\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
GlobalSection(SolutionProperties) = preSolution\r
HideSolutionNode = FALSE\r
EndGlobalSection\r
+ GlobalSection(ExtensibilityGlobals) = postSolution\r
+ SolutionGuid = {4A5E2796-8815-4A42-BF8D-FFEA2E38264E}\r
+ EndGlobalSection\r
EndGlobal\r
<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
\
patron.h patron.c \
\
- projection.h \
+ projection.h projection.c\
\
player-damage.c player-damage.h player-status.c player-status.h \
\
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;
--- /dev/null
+#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);
+}
+
#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);
}
-/*!
- * @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)