19 #define PROJECT_JUMP 0x0001 20 #define PROJECT_BEAM 0x0002 21 #define PROJECT_THRU 0x0004 22 #define PROJECT_STOP 0x0008 23 #define PROJECT_GRID 0x0010 24 #define PROJECT_ITEM 0x0020 25 #define PROJECT_KILL 0x0040 26 #define PROJECT_HIDE 0x0080 27 #define PROJECT_DISI 0x0100 28 #define PROJECT_PLAYER 0x0200 29 #define PROJECT_AIMED 0x0400 30 #define PROJECT_REFLECTABLE 0x0800 31 #define PROJECT_NO_HANGEKI 0x1000 32 #define PROJECT_PATH 0x2000 33 #define PROJECT_FAST 0x4000 34 #define PROJECT_LOS 0x8000 86 ((bool)((A)->ml && (!ignore_unview || p_ptr->phase_out || \ 87 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, (A)->fy, (A)->fx))))) POSITION x
Definition: geometry.h:68
const POSITION ddd[9]
キーパッドの方向を南から反時計回り順に列挙 / Global array for looping through the "keypad directions"
Definition: geometry.c:9
POSITION x
Definition: player-status.h:723
const POSITION ddx[10]
dddで定義した順にベクトルのX軸成分を定義 / Global arrays for converting "keypad direction" into offsets
Definition: geometry.c:15
const POSITION ddx_ddd[9]
ddd越しにベクトルのX軸成分を定義 / Global arrays for optimizing "ddx[ddd[i]]" and "ddy[ddd[i]]"
Definition: geometry.c:27
const POSITION ddx_cdd[8]
cdd越しにベクトルのX軸成分を定義 / Global arrays for optimizing "ddx[cdd[i]]" and "ddy[cdd[i]]"
Definition: geometry.c:46
bool no_lite(void)
指定された座標をプレイヤー収められていない状態かどうか / Returns true if the player's grid is dark
Definition: grid.c:919
u32b BIT_FLAGS
32ビットのフラグ配列の型定義
Definition: h-type.h:225
unsigned short u16b
Definition: h-type.h:99
s32b POSITION
ゲーム中の座標型を定義
Definition: h-type.h:146
POSITION y
Definition: geometry.h:78
POSITION y
Definition: geometry.h:67
int sint
sint型をintとして定義 / A signed, standard integer (at least 2 bytes)
Definition: h-type.h:84
void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode)
Definition: geometry.c:469
POSITION y
Definition: player-status.h:722
const POSITION ddy_ddd[9]
ddd越しにベクトルのY軸成分を定義 / Global arrays for optimizing "ddx[ddd[i]]" and "ddy[ddd[i]]"
Definition: geometry.c:33
bool player_can_see_bold(POSITION y, POSITION x)
指定された座標をプレイヤーが視覚に収められるかを返す。 / Can the player "see" the given grid in detail?
Definition: geometry.c:538
POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
2点間の距離をニュートン・ラプソン法で算出する / Distance between two points via Newton-Raphson technique
Definition: geometry.c:64
int DIRECTION
ゲーム中の方角の型定義
Definition: h-type.h:198
const POSITION cdd[8]
キーパッドの円環状方向配列 / Circular keypad direction array
Definition: geometry.c:40
DIRECTION dir
Definition: geometry.h:66
Definition: player-status.h:86
void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
Definition: geometry.c:571
s16b POSITION_IDX
ゲーム中の座標リストID型
Definition: h-type.h:147
POSITION x
Definition: geometry.h:79
Definition: geometry.h:76
#define TEMP_MAX
視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "p_ptr->current_floor_ptr->grid_array....
Definition: geometry.h:53
sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
始点から終点への直線経路を返す / Determine the path taken by a projection.
Definition: geometry.c:165
DIRECTION coords_to_dir(player_type *creature_ptr, POSITION y, POSITION x)
プレイヤーから指定の座標がどの方角にあるかを返す / Convert an adjacent location to a direction.
Definition: geometry.c:102
const POSITION ddy_cdd[8]
cdd越しにベクトルのY軸成分を定義 / Global arrays for optimizing "ddx[cdd[i]]" and "ddy[cdd[i]]"
Definition: geometry.c:52
const POSITION ddy[10]
dddで定義した順にベクトルのY軸成分を定義 / Global arrays for converting "keypad direction" into offsets
Definition: geometry.c:21
Definition: geometry.h:64
POSITION_IDX n
Array of grids for use by various functions (see grid.c")
Definition: geometry.h:58
Definition: geometry.h:56