#include "trap.h"
#include "object-curse.h"
#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 */
* @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;
SYMBOL_CODE c;
/* Lookup the default colors for this type */
- cptr s = quark_str(gf_color[type]);
+ concptr s = quark_str(gf_color[type]);
if (!s) return (TERM_WHITE);
}
-/*!
- * @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)
if (have_flag(f_ptr->flags, FF_TREE))
{
- cptr message;
+ concptr message;
switch (typ)
{
case GF_POIS:
bool ignore = FALSE;
bool do_kill = FALSE;
- cptr note_kill = NULL;
+ concptr note_kill = NULL;
#ifndef JP
/* Get the "plural"-ness */
PARAMETER_VALUE photo = 0;
/* Assume no note */
- cptr note = NULL;
+ concptr note = NULL;
/* Assume a default death */
- cptr note_dies = extract_note_dies(real_r_idx(m_ptr));
+ concptr note_dies = extract_note_dies(real_r_idx(m_ptr));
POSITION ty = m_ptr->fy;
POSITION tx = m_ptr->fx;
else if (dam > 0)
{
int b = damroll(5, dam) / 4;
- cptr str = (p_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
- cptr msg = _("あなたは%sの苦痛を%sに変換した!",
+ concptr str = (p_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
+ concptr msg = _("あなたは%sの苦痛を%sに変換した!",
(seen ? "You convert %s's pain into %s!" :
"You convert %ss pain into %s!"));
msg_format(msg, m_name, str);
* 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(MONSTER_IDX who, cptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
+static bool project_p(MONSTER_IDX who, concptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
{
int k = 0;
DEPTH rlev = 0;
char killer[80];
/* Hack -- messages */
- cptr act = NULL;
+ concptr act = NULL;
int get_damage = 0;
if (fuzzy) msg_print(_("何か湿ったもので攻撃された!", "You are hit by something wet!"));
if (!CHECK_MULTISHADOW())
{
- if (!p_ptr->resist_sound)
+ if (!p_ptr->resist_sound && !p_ptr->resist_water)
{
set_stun(p_ptr->stun + randint1(40));
}
- if (!p_ptr->resist_conf)
+ if (!p_ptr->resist_conf && !p_ptr->resist_water)
{
set_confused(p_ptr->confused + randint1(5) + 5);
}
- if (one_in_(5))
+ if (one_in_(5) && !p_ptr->resist_water)
{
inven_damage(set_cold_destroy, 3);
}
+
+ if (p_ptr->resist_water) get_damage /= 4;
}
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);