X-Git-Url: http://git.osdn.net/view?p=hengband%2Fhengband.git;a=blobdiff_plain;f=src%2Fcmd1.c;h=ee3358e66687a483a30e34bbcaad8fce0edaccc4;hp=c3a73d46084bdd64750ddee3c10bb4e3a99a4b20;hb=27eb9b788665bd1bfdb3f2efb5a5b879a401a72f;hpb=3116f77b04c8c90e2201836617c7b9ce2ef65907 diff --git a/src/cmd1.c b/src/cmd1.c index c3a73d460..ee3358e66 100644 --- a/src/cmd1.c +++ b/src/cmd1.c @@ -1,4 +1,4 @@ -/*! +/*! * @file cmd1.c * @brief プレイヤーのコマンド処理1 / Movement commands (part 1) * @date 2014/01/02 @@ -158,18 +158,16 @@ bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name) { int k, ac; monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - ac = r_ptr->ac; - if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3; /* Percentile dice */ - k = randint0(100); + k = randint1(100); /* Snipers with high-concentration reduce instant miss percentage.*/ k += p_ptr->concent; /* Hack -- Instant miss or hit */ - if (k < 10) return (k < 5); + if (k <= 5) return (FALSE); + if (k > 95) return (TRUE); if (p_ptr->pseikaku == SEIKAKU_NAMAKE) if (one_in_(20)) return (FALSE); @@ -177,6 +175,15 @@ bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name) /* Never hit */ if (chance <= 0) return (FALSE); + ac = r_ptr->ac; + if (p_ptr->concent) + { + ac *= (8 - p_ptr->concent); + ac /= 8; + } + + if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3; + /* Invisible monsters are harder to hit */ if (!vis) chance = (chance + 1) / 2; @@ -246,7 +253,7 @@ bool test_hit_norm(int chance, int ac, int vis) * @param dam 現在算出中のダメージ値 * @return クリティカル修正が入ったダメージ値 */ -s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam) +HIT_POINT critical_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam) { int i, k; object_type *j_ptr = &inventory[INVEN_BOW]; @@ -304,7 +311,7 @@ s16b critical_shot(int weight, int plus_ammo, int plus_bow, int dam) * @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 */ -s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode) +HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode) { int i, k; @@ -357,12 +364,12 @@ s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode) * @param m_ptr 目標モンスターの構造体参照ポインタ * @return スレイング加味後の倍率(/10倍) */ -static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr) +static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr) { static const struct slay_table_t { int slay_flag; - u32b affect_race_flag; - int slay_mult; + BIT_FLAGS affect_race_flag; + MULTIPLY slay_mult; size_t flag_offset; size_t r_flag_offset; } slay_table[] = { @@ -418,12 +425,12 @@ static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr) * @param m_ptr 目標モンスターの構造体参照ポインタ * @return スレイング加味後の倍率(/10倍) */ -static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr) +static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr) { static const struct brand_table_t { int brand_flag; - u32b resist_mask; - u32b hurt_flag; + BIT_FLAGS resist_mask; + BIT_FLAGS hurt_flag; } brand_table[] = { {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U }, {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U }, @@ -485,11 +492,11 @@ static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr) * Note that most brands and slays are x3, except Slay Animal (x2),\n * Slay Evil (x2), and Kill dragon (x5).\n */ -s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown) +s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown) { - int mult = 10; + MULTIPLY mult = 10; - u32b flgs[TR_FLAG_SIZE]; + BIT_FLAGS flgs[TR_FLAG_SIZE]; /* Extract the flags */ object_flags(o_ptr, flgs); @@ -560,10 +567,9 @@ s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bo * @param x 対象となるマスのX座標 * @return なし */ -static void discover_hidden_things(int y, int x) +static void discover_hidden_things(POSITION y, POSITION x) { - s16b this_o_idx, next_o_idx = 0; - + OBJECT_IDX this_o_idx, next_o_idx = 0; cave_type *c_ptr; /* Access the grid */ @@ -633,7 +639,8 @@ static void discover_hidden_things(int y, int x) */ void search(void) { - int i, chance; + DIRECTION i; + PERCENTAGE chance; /* Start with base search ability */ chance = p_ptr->skill_srh; @@ -648,7 +655,7 @@ void search(void) /* Sometimes, notice things */ if (randint0(100) < chance) { - discover_hidden_things(py + ddy_ddd[i], px + ddx_ddd[i]); + discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]); } } } @@ -718,9 +725,9 @@ void py_pickup_aux(int o_idx) #ifdef JP if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT)) { - msg_format("こうして、%sは『クリムゾン』を手に入れた。", player_name); + msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name); msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、"); - msg_format("%sに襲いかかる...", player_name); + msg_format("%sに襲いかかる...", p_ptr->name); } else { @@ -761,7 +768,7 @@ void py_pickup_aux(int o_idx) */ void carry(bool pickup) { - cave_type *c_ptr = &cave[py][px]; + cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; s16b this_o_idx, next_o_idx = 0; @@ -943,7 +950,7 @@ static int check_hit(int power) */ static void hit_trap_pit(int trap_feat_type) { - int dam; + HIT_POINT dam; cptr trap_name = ""; cptr spike_name = ""; @@ -1058,13 +1065,13 @@ static void hit_trap_slow(void) * @param turn 状態異常の追加ターン量 * @return なし */ -static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(int turn), int turn) +static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(IDX), IDX turn_aux) { msg_print(trap_message); if (!resist) { - set_status(turn); + set_status(turn_aux); } } @@ -1077,7 +1084,7 @@ static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (* static void hit_trap(bool break_trap) { int i, num, dam; - int x = px, y = py; + int x = p_ptr->x, y = p_ptr->y; /* Get the cave grid */ cave_type *c_ptr = &cave[y][x]; @@ -1207,7 +1214,7 @@ static void hit_trap(bool break_trap) hit_trap_set_abnormal_status( _("黒いガスに包み込まれた!", "A black gas surrounds you!"), p_ptr->resist_blind, - set_blind, p_ptr->blind + randint0(50) + 25); + set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25); break; } @@ -1216,7 +1223,7 @@ static void hit_trap(bool break_trap) hit_trap_set_abnormal_status( _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"), p_ptr->resist_conf, - set_confused, p_ptr->confused + randint0(20) + 10); + set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10); break; } @@ -1225,7 +1232,7 @@ static void hit_trap(bool break_trap) hit_trap_set_abnormal_status( _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"), p_ptr->resist_pois || IS_OPPOSE_POIS(), - set_poisoned, p_ptr->poisoned + randint0(20) + 10); + set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10); break; } @@ -1240,14 +1247,9 @@ static void hit_trap(bool break_trap) { msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind.")); - /* Pick a nightmare */ - get_mon_num_prep(get_nightmare, NULL); - /* Have some nightmares */ - have_nightmare(get_mon_num(MAX_DEPTH)); + sanity_blast(NULL, FALSE); - /* Remove the monster restriction */ - get_mon_num_prep(NULL, NULL); } (void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5); } @@ -1304,7 +1306,7 @@ static void hit_trap(bool break_trap) if (!in_bounds(y1, x1)) continue; /* Require line of projection */ - if (!projectable(py, px, y1, x1)) continue; + if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue; if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET))) evil_idx = hack_m_idx_ii; @@ -1366,7 +1368,7 @@ static void hit_trap(bool break_trap) * @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)(int dam, cptr kb_str, int monspell, bool aura), cptr message) + int (*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message) { monster_race *r_ptr = &r_info[m_ptr->r_idx]; @@ -1417,55 +1419,56 @@ static void touch_zap_player(monster_type *m_ptr) */ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath) { - int k, bonus, chance; + HIT_POINT k; + int bonus, chance; int n_weight = 0; monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; char m_name[80]; - int dss, ddd; + int dice_num, dice_side; cptr atk_desc; switch (attack) { case MUT2_SCOR_TAIL: - dss = 3; - ddd = 7; + dice_num = 3; + dice_side = 7; n_weight = 5; atk_desc = _("尻尾", "tail"); break; case MUT2_HORNS: - dss = 2; - ddd = 6; + dice_num = 2; + dice_side = 6; n_weight = 15; atk_desc = _("角", "horns"); break; case MUT2_BEAK: - dss = 2; - ddd = 4; + dice_num = 2; + dice_side = 4; n_weight = 5; atk_desc = _("クチバシ", "beak"); break; case MUT2_TRUNK: - dss = 1; - ddd = 4; + dice_num = 1; + dice_side = 4; n_weight = 35; atk_desc = _("象の鼻", "trunk"); break; case MUT2_TENTACLES: - dss = 2; - ddd = 5; + dice_num = 2; + dice_side = 5; n_weight = 5; atk_desc = _("触手", "tentacles"); break; default: - dss = ddd = n_weight = 1; + dice_num = dice_side = n_weight = 1; atk_desc = _("未定義の部位", "undefined body part"); } @@ -1486,7 +1489,7 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath) sound(SOUND_HIT); msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc); - k = damroll(ddd, dss); + k = damroll(dice_num, dice_side); k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0); /* Apply the player damage bonuses */ @@ -1499,10 +1502,9 @@ static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath) k = mon_damage_mod(m_ptr, k, FALSE); /* Complex message */ - if (p_ptr->wizard) - { - msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp); - } + msg_format_wizard(CHEAT_MONSTER, + _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), + k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp); /* Anger the monster */ if (k > 0) anger_monster(m_ptr); @@ -1557,9 +1559,10 @@ 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, int mode) +static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode) { - int num = 0, k, bonus, chance, vir; + int num = 0, bonus, chance, vir; + HIT_POINT k; cave_type *c_ptr = &cave[y][x]; @@ -1645,12 +1648,12 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int { if ((r_ptr->level + 10) > p_ptr->lev) { - int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN; - int sval = inventory[INVEN_RARM+hand].sval; + OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN; + OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+hand].sval; int now_exp = p_ptr->weapon_exp[tval][sval]; if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval]) { - int amount = 0; + SUB_EXP amount = 0; if (now_exp < WEAPON_EXP_BEGINNER) amount = 80; else if (now_exp < WEAPON_EXP_SKILLED) amount = 10; else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1; @@ -1881,9 +1884,9 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int } if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4; - if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0])) + if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI) { - weight += (p_ptr->magic_num1[0]/30); + weight += (P_PTR_KI / 30); if (weight > 20) weight = 20; } @@ -1981,7 +1984,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mult++; } - k *= mult; + k *= (HIT_POINT)mult; /* Ouch! */ if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp) @@ -2101,11 +2104,9 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int } } - /* Complex message */ - if (p_ptr->wizard || cheat_xtra) - { - msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), k, m_ptr->hp); - } + msg_format_wizard(CHEAT_MONSTER, + _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), k, + m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp); if (k <= 0) can_drain = FALSE; @@ -2116,16 +2117,16 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int if (mon_take_hit(c_ptr->m_idx, k, fear, NULL)) { *mdeath = TRUE; - if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use) + if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use) { if (p_ptr->migite && p_ptr->hidarite) { - if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5); - else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5); + if (hand) p_ptr->energy_use = p_ptr->energy_use*3/5+p_ptr->energy_use*num*2/(p_ptr->num_blow[hand]*5); + else p_ptr->energy_use = p_ptr->energy_use*num*3/(p_ptr->num_blow[hand]*5); } else { - energy_use = energy_use*num/p_ptr->num_blow[hand]; + p_ptr->energy_use = p_ptr->energy_use*num/p_ptr->num_blow[hand]; } } if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel) @@ -2147,8 +2148,8 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int { if (is_human) { - int to_h = o_ptr->to_h; - int to_d = o_ptr->to_d; + HIT_PROB to_h = o_ptr->to_h; + HIT_POINT to_d = o_ptr->to_d; int i, flag; flag = 1; @@ -2301,17 +2302,17 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int } else if (o_ptr->name1 == ART_G_HAMMER) { - monster_type *m_ptr = &m_list[c_ptr->m_idx]; + monster_type *target_ptr = &m_list[c_ptr->m_idx]; - if (m_ptr->hold_o_idx) + if (target_ptr->hold_o_idx) { - object_type *q_ptr = &o_list[m_ptr->hold_o_idx]; + object_type *q_ptr = &o_list[target_ptr->hold_o_idx]; char o_name[MAX_NLEN]; object_desc(o_name, q_ptr, OD_NAME_ONLY); q_ptr->held_m_idx = 0; q_ptr->marked = OM_TOUCHED; - m_ptr->hold_o_idx = q_ptr->next_o_idx; + target_ptr->hold_o_idx = q_ptr->next_o_idx; q_ptr->next_o_idx = 0; msg_format(_("%sを奪った。", "You snatched %s."), o_name); inven_carry(q_ptr); @@ -2327,7 +2328,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3)) { - u32b flgs[TR_FLAG_SIZE]; + u32b flgs_aux[TR_FLAG_SIZE]; /* Sound */ sound(SOUND_HIT); @@ -2338,7 +2339,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int 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 */ - object_flags(o_ptr, flgs); + object_flags(o_ptr, flgs_aux); k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]); { @@ -2395,13 +2396,13 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25)) mult = 25; - if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30))) + if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30))) { p_ptr->csp -= (1+(p_ptr->msp / 30)); p_ptr->redraw |= (PR_MANA); mult = mult * 3 / 2 + 20; } - k *= mult; + k *= (HIT_POINT)mult; k /= 10; } @@ -2416,7 +2417,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mult++; } - k *= mult; + k *= (HIT_POINT)mult; } k += (p_ptr->to_d[hand] + o_ptr->to_d); if (k < 0) k = 0; @@ -2452,7 +2453,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int /* Mega-Hack -- apply earthquake brand */ if (do_quake) { - earthquake(py, px, 10); + earthquake(p_ptr->y, p_ptr->x, 10); if (!cave[y][x].m_idx) *mdeath = TRUE; } } @@ -2466,7 +2467,7 @@ static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int * @details * If no "weapon" is available, then "punch" the monster one time. */ -bool py_attack(int y, int x, int mode) +bool py_attack(int y, int x, BIT_FLAGS mode) { bool fear = FALSE; bool mdeath = FALSE; @@ -2480,7 +2481,7 @@ bool py_attack(int y, int x, int mode) /* Disturb the player */ disturb(0, 1); - energy_use = 100; + p_ptr->energy_use = 100; if (!p_ptr->migite && !p_ptr->hidarite && !(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES))) @@ -2822,22 +2823,22 @@ bool player_can_enter(s16b feature, u16b mode) * @param mpe_mode 移動オプションフラグ * @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。 */ -bool move_player_effect(int ny, int nx, u32b mpe_mode) +bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode) { cave_type *c_ptr = &cave[ny][nx]; feature_type *f_ptr = &f_info[c_ptr->feat]; if (!(mpe_mode & MPE_STAYING)) { - int oy = py; - int ox = px; + POSITION oy = p_ptr->y; + POSITION ox = p_ptr->x; cave_type *oc_ptr = &cave[oy][ox]; - int om_idx = oc_ptr->m_idx; - int nm_idx = c_ptr->m_idx; + IDX om_idx = oc_ptr->m_idx; + IDX nm_idx = c_ptr->m_idx; /* Move the player */ - py = ny; - px = nx; + p_ptr->y = ny; + p_ptr->x = nx; /* Hack -- For moving monster or riding player's moving */ if (!(mpe_mode & MPE_DONT_SWAP_MON)) @@ -2917,7 +2918,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode) { if (music_singing(MUSIC_WALL)) { - (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE, + (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1); if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE; @@ -2948,7 +2949,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode) /* Disturb */ disturb(0, 1); - energy_use = 0; + p_ptr->energy_use = 0; /* Hack -- Enter store */ command_new = SPECIAL_KEY_STORE; } @@ -2959,7 +2960,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode) /* Disturb */ disturb(0, 1); - energy_use = 0; + p_ptr->energy_use = 0; /* Hack -- Enter building */ command_new = SPECIAL_KEY_BUILDING; } @@ -2970,7 +2971,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode) /* Disturb */ disturb(0, 1); - energy_use = 0; + p_ptr->energy_use = 0; /* Hack -- Enter quest level */ command_new = SPECIAL_KEY_QUEST; } @@ -3005,7 +3006,7 @@ bool move_player_effect(int ny, int nx, u32b mpe_mode) msg_print(_("トラップだ!", "You found a trap!")); /* Pick a trap */ - disclose_grid(py, px); + disclose_grid(p_ptr->y, p_ptr->x); } /* Hit the trap */ @@ -3106,11 +3107,11 @@ bool trap_can_be_ignored(int feat) * any monster which might be in the destination grid. Previously,\n * moving into walls was "free" and did NOT hit invisible monsters.\n */ -void move_player(int dir, bool do_pickup, bool break_trap) +void move_player(DIRECTION dir, bool do_pickup, bool break_trap) { /* Find the result of moving */ - int y = py + ddy[dir]; - int x = px + ddx[dir]; + POSITION y = p_ptr->y + ddy[dir]; + POSITION x = p_ptr->x + ddx[dir]; /* Examine the destination */ cave_type *c_ptr = &cave[y][x]; @@ -3209,7 +3210,7 @@ void move_player(int dir, bool do_pickup, bool break_trap) } p_ptr->leaving = TRUE; - energy_use = 100; + p_ptr->energy_use = 100; return; } @@ -3241,7 +3242,7 @@ void move_player(int dir, bool do_pickup, bool break_trap) if (!is_hostile(m_ptr) && !(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun || ((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) && - pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls)) + pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls)) { /* Disturb the monster */ (void)set_monster_csleep(c_ptr->m_idx, 0); @@ -3264,14 +3265,14 @@ void move_player(int dir, bool do_pickup, bool break_trap) py_attack(y, x, 0); oktomove = FALSE; } - else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0)) + else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0)) { do_past = TRUE; } else { msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name); - energy_use = 0; + p_ptr->energy_use = 0; oktomove = FALSE; } @@ -3289,19 +3290,19 @@ void move_player(int dir, bool do_pickup, bool break_trap) if (riding_r_ptr->flags1 & RF1_NEVER_MOVE) { msg_print(_("動けない!", "Can't move!")); - energy_use = 0; + p_ptr->energy_use = 0; oktomove = FALSE; disturb(0, 1); } else if (MON_MONFEAR(riding_m_ptr)) { - char m_name[80]; + char steed_name[80]; /* Acquire the monster name */ - monster_desc(m_name, riding_m_ptr, 0); + monster_desc(steed_name, riding_m_ptr, 0); /* Dump a message */ - msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), m_name); + msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name); oktomove = FALSE; disturb(0, 1); } @@ -3323,30 +3324,30 @@ void move_player(int dir, bool do_pickup, bool break_trap) (have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE))) { msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name); - energy_use = 0; + p_ptr->energy_use = 0; oktomove = FALSE; disturb(0, 1); } else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC)) { - msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[py][px])].name); - energy_use = 0; + msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name); + p_ptr->energy_use = 0; oktomove = FALSE; disturb(0, 1); } else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) { msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(c_ptr)].name); - energy_use = 0; + p_ptr->energy_use = 0; oktomove = FALSE; disturb(0, 1); } if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2)) { - char m_name[80]; - monster_desc(m_name, riding_m_ptr, 0); - msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"),m_name); + char steed_name[80]; + monster_desc(steed_name, riding_m_ptr, 0); + msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name); oktomove = FALSE; disturb(0, 1); } @@ -3359,7 +3360,7 @@ void move_player(int dir, bool do_pickup, bool break_trap) else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation) { msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(c_ptr)].name); - energy_use = 0; + p_ptr->energy_use = 0; running = 0; oktomove = FALSE; } @@ -3371,7 +3372,7 @@ void move_player(int dir, bool do_pickup, bool break_trap) */ else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls) { - if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2; + if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2; } #ifdef ALLOW_EASY_DISARM /* TNB */ @@ -3430,7 +3431,7 @@ void move_player(int dir, bool do_pickup, bool break_trap) { msg_print(_("それ以上先には進めない。", "You cannot go any more.")); if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) - energy_use = 0; + p_ptr->energy_use = 0; } /* Wall (or secret door) */ @@ -3454,7 +3455,7 @@ void move_player(int dir, bool do_pickup, bool break_trap) * typing mistakes should not cost you a turn... */ if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) - energy_use = 0; + p_ptr->energy_use = 0; } } @@ -3466,11 +3467,11 @@ void move_player(int dir, bool do_pickup, bool break_trap) } /* Normal movement */ - if (oktomove && !pattern_seq(py, px, y, x)) + if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x)) { if (!(p_ptr->confused || p_ptr->stun || p_ptr->image)) { - energy_use = 0; + p_ptr->energy_use = 0; } /* To avoid a loop with running */ @@ -3488,7 +3489,7 @@ void move_player(int dir, bool do_pickup, bool break_trap) { if (!process_warning(x, y)) { - energy_use = 25; + p_ptr->energy_use = 25; return; } } @@ -3632,12 +3633,12 @@ static byte chome[] = /* * The direction we are running */ -static byte find_current; +static DIRECTION find_current; /* * The direction we came from */ -static byte find_prevdir; +static DIRECTION find_prevdir; /* * We are looking for open area @@ -3690,12 +3691,12 @@ static void run_init(int dir) deepleft = deepright = FALSE; shortright = shortleft = FALSE; - p_ptr->run_py = py; - p_ptr->run_px = px; + p_ptr->run_py = p_ptr->y; + p_ptr->run_px = p_ptr->x; /* Find the destination grid */ - row = py + ddy[dir]; - col = px + ddx[dir]; + row = p_ptr->y + ddy[dir]; + col = p_ptr->x + ddx[dir]; ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN); @@ -3703,7 +3704,7 @@ static void run_init(int dir) i = chome[dir]; /* Check for walls */ - if (see_wall(cycle[i+1], py, px)) + if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x)) { find_breakleft = TRUE; shortleft = TRUE; @@ -3715,7 +3716,7 @@ static void run_init(int dir) } /* Check for walls */ - if (see_wall(cycle[i-1], py, px)) + if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x)) { find_breakright = TRUE; shortright = TRUE; @@ -3787,13 +3788,13 @@ static bool run_test(void) /* break run when leaving trap detected region */ if ((disturb_trap_detect || alert_trap_detect) - && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT)) + && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT)) { /* No duplicate warning */ p_ptr->dtrap = FALSE; /* You are just on the edge */ - if (!(cave[py][px].info & CAVE_UNSAFE)) + if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE)) { if (alert_trap_detect) { @@ -3817,8 +3818,8 @@ static bool run_test(void) new_dir = cycle[chome[prev_dir] + i]; /* New location */ - row = py + ddy[new_dir]; - col = px + ddx[new_dir]; + row = p_ptr->y + ddy[new_dir]; + col = p_ptr->x + ddx[new_dir]; /* Access grid */ c_ptr = &cave[row][col]; @@ -3968,7 +3969,7 @@ static bool run_test(void) for (i = -max; i < 0; i++) { /* Unknown grid or non-wall */ - if (!see_wall(cycle[chome[prev_dir] + i], py, px)) + if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x)) { /* Looking to break right */ if (find_breakright) @@ -3992,7 +3993,7 @@ static bool run_test(void) for (i = max; i > 0; i--) { /* Unknown grid or non-wall */ - if (!see_wall(cycle[chome[prev_dir] + i], py, px)) + if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x)) { /* Looking to break left */ if (find_breakleft) @@ -4046,8 +4047,8 @@ static bool run_test(void) else { /* Get next location */ - row = py + ddy[option]; - col = px + ddx[option]; + row = p_ptr->y + ddy[option]; + col = p_ptr->x + ddx[option]; /* Don't see that it is closed off. */ /* This could be a potential corner or an intersection. */ @@ -4088,7 +4089,7 @@ static bool run_test(void) } /* About to hit a known wall, stop */ - if (see_wall(find_current, py, px)) + if (see_wall(find_current, p_ptr->y, p_ptr->x)) { return (TRUE); } @@ -4114,8 +4115,10 @@ void run_step(int dir) ignore_avoid_run = TRUE; /* Hack -- do not start silly run */ - if (see_wall(dir, py, px)) + if (see_wall(dir, p_ptr->y, p_ptr->x)) { + sound(SOUND_HITWALL); + /* Message */ msg_print(_("その方向には走れません。", "You cannot run in that direction.")); @@ -4148,7 +4151,7 @@ void run_step(int dir) if (--running <= 0) return; /* Take time */ - energy_use = 100; + p_ptr->energy_use = 100; /* Move the player, using the "pickup" flag */ #ifdef ALLOW_EASY_DISARM /* TNB */ @@ -4194,13 +4197,13 @@ static int travel_test(int prev_dir) /* break run when leaving trap detected region */ if ((disturb_trap_detect || alert_trap_detect) - && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT)) + && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT)) { /* No duplicate warning */ p_ptr->dtrap = FALSE; /* You are just on the edge */ - if (!(cave[py][px].info & CAVE_UNSAFE)) + if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE)) { if (alert_trap_detect) { @@ -4225,8 +4228,8 @@ static int travel_test(int prev_dir) int dir = cycle[chome[prev_dir] + i]; /* New location */ - int row = py + ddy[dir]; - int col = px + ddx[dir]; + int row = p_ptr->y + ddy[dir]; + int col = p_ptr->x + ddx[dir]; /* Access grid */ c_ptr = &cave[row][col]; @@ -4243,11 +4246,11 @@ static int travel_test(int prev_dir) } /* Travel cost of current grid */ - cost = travel.cost[py][px]; + cost = travel.cost[p_ptr->y][p_ptr->x]; /* Determine travel direction */ for (i = 0; i < 8; ++ i) { - int dir_cost = travel.cost[py+ddy_ddd[i]][px+ddx_ddd[i]]; + int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]]; if (dir_cost < cost) { @@ -4259,7 +4262,7 @@ static int travel_test(int prev_dir) if (!new_dir) return (0); /* Access newly move grid */ - c_ptr = &cave[py+ddy[new_dir]][px+ddx[new_dir]]; + c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]]; /* Close door abort traveling */ if (!easy_open && is_closed_door(c_ptr->feat)) return (0); @@ -4294,11 +4297,11 @@ void travel_step(void) return; } - energy_use = 100; + p_ptr->energy_use = 100; move_player(travel.dir, always_pickup, FALSE); - if ((py == travel.y) && (px == travel.x)) + if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x)) { travel.run = 0; travel.y = travel.x = 0;