X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fspells2.c;h=354d56ba89624feb93cfeaf82fd113650da2fda3;hb=ef5fc5bd6d0b59af4087c2b1f741e8f24860604d;hp=a5a36b2b865a2719ea8dd289685b7f61939e2c60;hpb=4b23f0d06c09028e5b1872e31a85ac19d13d1088;p=hengband%2Fhengband.git diff --git a/src/spells2.c b/src/spells2.c index a5a36b2b8..354d56ba8 100644 --- a/src/spells2.c +++ b/src/spells2.c @@ -14,6 +14,7 @@ #include "angband.h" #include "grid.h" #include "trap.h" +#include "monster-hook.h" /*! @@ -25,8 +26,8 @@ */ static bool detect_feat_flag(POSITION range, int flag, bool known) { - int x, y; - bool detect = FALSE; + POSITION x, y; + bool detect = FALSE; cave_type *c_ptr; if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; @@ -38,8 +39,6 @@ static bool detect_feat_flag(POSITION range, int flag, bool known) { int dist = distance(p_ptr->y, p_ptr->x, y, x); if (dist > range) continue; - - /* Access the grid */ c_ptr = &cave[y][x]; /* Hack -- Safe */ @@ -52,7 +51,6 @@ static bool detect_feat_flag(POSITION range, int flag, bool known) c_ptr->info &= ~(CAVE_UNSAFE); - /* Redraw */ lite_spot(y, x); } } @@ -66,16 +64,12 @@ static bool detect_feat_flag(POSITION range, int flag, bool known) /* Hack -- Memorize */ c_ptr->info |= (CAVE_MARK); - /* Redraw */ lite_spot(y, x); - /* Obvious */ detect = TRUE; } } } - - /* Result */ return detect; } @@ -93,14 +87,10 @@ bool detect_traps(POSITION range, bool known) if (known) p_ptr->dtrap = TRUE; if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE; - - /* Describe */ if (detect) { msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!")); } - - /* Result */ return detect; } @@ -115,14 +105,10 @@ bool detect_doors(POSITION range) bool detect = detect_feat_flag(range, FF_DOOR, TRUE); if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE; - - /* Describe */ if (detect) { msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!")); } - - /* Result */ return detect; } @@ -137,14 +123,10 @@ bool detect_stairs(POSITION range) bool detect = detect_feat_flag(range, FF_STAIRS, TRUE); if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE; - - /* Describe */ if (detect) { msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!")); } - - /* Result */ return detect; } @@ -159,14 +141,10 @@ bool detect_treasure(POSITION range) bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE); if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE; - - /* Describe */ if (detect) { msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!")); } - - /* Result */ return detect; } @@ -178,7 +156,8 @@ bool detect_treasure(POSITION range) */ bool detect_objects_gold(POSITION range) { - int i, y, x; + OBJECT_IDX i; + POSITION y, x; POSITION range2 = range; bool detect = FALSE; @@ -196,7 +175,6 @@ bool detect_objects_gold(POSITION range) /* Skip held objects */ if (o_ptr->held_m_idx) continue; - /* Location */ y = o_ptr->iy; x = o_ptr->ix; @@ -206,20 +184,13 @@ bool detect_objects_gold(POSITION range) /* Detect "gold" objects */ if (o_ptr->tval == TV_GOLD) { - /* Hack -- memorize it */ o_ptr->marked |= OM_FOUND; - - /* Redraw */ lite_spot(y, x); - - /* Detect */ detect = TRUE; } } if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE; - - /* Describe */ if (detect) { msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!")); @@ -229,8 +200,6 @@ bool detect_objects_gold(POSITION range) { detect = TRUE; } - - /* Result */ return (detect); } @@ -242,7 +211,8 @@ bool detect_objects_gold(POSITION range) */ bool detect_objects_normal(POSITION range) { - int i, y, x; + OBJECT_IDX i; + POSITION y, x; POSITION range2 = range; bool detect = FALSE; @@ -260,7 +230,6 @@ bool detect_objects_normal(POSITION range) /* Skip held objects */ if (o_ptr->held_m_idx) continue; - /* Location */ y = o_ptr->iy; x = o_ptr->ix; @@ -270,20 +239,13 @@ bool detect_objects_normal(POSITION range) /* Detect "real" objects */ if (o_ptr->tval != TV_GOLD) { - /* Hack -- memorize it */ o_ptr->marked |= OM_FOUND; - - /* Redraw */ lite_spot(y, x); - - /* Detect */ detect = TRUE; } } if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE; - - /* Describe */ if (detect) { msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!")); @@ -293,8 +255,6 @@ bool detect_objects_normal(POSITION range) { detect = TRUE; } - - /* Result */ return (detect); } @@ -314,7 +274,9 @@ bool detect_objects_normal(POSITION range) */ bool detect_objects_magic(POSITION range) { - int i, y, x, tv; + OBJECT_TYPE_VALUE tv; + OBJECT_IDX i; + POSITION y, x; bool detect = FALSE; @@ -331,7 +293,6 @@ bool detect_objects_magic(POSITION range) /* Skip held objects */ if (o_ptr->held_m_idx) continue; - /* Location */ y = o_ptr->iy; x = o_ptr->ix; @@ -369,16 +330,10 @@ bool detect_objects_magic(POSITION range) { /* Memorize the item */ o_ptr->marked |= OM_FOUND; - - /* Redraw */ lite_spot(y, x); - - /* Detect */ detect = TRUE; } } - - /* Describe */ if (detect) { msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!")); @@ -412,7 +367,6 @@ bool detect_monsters_normal(POSITION range) /* Skip dead monsters */ if (!m_ptr->r_idx) continue; - /* Location */ y = m_ptr->fy; x = m_ptr->fx; @@ -427,25 +381,17 @@ bool detect_monsters_normal(POSITION range) /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); - - /* Update the monster */ - update_mon(i, FALSE); - - /* Detect */ + update_monster(i, FALSE); flag = TRUE; } } if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE; - - /* Describe */ if (flag) { /* Describe result */ msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!")); } - - /* Result */ return (flag); } @@ -472,7 +418,6 @@ bool detect_monsters_invis(POSITION range) /* Skip dead monsters */ if (!m_ptr->r_idx) continue; - /* Location */ y = m_ptr->fy; x = m_ptr->fx; @@ -485,7 +430,6 @@ bool detect_monsters_invis(POSITION range) /* Update monster recall window */ if (p_ptr->monster_race_idx == m_ptr->r_idx) { - /* Window stuff */ p_ptr->window |= (PW_MONSTER); } @@ -494,25 +438,17 @@ bool detect_monsters_invis(POSITION range) /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); - - /* Update the monster */ - update_mon(i, FALSE); - - /* Detect */ + update_monster(i, FALSE); flag = TRUE; } } if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE; - - /* Describe */ if (flag) { /* Describe result */ msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!")); } - - /* Result */ return (flag); } @@ -538,7 +474,6 @@ bool detect_monsters_evil(POSITION range) /* Skip dead monsters */ if (!m_ptr->r_idx) continue; - /* Location */ y = m_ptr->fy; x = m_ptr->fx; @@ -556,7 +491,6 @@ bool detect_monsters_evil(POSITION range) /* Update monster recall window */ if (p_ptr->monster_race_idx == m_ptr->r_idx) { - /* Window stuff */ p_ptr->window |= (PW_MONSTER); } } @@ -566,23 +500,15 @@ bool detect_monsters_evil(POSITION range) /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); - - /* Update the monster */ - update_mon(i, FALSE); - - /* Detect */ + update_monster(i, FALSE); flag = TRUE; } } - - /* Describe */ if (flag) { /* Describe result */ msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!")); } - - /* Result */ return (flag); } @@ -608,7 +534,6 @@ bool detect_monsters_nonliving(POSITION range) /* Skip dead monsters */ if (!m_ptr->r_idx) continue; - /* Location */ y = m_ptr->fy; x = m_ptr->fx; @@ -621,7 +546,6 @@ bool detect_monsters_nonliving(POSITION range) /* Update monster recall window */ if (p_ptr->monster_race_idx == m_ptr->r_idx) { - /* Window stuff */ p_ptr->window |= (PW_MONSTER); } @@ -630,23 +554,15 @@ bool detect_monsters_nonliving(POSITION range) /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); - - /* Update the monster */ - update_mon(i, FALSE); - - /* Detect */ + update_monster(i, FALSE); flag = TRUE; } } - - /* Describe */ if (flag) { /* Describe result */ msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!")); } - - /* Result */ return (flag); } @@ -659,7 +575,7 @@ bool detect_monsters_mind(POSITION range) { MONSTER_IDX i; POSITION y, x; - bool flag = FALSE; + bool flag = FALSE; if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; @@ -672,7 +588,6 @@ bool detect_monsters_mind(POSITION range) /* Skip dead monsters */ if (!m_ptr->r_idx) continue; - /* Location */ y = m_ptr->fy; x = m_ptr->fx; @@ -685,7 +600,6 @@ bool detect_monsters_mind(POSITION range) /* Update monster recall window */ if (p_ptr->monster_race_idx == m_ptr->r_idx) { - /* Window stuff */ p_ptr->window |= (PW_MONSTER); } @@ -694,23 +608,15 @@ bool detect_monsters_mind(POSITION range) /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); - - /* Update the monster */ - update_mon(i, FALSE); - - /* Detect */ + update_monster(i, FALSE); flag = TRUE; } } - - /* Describe */ if (flag) { /* Describe result */ msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!")); } - - /* Result */ return (flag); } @@ -738,7 +644,6 @@ bool detect_monsters_string(POSITION range, cptr Match) /* Skip dead monsters */ if (!m_ptr->r_idx) continue; - /* Location */ y = m_ptr->fy; x = m_ptr->fx; @@ -751,7 +656,6 @@ bool detect_monsters_string(POSITION range, cptr Match) /* Update monster recall window */ if (p_ptr->monster_race_idx == m_ptr->r_idx) { - /* Window stuff */ p_ptr->window |= (PW_MONSTER); } @@ -760,25 +664,17 @@ bool detect_monsters_string(POSITION range, cptr Match) /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); - - /* Update the monster */ - update_mon(i, FALSE); - - /* Detect */ + update_monster(i, FALSE); flag = TRUE; } } if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE; - - /* Describe */ if (flag) { /* Describe result */ msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!")); } - - /* Result */ return (flag); } @@ -806,7 +702,6 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag) /* Skip dead monsters */ if (!m_ptr->r_idx) continue; - /* Location */ y = m_ptr->fy; x = m_ptr->fx; @@ -824,7 +719,6 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag) /* Update monster recall window */ if (p_ptr->monster_race_idx == m_ptr->r_idx) { - /* Window stuff */ p_ptr->window |= (PW_MONSTER); } } @@ -834,16 +728,10 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag) /* Hack -- Detect monster */ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW); - - /* Update the monster */ - update_mon(i, FALSE); - - /* Detect */ + update_monster(i, FALSE); flag = TRUE; } } - - /* Describe */ if (flag) { switch (match_flag) @@ -860,8 +748,6 @@ bool detect_monsters_xxx(POSITION range, u32b match_flag) msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters); msg_print(NULL); } - - /* Result */ return (flag); } @@ -887,8 +773,6 @@ bool detect_all(POSITION range) if (detect_objects_normal(range)) detect = TRUE; if (detect_monsters_invis(range)) detect = TRUE; if (detect_monsters_normal(range)) detect = TRUE; - - /* Result */ return (detect); } @@ -906,11 +790,12 @@ bool detect_all(POSITION range) * this is done in two passes. -- JDL * */ -bool project_hack(int typ, HIT_POINT dam) +bool project_hack(EFFECT_ID typ, HIT_POINT dam) { - int i, x, y; - int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE; - bool obvious = FALSE; + MONSTER_IDX i; + POSITION x, y; + BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE; + bool obvious = FALSE; /* Mark all (nearby) monsters */ @@ -921,7 +806,6 @@ bool project_hack(int typ, HIT_POINT dam) /* Paranoia -- Skip dead monsters */ if (!m_ptr->r_idx) continue; - /* Location */ y = m_ptr->fy; x = m_ptr->fx; @@ -943,15 +827,12 @@ bool project_hack(int typ, HIT_POINT dam) /* Remove mark */ m_ptr->mflag &= ~(MFLAG_TEMP); - /* Location */ y = m_ptr->fy; x = m_ptr->fx; /* Jump directly to the target monster */ if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE; } - - /* Result */ return (obvious); } @@ -1081,12 +962,10 @@ void aggravate_monsters(MONSTER_IDX who) bool sleep = FALSE; bool speed = FALSE; - /* Aggravate everyone nearby */ for (i = 1; i < m_max; i++) { - monster_type *m_ptr = &m_list[i]; -/* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */ + monster_type *m_ptr = &m_list[i]; /* Paranoia -- Skip dead monsters */ if (!m_ptr->r_idx) continue; @@ -1117,14 +996,8 @@ void aggravate_monsters(MONSTER_IDX who) } } - /* Messages */ -#ifdef JP - if (speed) msg_print("付近で何かが突如興奮したような感じを受けた!"); - else if (sleep) msg_print("何かが突如興奮したような騒々しい音が遠くに聞こえた!"); -#else - if (speed) msg_print("You feel a sudden stirring nearby!"); - else if (sleep) msg_print("You hear a sudden stirring in the distance!"); -#endif + if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!")); + else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!")); if (p_ptr->riding) p_ptr->update |= PU_BONUS; } @@ -1149,18 +1022,13 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, /* Hack -- Skip Unique Monsters or Quest Monsters */ if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE; - else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE; - else if (m_idx == p_ptr->riding) resist = TRUE; - else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE; - else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE; - else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE; - /* Delete the monster */ + else { if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) @@ -1205,26 +1073,19 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, if (player_cast) { - /* Take damage */ take_hit(DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1); } /* Visual feedback */ move_cursor_relative(p_ptr->y, p_ptr->x); - /* Redraw */ p_ptr->redraw |= (PR_HP); - - /* Window stuff */ p_ptr->window |= (PW_PLAYER); /* Handle */ handle_stuff(); - - /* Fresh */ Term_fresh(); - /* Delay */ Term_xtra(TERM_XTRA_DELAY, msec); return !resist; @@ -1371,7 +1232,8 @@ bool mass_genocide_undead(int power, bool player_cast) */ bool probing(void) { - int i, speed; + int i; + SPEED speed; bool_hack cu, cv; bool probe = FALSE; char buf[256]; @@ -1424,23 +1286,13 @@ bool probing(void) if (ironman_nightmare) speed += 5; /* Get the monster's alignment */ -#ifdef JP - if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "善悪"; - else if (r_ptr->flags3 & RF3_EVIL) align = "邪悪"; - else if (r_ptr->flags3 & RF3_GOOD) align = "善良"; - else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "中立(善悪)"; - else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "中立(邪悪)"; - else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "中立(善良)"; - else align = "中立"; -#else - if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil"; - else if (r_ptr->flags3 & RF3_EVIL) align = "evil"; - else if (r_ptr->flags3 & RF3_GOOD) align = "good"; - else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)"; - else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)"; - else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)"; - else align = "neutral"; -#endif + if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil"); + else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil"); + else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good"); + else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) _(align = "中立(善悪)", "neutral(good&evil)"); + else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)"); + else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)"); + else align = _("中立", "neutral"); /* Describe the monster */ sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"), @@ -1455,21 +1307,13 @@ bool probing(void) strcat(buf, "xxx "); } -#ifdef JP - if (MON_CSLEEP(m_ptr)) strcat(buf,"睡眠 "); - if (MON_STUNNED(m_ptr)) strcat(buf,"朦朧 "); - if (MON_MONFEAR(m_ptr)) strcat(buf,"恐怖 "); - if (MON_CONFUSED(m_ptr)) strcat(buf,"混乱 "); - if (MON_INVULNER(m_ptr)) strcat(buf,"無敵 "); -#else - if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping "); - if (MON_STUNNED(m_ptr)) strcat(buf,"stunned "); - if (MON_MONFEAR(m_ptr)) strcat(buf,"scared "); - if (MON_CONFUSED(m_ptr)) strcat(buf,"confused "); - if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable "); -#endif + if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping ")); + if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned ")); + if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared ")); + if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused ")); + if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable ")); buf[strlen(buf)-1] = '\0'; - prt(buf,0,0); + prt(buf, 0, 0); /* HACK : Add the line to message buffer */ message_add(buf); @@ -1510,14 +1354,11 @@ bool probing(void) Term->scr->cv = cv; Term_fresh(); - /* Done */ if (probe) { chg_virtue(V_KNOWLEDGE, 1); msg_print(_("これで全部です。", "That's all.")); } - - /* Result */ return (probe); } @@ -1543,7 +1384,7 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) POSITION y, x; int k, t; cave_type *c_ptr; - bool flag = FALSE; + bool flag = FALSE; /* Prevent destruction of quest levels and town */ if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level) @@ -1567,8 +1408,6 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) /* Stay in the circle of death */ if (k > r) continue; - - /* Access the grid */ c_ptr = &cave[y][x]; /* Lose room and vault */ @@ -1632,14 +1471,12 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) /* During generation, destroyed artifacts are "preserved" */ if (preserve_mode || in_generate) { - s16b this_o_idx, next_o_idx = 0; + 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 */ @@ -1743,8 +1580,6 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) /* Stay in the circle of death */ if (k > r) continue; - - /* Access the grid */ c_ptr = &cave[y][x]; if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW; @@ -1772,7 +1607,6 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) /* Hack -- Affect player */ if (flag) { - /* Message */ msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!")); /* Blind the player */ @@ -1788,13 +1622,10 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) /* Mega-Hack -- Forget the view and lite */ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE); - /* Update stuff */ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS); - /* Redraw map */ p_ptr->redraw |= (PR_MAP); - /* Window stuff */ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); if (p_ptr->special_defense & NINJA_S_STEALTH) @@ -1837,7 +1668,8 @@ bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate) */ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) { - int i, t; + DIRECTION i; + int t; POSITION y, x, yy, xx, dy, dx; int damage = 0; int sn = 0; @@ -1879,8 +1711,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) /* Skip distant grids */ if (distance(cy, cx, yy, xx) > r) continue; - - /* Access the grid */ c_ptr = &cave[yy][xx]; /* Lose room and vault */ @@ -1994,7 +1824,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) /* Important -- no wall on player */ map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE; - /* Take some damage */ if (damage) { cptr killer; @@ -2029,8 +1858,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) /* Skip unaffected grids */ if (!map[16+yy-cy][16+xx-cx]) continue; - - /* Access the grid */ c_ptr = &cave[yy][xx]; if (c_ptr->m_idx == p_ptr->riding) continue; @@ -2065,7 +1892,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) /* Look for safety */ for (i = 0; i < 8; i++) { - /* Access the grid */ y = yy + ddy_ddd[i]; x = xx + ddx_ddd[i]; @@ -2114,7 +1940,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) /* Delete (not kill) "dead" monsters */ if (m_ptr->hp < 0) { - /* Message */ if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name); @@ -2129,7 +1954,7 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) } } - /* Delete the monster */ + delete_monster(yy, xx); /* No longer safe */ @@ -2152,7 +1977,7 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) m_ptr->fx = sx; /* Update the monster (new location) */ - update_mon(m_idx, TRUE); + update_monster(m_idx, TRUE); /* Redraw the old grid */ lite_spot(yy, xx); @@ -2241,8 +2066,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) /* Skip distant grids */ if (distance(cy, cx, yy, xx) > r) continue; - - /* Access the grid */ c_ptr = &cave[yy][xx]; if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW; @@ -2271,16 +2094,13 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx) /* Mega-Hack -- Forget the view and lite */ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE); - /* Update stuff */ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS); /* Update the health bar */ p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH); - /* Redraw map */ p_ptr->redraw |= (PR_MAP); - /* Window stuff */ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); if (p_ptr->special_defense & NINJA_S_STEALTH) @@ -2387,8 +2207,8 @@ static void cave_temp_room_lite(void) /* Clear them all */ for (i = 0; i < temp_n; i++) { - int y = temp_y[i]; - int x = temp_x[i]; + POSITION y = temp_y[i]; + POSITION x = temp_x[i]; cave_type *c_ptr = &cave[y][x]; @@ -2409,9 +2229,7 @@ static void cave_temp_room_lite(void) monster_type *m_ptr = &m_list[c_ptr->m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - /* Update the monster */ - update_mon(c_ptr->m_idx, FALSE); + update_monster(c_ptr->m_idx, FALSE); /* Stupid monsters rarely wake up */ if (r_ptr->flags2 & (RF2_STUPID)) chance = 10; @@ -2442,7 +2260,6 @@ static void cave_temp_room_lite(void) /* Note */ note_spot(y, x); - /* Redraw */ lite_spot(y, x); update_local_illumination(y, x); @@ -2473,8 +2290,8 @@ static void cave_temp_room_unlite(void) /* Clear them all */ for (i = 0; i < temp_n; i++) { - int y = temp_y[i]; - int x = temp_x[i]; + POSITION y = temp_y[i]; + POSITION x = temp_x[i]; int j; cave_type *c_ptr = &cave[y][x]; @@ -2516,18 +2333,15 @@ static void cave_temp_room_unlite(void) /* Forget the grid */ if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK); - /* Notice */ note_spot(y, x); } /* Process affected monsters */ if (c_ptr->m_idx) { - /* Update the monster */ - update_mon(c_ptr->m_idx, FALSE); + update_monster(c_ptr->m_idx, FALSE); } - /* Redraw */ lite_spot(y, x); update_local_illumination(y, x); @@ -2546,12 +2360,10 @@ static void cave_temp_room_unlite(void) * @param pass_bold 地形条件を返す関数ポインタ * @return 該当地形の数 */ -static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int)) +static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION)) { int i; - - int y, x; - + POSITION y, x; int len = 0; int blen = 0; @@ -2587,12 +2399,10 @@ static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int)) * @param pass_bold 地形条件を返す関数ポインタ * @return 該当地形の数 */ -static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int)) +static int next_to_walls_adj(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION)) { - int i; - - int y, x; - + DIRECTION i; + POSITION y, x; int c = 0; for (i = 0; i < 8; i++) @@ -2615,7 +2425,7 @@ static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int)) * @param pass_bold 地形条件を返す関数ポインタ * @return 該当地形の数 */ -static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(int, int)) +static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION)) { cave_type *c_ptr; @@ -2667,7 +2477,7 @@ static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(i * @param x 指定X座標 * @return 光を通すならばtrueを返す。 */ -static bool cave_pass_lite_bold(int y, int x) +static bool cave_pass_lite_bold(POSITION y, POSITION x) { return cave_los_bold(y, x); } @@ -2678,7 +2488,7 @@ static bool cave_pass_lite_bold(int y, int x) * @param x 指定X座標 * @return なし */ -static void cave_temp_lite_room_aux(int y, int x) +static void cave_temp_lite_room_aux(POSITION y, POSITION x) { cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold); } @@ -2689,7 +2499,7 @@ static void cave_temp_lite_room_aux(int y, int x) * @param x 指定X座標 * @return 射線を通すならばtrueを返す。 */ -static bool cave_pass_dark_bold(int y, int x) +static bool cave_pass_dark_bold(POSITION y, POSITION x) { return cave_have_flag_bold(y, x, FF_PROJECT); } @@ -2701,7 +2511,7 @@ static bool cave_pass_dark_bold(int y, int x) * @param x 指定X座標 * @return なし */ -static void cave_temp_unlite_room_aux(int y, int x) +static void cave_temp_unlite_room_aux(POSITION y, POSITION x) { cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold); } @@ -2713,9 +2523,10 @@ static void cave_temp_unlite_room_aux(int y, int x) * @param x1 指定X座標 * @return なし */ -void lite_room(int y1, int x1) +void lite_room(POSITION y1, POSITION x1) { - int i, x, y; + int i; + POSITION x, y; /* Add the initial grid */ cave_temp_lite_room_aux(y1, x1); @@ -2757,9 +2568,10 @@ void lite_room(int y1, int x1) * @param x1 指定X座標 * @return なし */ -void unlite_room(int y1, int x1) +void unlite_room(POSITION y1, POSITION x1) { - int i, x, y; + int i; + POSITION x, y; /* Add the initial grid */ cave_temp_unlite_room_aux(y1, x1); @@ -2797,7 +2609,7 @@ void unlite_room(int y1, int x1) * @param rad 効果半径 * @return 作用が実際にあった場合TRUEを返す */ -bool lite_area(HIT_POINT dam, int rad) +bool lite_area(HIT_POINT dam, POSITION rad) { BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL; @@ -2830,7 +2642,7 @@ bool lite_area(HIT_POINT dam, int rad) * @param rad 効果半径 * @return 作用が実際にあった場合TRUEを返す */ -bool unlite_area(HIT_POINT dam, int rad) +bool unlite_area(HIT_POINT dam, POSITION rad) { BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL; @@ -2866,9 +2678,9 @@ bool unlite_area(HIT_POINT dam, int rad) * Affect grids, objects, and monsters * */ -bool fire_ball(int typ, int dir, HIT_POINT dam, int rad) +bool fire_ball(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad) { - int tx, ty; + POSITION tx, ty; BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; @@ -2903,7 +2715,7 @@ bool fire_ball(int typ, int dir, HIT_POINT dam, int rad) * Affect grids, objects, and monsters * */ -bool fire_breath(int typ, int dir, HIT_POINT dam, int rad) +bool fire_breath(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad) { return fire_ball(typ, dir, dam, -rad); } @@ -2923,10 +2735,9 @@ bool fire_breath(int typ, int dir, HIT_POINT dam, int rad) * Affect grids, objects, and monsters * */ -bool fire_rocket(int typ, int dir, HIT_POINT dam, int rad) +bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad) { - int tx, ty; - + POSITION tx, ty; BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; /* Use the given direction */ @@ -2959,10 +2770,9 @@ bool fire_rocket(int typ, int dir, HIT_POINT dam, int rad) * Affect grids, objects, and monsters * */ -bool fire_ball_hide(int typ, int dir, HIT_POINT dam, int rad) +bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad) { - int tx, ty; - + POSITION tx, ty; BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE; /* Use the given direction */ @@ -3019,10 +2829,11 @@ bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POI * @param dev 回数分散 * @return 作用が実際にあった場合TRUEを返す */ -bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev) +bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev) { - int ly, lx, ld; - int ty, tx, y, x; + POSITION ly, lx; + int ld; + POSITION ty, tx, y, x; int i; BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID; @@ -3077,12 +2888,12 @@ bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev) * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする) * @return 作用が実際にあった場合TRUEを返す */ -bool teleport_swap(int dir) +bool teleport_swap(DIRECTION dir) { - int tx, ty; - cave_type * c_ptr; - monster_type * m_ptr; - monster_race * r_ptr; + POSITION tx, ty; + cave_type* c_ptr; + monster_type* m_ptr; + monster_race* r_ptr; if ((dir == 5) && target_okay()) { @@ -3151,7 +2962,7 @@ bool teleport_swap(int dir) * @param flg フラグ * @return 作用が実際にあった場合TRUEを返す */ -bool project_hook(int typ, int dir, HIT_POINT dam, BIT_FLAGS flg) +bool project_hook(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg) { int tx, ty; @@ -3186,7 +2997,7 @@ bool project_hook(int typ, int dir, HIT_POINT dam, BIT_FLAGS flg) * Affect monsters and grids (not objects). * */ -bool fire_bolt(int typ, int dir, HIT_POINT dam) +bool fire_bolt(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID; if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE; @@ -3206,7 +3017,7 @@ bool fire_bolt(int typ, int dir, HIT_POINT dam) * Affect monsters, grids and objects. * */ -bool fire_beam(int typ, int dir, HIT_POINT dam) +bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam) { BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM; return (project_hook(typ, dir, dam, flg)); @@ -3226,7 +3037,7 @@ bool fire_beam(int typ, int dir, HIT_POINT dam) * Affect monsters, grids and objects. * */ -bool fire_bolt_or_beam(int prob, int typ, int dir, HIT_POINT dam) +bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam) { if (randint0(100) < prob) { @@ -3244,7 +3055,7 @@ bool fire_bolt_or_beam(int prob, int typ, int dir, HIT_POINT dam) * @param dam 威力 * @return 作用が実際にあった場合TRUEを返す */ -bool lite_line(int dir, HIT_POINT dam) +bool lite_line(DIRECTION dir, HIT_POINT dam) { BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL; return (project_hook(GF_LITE_WEAK, dir, dam, flg)); @@ -3256,7 +3067,7 @@ bool lite_line(int dir, HIT_POINT dam) * @param dam 威力 * @return 作用が実際にあった場合TRUEを返す */ -bool hypodynamic_bolt(int dir, HIT_POINT dam) +bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_HYPODYNAMIA, dir, dam, flg)); @@ -3268,7 +3079,7 @@ bool hypodynamic_bolt(int dir, HIT_POINT dam) * @param dam 威力 * @return 作用が実際にあった場合TRUEを返す */ -bool wall_to_mud(int dir, HIT_POINT dam) +bool wall_to_mud(DIRECTION dir, HIT_POINT dam) { BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; return (project_hook(GF_KILL_WALL, dir, dam, flg)); @@ -3279,7 +3090,7 @@ bool wall_to_mud(int dir, HIT_POINT dam) * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする) * @return 作用が実際にあった場合TRUEを返す */ -bool wizard_lock(int dir) +bool wizard_lock(DIRECTION dir) { BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg)); @@ -3290,7 +3101,7 @@ bool wizard_lock(int dir) * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする) * @return 作用が実際にあった場合TRUEを返す */ -bool destroy_door(int dir) +bool destroy_door(DIRECTION dir) { BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM; return (project_hook(GF_KILL_DOOR, dir, 0, flg)); @@ -3301,7 +3112,7 @@ bool destroy_door(int dir) * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする) * @return 作用が実際にあった場合TRUEを返す */ -bool disarm_trap(int dir) +bool disarm_trap(DIRECTION dir) { BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM; return (project_hook(GF_KILL_TRAP, dir, 0, flg)); @@ -3313,7 +3124,7 @@ bool disarm_trap(int dir) * @param dam 威力 * @return 作用が実際にあった場合TRUEを返す */ -bool heal_monster(int dir, HIT_POINT dam) +bool heal_monster(DIRECTION dir, HIT_POINT dam) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_HEAL, dir, dam, flg)); @@ -3325,7 +3136,7 @@ bool heal_monster(int dir, HIT_POINT dam) * @param power 効力 * @return 作用が実際にあった場合TRUEを返す */ -bool speed_monster(int dir, int power) +bool speed_monster(DIRECTION dir, int power) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_SPEED, dir, power, flg)); @@ -3337,7 +3148,7 @@ bool speed_monster(int dir, int power) * @param power 効力 * @return 作用が実際にあった場合TRUEを返す */ -bool slow_monster(int dir, int power) +bool slow_monster(DIRECTION dir, int power) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_SLOW, dir, power, flg)); @@ -3349,7 +3160,7 @@ bool slow_monster(int dir, int power) * @param power 効力 * @return 作用が実際にあった場合TRUEを返す */ -bool sleep_monster(int dir, int power) +bool sleep_monster(DIRECTION dir, int power) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_SLEEP, dir, power, flg)); @@ -3361,7 +3172,7 @@ bool sleep_monster(int dir, int power) * @return 作用が実際にあった場合TRUEを返す * @details 威力はプレイヤーレベル*2に固定 */ -bool stasis_monster(int dir) +bool stasis_monster(DIRECTION dir) { return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0)); } @@ -3372,7 +3183,7 @@ bool stasis_monster(int dir) * @return 作用が実際にあった場合TRUEを返す * @details 威力はプレイヤーレベル*2に固定 */ -bool stasis_evil(int dir) +bool stasis_evil(DIRECTION dir) { return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0)); } @@ -3383,7 +3194,7 @@ bool stasis_evil(int dir) * @param plev プレイヤーレベル(=効力) * @return 作用が実際にあった場合TRUEを返す */ -bool confuse_monster(int dir, int plev) +bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_CONF, dir, plev, flg)); @@ -3395,7 +3206,7 @@ bool confuse_monster(int dir, int plev) * @param plev プレイヤーレベル(=効力) * @return 作用が実際にあった場合TRUEを返す */ -bool stun_monster(int dir, int plev) +bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_STUN, dir, plev, flg)); @@ -3407,7 +3218,7 @@ bool stun_monster(int dir, int plev) * @param power 効力 * @return 作用が実際にあった場合TRUEを返す */ -bool poly_monster(int dir, int power) +bool poly_monster(DIRECTION dir, int power) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; bool tester = (project_hook(GF_OLD_POLY, dir, power, flg)); @@ -3421,7 +3232,7 @@ bool poly_monster(int dir, int power) * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする) * @return 作用が実際にあった場合TRUEを返す */ -bool clone_monster(int dir) +bool clone_monster(DIRECTION dir) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_CLONE, dir, 0, flg)); @@ -3433,7 +3244,7 @@ bool clone_monster(int dir) * @param plev プレイヤーレベル(=効力) * @return 作用が実際にあった場合TRUEを返す */ -bool fear_monster(int dir, int plev) +bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_TURN_ALL, dir, plev, flg)); @@ -3445,7 +3256,7 @@ bool fear_monster(int dir, int plev) * @param plev プレイヤーレベル(効力はplev*200) * @return 作用が実際にあった場合TRUEを返す */ -bool death_ray(int dir, int plev) +bool death_ray(DIRECTION dir, PLAYER_LEVEL plev) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg)); @@ -3457,7 +3268,7 @@ bool death_ray(int dir, int plev) * @param distance 移動距離 * @return 作用が実際にあった場合TRUEを返す */ -bool teleport_monster(int dir, int distance) +bool teleport_monster(DIRECTION dir, int distance) { BIT_FLAGS flg = PROJECT_BEAM | PROJECT_KILL; return (project_hook(GF_AWAY_ALL, dir, distance, flg)); @@ -3479,7 +3290,7 @@ bool door_creation(void) * @param x 起点X座標 * @return 作用が実際にあった場合TRUEを返す */ -bool trap_creation(int y, int x) +bool trap_creation(POSITION y, POSITION x) { BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1)); @@ -3515,10 +3326,8 @@ bool wall_stone(void) bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1)); - /* Update stuff */ p_ptr->update |= (PU_FLOW); - /* Redraw map */ p_ptr->redraw |= (PR_MAP); return dummy; @@ -3557,7 +3366,7 @@ bool sleep_monsters_touch(void) /*! * @brief 死者復活処理(起点より周囲5マス) - * @param who 術者モンスターID(0ならばプレイやー) + * @param who 術者モンスターID(0ならばプレイヤー) * @param y 起点Y座標 * @param x 起点X座標 * @return 作用が実際にあった場合TRUEを返す @@ -3575,7 +3384,7 @@ bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x) void call_chaos(void) { int Chaos_type, dummy, dir; - int plev = p_ptr->lev; + PLAYER_LEVEL plev = p_ptr->lev; bool line_chaos = FALSE; int hurt_types[31] = @@ -4020,7 +3829,7 @@ bool deathray_monsters(void) * @param plev パワー * @return 作用が実際にあった場合TRUEを返す */ -bool charm_monster(int dir, int plev) +bool charm_monster(DIRECTION dir, PLAYER_LEVEL plev) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CHARM, dir, plev, flg)); @@ -4032,7 +3841,7 @@ bool charm_monster(int dir, int plev) * @param plev パワー * @return 作用が実際にあった場合TRUEを返す */ -bool control_one_undead(int dir, int plev) +bool control_one_undead(DIRECTION dir, PLAYER_LEVEL plev) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg)); @@ -4044,7 +3853,7 @@ bool control_one_undead(int dir, int plev) * @param plev パワー * @return 作用が実際にあった場合TRUEを返す */ -bool control_one_demon(int dir, int plev) +bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CONTROL_DEMON, dir, plev, flg)); @@ -4056,7 +3865,7 @@ bool control_one_demon(int dir, int plev) * @param plev パワー * @return 作用が実際にあった場合TRUEを返す */ -bool charm_animal(int dir, int plev) +bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev) { BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg)); @@ -4072,7 +3881,7 @@ bool kawarimi(bool success) { object_type forge; object_type *q_ptr = &forge; - int y, x; + POSITION y, x; if (p_ptr->is_dead) return FALSE; if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE; @@ -4123,7 +3932,7 @@ bool kawarimi(bool success) */ bool rush_attack(bool *mdeath) { - int dir; + DIRECTION dir; int tx, ty; int tm_idx = 0; u16b path_g[32]; @@ -4193,9 +4002,7 @@ bool rush_attack(bool *mdeath) /* Move player before updating the monster */ if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL); - - /* Update the monster */ - update_mon(cave[ny][nx].m_idx, TRUE); + update_monster(cave[ny][nx].m_idx, TRUE); /* Found a monster */ m_ptr = &m_list[cave[ny][nx].m_idx]; @@ -4240,7 +4047,7 @@ bool rush_attack(bool *mdeath) */ void remove_all_mirrors(bool explode) { - int x, y; + POSITION x, y; for (x = 0; x < cur_wid; x++) { @@ -4263,7 +4070,7 @@ void remove_all_mirrors(bool explode) * @param dir 発動の方向ID * @return なし */ -void ring_of_power(int dir) +void ring_of_power(DIRECTION dir) { /* Pick a random effect */ switch (randint1(10)) @@ -4271,7 +4078,6 @@ void ring_of_power(int dir) case 1: case 2: { - /* Message */ msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura.")); sound(SOUND_EVIL); @@ -4293,7 +4099,6 @@ void ring_of_power(int dir) case 3: { - /* Message */ msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura.")); /* Dispel monsters */ @@ -4437,7 +4242,7 @@ void wild_magic(int spell) * @param rad 効力の半径 * @return なし */ -void cast_meteor(HIT_POINT dam, int rad) +void cast_meteor(HIT_POINT dam, POSITION rad) { int i; int b = 10 + randint1(10); @@ -4482,11 +4287,12 @@ void cast_meteor(HIT_POINT dam, int rad) * @param rad 効力の半径 * @return ターゲットを指定し、実行したならばTRUEを返す。 */ -bool cast_wrath_of_the_god(HIT_POINT dam, int rad) +bool cast_wrath_of_the_god(HIT_POINT dam, POSITION rad) { - int x, y, tx, ty; - int nx, ny; - int dir, i; + POSITION x, y, tx, ty; + POSITION nx, ny; + DIRECTION dir; + int i; int b = 10 + randint1(10); if (!get_aim_dir(&dir)) return FALSE; @@ -4575,9 +4381,9 @@ bool cast_wrath_of_the_god(HIT_POINT dam, int rad) * while keeping the results quite random. It also allows some potent\n * effects only at high level. */ -void cast_wonder(int dir) +void cast_wonder(DIRECTION dir) { - int plev = p_ptr->lev; + PLAYER_LEVEL plev = p_ptr->lev; int die = randint1(100) + plev / 5; int vir = virtue_number(V_CHANCE); @@ -4657,9 +4463,9 @@ void cast_wonder(int dir) * @param dir 方向ID * @return なし */ -void cast_invoke_spirits(int dir) +void cast_invoke_spirits(DIRECTION dir) { - int plev = p_ptr->lev; + PLAYER_LEVEL plev = p_ptr->lev; int die = randint1(100) + plev / 5; int vir = virtue_number(V_CHANCE); @@ -4807,8 +4613,8 @@ void cast_invoke_spirits(int dir) */ void cast_shuffle(void) { - int plev = p_ptr->lev; - int dir; + PLAYER_LEVEL plev = p_ptr->lev; + DIRECTION dir; int die; int vir = virtue_number(V_CHANCE); int i; @@ -5021,7 +4827,7 @@ bool_hack berserk(int base) return ident; } -bool_hack cure_light_wounds(int dice, int sides) +bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides) { bool_hack ident = FALSE; if (hp_player(damroll(dice, sides))) ident = TRUE; @@ -5031,7 +4837,7 @@ bool_hack cure_light_wounds(int dice, int sides) return ident; } -bool_hack cure_serious_wounds(int dice, int sides) +bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides) { bool_hack ident = FALSE; if (hp_player(damroll(dice, sides))) ident = TRUE; @@ -5130,7 +4936,8 @@ void stop_mouth(void) bool_hack vampirism(void) { DIRECTION dir; - int x, y, dummy; + POSITION x, y; + int dummy; cave_type *c_ptr; if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) @@ -5140,7 +4947,7 @@ bool_hack vampirism(void) } /* Only works on adjacent monsters */ - if (!get_rep_dir2(&dir)) return FALSE; + if (!get_direction(&dir, FALSE, FALSE)) return FALSE; y = p_ptr->y + ddy[dir]; x = p_ptr->x + ddx[dir]; c_ptr = &cave[y][x]; @@ -5183,7 +4990,7 @@ bool panic_hit(void) DIRECTION dir; POSITION x, y; - if (!get_rep_dir2(&dir)) return FALSE; + if (!get_direction(&dir, FALSE, FALSE)) return FALSE; y = p_ptr->y + ddy[dir]; x = p_ptr->x + ddx[dir]; if (cave[y][x].m_idx) @@ -5226,7 +5033,6 @@ bool psychometry(void) bool okay = FALSE; item_tester_no_ryoute = TRUE; - /* Get an item */ q = _("どのアイテムを調べますか?", "Meditate on which item? "); s = _("調べるアイテムがありません。", "You have nothing appropriate."); @@ -5286,7 +5092,6 @@ bool psychometry(void) /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); - /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER); /* Valid "tval" codes */