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[Refactor] #37353 プレイヤーの魔法棒使用処理を cmd-zapwand.c/h に分離。 / Separate player's 'zap wand...
authorDeskull <deskull@users.sourceforge.jp>
Sat, 8 Sep 2018 10:19:05 +0000 (19:19 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Sat, 8 Sep 2018 10:19:05 +0000 (19:19 +0900)
Hengband_vcs2015/Hengband/Hengband.vcxproj
Hengband_vcs2015/Hengband/Hengband.vcxproj.filters
src/cmd6.c
src/dungeon.c
src/externs.h
src/racial.c
src/store.c

index d120a56..c86e711 100644 (file)
     <ClCompile Include="..\..\src\cmd-quaff.c" />\r
     <ClCompile Include="..\..\src\cmd-read.c" />\r
     <ClCompile Include="..\..\src\cmd-usestaff.c" />\r
+    <ClCompile Include="..\..\src\cmd-zapwand.c" />\r
+    <ClInclude Include="..\..\src\cmd-zapwand.h">\r
+      <FileType>CppCode</FileType>\r
+    </ClInclude>\r
     <ClCompile Include="..\..\src\cmd1.c" />\r
     <ClCompile Include="..\..\src\cmd2.c" />\r
     <ClCompile Include="..\..\src\cmd3.c" />\r
index 6e402a0..1b2433f 100644 (file)
     <ClCompile Include="..\..\src\cmd-usestaff.c">\r
       <Filter>Source</Filter>\r
     </ClCompile>\r
+    <ClCompile Include="..\..\src\cmd-zapwand.h">\r
+      <Filter>Header</Filter>\r
+    </ClCompile>\r
+    <ClCompile Include="..\..\src\cmd-zapwand.c">\r
+      <Filter>Source</Filter>\r
+    </ClCompile>\r
   </ItemGroup>\r
   <ItemGroup>\r
     <ClInclude Include="..\..\src\angband.h">\r
index 1c066bc..7b76699 100644 (file)
 #include "cmd-quaff.h"
 #include "cmd-read.h"
 #include "cmd-usestaff.h"
+#include "cmd-zapwand.h"
 
 
 
 /*!
- * @brief 魔法棒の効果を発動する
- * @param sval オブジェクトのsval
- * @param dir 発動の方向ID
- * @param powerful 強力発動上の処理ならばTRUE
- * @param magic 魔道具術上の処理ならばTRUE
- * @return 発動により効果内容が確定したならばTRUEを返す
- */
-static int wand_effect(OBJECT_SUBTYPE_VALUE sval, int dir, bool powerful, bool magic)
-{
-       int ident = FALSE;
-       int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
-       int rad = powerful ? 3 : 2;
-
-       /* XXX Hack -- Wand of wonder can do anything before it */
-       if (sval == SV_WAND_WONDER)
-       {
-               int vir = virtue_number(V_CHANCE);
-               sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
-
-               if (vir)
-               {
-                       if (p_ptr->virtues[vir - 1] > 0)
-                       {
-                               while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
-                               if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
-                       }
-                       else
-                       {
-                               while (randint1(300) < (0-p_ptr->virtues[vir - 1])) sval--;
-                               if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
-                       }
-               }
-               if (sval < SV_WAND_TELEPORT_AWAY)
-                       chg_virtue(V_CHANCE, 1);
-       }
-
-       /* Analyze the wand */
-       switch (sval)
-       {
-               case SV_WAND_HEAL_MONSTER:
-               {
-                       HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
-                       if (heal_monster(dir, dam)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_HASTE_MONSTER:
-               {
-                       if (speed_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_CLONE_MONSTER:
-               {
-                       if (clone_monster(dir)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_TELEPORT_AWAY:
-               {
-                       int distance = MAX_SIGHT * (powerful ? 8 : 5);
-                       if (teleport_monster(dir, distance)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_DISARMING:
-               {
-                       if (disarm_trap(dir)) ident = TRUE;
-                       if (powerful && disarm_traps_touch()) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_TRAP_DOOR_DEST:
-               {
-                       if (destroy_door(dir)) ident = TRUE;
-                       if (powerful && destroy_doors_touch()) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_STONE_TO_MUD:
-               {
-                       HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
-                       if (wall_to_mud(dir, dam)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_LITE:
-               {
-                       HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
-                       msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
-                       (void)lite_line(dir, dam);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_SLEEP_MONSTER:
-               {
-                       if (sleep_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_SLOW_MONSTER:
-               {
-                       if (slow_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_CONFUSE_MONSTER:
-               {
-                       if (confuse_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_FEAR_MONSTER:
-               {
-                       if (fear_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_HYPODYNAMIA:
-               {
-                       if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_POLYMORPH:
-               {
-                       if (poly_monster(dir, lev)) ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_STINKING_CLOUD:
-               {
-                       fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_MAGIC_MISSILE:
-               {
-                       fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_ACID_BOLT:
-               {
-                       fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_CHARM_MONSTER:
-               {
-                       if (charm_monster(dir, MAX(20, lev)))
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_FIRE_BOLT:
-               {
-                       fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_COLD_BOLT:
-               {
-                       fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_ACID_BALL:
-               {
-                       fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_ELEC_BALL:
-               {
-                       fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_FIRE_BALL:
-               {
-                       fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_COLD_BALL:
-               {
-                       fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_WONDER:
-               {
-                       msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops.  Wand of wonder activated."));
-                       break;
-               }
-
-               case SV_WAND_DRAGON_FIRE:
-               {
-                       fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_DRAGON_COLD:
-               {
-                       fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_DRAGON_BREATH:
-               {
-                       HIT_POINT dam;
-                       int typ;
-
-                       switch (randint1(5))
-                       {
-                               case 1:
-                                       dam = 240;
-                                       typ = GF_ACID;
-                                       break;
-                               case 2:
-                                       dam = 210;
-                                       typ = GF_ELEC;
-                                       break;
-                               case 3:
-                                       dam = 240;
-                                       typ = GF_FIRE;
-                                       break;
-                               case 4:
-                                       dam = 210;
-                                       typ = GF_COLD;
-                                       break;
-                               default:
-                                       dam = 180;
-                                       typ = GF_POIS;
-                                       break;
-                       }
-
-                       if (powerful) dam = (dam * 3) / 2;
-
-                       fire_ball(typ, dir, dam, -3);
-
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_DISINTEGRATE:
-               {
-                       fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_ROCKETS:
-               {
-                       msg_print(_("ロケットを発射した!", "You launch a rocket!"));
-                       fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_STRIKING:
-               {
-                       fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
-                       ident = TRUE;
-                       break;
-               }
-
-               case SV_WAND_GENOCIDE:
-               {
-                       fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
-                       ident = TRUE;
-                       break;
-               }
-       }
-       return ident;
-}
-
-/*!
- * @brief 魔法棒を使うコマンドのサブルーチン / 
- * Aim a wand (from the pack or floor).
- * @param item 使うオブジェクトの所持品ID
- * @return なし
- * @details
- * <pre>
- * Use a single charge from a single item.
- * Handle "unstacking" in a logical manner.
- * For simplicity, you cannot use a stack of items from the
- * ground.  This would require too much nasty code.
- * There are no wands which can "destroy" themselves, in the inventory
- * or on the ground, so we can ignore this possibility.  Note that this
- * required giving "wand of wonder" the ability to ignore destruction
- * by electric balls.
- * All wands can be "cancelled" at the "Direction?" prompt for free.
- * Note that the basic "bolt" wands do slightly less damage than the
- * basic "bolt" rods, but the basic "ball" wands do the same damage
- * as the basic "ball" rods.
- * </pre>
- */
-static void do_cmd_aim_wand_aux(int item)
-{
-       int         lev, ident, chance, dir;
-       object_type *o_ptr;
-       bool old_target_pet = target_pet;
-
-       /* Get the item (in the pack) */
-       if (item >= 0)
-       {
-               o_ptr = &inventory[item];
-       }
-
-       /* Get the item (on the floor) */
-       else
-       {
-               o_ptr = &o_list[0 - item];
-       }
-
-       /* Mega-Hack -- refuse to aim a pile from the ground */
-       if ((item < 0) && (o_ptr->number > 1))
-       {
-               msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
-               return;
-       }
-
-
-       /* Allow direction to be cancelled for free */
-       if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
-                                     || o_ptr->sval == SV_WAND_HASTE_MONSTER))
-                       target_pet = TRUE;
-       if (!get_aim_dir(&dir))
-       {
-               target_pet = old_target_pet;
-               return;
-       }
-       target_pet = old_target_pet;
-
-       /* Take a turn */
-       p_ptr->energy_use = 100;
-
-       /* Get the level */
-       lev = k_info[o_ptr->k_idx].level;
-       if (lev > 50) lev = 50 + (lev - 50)/2;
-
-       /* Base chance of success */
-       chance = p_ptr->skill_dev;
-
-       /* Confusion hurts skill */
-       if (p_ptr->confused) chance = chance / 2;
-
-       /* Hight level objects are harder */
-       chance = chance - lev;
-
-       /* Give everyone a (slight) chance */
-       if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
-       {
-               chance = USE_DEVICE;
-       }
-
-       if (world_player)
-       {
-               if (flush_failure) flush();
-               msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this wand is freezing too."));
-               sound(SOUND_FAIL);
-               return;
-       }
-
-       /* Roll for usage */
-       if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
-       {
-               if (flush_failure) flush();
-               msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
-               sound(SOUND_FAIL);
-               return;
-       }
-
-       /* The wand is already empty! */
-       if (o_ptr->pval <= 0)
-       {
-               if (flush_failure) flush();
-               msg_print(_("この魔法棒にはもう魔力が残っていない。", "The wand has no charges left."));
-               o_ptr->ident |= (IDENT_EMPTY);
-
-               /* Combine / Reorder the pack (later) */
-               p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-               p_ptr->window |= (PW_INVEN);
-
-               return;
-       }
-
-       /* Sound */
-       sound(SOUND_ZAP);
-
-       ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
-
-       /* Combine / Reorder the pack (later) */
-       p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
-       if (!(object_is_aware(o_ptr)))
-       {
-               chg_virtue(V_PATIENCE, -1);
-               chg_virtue(V_CHANCE, 1);
-               chg_virtue(V_KNOWLEDGE, -1);
-       }
-
-       /* Mark it as tried */
-       object_tried(o_ptr);
-
-       /* Apply identification */
-       if (ident && !object_is_aware(o_ptr))
-       {
-               object_aware(o_ptr);
-               gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
-       }
-
-       /* Window stuff */
-       p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
-
-       /* Use a single charge */
-       o_ptr->pval--;
-
-       /* Describe the charges in the pack */
-       if (item >= 0)
-       {
-               inven_item_charges(item);
-       }
-
-       /* Describe the charges on the floor */
-       else
-       {
-               floor_item_charges(0 - item);
-       }
-}
-
-/*!
- * @brief 魔法棒を使うコマンドのメインルーチン /
- * @return なし
- */
-void do_cmd_aim_wand(void)
-{
-       OBJECT_IDX item;
-       cptr    q, s;
-
-       /* Restrict choices to wands */
-       item_tester_tval = TV_WAND;
-
-       if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
-       {
-               set_action(ACTION_NONE);
-       }
-
-       /* Get an item */
-       q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
-       s = _("使える魔法棒がない。", "You have no wand to aim.");
-       
-       if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
-       /* Aim the wand */
-       do_cmd_aim_wand_aux(item);
-}
-
-/*!
  * @brief ロッドの効果を発動する
  * @param sval オブジェクトのsval
  * @param dir 発動目標の方向ID
index d6abf20..4ab7f59 100644 (file)
@@ -16,6 +16,7 @@
 #include "cmd-quaff.h"
 #include "cmd-read.h"
 #include "cmd-usestaff.h"
+#include "cmd-zapwand.h"
 
 #define TY_CURSE_CHANCE 200 /*!<太古の怨念の1ターン毎の発動確率(1/n)*/
 #define CHAINSWORD_NOISE 100 /*!<チェンソーの1ターン毎の発動確率(1/n)*/
index ed218fa..a6de64a 100644 (file)
@@ -804,7 +804,6 @@ extern void do_cmd_pet_dismiss(void);
 extern void do_cmd_pet(void);
 
 /* cmd6.c */
-extern void do_cmd_aim_wand(void);
 extern void do_cmd_zap_rod(void);
 extern void do_cmd_rerate_aux(void);
 extern void do_cmd_rerate(bool display);
index 3977cc7..b0eccfb 100644 (file)
@@ -11,6 +11,7 @@
  */
 
 #include "angband.h"
+#include "cmd-zapwand.h"
 
 /*!
  * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
index c49a60d..25b2e3d 100644 (file)
@@ -11,6 +11,7 @@
  */
 
 #include "angband.h"
+#include "cmd-zapwand.h"
 
 #define MIN_STOCK 12