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[Refactor] #37353 project_path() を新規 project.c へ移動。 / Move project_path() to project.c.
authorDeskull <deskull@users.sourceforge.jp>
Sun, 20 Jan 2019 15:40:22 +0000 (00:40 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Sun, 20 Jan 2019 15:40:22 +0000 (00:40 +0900)
Hengband_vcs2017/Hengband.sln
Hengband_vcs2017/Hengband/Hengband.vcxproj
src/Makefile.am
src/externs.h
src/projection.c [new file with mode: 0644]
src/projection.h
src/spells1.c

index 4caf8dc..1c91227 100644 (file)
@@ -1,8 +1,12 @@
 \r
-Microsoft Visual Studio Solution File, Format Version 14.00\r
-# Visual C++ Express 2015\r
+Microsoft Visual Studio Solution File, Format Version 12.00\r
+# Visual Studio 15\r
+VisualStudioVersion = 15.0.28307.106\r
+MinimumVisualStudioVersion = 10.0.40219.1\r
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Hengband", "Hengband\Hengband.vcxproj", "{C00503B6-18FF-42F1-BAC0-6C94EDE62CB2}"\r
 EndProject\r
+Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution Items", "{82CF9010-9443-4FFF-ADF0-0D3E81C732CC}"\r
+EndProject\r
 Global\r
        GlobalSection(SolutionConfigurationPlatforms) = preSolution\r
                Debug|Win32 = Debug|Win32\r
@@ -20,4 +24,7 @@ Global
        GlobalSection(SolutionProperties) = preSolution\r
                HideSolutionNode = FALSE\r
        EndGlobalSection\r
+       GlobalSection(ExtensibilityGlobals) = postSolution\r
+               SolutionGuid = {4A5E2796-8815-4A42-BF8D-FFEA2E38264E}\r
+       EndGlobalSection\r
 EndGlobal\r
index d96aa4f..b6b4663 100644 (file)
     <ClCompile Include="..\..\src\patron.c" />\r
     <ClCompile Include="..\..\src\player-damage.c" />\r
     <ClCompile Include="..\..\src\player-status.c" />\r
+    <ClCompile Include="..\..\src\projection.c" />\r
     <ClCompile Include="..\..\src\quest.c" />\r
     <ClCompile Include="..\..\src\realm-craft.c" />\r
     <ClCompile Include="..\..\src\realm-crusade.c" />\r
index 0e41f24..1430792 100644 (file)
@@ -35,7 +35,7 @@ hengband_SOURCES = \
        \
        patron.h patron.c \
        \
-       projection.h \
+       projection.h projection.c\
        \
        player-damage.c player-damage.h player-status.c player-status.h \
        \
index 8143469..1369733 100644 (file)
@@ -866,7 +866,6 @@ extern bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSIT
 extern void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ);
 extern int take_hit(int damage_type, HIT_POINT damage, concptr kb_str, int monspell);
 extern u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, EFFECT_ID typ);
-extern sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
 extern POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
 extern bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell);
 extern int project_length;
diff --git a/src/projection.c b/src/projection.c
new file mode 100644 (file)
index 0000000..ea71c47
--- /dev/null
@@ -0,0 +1,346 @@
+#include "angband.h"
+#include "projection.h"
+
+/*!
+ * @brief 始点から終点への経路を返す /
+ * Determine the path taken by a projection.
+ * @param gp 経路座標リストを返す参照ポインタ
+ * @param range 距離
+ * @param y1 始点Y座標
+ * @param x1 始点X座標
+ * @param y2 終点Y座標
+ * @param x2 終点X座標
+ * @param flg フラグID
+ * @return リストの長さ
+ * @details
+ * <pre>
+ * The projection will always start from the grid (y1,x1), and will travel
+ * towards the grid (y2,x2), touching one grid per unit of distance along
+ * the major axis, and stopping when it enters the destination grid or a
+ * wall grid, or has travelled the maximum legal distance of "range".
+ *
+ * Note that "distance" in this function (as in the "update_view()" code)
+ * is defined as "MAX(dy,dx) + MIN(dy,dx)/2", which means that the player
+ * actually has an "octagon of projection" not a "circle of projection".
+ *
+ * The path grids are saved into the grid array pointed to by "gp", and
+ * there should be room for at least "range" grids in "gp".  Note that
+ * due to the way in which distance is calculated, this function normally
+ * uses fewer than "range" grids for the projection path, so the result
+ * of this function should never be compared directly to "range".  Note
+ * that the initial grid (y1,x1) is never saved into the grid array, not
+ * even if the initial grid is also the final grid.  
+ *
+ * The "flg" flags can be used to modify the behavior of this function.
+ *
+ * In particular, the "PROJECT_STOP" and "PROJECT_THRU" flags have the same
+ * semantics as they do for the "project" function, namely, that the path
+ * will stop as soon as it hits a monster, or that the path will continue
+ * through the destination grid, respectively.
+ *
+ * The "PROJECT_JUMP" flag, which for the "project()" function means to
+ * start at a special grid (which makes no sense in this function), means
+ * that the path should be "angled" slightly if needed to avoid any wall
+ * grids, allowing the player to "target" any grid which is in "view".
+ * This flag is non-trivial and has not yet been implemented, but could
+ * perhaps make use of the "vinfo" array (above).  
+ *
+ * This function returns the number of grids (if any) in the path.  This
+ * function will return zero if and only if (y1,x1) and (y2,x2) are equal.
+ *
+ * This algorithm is similar to, but slightly different from, the one used
+ * by "update_view_los()", and very different from the one used by "los()".
+ * </pre>
+ */
+sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
+{
+       POSITION y, x;
+
+       int n = 0;
+       int k = 0;
+
+       /* Absolute */
+       POSITION ay, ax;
+
+       /* Offsets */
+       POSITION sy, sx;
+
+       /* Fractions */
+       int frac;
+
+       /* Scale factors */
+       int full, half;
+
+       /* Slope */
+       int m;
+
+       /* No path necessary (or allowed) */
+       if ((x1 == x2) && (y1 == y2)) return (0);
+
+
+       /* Analyze "dy" */
+       if (y2 < y1)
+       {
+               ay = (y1 - y2);
+               sy = -1;
+       }
+       else
+       {
+               ay = (y2 - y1);
+               sy = 1;
+       }
+
+       /* Analyze "dx" */
+       if (x2 < x1)
+       {
+               ax = (x1 - x2);
+               sx = -1;
+       }
+       else
+       {
+               ax = (x2 - x1);
+               sx = 1;
+       }
+
+
+       /* Number of "units" in one "half" grid */
+       half = (ay * ax);
+
+       /* Number of "units" in one "full" grid */
+       full = half << 1;
+
+       /* Vertical */
+       if (ay > ax)
+       {
+               /* Let m = ((dx/dy) * full) = (dx * dx * 2) */
+               m = ax * ax * 2;
+
+               /* Start */
+               y = y1 + sy;
+               x = x1;
+
+               frac = m;
+
+               if (frac > half)
+               {
+                       /* Advance (X) part 2 */
+                       x += sx;
+
+                       /* Advance (X) part 3 */
+                       frac -= full;
+
+                       /* Track distance */
+                       k++;
+               }
+
+               /* Create the projection path */
+               while (1)
+               {
+                       /* Save grid */
+                       gp[n++] = GRID(y, x);
+
+                       /* Hack -- Check maximum range */
+                       if ((n + (k >> 1)) >= range) break;
+
+                       /* Sometimes stop at destination grid */
+                       if (!(flg & (PROJECT_THRU)))
+                       {
+                               if ((x == x2) && (y == y2)) break;
+                       }
+
+                       if (flg & (PROJECT_DISI))
+                       {
+                               if ((n > 0) && cave_stop_disintegration(y, x)) break;
+                       }
+                       else if (flg & (PROJECT_LOS))
+                       {
+                               if ((n > 0) && !cave_los_bold(y, x)) break;
+                       }
+                       else if (!(flg & (PROJECT_PATH)))
+                       {
+                               /* Always stop at non-initial wall grids */
+                               if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
+                       }
+
+                       /* Sometimes stop at non-initial monsters/players */
+                       if (flg & (PROJECT_STOP))
+                       {
+                               if ((n > 0) &&
+                                       (player_bold(y, x) || cave[y][x].m_idx != 0))
+                                       break;
+                       }
+
+                       if (!in_bounds(y, x)) break;
+
+                       /* Slant */
+                       if (m)
+                       {
+                               /* Advance (X) part 1 */
+                               frac += m;
+
+                               /* Horizontal change */
+                               if (frac > half)
+                               {
+                                       /* Advance (X) part 2 */
+                                       x += sx;
+
+                                       /* Advance (X) part 3 */
+                                       frac -= full;
+
+                                       /* Track distance */
+                                       k++;
+                               }
+                       }
+
+                       /* Advance (Y) */
+                       y += sy;
+               }
+       }
+
+       /* Horizontal */
+       else if (ax > ay)
+       {
+               /* Let m = ((dy/dx) * full) = (dy * dy * 2) */
+               m = ay * ay * 2;
+
+               /* Start */
+               y = y1;
+               x = x1 + sx;
+
+               frac = m;
+
+               /* Vertical change */
+               if (frac > half)
+               {
+                       /* Advance (Y) part 2 */
+                       y += sy;
+
+                       /* Advance (Y) part 3 */
+                       frac -= full;
+
+                       /* Track distance */
+                       k++;
+               }
+
+               /* Create the projection path */
+               while (1)
+               {
+                       /* Save grid */
+                       gp[n++] = GRID(y, x);
+
+                       /* Hack -- Check maximum range */
+                       if ((n + (k >> 1)) >= range) break;
+
+                       /* Sometimes stop at destination grid */
+                       if (!(flg & (PROJECT_THRU)))
+                       {
+                               if ((x == x2) && (y == y2)) break;
+                       }
+
+                       if (flg & (PROJECT_DISI))
+                       {
+                               if ((n > 0) && cave_stop_disintegration(y, x)) break;
+                       }
+                       else if (flg & (PROJECT_LOS))
+                       {
+                               if ((n > 0) && !cave_los_bold(y, x)) break;
+                       }
+                       else if (!(flg & (PROJECT_PATH)))
+                       {
+                               /* Always stop at non-initial wall grids */
+                               if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
+                       }
+
+                       /* Sometimes stop at non-initial monsters/players */
+                       if (flg & (PROJECT_STOP))
+                       {
+                               if ((n > 0) &&
+                                       (player_bold(y, x) || cave[y][x].m_idx != 0))
+                                       break;
+                       }
+
+                       if (!in_bounds(y, x)) break;
+
+                       /* Slant */
+                       if (m)
+                       {
+                               /* Advance (Y) part 1 */
+                               frac += m;
+
+                               /* Vertical change */
+                               if (frac > half)
+                               {
+                                       /* Advance (Y) part 2 */
+                                       y += sy;
+
+                                       /* Advance (Y) part 3 */
+                                       frac -= full;
+
+                                       /* Track distance */
+                                       k++;
+                               }
+                       }
+
+                       /* Advance (X) */
+                       x += sx;
+               }
+       }
+
+       /* Diagonal */
+       else
+       {
+               /* Start */
+               y = y1 + sy;
+               x = x1 + sx;
+
+               /* Create the projection path */
+               while (1)
+               {
+                       /* Save grid */
+                       gp[n++] = GRID(y, x);
+
+                       /* Hack -- Check maximum range */
+                       if ((n + (n >> 1)) >= range) break;
+
+                       /* Sometimes stop at destination grid */
+                       if (!(flg & (PROJECT_THRU)))
+                       {
+                               if ((x == x2) && (y == y2)) break;
+                       }
+
+                       if (flg & (PROJECT_DISI))
+                       {
+                               if ((n > 0) && cave_stop_disintegration(y, x)) break;
+                       }
+                       else if (flg & (PROJECT_LOS))
+                       {
+                               if ((n > 0) && !cave_los_bold(y, x)) break;
+                       }
+                       else if (!(flg & (PROJECT_PATH)))
+                       {
+                               /* Always stop at non-initial wall grids */
+                               if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
+                       }
+
+                       /* Sometimes stop at non-initial monsters/players */
+                       if (flg & (PROJECT_STOP))
+                       {
+                               if ((n > 0) &&
+                                       (player_bold(y, x) || cave[y][x].m_idx != 0))
+                                       break;
+                       }
+
+                       if (!in_bounds(y, x)) break;
+
+                       /* Advance (Y) */
+                       y += sy;
+
+                       /* Advance (X) */
+                       x += sx;
+               }
+       }
+
+       /* Length */
+       return (n);
+}
+
index e5b2388..8c5fe72 100644 (file)
@@ -17,3 +17,5 @@
 #define PROJECT_PATH        0x2000 /*!< 遠隔攻撃特性: / Only used for printing project path */
 #define PROJECT_FAST        0x4000 /*!< 遠隔攻撃特性: / Hide "visual" of flying bolts until blast */
 #define PROJECT_LOS         0x8000 /*!< 遠隔攻撃特性: /  */
+
+extern sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
index 574df6e..0af271b 100644 (file)
@@ -335,350 +335,6 @@ u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, EFFECT_ID typ)
 }
 
 
-/*!
- * @brief 始点から終点への経路を返す /
- * Determine the path taken by a projection.
- * @param gp 経路座標リストを返す参照ポインタ
- * @param range 距離
- * @param y1 始点Y座標
- * @param x1 始点X座標
- * @param y2 終点Y座標
- * @param x2 終点X座標
- * @param flg フラグID
- * @return リストの長さ
- * @details
- * <pre>
- * The projection will always start from the grid (y1,x1), and will travel
- * towards the grid (y2,x2), touching one grid per unit of distance along
- * the major axis, and stopping when it enters the destination grid or a
- * wall grid, or has travelled the maximum legal distance of "range".
- *
- * Note that "distance" in this function (as in the "update_view()" code)
- * is defined as "MAX(dy,dx) + MIN(dy,dx)/2", which means that the player
- * actually has an "octagon of projection" not a "circle of projection".
- *
- * The path grids are saved into the grid array pointed to by "gp", and
- * there should be room for at least "range" grids in "gp".  Note that
- * due to the way in which distance is calculated, this function normally
- * uses fewer than "range" grids for the projection path, so the result
- * of this function should never be compared directly to "range".  Note
- * that the initial grid (y1,x1) is never saved into the grid array, not
- * even if the initial grid is also the final grid.  
- *
- * The "flg" flags can be used to modify the behavior of this function.
- *
- * In particular, the "PROJECT_STOP" and "PROJECT_THRU" flags have the same
- * semantics as they do for the "project" function, namely, that the path
- * will stop as soon as it hits a monster, or that the path will continue
- * through the destination grid, respectively.
- *
- * The "PROJECT_JUMP" flag, which for the "project()" function means to
- * start at a special grid (which makes no sense in this function), means
- * that the path should be "angled" slightly if needed to avoid any wall
- * grids, allowing the player to "target" any grid which is in "view".
- * This flag is non-trivial and has not yet been implemented, but could
- * perhaps make use of the "vinfo" array (above).  
- *
- * This function returns the number of grids (if any) in the path.  This
- * function will return zero if and only if (y1,x1) and (y2,x2) are equal.
- *
- * This algorithm is similar to, but slightly different from, the one used
- * by "update_view_los()", and very different from the one used by "los()".
- * </pre>
- */
-sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
-{
-       POSITION y, x;
-
-       int n = 0;
-       int k = 0;
-
-       /* Absolute */
-       POSITION ay, ax;
-
-       /* Offsets */
-       POSITION sy, sx;
-
-       /* Fractions */
-       int frac;
-
-       /* Scale factors */
-       int full, half;
-
-       /* Slope */
-       int m;
-
-       /* No path necessary (or allowed) */
-       if ((x1 == x2) && (y1 == y2)) return (0);
-
-
-       /* Analyze "dy" */
-       if (y2 < y1)
-       {
-               ay = (y1 - y2);
-               sy = -1;
-       }
-       else
-       {
-               ay = (y2 - y1);
-               sy = 1;
-       }
-
-       /* Analyze "dx" */
-       if (x2 < x1)
-       {
-               ax = (x1 - x2);
-               sx = -1;
-       }
-       else
-       {
-               ax = (x2 - x1);
-               sx = 1;
-       }
-
-
-       /* Number of "units" in one "half" grid */
-       half = (ay * ax);
-
-       /* Number of "units" in one "full" grid */
-       full = half << 1;
-
-       /* Vertical */
-       if (ay > ax)
-       {
-               /* Let m = ((dx/dy) * full) = (dx * dx * 2) */
-               m = ax * ax * 2;
-
-               /* Start */
-               y = y1 + sy;
-               x = x1;
-
-               frac = m;
-
-               if (frac > half)
-               {
-                       /* Advance (X) part 2 */
-                       x += sx;
-
-                       /* Advance (X) part 3 */
-                       frac -= full;
-
-                       /* Track distance */
-                       k++;
-               }
-
-               /* Create the projection path */
-               while (1)
-               {
-                       /* Save grid */
-                       gp[n++] = GRID(y, x);
-
-                       /* Hack -- Check maximum range */
-                       if ((n + (k >> 1)) >= range) break;
-
-                       /* Sometimes stop at destination grid */
-                       if (!(flg & (PROJECT_THRU)))
-                       {
-                               if ((x == x2) && (y == y2)) break;
-                       }
-
-                       if (flg & (PROJECT_DISI))
-                       {
-                               if ((n > 0) && cave_stop_disintegration(y, x)) break;
-                       }
-                       else if (flg & (PROJECT_LOS))
-                       {
-                               if ((n > 0) && !cave_los_bold(y, x)) break;
-                       }
-                       else if (!(flg & (PROJECT_PATH)))
-                       {
-                               /* Always stop at non-initial wall grids */
-                               if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
-                       }
-
-                       /* Sometimes stop at non-initial monsters/players */
-                       if (flg & (PROJECT_STOP))
-                       {
-                               if ((n > 0) &&
-                                       (player_bold(y, x) || cave[y][x].m_idx != 0))
-                                       break;
-                       }
-
-                       if (!in_bounds(y, x)) break;
-
-                       /* Slant */
-                       if (m)
-                       {
-                               /* Advance (X) part 1 */
-                               frac += m;
-
-                               /* Horizontal change */
-                               if (frac > half)
-                               {
-                                       /* Advance (X) part 2 */
-                                       x += sx;
-
-                                       /* Advance (X) part 3 */
-                                       frac -= full;
-
-                                       /* Track distance */
-                                       k++;
-                               }
-                       }
-
-                       /* Advance (Y) */
-                       y += sy;
-               }
-       }
-
-       /* Horizontal */
-       else if (ax > ay)
-       {
-               /* Let m = ((dy/dx) * full) = (dy * dy * 2) */
-               m = ay * ay * 2;
-
-               /* Start */
-               y = y1;
-               x = x1 + sx;
-
-               frac = m;
-
-               /* Vertical change */
-               if (frac > half)
-               {
-                       /* Advance (Y) part 2 */
-                       y += sy;
-
-                       /* Advance (Y) part 3 */
-                       frac -= full;
-
-                       /* Track distance */
-                       k++;
-               }
-
-               /* Create the projection path */
-               while (1)
-               {
-                       /* Save grid */
-                       gp[n++] = GRID(y, x);
-
-                       /* Hack -- Check maximum range */
-                       if ((n + (k >> 1)) >= range) break;
-
-                       /* Sometimes stop at destination grid */
-                       if (!(flg & (PROJECT_THRU)))
-                       {
-                               if ((x == x2) && (y == y2)) break;
-                       }
-
-                       if (flg & (PROJECT_DISI))
-                       {
-                               if ((n > 0) && cave_stop_disintegration(y, x)) break;
-                       }
-                       else if (flg & (PROJECT_LOS))
-                       {
-                               if ((n > 0) && !cave_los_bold(y, x)) break;
-                       }
-                       else if (!(flg & (PROJECT_PATH)))
-                       {
-                               /* Always stop at non-initial wall grids */
-                               if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
-                       }
-
-                       /* Sometimes stop at non-initial monsters/players */
-                       if (flg & (PROJECT_STOP))
-                       {
-                               if ((n > 0) &&
-                                       (player_bold(y, x) || cave[y][x].m_idx != 0))
-                                       break;
-                       }
-
-                       if (!in_bounds(y, x)) break;
-
-                       /* Slant */
-                       if (m)
-                       {
-                               /* Advance (Y) part 1 */
-                               frac += m;
-
-                               /* Vertical change */
-                               if (frac > half)
-                               {
-                                       /* Advance (Y) part 2 */
-                                       y += sy;
-
-                                       /* Advance (Y) part 3 */
-                                       frac -= full;
-
-                                       /* Track distance */
-                                       k++;
-                               }
-                       }
-
-                       /* Advance (X) */
-                       x += sx;
-               }
-       }
-
-       /* Diagonal */
-       else
-       {
-               /* Start */
-               y = y1 + sy;
-               x = x1 + sx;
-
-               /* Create the projection path */
-               while (1)
-               {
-                       /* Save grid */
-                       gp[n++] = GRID(y, x);
-
-                       /* Hack -- Check maximum range */
-                       if ((n + (n >> 1)) >= range) break;
-
-                       /* Sometimes stop at destination grid */
-                       if (!(flg & (PROJECT_THRU)))
-                       {
-                               if ((x == x2) && (y == y2)) break;
-                       }
-
-                       if (flg & (PROJECT_DISI))
-                       {
-                               if ((n > 0) && cave_stop_disintegration(y, x)) break;
-                       }
-                       else if (flg & (PROJECT_LOS))
-                       {
-                               if ((n > 0) && !cave_los_bold(y, x)) break;
-                       }
-                       else if (!(flg & (PROJECT_PATH)))
-                       {
-                               /* Always stop at non-initial wall grids */
-                               if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
-                       }
-
-                       /* Sometimes stop at non-initial monsters/players */
-                       if (flg & (PROJECT_STOP))
-                       {
-                               if ((n > 0) &&
-                                       (player_bold(y, x) || cave[y][x].m_idx != 0))
-                                       break;
-                       }
-
-                       if (!in_bounds(y, x)) break;
-
-                       /* Advance (Y) */
-                       y += sy;
-
-                       /* Advance (X) */
-                       x += sx;
-               }
-       }
-
-       /* Length */
-       return (n);
-}
-
-
 
 /*
  * Mega-Hack -- track "affected" monsters (see "project()" comments)