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[Refactor] #38997 project_path() に floor_type * 引数を追加. / Add floor_type * argument...
authordeskull <deskull@users.sourceforge.jp>
Sun, 29 Dec 2019 00:38:33 +0000 (09:38 +0900)
committerdeskull <deskull@users.sourceforge.jp>
Sun, 29 Dec 2019 00:38:33 +0000 (09:38 +0900)
src/combat/shoot.c
src/floor.c
src/floor.h
src/geometry.c
src/geometry.h
src/mind.c
src/mspells1.c
src/mspells2.c
src/spells1.c
src/spells2.c
src/view-mainwindow.c

index 29b495b..8253fce 100644 (file)
@@ -461,7 +461,7 @@ void exe_fire(player_type *shooter_ptr, INVENTORY_IDX item, object_type *j_ptr,
        }
 
        /* Get projection path length */
-       tdis = project_path(path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
+       tdis = project_path(shooter_ptr->current_floor_ptr, path_g, project_length, shooter_ptr->y, shooter_ptr->x, ty, tx, PROJECT_PATH | PROJECT_THRU) - 1;
 
        project_length = 0; /* reset to default */
 
index 9d990f3..0dfc928 100644 (file)
@@ -563,7 +563,7 @@ bool projectable(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, P
        u16b grid_g[512];
 
        /* Check the projection path */
-       grid_n = project_path(grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
+       grid_n = project_path(floor_ptr, grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
 
        /* Identical grid */
        if (!grid_n) return TRUE;
@@ -1224,3 +1224,345 @@ void vault_objects(floor_type *floor_ptr, POSITION y, POSITION x, int num)
        }
 }
 
+/*!
+ * @brief 始点から終点への直線経路を返す /
+ * 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(floor_type *floor_ptr, 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(floor_ptr, y, x)) break;
+                       }
+                       else if (!(flg & (PROJECT_PATH)))
+                       {
+                               /* Always stop at non-initial wall grids */
+                               if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
+                       }
+
+                       /* Sometimes stop at non-initial monsters/players */
+                       if (flg & (PROJECT_STOP))
+                       {
+                               if ((n > 0) &&
+                                       (player_bold(p_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
+                                       break;
+                       }
+
+                       if (!in_bounds(floor_ptr, 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(floor_ptr, y, x)) break;
+                       }
+                       else if (!(flg & (PROJECT_PATH)))
+                       {
+                               /* Always stop at non-initial wall grids */
+                               if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
+                       }
+
+                       /* Sometimes stop at non-initial monsters/players */
+                       if (flg & (PROJECT_STOP))
+                       {
+                               if ((n > 0) &&
+                                       (player_bold(p_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
+                                       break;
+                       }
+
+                       if (!in_bounds(floor_ptr, 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(floor_ptr, y, x)) break;
+                       }
+                       else if (!(flg & (PROJECT_PATH)))
+                       {
+                               /* Always stop at non-initial wall grids */
+                               if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
+                       }
+
+                       /* Sometimes stop at non-initial monsters/players */
+                       if (flg & (PROJECT_STOP))
+                       {
+                               if ((n > 0) &&
+                                       (player_bold(p_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
+                                       break;
+                       }
+
+                       if (!in_bounds(floor_ptr, y, x)) break;
+
+                       /* Advance (Y) */
+                       y += sy;
+
+                       /* Advance (X) */
+                       x += sx;
+               }
+       }
+
+       /* Length */
+       return (n);
+}
index 30b587b..7448bf4 100644 (file)
@@ -401,3 +401,23 @@ extern void try_door(floor_type *floor_ptr, POSITION y, POSITION x);
 extern FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
 extern void vault_objects(floor_type *floor_ptr, POSITION y, POSITION x, int num);
 
+/*
+ * project()関数に用いられる、遠隔攻撃特性ビットフラグ / Bit flags for the "project()" function
+ */
+#define PROJECT_JUMP        0x0001 /*!< 遠隔攻撃特性: 発動者からの軌跡を持たず、指定地点に直接発生する(予め置いたトラップ、上空からの発生などのイメージ) / Jump directly to the target location (this is a hack) */
+#define PROJECT_BEAM        0x0002 /*!< 遠隔攻撃特性: ビーム範囲を持つ。 / Work as a beam weapon (affect every grid passed through) */
+#define PROJECT_THRU        0x0004 /*!< 遠隔攻撃特性: 目標地点に到達しても射程と遮蔽の限り引き延ばす。 / Continue "through" the target (used for "bolts"/"beams") */
+#define PROJECT_STOP        0x0008 /*!< 遠隔攻撃特性: 道中にプレイヤーかモンスターがいた時点で到達地点を更新して停止する(壁や森はPROJECT_DISIがない限り最初から貫通しない) */
+#define PROJECT_GRID        0x0010 /*!< 遠隔攻撃特性: 射程内の地形に影響を及ぼす / Affect each grid in the "blast area" in some way */
+#define PROJECT_ITEM        0x0020 /*!< 遠隔攻撃特性: 射程内のアイテムに影響を及ぼす / Affect each object in the "blast area" in some way */
+#define PROJECT_KILL        0x0040 /*!< 遠隔攻撃特性: 射程内のモンスターに影響を及ぼす / Affect each monster in the "blast area" in some way */
+#define PROJECT_HIDE        0x0080 /*!< 遠隔攻撃特性: / Hack -- disable "visual" feedback from projection */
+#define PROJECT_DISI        0x0100 /*!< 遠隔攻撃特性: / Disintegrate non-permanent features */
+#define PROJECT_PLAYER      0x0200 /*!< 遠隔攻撃特性: / Main target is player (used for riding player) */
+#define PROJECT_AIMED       0x0400 /*!< 遠隔攻撃特性: / Target is only player or monster, so don't affect another. Depend on PROJECT_PLAYER. (used for minimum (rad == 0) balls on riding player) */
+#define PROJECT_REFLECTABLE 0x0800 /*!< 遠隔攻撃特性: 反射可能(ボルト系魔法に利用) / Refrectable spell attacks (used for "bolts") */
+#define PROJECT_NO_HANGEKI  0x1000 /*!< 遠隔攻撃特性: / Avoid counter attacks of monsters */
+#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(floor_type *floor_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
index fbc1ebe..1e3ea45 100644 (file)
@@ -111,349 +111,6 @@ DIRECTION coords_to_dir(player_type *creature_ptr, POSITION y, POSITION x)
        return d[dx + 1][dy + 1];
 }
 
-/*!
- * @brief 始点から終点への直線経路を返す /
- * 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(p_ptr->current_floor_ptr, y, x)) break;
-                       }
-                       else if (!(flg & (PROJECT_PATH)))
-                       {
-                               /* Always stop at non-initial wall grids */
-                               if ((n > 0) && !cave_have_flag_bold(p_ptr->current_floor_ptr, y, x, FF_PROJECT)) break;
-                       }
-
-                       /* Sometimes stop at non-initial monsters/players */
-                       if (flg & (PROJECT_STOP))
-                       {
-                               if ((n > 0) &&
-                                       (player_bold(p_ptr, y, x) || p_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0))
-                                       break;
-                       }
-
-                       if (!in_bounds(p_ptr->current_floor_ptr, 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(p_ptr->current_floor_ptr, y, x)) break;
-                       }
-                       else if (!(flg & (PROJECT_PATH)))
-                       {
-                               /* Always stop at non-initial wall grids */
-                               if ((n > 0) && !cave_have_flag_bold(p_ptr->current_floor_ptr, y, x, FF_PROJECT)) break;
-                       }
-
-                       /* Sometimes stop at non-initial monsters/players */
-                       if (flg & (PROJECT_STOP))
-                       {
-                               if ((n > 0) &&
-                                       (player_bold(p_ptr, y, x) || p_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0))
-                                       break;
-                       }
-
-                       if (!in_bounds(p_ptr->current_floor_ptr, 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(p_ptr->current_floor_ptr, y, x)) break;
-                       }
-                       else if (!(flg & (PROJECT_PATH)))
-                       {
-                               /* Always stop at non-initial wall grids */
-                               if ((n > 0) && !cave_have_flag_bold(p_ptr->current_floor_ptr, y, x, FF_PROJECT)) break;
-                       }
-
-                       /* Sometimes stop at non-initial monsters/players */
-                       if (flg & (PROJECT_STOP))
-                       {
-                               if ((n > 0) &&
-                                       (player_bold(p_ptr, y, x) || p_ptr->current_floor_ptr->grid_array[y][x].m_idx != 0))
-                                       break;
-                       }
-
-                       if (!in_bounds(p_ptr->current_floor_ptr, y, x)) break;
-
-                       /* Advance (Y) */
-                       y += sy;
-
-                       /* Advance (X) */
-                       x += sx;
-               }
-       }
-
-       /* Length */
-       return (n);
-}
-
 
 /*
  * Standard "find me a location" function
index f213f2d..838d277 100644 (file)
@@ -13,27 +13,6 @@ extern const POSITION ddy_cdd[8];
 
 extern DIRECTION coords_to_dir(player_type *creature_ptr, POSITION y, POSITION x);
 
-/*
- * project()関数に用いられる、遠隔攻撃特性ビットフラグ / Bit flags for the "project()" function
- */
-#define PROJECT_JUMP        0x0001 /*!< 遠隔攻撃特性: 発動者からの軌跡を持たず、指定地点に直接発生する(予め置いたトラップ、上空からの発生などのイメージ) / Jump directly to the target location (this is a hack) */
-#define PROJECT_BEAM        0x0002 /*!< 遠隔攻撃特性: ビーム範囲を持つ。 / Work as a beam weapon (affect every grid passed through) */
-#define PROJECT_THRU        0x0004 /*!< 遠隔攻撃特性: 目標地点に到達しても射程と遮蔽の限り引き延ばす。 / Continue "through" the target (used for "bolts"/"beams") */
-#define PROJECT_STOP        0x0008 /*!< 遠隔攻撃特性: 道中にプレイヤーかモンスターがいた時点で到達地点を更新して停止する(壁や森はPROJECT_DISIがない限り最初から貫通しない) */
-#define PROJECT_GRID        0x0010 /*!< 遠隔攻撃特性: 射程内の地形に影響を及ぼす / Affect each grid in the "blast area" in some way */
-#define PROJECT_ITEM        0x0020 /*!< 遠隔攻撃特性: 射程内のアイテムに影響を及ぼす / Affect each object in the "blast area" in some way */
-#define PROJECT_KILL        0x0040 /*!< 遠隔攻撃特性: 射程内のモンスターに影響を及ぼす / Affect each monster in the "blast area" in some way */
-#define PROJECT_HIDE        0x0080 /*!< 遠隔攻撃特性: / Hack -- disable "visual" feedback from projection */
-#define PROJECT_DISI        0x0100 /*!< 遠隔攻撃特性: / Disintegrate non-permanent features */
-#define PROJECT_PLAYER      0x0200 /*!< 遠隔攻撃特性: / Main target is player (used for riding player) */
-#define PROJECT_AIMED       0x0400 /*!< 遠隔攻撃特性: / Target is only player or monster, so don't affect another. Depend on PROJECT_PLAYER. (used for minimum (rad == 0) balls on riding player) */
-#define PROJECT_REFLECTABLE 0x0800 /*!< 遠隔攻撃特性: 反射可能(ボルト系魔法に利用) / Refrectable spell attacks (used for "bolts") */
-#define PROJECT_NO_HANGEKI  0x1000 /*!< 遠隔攻撃特性: / Avoid counter attacks of monsters */
-#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);
-
 extern POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
 
 extern void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
index 5e58ba7..92a057d 100644 (file)
@@ -1651,7 +1651,7 @@ static bool cast_ninja_spell(player_type *caster_ptr, int spell)
                m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
                monster_desc(m_name, m_ptr, 0);
                msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
-               path_n = project_path(path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
+               path_n = project_path(caster_ptr->current_floor_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
                ty = target_row, tx = target_col;
                for (i = 1; i < path_n; i++)
                {
index ef6a391..dd59d1e 100644 (file)
@@ -478,7 +478,7 @@ bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_frie
        u16b grid_g[512];
 
        /* Check the projection path */
-       grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
+       grid_n = project_path(p_ptr->current_floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
 
        /* No grid is ever projectable from itself */
        if (!grid_n) return (FALSE);
index 11b8c60..5eeced4 100644 (file)
@@ -51,7 +51,7 @@ static bool direct_beam(POSITION y1, POSITION x1, POSITION y2, POSITION x2, mons
        bool is_friend = is_pet(m_ptr);
 
        /* Check the projection path */
-       grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, PROJECT_THRU);
+       grid_n = project_path(p_ptr->current_floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, PROJECT_THRU);
 
        /* No grid is ever projectable from itself */
        if (!grid_n) return (FALSE);
@@ -128,7 +128,7 @@ static bool breath_direct(player_type *master_ptr, POSITION y1, POSITION x1, POS
        }
 
        /* Check the projection path */
-       grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
+       grid_n = project_path(p_ptr->current_floor_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
 
        /* Project along the path */
        for (i = 0; i < grid_n; ++i)
@@ -211,7 +211,7 @@ void get_project_point(POSITION sy, POSITION sx, POSITION *ty, POSITION *tx, BIT
        u16b path_g[128];
        int  path_n, i;
 
-       path_n = project_path(path_g, MAX_RANGE, sy, sx, *ty, *tx, flg);
+       path_n = project_path(p_ptr->current_floor_ptr, path_g, MAX_RANGE, sy, sx, *ty, *tx, flg);
 
        *ty = sy;
        *tx = sx;
index 56d0a8a..7fd96fb 100644 (file)
@@ -5712,7 +5712,7 @@ bool project(player_type *caster_ptr, MONSTER_IDX who, POSITION rad, POSITION y,
 
        /* Calculate the projection path */
 
-       path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, flg);
+       path_n = project_path(caster_ptr->current_floor_ptr, path_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, flg);
        handle_stuff();
 
        /* Giga-Hack SEEKER & SUPER_RAY */
@@ -5805,7 +5805,7 @@ bool project(player_type *caster_ptr, MONSTER_IDX who, POSITION rad, POSITION y,
                                remove_mirror(y, x);
                                next_mirror(caster_ptr, &oy, &ox, y, x);
 
-                               path_n = i + project_path(&(path_g[i + 1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
+                               path_n = i + project_path(caster_ptr->current_floor_ptr, &(path_g[i + 1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
                                for (j = last_i; j <= i; j++)
                                {
                                        y = GRID_Y(path_g[j]);
@@ -5948,14 +5948,14 @@ bool project(player_type *caster_ptr, MONSTER_IDX who, POSITION rad, POSITION y,
                                }
                                path_n = i;
                                second_step = i + 1;
-                               path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x - 1, flg);
-                               path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x, flg);
-                               path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x + 1, flg);
-                               path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x - 1, flg);
-                               path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x + 1, flg);
-                               path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x - 1, flg);
-                               path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x, flg);
-                               path_n += project_path(&(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x + 1, flg);
+                               path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x - 1, flg);
+                               path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x, flg);
+                               path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y - 1, x + 1, flg);
+                               path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x - 1, flg);
+                               path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y, x + 1, flg);
+                               path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x - 1, flg);
+                               path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x, flg);
+                               path_n += project_path(caster_ptr->current_floor_ptr, &(path_g[path_n + 1]), (project_length ? project_length : MAX_RANGE), y, x, y + 1, x + 1, flg);
                        }
                }
                for (i = 0; i < path_n; i++)
index 7576395..2d51b5e 100644 (file)
@@ -3021,7 +3021,7 @@ bool rush_attack(player_type *attacker_ptr, bool *mdeath)
 
        if (in_bounds(attacker_ptr->current_floor_ptr, ty, tx)) tm_idx = attacker_ptr->current_floor_ptr->grid_array[ty][tx].m_idx;
 
-       path_n = project_path(path_g, project_length, attacker_ptr->y, attacker_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
+       path_n = project_path(attacker_ptr->current_floor_ptr, path_g, project_length, attacker_ptr->y, attacker_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
        project_length = 0;
 
        /* No need to move */
index c713427..a9b092c 100644 (file)
@@ -3787,7 +3787,7 @@ void prt_path(POSITION y, POSITION x)
                return;
 
        /* Get projection path */
-       path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
+       path_n = project_path(p_ptr->current_floor_ptr, path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH | PROJECT_THRU);
 
        p_ptr->redraw |= (PR_MAP);
        handle_stuff();