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[Refactor] #40571 Moved cast_mirror_spell() from mind-switcher.c to mind-mirror-maste...
authorHourier <hourier@users.sourceforge.jp>
Wed, 29 Jul 2020 11:39:50 +0000 (20:39 +0900)
committerHourier <hourier@users.sourceforge.jp>
Wed, 29 Jul 2020 11:39:50 +0000 (20:39 +0900)
src/mind/mind-mirror-master.c
src/mind/mind-mirror-master.h
src/mind/mind-switcher.c

index 9f7379f..b4b6902 100644 (file)
 #include "grid/feature.h"
 #include "io/cursor.h"
 #include "io/screen-util.h"
+#include "mind/mind-magic-resistance.h"
+#include "spell-kind/spells-detection.h"
+#include "spell-kind/spells-floor.h"
+#include "spell-kind/spells-launcher.h"
+#include "spell-kind/spells-lite.h"
 #include "spell-kind/spells-sight.h"
 #include "spell-kind/spells-teleport.h"
+#include "spell-kind/spells-world.h"
 #include "spell/process-effect.h"
 #include "spell/spell-types.h"
+#include "status/body-improvement.h"
+#include "status/buff-setter.h"
+#include "status/sight-setter.h"
 #include "system/floor-type-definition.h"
 #include "target/grid-selector.h"
+#include "target/target-getter.h"
 #include "term/gameterm.h"
 #include "util/bit-flags-calculator.h"
 #include "view/display-messages.h"
@@ -370,3 +380,185 @@ bool set_dustrobe(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
     handle_stuff(creature_ptr);
     return TRUE;
 }
+
+/*!
+ * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
+ * @return 鏡の枚数
+ */
+static int number_of_mirrors(floor_type *floor_ptr)
+{
+    int val = 0;
+    for (POSITION x = 0; x < floor_ptr->width; x++) {
+        for (POSITION y = 0; y < floor_ptr->height; y++) {
+            if (is_mirror_grid(&floor_ptr->grid_array[y][x]))
+                val++;
+        }
+    }
+
+    return val;
+}
+
+/*!
+ * @brief 鏡魔法の発動 /
+ * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
+ * @param spell 発動する特殊技能のID
+ * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
+ */
+bool cast_mirror_spell(player_type *caster_ptr, int spell)
+{
+    DIRECTION dir;
+    PLAYER_LEVEL plev = caster_ptr->lev;
+    int tmp;
+    TIME_EFFECT t;
+    POSITION x, y;
+    // todo enum化する!
+    switch (spell) {
+        /* mirror of seeing */
+    case 0:
+        tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
+        if (plev + tmp > 4)
+            detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
+        if (plev + tmp > 18)
+            detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
+        if (plev + tmp > 28)
+            set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
+        if (plev + tmp > 38)
+            map_area(caster_ptr, DETECT_RAD_MAP);
+        if (tmp == 0 && plev < 5) {
+            msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
+        }
+        break;
+        /* drip of light */
+    case 1:
+        if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10)
+            place_mirror(caster_ptr);
+        else
+            msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
+
+        break;
+    case 2:
+        if (!get_aim_dir(caster_ptr, &dir))
+            return FALSE;
+
+        if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]))
+            fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
+        else
+            fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
+
+        break;
+        /* warped mirror */
+    case 3:
+        teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
+        break;
+        /* mirror of light */
+    case 4:
+        (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
+        break;
+        /* mirror of wandering */
+    case 5:
+        teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
+        break;
+        /* robe of dust */
+    case 6:
+        set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
+        break;
+        /* banishing mirror */
+    case 7:
+        if (!get_aim_dir(caster_ptr, &dir))
+            return FALSE;
+
+        (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
+        break;
+        /* mirror clashing */
+    case 8:
+        if (!get_aim_dir(caster_ptr, &dir))
+            return FALSE;
+
+        fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8), (plev > 20 ? (plev - 20) / 8 + 1 : 0));
+        break;
+        /* mirror sleeping */
+    case 9:
+        for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
+            for (y = 0; y < caster_ptr->current_floor_ptr->height; y++)
+                if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
+                    project(caster_ptr, 0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP,
+                        (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+
+        break;
+        /* seeker ray */
+    case 10:
+        if (!get_aim_dir(caster_ptr, &dir))
+            return FALSE;
+
+        fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
+        break;
+        /* seal of mirror */
+    case 11:
+        seal_of_mirror(caster_ptr, plev * 4 + 100);
+        break;
+        /* shield of water */
+    case 12:
+        t = 20 + randint1(20);
+        set_shield(caster_ptr, t, FALSE);
+        if (plev > 31)
+            set_tim_reflect(caster_ptr, t, FALSE);
+
+        if (plev > 39)
+            set_resist_magic(caster_ptr, t, FALSE);
+
+        break;
+        /* super ray */
+    case 13:
+        if (!get_aim_dir(caster_ptr, &dir))
+            return FALSE;
+
+        fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
+        break;
+        /* illusion light */
+    case 14:
+        tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
+        slow_monsters(caster_ptr, plev);
+        stun_monsters(caster_ptr, plev * tmp);
+        confuse_monsters(caster_ptr, plev * tmp);
+        turn_monsters(caster_ptr, plev * tmp);
+        stun_monsters(caster_ptr, plev * tmp);
+        stasis_monsters(caster_ptr, plev * tmp);
+        break;
+        /* mirror shift */
+    case 15:
+        if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
+            msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
+            break;
+        }
+
+        reserve_alter_reality(caster_ptr);
+        break;
+        /* mirror tunnel */
+    case 16:
+        msg_print(_("鏡の世界を通り抜け…  ", "You try to enter the mirror..."));
+        return mirror_tunnel(caster_ptr);
+
+        /* mirror of recall */
+    case 17:
+        return recall_player(caster_ptr, randint0(21) + 15);
+        /* multi-shadow */
+    case 18:
+        set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
+        break;
+        /* binding field */
+    case 19:
+        if (!binding_field(caster_ptr, plev * 11 + 5))
+            msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
+
+        break;
+        /* mirror of Ruffnor */
+    case 20:
+        (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
+        break;
+    default:
+        msg_print(_("なに?", "Zap?"));
+    }
+
+    caster_ptr->magic_num1[0] = 0;
+    return TRUE;
+}
index 89499c3..56521d5 100644 (file)
@@ -12,3 +12,4 @@ bool place_mirror(player_type *caster_ptr);
 bool mirror_tunnel(player_type *caster_ptr);
 bool set_multishadow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
 bool set_dustrobe(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
+bool cast_mirror_spell(player_type *caster_ptr, int spell);
index 4d6f67d..5fc42dd 100644 (file)
 #include "view/display-messages.h"
 
 /*!
- * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
- * @return 鏡の枚数
- */
-static int number_of_mirrors(floor_type *floor_ptr)
-{
-    int val = 0;
-    for (POSITION x = 0; x < floor_ptr->width; x++) {
-        for (POSITION y = 0; y < floor_ptr->height; y++) {
-            if (is_mirror_grid(&floor_ptr->grid_array[y][x]))
-                val++;
-        }
-    }
-
-    return val;
-}
-
-/*!
- * @brief 鏡魔法の発動 /
- * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
- * @param spell 発動する特殊技能のID
- * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
- */
-static bool cast_mirror_spell(player_type *caster_ptr, int spell)
-{
-    DIRECTION dir;
-    PLAYER_LEVEL plev = caster_ptr->lev;
-    int tmp;
-    TIME_EFFECT t;
-    POSITION x, y;
-    // todo enum化する!
-    switch (spell) {
-        /* mirror of seeing */
-    case 0:
-        tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
-        if (plev + tmp > 4)
-            detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
-        if (plev + tmp > 18)
-            detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
-        if (plev + tmp > 28)
-            set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
-        if (plev + tmp > 38)
-            map_area(caster_ptr, DETECT_RAD_MAP);
-        if (tmp == 0 && plev < 5) {
-            msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
-        }
-        break;
-        /* drip of light */
-    case 1:
-        if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10)
-            place_mirror(caster_ptr);
-        else
-            msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
-
-        break;
-    case 2:
-        if (!get_aim_dir(caster_ptr, &dir))
-            return FALSE;
-
-        if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]))
-            fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
-        else
-            fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
-
-        break;
-        /* warped mirror */
-    case 3:
-        teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
-        break;
-        /* mirror of light */
-    case 4:
-        (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
-        break;
-        /* mirror of wandering */
-    case 5:
-        teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
-        break;
-        /* robe of dust */
-    case 6:
-        set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
-        break;
-        /* banishing mirror */
-    case 7:
-        if (!get_aim_dir(caster_ptr, &dir))
-            return FALSE;
-
-        (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
-        break;
-        /* mirror clashing */
-    case 8:
-        if (!get_aim_dir(caster_ptr, &dir))
-            return FALSE;
-
-        fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8), (plev > 20 ? (plev - 20) / 8 + 1 : 0));
-        break;
-        /* mirror sleeping */
-    case 9:
-        for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
-            for (y = 0; y < caster_ptr->current_floor_ptr->height; y++)
-                if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
-                    project(caster_ptr, 0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP,
-                        (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
-
-        break;
-        /* seeker ray */
-    case 10:
-        if (!get_aim_dir(caster_ptr, &dir))
-            return FALSE;
-
-        fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
-        break;
-        /* seal of mirror */
-    case 11:
-        seal_of_mirror(caster_ptr, plev * 4 + 100);
-        break;
-        /* shield of water */
-    case 12:
-        t = 20 + randint1(20);
-        set_shield(caster_ptr, t, FALSE);
-        if (plev > 31)
-            set_tim_reflect(caster_ptr, t, FALSE);
-
-        if (plev > 39)
-            set_resist_magic(caster_ptr, t, FALSE);
-
-        break;
-        /* super ray */
-    case 13:
-        if (!get_aim_dir(caster_ptr, &dir))
-            return FALSE;
-
-        fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
-        break;
-        /* illusion light */
-    case 14:
-        tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
-        slow_monsters(caster_ptr, plev);
-        stun_monsters(caster_ptr, plev * tmp);
-        confuse_monsters(caster_ptr, plev * tmp);
-        turn_monsters(caster_ptr, plev * tmp);
-        stun_monsters(caster_ptr, plev * tmp);
-        stasis_monsters(caster_ptr, plev * tmp);
-        break;
-        /* mirror shift */
-    case 15:
-        if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
-            msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
-            break;
-        }
-
-        reserve_alter_reality(caster_ptr);
-        break;
-        /* mirror tunnel */
-    case 16:
-        msg_print(_("鏡の世界を通り抜け…  ", "You try to enter the mirror..."));
-        return mirror_tunnel(caster_ptr);
-
-        /* mirror of recall */
-    case 17:
-        return recall_player(caster_ptr, randint0(21) + 15);
-        /* multi-shadow */
-    case 18:
-        set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
-        break;
-        /* binding field */
-    case 19:
-        if (!binding_field(caster_ptr, plev * 11 + 5))
-            msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
-
-        break;
-        /* mirror of Ruffnor */
-    case 20:
-        (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
-        break;
-    default:
-        msg_print(_("なに?", "Zap?"));
-    }
-
-    caster_ptr->magic_num1[0] = 0;
-    return TRUE;
-}
-
-/*!
  * @brief 怒りの発動 /
  * do_cmd_cast calls this function if the player's class is 'berserker'.
  * @param spell 発動する特殊技能のID