertical change */
-                               if (frac > half)
-                               {
-                                       /* Advance (Y) part 2 */
-                                       y += sy;
-
-                                       /* Advance (Y) part 3 */
-                                       frac -= full;
-
-                                       /* Track distance */
-                                       k++;
-                               }
-                       }
-
-                       /* Advance (X) */
-                       x += sx;
-               }
-       }
-
-       /* Diagonal */
-       else
-       {
-               /* Start */
-               y = y1 + sy;
-               x = x1 + sx;
-
-               /* Create the projection path */
-               while (1)
-               {
-                       /* Save grid */
-                       gp[n++] = GRID(y, x);
-
-                       /* Hack -- Check maximum range */
-                       if ((n + (n >> 1)) >= range) break;
-
-                       /* Sometimes stop at destination grid */
-                       if (!(flg & (PROJECT_THRU)))
-                       {
-                               if ((x == x2) && (y == y2)) break;
-                       }
-
-                       if (flg & (PROJECT_DISI))
-                       {
-                               if ((n > 0) && cave_stop_disintegration(y, x)) break;
-                       }
-                       else if (flg & (PROJECT_LOS))
-                       {
-                               if ((n > 0) && !cave_los_bold(y, x)) break;
-                       }
-                       else if (!(flg & (PROJECT_PATH)))
-                       {
-                               /* Always stop at non-initial wall grids */
-                               if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
-                       }
-
-                       /* Sometimes stop at non-initial monsters/players */
-                       if (flg & (PROJECT_STOP))
-                       {
-                               if ((n > 0) &&
-                                       (player_bold(y, x) || cave[y][x].m_idx != 0))
-                                       break;
-                       }
-
-                       if (!in_bounds(y, x)) break;
-
-                       /* Advance (Y) */
-                       y += sy;
-
-                       /* Advance (X) */
-                       x += sx;
-               }
-       }
-
-       /* Length */
-       return (n);
-}
-
-
 
 /*
  * Mega-Hack -- track "affected" monsters (see "project()" comments)