X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcmd2.c;h=bafddf74f86cf7cbb0c7751c0183fc1e6fc1d4e2;hb=643861c992b8d0a9f447f48fc4ec19dabb5c165b;hp=afbede3264fe9c4931273f3e491a9242518df9e5;hpb=a7b9e4f9d9f7ac41bcb74f0005dbb572ebf5cdd2;p=hengband%2Fhengband.git diff --git a/src/cmd2.c b/src/cmd2.c index afbede326..bafddf74f 100644 --- a/src/cmd2.c +++ b/src/cmd2.c @@ -401,19 +401,14 @@ void do_cmd_search(void) static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped) { cave_type *c_ptr = &cave[y][x]; - OBJECT_IDX this_o_idx, next_o_idx = 0; - /* Scan all objects in the grid */ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - /* Acquire object */ o_ptr = &o_list[this_o_idx]; - - /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; /* Skip unknown chests XXX XXX */ @@ -427,8 +422,6 @@ static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped) return (this_o_idx); } } - - /* No chest */ return (0); } @@ -498,14 +491,9 @@ static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx) /* Let the Chest drop items */ chest_death(FALSE, y, x, o_idx); } - - /* Result */ return (more); } - -#if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */ - /*! * @brief 地形は開くものであって、かつ開かれているかを返す / * Attempt to open the given chest at the given location @@ -648,9 +636,6 @@ static DIRECTION coords_to_dir(POSITION y, POSITION x) return d[dx + 1][dy + 1]; } -#endif /* defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) -- TNB */ - - /*! * @brief 「開ける」動作コマンドのサブルーチン / * Perform the basic "open" command on doors @@ -695,7 +680,7 @@ static bool do_cmd_open_aux(POSITION y, POSITION x) /* Extract the lock power */ j = f_ptr->power; - /* Extract the difficulty XXX XXX XXX */ + /* Extract the difficulty */ j = i - (j * 4); /* Always have a small chance of success */ @@ -736,8 +721,6 @@ static bool do_cmd_open_aux(POSITION y, POSITION x) sound(SOUND_OPENDOOR); } - - /* Result */ return (more); } @@ -761,8 +744,6 @@ void do_cmd_open(void) set_action(ACTION_NONE); } -#ifdef ALLOW_EASY_OPEN /* TNB */ - /* Option: Pick a direction */ if (easy_open) { @@ -783,8 +764,6 @@ void do_cmd_open(void) } } -#endif /* ALLOW_EASY_OPEN -- TNB */ - /* Allow repeated command */ if (command_arg) { @@ -850,7 +829,7 @@ void do_cmd_open(void) } /* Cancel repeat unless we may continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -904,8 +883,6 @@ static bool do_cmd_close_aux(POSITION y, POSITION x) } } } - - /* Result */ return (more); } @@ -929,8 +906,6 @@ void do_cmd_close(void) set_action(ACTION_NONE); } -#ifdef ALLOW_EASY_OPEN /* TNB */ - /* Option: Pick a direction */ if (easy_open) { @@ -941,8 +916,6 @@ void do_cmd_close(void) } } -#endif /* ALLOW_EASY_OPEN -- TNB */ - /* Allow repeated command */ if (command_arg) { @@ -957,7 +930,7 @@ void do_cmd_close(void) } /* Get a "repeated" direction */ - if (get_rep_dir(&dir,FALSE)) + if (get_rep_dir(&dir, FALSE)) { cave_type *c_ptr; FEAT_IDX feat; @@ -998,7 +971,7 @@ void do_cmd_close(void) } /* Cancel repeat unless we may continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -1018,7 +991,6 @@ static bool do_cmd_tunnel_test(POSITION y, POSITION x) { msg_print(_("そこには何も見当たらない。", "You see nothing there.")); - /* Nope */ return (FALSE); } @@ -1027,11 +999,9 @@ static bool do_cmd_tunnel_test(POSITION y, POSITION x) { msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel.")); - /* Nope */ return (FALSE); } - /* Okay */ return (TRUE); } @@ -1158,8 +1128,6 @@ static bool do_cmd_tunnel_aux(POSITION y, POSITION x) /* Occasional Search XXX XXX */ if (randint0(100) < 25) search(); } - - /* Result */ return more; } @@ -1250,12 +1218,9 @@ void do_cmd_tunnel(void) } /* Cancel repetition unless we can continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } - -#ifdef ALLOW_EASY_OPEN /* TNB */ - /*! * @brief 移動処理による簡易な「開く」処理 / * easy_open_door -- @@ -1280,7 +1245,6 @@ bool easy_open_door(POSITION y, POSITION x) /* Must be a closed door */ if (!is_closed_door(c_ptr->feat)) { - /* Nope */ return (FALSE); } @@ -1305,7 +1269,7 @@ bool easy_open_door(POSITION y, POSITION x) /* Extract the lock power */ j = f_ptr->power; - /* Extract the difficulty XXX XXX XXX */ + /* Extract the difficulty */ j = i - (j * 4); /* Always have a small chance of success */ @@ -1344,14 +1308,9 @@ bool easy_open_door(POSITION y, POSITION x) sound(SOUND_OPENDOOR); } - - /* Result */ return (TRUE); } -#endif /* ALLOW_EASY_OPEN -- TNB */ - - /*! * @brief 箱のトラップを解除するコマンドのメインルーチン / * Perform the basic "disarm" command @@ -1430,8 +1389,6 @@ static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx) sound(SOUND_FAIL); chest_trap(y, x, o_idx); } - - /* Result */ return (more); } @@ -1450,15 +1407,8 @@ static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx) * Returns TRUE if repeated commands may continue * */ -#ifdef ALLOW_EASY_DISARM /* TNB */ bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir) - -#else /* ALLOW_EASY_DISARM -- TNB */ - -static bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir) - -#endif /* ALLOW_EASY_DISARM -- TNB */ { /* Get grid and contents */ cave_type *c_ptr = &cave[y][x]; @@ -1500,17 +1450,8 @@ static bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir) /* Remove the trap */ cave_alter_feat(y, x, FF_DISARM); -#ifdef ALLOW_EASY_DISARM /* TNB */ - /* Move the player onto the trap */ move_player(dir, easy_disarm, FALSE); - -#else /* ALLOW_EASY_DISARM -- TNB */ - - /* move the player onto the trap grid */ - move_player(dir, FALSE, FALSE); - -#endif /* ALLOW_EASY_DISARM -- TNB */ } /* Failure -- Keep trying */ @@ -1529,21 +1470,9 @@ static bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir) else { msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name); - -#ifdef ALLOW_EASY_DISARM /* TNB */ - /* Move the player onto the trap */ move_player(dir, easy_disarm, FALSE); - -#else /* ALLOW_EASY_DISARM -- TNB */ - - /* Move the player onto the trap */ - move_player(dir, FALSE, FALSE); - -#endif /* ALLOW_EASY_DISARM -- TNB */ } - - /* Result */ return (more); } @@ -1566,7 +1495,6 @@ void do_cmd_disarm(void) set_action(ACTION_NONE); } -#ifdef ALLOW_EASY_DISARM /* TNB */ /* Option: Pick a direction */ if (easy_disarm) @@ -1587,7 +1515,6 @@ void do_cmd_disarm(void) } } -#endif /* ALLOW_EASY_DISARM -- TNB */ /* Allow repeated command */ if (command_arg) @@ -1652,7 +1579,7 @@ void do_cmd_disarm(void) } /* Cancel repeat unless told not to */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -1693,7 +1620,7 @@ static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir) msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name); - /* Compare bash power to door power XXX XXX XXX */ + /* Compare bash power to door power */ temp = (bash - (temp * 10)); if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2; @@ -1742,8 +1669,6 @@ static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir) /* Hack -- Lose balance ala paralysis */ (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2)); } - - /* Result */ return (more); } @@ -1834,7 +1759,7 @@ void do_cmd_bash(void) } /* Unless valid action taken, cancel bash */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -1847,7 +1772,7 @@ void do_cmd_bash(void) * * Attack monsters, tunnel through walls, disarm traps, open doors. * - * Consider confusion XXX XXX XXX + * Consider confusion * * This command must always take a turn, to prevent free detection * of invisible monsters. @@ -1943,7 +1868,7 @@ void do_cmd_alter(void) } /* Cancel repetition unless we can continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -1955,7 +1880,7 @@ void do_cmd_alter(void) * @return オブジェクトがある場合TRUEを返す * @details *
- * XXX XXX XXX Let user choose a pile of spikes, perhaps?
+ * Let user choose a pile of spikes, perhaps?
  * 
*/ static bool get_spike(INVENTORY_IDX *ip) @@ -2135,7 +2060,7 @@ void do_cmd_walk(bool pickup) } /* Cancel repeat unless we may continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -2262,7 +2187,7 @@ void do_cmd_rest(void) if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE); - /* Take a turn XXX XXX XXX (?) */ + /* Take a turn (?) */ p_ptr->energy_use = 100; /* The sin of sloth */ @@ -2289,8 +2214,6 @@ void do_cmd_rest(void) /* Redraw the state */ p_ptr->redraw |= (PR_STATE); - - /* Handle stuff */ handle_stuff(); /* Refresh */ @@ -2804,7 +2727,6 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) /* Sniper - Cannot shot a single arrow twice */ if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE; - /* Describe the object */ object_desc(o_name, o_ptr, OD_OMIT_PREFIX); /* Use the proper number of shots */ @@ -2900,8 +2822,6 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) /* Start at the player */ y = p_ptr->y; x = p_ptr->x; - - /* Get local object */ q_ptr = &forge; /* Obtain a local object */ @@ -2926,8 +2846,6 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) } sound(SOUND_SHOOT); - - /* Hack -- Handle stuff */ handle_stuff(); /* Save the old location */ @@ -2982,10 +2900,8 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) { cave[ny][nx].info |= (CAVE_GLOW); - /* Notice */ note_spot(ny, nx); - /* Redraw */ lite_spot(ny, nx); } @@ -3023,10 +2939,8 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) { cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK); - /* Notice */ note_spot(ny, nx); - /* Redraw */ lite_spot(ny, nx); } @@ -3138,7 +3052,7 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) } else { - /* Apply special damage XXX XXX XXX */ + /* Apply special damage */ tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr); tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam); @@ -3168,10 +3082,8 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) { cave[ny][nx].info |= (CAVE_GLOW); - /* Notice */ note_spot(ny, nx); - /* Redraw */ lite_spot(ny, nx); } @@ -3248,7 +3160,7 @@ void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) m_ptr->fy = ny; /* Update the monster (new location) */ - update_mon(c_mon_ptr->m_idx, TRUE); + update_monster(c_mon_ptr->m_idx, TRUE); lite_spot(ny, nx); lite_spot(oy, ox); @@ -3379,7 +3291,6 @@ void do_cmd_fire(void) /* Require proper missile */ item_tester_tval = p_ptr->tval_ammo; - /* Get an item */ q = _("どれを撃ちますか? ", "Fire which item? "); s = _("発射されるアイテムがありません。", "You have nothing to fire."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) @@ -3482,7 +3393,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) } else { - /* Get an item */ q = _("どのアイテムを投げますか? ", "Throw which item? "); s = _("投げるアイテムがない。", "You have nothing to throw."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP))) @@ -3502,13 +3412,11 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) o_ptr = &o_list[0 - item]; } - /* Item is cursed */ if (object_is_cursed(o_ptr) && (item >= INVEN_RARM)) { msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed.")); - /* Nope */ return FALSE; } @@ -3519,13 +3427,10 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!")); msg_print(NULL); - /* Nope */ return FALSE; } } - - /* Get local object */ q_ptr = &forge; /* Obtain a local object */ @@ -3621,8 +3526,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) y = p_ptr->y; x = p_ptr->x; - - /* Hack -- Handle stuff */ handle_stuff(); if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE; @@ -3739,7 +3642,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) ds = q_ptr->ds; torch_dice(q_ptr, &dd, &ds); /* throwing a torch */ tdam = damroll(dd, ds); - /* Apply special damage XXX XXX XXX */ + /* Apply special damage */ tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE); tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam); if (q_ptr->to_d > 0)