X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmelee1.c;h=64a4b2a213c8b1d4f4e92c86a00e849988b36b93;hb=5d3509382b96bb3cecc04023caa87c22da6f5943;hp=a399ad53feef2fa01ac83cd6bb98e30faedf99de;hpb=27ddbf6c69aafae24c0a57614f86e7b035c16a29;p=hengband%2Fhengband.git diff --git a/src/melee1.c b/src/melee1.c index a399ad53f..64a4b2a21 100644 --- a/src/melee1.c +++ b/src/melee1.c @@ -13,6 +13,7 @@ #include "angband.h" #include "cmd-pet.h" +#include "player-damage.h" @@ -25,7 +26,7 @@ * @return 命中と判定された場合TRUEを返す * @note Always miss 5%, always hit 5%, otherwise random. */ -bool test_hit_norm(int chance, int ac, int vis) +bool test_hit_norm(int chance, ARMOUR_CLASS ac, int vis) { int k; @@ -62,7 +63,7 @@ bool test_hit_norm(int chance, int ac, int vis) * @param mode オプションフラグ * @return クリティカル修正が入ったダメージ値 */ -HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode) +HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode) { int i, k; @@ -116,7 +117,7 @@ HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_F * and which also do at least 20 damage, or, sometimes, N damage. * This is used only to determine "cuts" and "stuns". */ -static int monster_critical(int dice, int sides, HIT_POINT dam) +static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam) { int max = 0; int total = dice * sides; @@ -156,7 +157,7 @@ static int monster_critical(int dice, int sides, HIT_POINT dam) * Always miss 5% of the time, Always hit 5% of the time. * Otherwise, match monster power against player armor. */ -static int check_hit(int power, int level, int stun) +static int check_hit(int power, DEPTH level, int stun) { int i, k, ac; @@ -244,7 +245,7 @@ static cptr desc_moan[] = * @return なし */ static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag, - int(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message) + HIT_POINT(*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message) { monster_race *r_ptr = &r_info[m_ptr->r_idx]; @@ -363,7 +364,6 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath) /* Test for hit */ if ((!(r_ptr->flags2 & RF2_QUANTUM) || !randint0(2)) && test_hit_norm(chance, r_ptr->ac, m_ptr->ml)) { - /* Sound */ sound(SOUND_HIT); msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc); @@ -415,10 +415,8 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath) /* Player misses */ else { - /* Sound */ sound(SOUND_MISS); - /* Message */ msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name); } } @@ -436,9 +434,9 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath) * @details * If no "weapon" is available, then "punch" the monster one time. */ -static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode) +static void py_attack_aux(POSITION y, POSITION x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode) { - int num = 0, bonus, chance, vir; + int num = 0, bonus, chance, vir; HIT_POINT k; cave_type *c_ptr = &cave[y][x]; @@ -465,7 +463,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT bool can_drain = FALSE; int num_blow; int drain_left = MAX_VAMPIRIC_DRAIN; - u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */ + BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */ bool is_human = (r_ptr->d_char == 'p'); bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15)); bool zantetsu_mukou, e_j_mukou; @@ -603,10 +601,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT { int vorpal_chance = ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) ? 2 : 4; - /* Sound */ sound(SOUND_HIT); - /* Message */ if (backstab) msg_format(_("あなたは冷酷にも眠っている無力な%sを突き刺した!", "You cruelly stab the helpless, sleeping %s!"), m_name); else if (fuiuchi) msg_format(_("不意を突いて%sに強烈な一撃を喰らわせた!", "You make surprise attack, and hit %s with a powerful blow!"), m_name); else if (stab_fleeing) msg_format(_("逃げる%sを背中から突き刺した!", "You backstab the fleeing %s!"), m_name); @@ -670,7 +666,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT int min_level = 1; const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0]; int resist_stun = 0; - int weight = 8; + WEIGHT weight = 8; if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88; if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66; @@ -1199,12 +1195,9 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT { u32b flgs_aux[TR_FLAG_SIZE]; - /* Sound */ sound(SOUND_HIT); - /* Message */ msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name); - /* Message */ msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!")); /* Extract the flags */ @@ -1296,10 +1289,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT } else { - /* Sound */ sound(SOUND_MISS); - /* Message */ msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name); } } @@ -1337,7 +1328,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT * @details * If no "weapon" is available, then "punch" the monster one time. */ -bool py_attack(int y, int x, BIT_FLAGS mode) +bool py_attack(POSITION y, POSITION x, BIT_FLAGS mode) { bool fear = FALSE; bool mdeath = FALSE; @@ -1348,8 +1339,7 @@ bool py_attack(int y, int x, BIT_FLAGS mode) monster_race *r_ptr = &r_info[m_ptr->r_idx]; char m_name[80]; - /* Disturb the player */ - disturb(0, 1); + disturb(FALSE, TRUE); p_ptr->energy_use = 100; @@ -1425,7 +1415,6 @@ bool py_attack(int y, int x, BIT_FLAGS mode) /* Handle player fear */ if (p_ptr->afraid) { - /* Message */ if (m_ptr->ml) msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name); else @@ -1434,7 +1423,6 @@ bool py_attack(int y, int x, BIT_FLAGS mode) /* Disturb the monster */ (void)set_monster_csleep(c_ptr->m_idx, 0); - /* Done */ return FALSE; } @@ -1512,10 +1500,8 @@ bool py_attack(int y, int x, BIT_FLAGS mode) /* Hack -- delay fear messages */ if (fear && m_ptr->ml && !mdeath) { - /* Sound */ sound(SOUND_FLEE); - /* Message */ msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name); } @@ -1540,7 +1526,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) int ap_cnt; - int i, k, tmp, ac, rlev; + INVENTORY_IDX i; + int k, tmp, ac, rlev; int do_cut, do_stun; s32b gold; @@ -1639,7 +1626,7 @@ bool make_attack_normal(MONSTER_IDX m_idx) if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr))) { /* Always disturbing */ - disturb(1, 1); + disturb(TRUE, TRUE); /* Hack -- Apply "protection from evil" */ @@ -1651,7 +1638,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) /* Remember the Evil-ness */ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL; - /* Message */ #ifdef JP if (abbreviate) msg_format("撃退した。"); @@ -1939,7 +1925,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) } } - /* Message */ if (act) { if (do_silly_attack) @@ -1996,20 +1981,17 @@ bool make_attack_normal(MONSTER_IDX m_idx) msg_print(_("痛恨の一撃!", "It was a critical hit!")); tmp_damage = MAX(damage, tmp_damage*2); - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1); break; } } case RBE_HURT: { - /* Obvious */ obvious = TRUE; /* Hack -- Player armor reduces total damage */ damage -= (damage * ((ac < 150) ? ac : 150) / 250); - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); break; @@ -2073,7 +2055,7 @@ bool make_attack_normal(MONSTER_IDX m_idx) for (k = 0; k < 10; k++) { /* Pick an item */ - i = randint0(INVEN_PACK); + i = (INVENTORY_IDX)randint0(INVEN_PACK); /* Obtain the item */ o_ptr = &inventory[i]; @@ -2094,10 +2076,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) /* Don't heal more than max hp */ heal = MIN(heal, m_ptr->maxhp - m_ptr->hp); - /* Message */ msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!")); - /* Obvious */ obvious = TRUE; /* Heal the monster */ @@ -2113,10 +2093,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) /* Combine / Reorder the pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); - /* Window stuff */ p_ptr->window |= (PW_INVEN); - /* Done */ break; } } @@ -2134,7 +2112,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; - /* Obvious */ obvious = TRUE; /* Saving throw (unless paralyzed) based on dex and level */ @@ -2177,7 +2154,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) /* Redraw gold */ p_ptr->redraw |= (PR_GOLD); - /* Window stuff */ p_ptr->window |= (PW_PLAYER); /* Blink away */ @@ -2208,10 +2184,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) /* Occasional "blink" anyway */ blinked = TRUE; - /* Obvious */ obvious = TRUE; - /* Done */ break; } @@ -2221,7 +2195,7 @@ bool make_attack_normal(MONSTER_IDX m_idx) s16b o_idx; /* Pick an item */ - i = randint0(INVEN_PACK); + i = (INVENTORY_IDX)randint0(INVEN_PACK); /* Obtain the item */ o_ptr = &inventory[i]; @@ -2235,7 +2209,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) /* Get a description */ object_desc(o_name, o_ptr, OD_OMIT_PREFIX); - /* Message */ #ifdef JP msg_format("%s(%c)を%s盗まれた!", o_name, index_to_label(i), @@ -2293,13 +2266,11 @@ bool make_attack_normal(MONSTER_IDX m_idx) inven_item_increase(i, -1); inven_item_optimize(i); - /* Obvious */ obvious = TRUE; /* Blink away */ blinked = TRUE; - /* Done */ break; } @@ -2317,9 +2288,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) for (k = 0; k < 10; k++) { /* Pick an item from the pack */ - i = randint0(INVEN_PACK); + i = (INVENTORY_IDX)randint0(INVEN_PACK); - /* Get the item */ o_ptr = &inventory[i]; /* Skip non-objects */ @@ -2331,26 +2301,18 @@ bool make_attack_normal(MONSTER_IDX m_idx) /* Get a description */ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); - /* Message */ #ifdef JP - msg_format("%s(%c)を%s食べられてしまった!", - o_name, index_to_label(i), - ((o_ptr->number > 1) ? "一つ" : "")); + msg_format("%s(%c)を%s食べられてしまった!", o_name, index_to_label(i), ((o_ptr->number > 1) ? "一つ" : "")); #else - msg_format("%sour %s (%c) was eaten!", - ((o_ptr->number > 1) ? "One of y" : "Y"), - o_name, index_to_label(i)); + msg_format("%sour %s (%c) was eaten!", ((o_ptr->number > 1) ? "One of y" : "Y"), o_name, index_to_label(i)); #endif - /* Steal the items */ inven_item_increase(i, -1); inven_item_optimize(i); - /* Obvious */ obvious = TRUE; - /* Done */ break; } @@ -2374,14 +2336,12 @@ bool make_attack_normal(MONSTER_IDX m_idx) o_ptr->xtra4 -= (s16b)(250 + randint1(250)); if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1; - /* Notice */ if (!p_ptr->blind) { msg_print(_("明かりが暗くなってしまった。", "Your light dims.")); obvious = TRUE; } - /* Window stuff */ p_ptr->window |= (PW_EQUIP); } @@ -2391,10 +2351,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_ACID: { if (explode) break; - /* Obvious */ obvious = TRUE; - /* Message */ msg_print(_("酸を浴びせられた!", "You are covered in acid!")); /* Special damage */ @@ -2412,10 +2370,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_ELEC: { if (explode) break; - /* Obvious */ obvious = TRUE; - /* Message */ msg_print(_("電撃を浴びせられた!", "You are struck by electricity!")); /* Special damage */ @@ -2430,10 +2386,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_FIRE: { if (explode) break; - /* Obvious */ obvious = TRUE; - /* Message */ msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!")); /* Special damage */ @@ -2448,10 +2402,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_COLD: { if (explode) break; - /* Obvious */ obvious = TRUE; - /* Message */ msg_print(_("全身が冷気で覆われた!", "You are covered with frost!")); /* Special damage */ @@ -2465,7 +2417,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_BLIND: { - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead) break; @@ -2493,7 +2444,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_CONFUSE: { if (explode) break; - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead) break; @@ -2515,7 +2465,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_TERRIFY: { - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead) break; @@ -2551,7 +2500,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_PARALYZE: { - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead) break; @@ -2590,12 +2538,9 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_LOSE_STR: { - /* Damage (physical) */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; - - /* Damage (stat) */ if (do_dec_stat(A_STR)) obvious = TRUE; break; @@ -2603,12 +2548,9 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_LOSE_INT: { - /* Damage (physical) */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; - - /* Damage (stat) */ if (do_dec_stat(A_INT)) obvious = TRUE; break; @@ -2616,12 +2558,9 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_LOSE_WIS: { - /* Damage (physical) */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; - - /* Damage (stat) */ if (do_dec_stat(A_WIS)) obvious = TRUE; break; @@ -2629,12 +2568,9 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_LOSE_DEX: { - /* Damage (physical) */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; - - /* Damage (stat) */ if (do_dec_stat(A_DEX)) obvious = TRUE; break; @@ -2642,12 +2578,9 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_LOSE_CON: { - /* Damage (physical) */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; - - /* Damage (stat) */ if (do_dec_stat(A_CON)) obvious = TRUE; break; @@ -2655,12 +2588,9 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_LOSE_CHR: { - /* Damage (physical) */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; - - /* Damage (stat) */ if (do_dec_stat(A_CHR)) obvious = TRUE; break; @@ -2668,7 +2598,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_LOSE_ALL: { - /* Damage (physical) */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; @@ -2686,13 +2615,11 @@ bool make_attack_normal(MONSTER_IDX m_idx) case RBE_SHATTER: { - /* Obvious */ obvious = TRUE; /* Hack -- Reduce damage based on the player armor class */ damage -= (damage * ((ac < 150) ? ac : 150) / 250); - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); /* Radius 8 earthquake centered at the monster */ @@ -2708,10 +2635,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) { s32b d = damroll(10, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; - /* Obvious */ obvious = TRUE; - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; @@ -2724,10 +2649,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) { s32b d = damroll(20, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; - /* Obvious */ obvious = TRUE; - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; @@ -2740,10 +2663,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) { s32b d = damroll(40, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; - /* Obvious */ obvious = TRUE; - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; @@ -2756,10 +2677,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) { s32b d = damroll(80, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; - /* Obvious */ obvious = TRUE; - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; @@ -2867,10 +2786,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE; bool resist_drain; - /* Obvious */ obvious = TRUE; - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead || CHECK_MULTISHADOW()) break; @@ -2924,7 +2841,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) } case RBE_DR_MANA: { - /* Obvious */ obvious = TRUE; if (CHECK_MULTISHADOW()) @@ -2935,7 +2851,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) { do_cut = 0; - /* Take damage */ p_ptr->csp -= damage; if (p_ptr->csp < 0) { @@ -2953,7 +2868,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) } case RBE_INERTIA: { - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead) break; @@ -2975,7 +2889,6 @@ bool make_attack_normal(MONSTER_IDX m_idx) } case RBE_STUN: { - /* Take damage */ get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1); if (p_ptr->is_dead) break; @@ -3313,7 +3226,7 @@ bool make_attack_normal(MONSTER_IDX m_idx) { int j; BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; - int typ[4][2] = { + EFFECT_ID typ[4][2] = { { INVEN_HEAD, GF_OLD_CONF }, { INVEN_LARM, GF_OLD_SLEEP }, { INVEN_HANDS, GF_TURN_ALL }, @@ -3361,9 +3274,8 @@ bool make_attack_normal(MONSTER_IDX m_idx) if (m_ptr->ml) { /* Disturbing */ - disturb(1, 1); + disturb(TRUE, TRUE); - /* Message */ #ifdef JP if (abbreviate) msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");