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[Refactor] #37353 IS_ECHIZEN() マクロを定義して処理整理. / defined IS_ECHIZEN().
authordeskull <deskull@users.sourceforge.jp>
Tue, 11 Feb 2020 05:46:04 +0000 (14:46 +0900)
committerdeskull <deskull@users.sourceforge.jp>
Tue, 11 Feb 2020 05:46:04 +0000 (14:46 +0900)
src/cmd/cmd-basic.c
src/cmd/cmd-dump.c
src/combat/melee.h
src/monster-status.c
src/mspells4.c
src/player-damage.c
src/player-status.h
src/quest.c
src/spells3.c
src/trap.c

index 4a80e66..aafbb58 100644 (file)
@@ -20,8 +20,6 @@
 #include "dungeon.h"
 #include "melee.h"
 #include "object-hook.h"
-#include "spells-status.h"
-#include "monster.h"
 #include "monster-status.h"
 #include "quest.h"
 #include "artifact.h"
@@ -208,7 +206,7 @@ void do_cmd_go_up(player_type *creature_ptr)
                if (!confirm_leave_level(creature_ptr, FALSE)) return;
        
                /* Success */
-               if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+               if (IS_ECHIZEN(creature_ptr))
                        msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
                else
                        msg_print(_("上の階に登った。", "You enter the up staircase."));
@@ -305,7 +303,7 @@ void do_cmd_go_up(player_type *creature_ptr)
        if (record_stair) exe_write_diary(creature_ptr, DIARY_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
 
        /* Success */
-       if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+       if (IS_ECHIZEN(creature_ptr))
                msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
        else if (up_num == creature_ptr->current_floor_ptr->dun_level)
                msg_print(_("地上に戻った。", "You go back to the surface."));
@@ -354,7 +352,7 @@ void do_cmd_go_down(player_type *creature_ptr)
                /* Confirm Leaving */
                if(!confirm_leave_level(creature_ptr, TRUE)) return;
                
-               if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+               if (IS_ECHIZEN(creature_ptr))
                        msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
                else
                        msg_print(_("下の階に降りた。", "You enter the down staircase."));
@@ -452,7 +450,7 @@ void do_cmd_go_down(player_type *creature_ptr)
                }
                else
                {
-                       if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+                       if (IS_ECHIZEN(creature_ptr))
                                msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
                        else
                                msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases."));
index 54ba8d5..cf5ab3d 100644 (file)
@@ -2903,8 +2903,7 @@ void do_cmd_feeling(player_type *creature_ptr)
        /* Display the feeling */
        if (creature_ptr->muta3 & MUT3_GOOD_LUCK)
                msg_print(do_cmd_feeling_text_lucky[creature_ptr->feeling]);
-       else if (creature_ptr->pseikaku == SEIKAKU_COMBAT ||
-               creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON)
+       else if (IS_ECHIZEN(creature_ptr))
                msg_print(do_cmd_feeling_text_combat[creature_ptr->feeling]);
        else
                msg_print(do_cmd_feeling_text[creature_ptr->feeling]);
index 9bb80f9..aeb22e4 100644 (file)
@@ -1,5 +1,5 @@
 
-typedef int COMBAT_OPTION_IDX; // py_attack(p_ptr, )用コンバットオプション型定義
+typedef int COMBAT_OPTION_IDX; // py_attack()用コンバットオプション型定義
 
 
 #ifdef JP
index 94907ae..fd52155 100644 (file)
@@ -1320,7 +1320,7 @@ bool mon_take_hit(player_type *target_ptr, MONSTER_IDX m_idx, HIT_POINT dam, boo
                else if (!m_ptr->ml)
                {
 #ifdef JP
-                       if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+                       if (IS_ECHIZEN(target_ptr))
                                msg_format("せっかくだから%sを殺した。", m_name);
                        else
                                msg_format("%sを殺した。", m_name);
@@ -1346,7 +1346,7 @@ bool mon_take_hit(player_type *target_ptr, MONSTER_IDX m_idx, HIT_POINT dam, boo
                        else
                        {
 #ifdef JP
-                               if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+                               if (IS_ECHIZEN(target_ptr))
                                        msg_format("せっかくだから%sを倒した。", m_name);
                                else
                                        msg_format("%sを倒した。", m_name);
@@ -1360,7 +1360,7 @@ bool mon_take_hit(player_type *target_ptr, MONSTER_IDX m_idx, HIT_POINT dam, boo
                else
                {
 #ifdef JP
-                       if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+                       if (IS_ECHIZEN(target_ptr))
                                msg_format("せっかくだから%sを葬り去った。", m_name);
                        else
                                msg_format("%sを葬り去った。", m_name);
index bed412a..a88d515 100644 (file)
@@ -222,7 +222,7 @@ void spell_RF4_DISPEL(MONSTER_IDX m_idx, player_type *target_ptr, MONSTER_IDX t_
                dispel_player(target_ptr);
                if (target_ptr->riding) dispel_monster_status(target_ptr, target_ptr->riding);
 
-               if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+               if (IS_ECHIZEN(target_ptr))
                        msg_print(_("やりやがったな!", ""));
                else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN))
                {
@@ -2399,7 +2399,7 @@ void spell_RF6_TELE_AWAY(player_type *target_ptr, MONSTER_IDX m_idx, MONSTER_IDX
 
        if (TARGET_TYPE == MONSTER_TO_PLAYER)
        {
-               if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+               if (IS_ECHIZEN(target_ptr))
                        msg_print(_("くっそ~", ""));
                else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN))
                {
index 8bc29ea..ac46dce 100644 (file)
@@ -91,7 +91,7 @@ void inventory_damage(player_type *player_ptr, inven_func typ, int perc)
 #endif
 
 #ifdef JP
-               if ((player_ptr->pseikaku == SEIKAKU_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+               if (IS_ECHIZEN(player_ptr))
                        msg_print("やりやがったな!");
                else if ((player_ptr->pseikaku == SEIKAKU_CHARGEMAN))
                {
index 4291aaa..25120d0 100644 (file)
@@ -802,6 +802,8 @@ extern const s32b player_exp_a[PY_MAX_LEVEL];
 #define IS_INVULN(C) (C->invuln || music_singing(C, MUSIC_INVULN))
 #define IS_HERO(C) (C->hero || music_singing(C, MUSIC_HERO) || music_singing(C, MUSIC_SHERO))
 
+#define IS_ECHIZEN(C) (((C)->pseikaku == SEIKAKU_COMBAT) || ((C)->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+
 #define P_PTR_KI (p_ptr->magic_num1[0])
 
 extern bool is_blessed(player_type *creature_ptr);
index 9b5510f..a799fff 100644 (file)
@@ -523,7 +523,7 @@ void do_cmd_quest(player_type *player_ptr)
 
        msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
        if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
-       if ((player_ptr->pseikaku == SEIKAKU_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+       if (IS_ECHIZEN(player_ptr))
                msg_print(_("『とにかく入ってみようぜぇ。』", ""));
        else if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
 
index 511a000..e567d47 100644 (file)
@@ -304,7 +304,7 @@ bool teleport_player_aux(player_type *creature_ptr, POSITION dis, BIT_FLAGS mode
 
        sound(SOUND_TELEPORT);
 #ifdef JP
-       if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+       if (IS_ECHIZEN(creature_ptr))
                msg_format("『こっちだぁ、%s』", creature_ptr->name);
 #endif
        (void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
index b34a130..b5e0956 100644 (file)
@@ -432,7 +432,7 @@ void hit_trap(player_type *trapped_ptr, bool break_trap)
                else
                {
                        msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
-                       if ((trapped_ptr->pseikaku == SEIKAKU_COMBAT) || (trapped_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+                       if (IS_ECHIZEN(trapped_ptr))
                                msg_print(_("くっそ~!", ""));
                        else if((trapped_ptr->pseikaku == SEIKAKU_CHARGEMAN))
                                msg_print(_("ジュラル星人の仕業に違いない!", ""));