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[Refactor] #40483 Changed macro functions to normal functions IS_FAST(), IS_INVULN...
[hengband/hengband.git] / src / floor / pattern-walk.c
1 #include "floor/pattern-walk.h"
2 #include "cmd-io/cmd-save.h"
3 #include "core/asking-player.h"
4 #include "dungeon/dungeon.h"
5 #include "dungeon/quest.h"
6 #include "game-option/birth-options.h"
7 #include "game-option/play-record-options.h"
8 #include "game-option/special-options.h"
9 #include "grid/grid.h"
10 #include "io/input-key-requester.h"
11 #include "io/write-diary.h"
12 #include "player/player-damage.h"
13 #include "player/player-effects.h"
14 #include "player/player-move.h"
15 #include "player/player-race-types.h"
16 #include "player/player-race.h"
17 #include "spell/spells-status.h"
18 #include "spell-kind/spells-teleport.h"
19 #include "view/display-messages.h"
20
21 /*!
22  * @brief パターン終点到達時のテレポート処理を行う
23  * @param creature_ptr プレーヤーへの参照ポインタ
24  * @return なし
25  */
26 static void pattern_teleport(player_type *creature_ptr)
27 {
28     DEPTH min_level = 0;
29     DEPTH max_level = 99;
30
31     if (get_check(_("他の階にテレポートしますか?", "Teleport level? "))) {
32         char ppp[80];
33         char tmp_val[160];
34
35         if (ironman_downward)
36             min_level = creature_ptr->current_floor_ptr->dun_level;
37
38         if (creature_ptr->dungeon_idx == DUNGEON_ANGBAND) {
39             if (creature_ptr->current_floor_ptr->dun_level > 100)
40                 max_level = MAX_DEPTH - 1;
41             else if (creature_ptr->current_floor_ptr->dun_level == 100)
42                 max_level = 100;
43         } else {
44             max_level = d_info[creature_ptr->dungeon_idx].maxdepth;
45             min_level = d_info[creature_ptr->dungeon_idx].mindepth;
46         }
47
48         sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
49         sprintf(tmp_val, "%d", (int)creature_ptr->current_floor_ptr->dun_level);
50         if (!get_string(ppp, tmp_val, 10))
51             return;
52
53         command_arg = (COMMAND_ARG)atoi(tmp_val);
54     } else if (get_check(_("通常テレポート?", "Normal teleport? "))) {
55         teleport_player(creature_ptr, 200, TELEPORT_SPONTANEOUS);
56         return;
57     } else {
58         return;
59     }
60
61     if (command_arg < min_level)
62         command_arg = (COMMAND_ARG)min_level;
63     if (command_arg > max_level)
64         command_arg = (COMMAND_ARG)max_level;
65
66     msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
67     if (autosave_l)
68         do_cmd_save_game(creature_ptr, TRUE);
69
70     creature_ptr->current_floor_ptr->dun_level = command_arg;
71     leave_quest_check(creature_ptr);
72     if (record_stair)
73         exe_write_diary(creature_ptr, DIARY_PAT_TELE, 0, NULL);
74
75     creature_ptr->current_floor_ptr->inside_quest = 0;
76     free_turn(creature_ptr);
77
78     /*
79      * Clear all saved floors
80      * and create a first saved floor
81      */
82     prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
83     creature_ptr->leaving = TRUE;
84 }
85
86 /*!
87  * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
88  * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
89  */
90 bool pattern_effect(player_type *creature_ptr)
91 {
92     floor_type *floor_ptr = creature_ptr->current_floor_ptr;
93     if (!pattern_tile(floor_ptr, creature_ptr->y, creature_ptr->x))
94         return FALSE;
95
96     if ((is_specific_player_race(creature_ptr, RACE_AMBERITE)) && (creature_ptr->cut > 0) && one_in_(10)) {
97         wreck_the_pattern(creature_ptr);
98     }
99
100     int pattern_type = f_info[floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
101     switch (pattern_type) {
102     case PATTERN_TILE_END:
103         (void)set_image(creature_ptr, 0);
104         (void)restore_all_status(creature_ptr);
105         (void)restore_level(creature_ptr);
106         (void)cure_critical_wounds(creature_ptr, 1000);
107
108         cave_set_feat(creature_ptr, creature_ptr->y, creature_ptr->x, feat_pattern_old);
109         msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
110
111         /*
112          * We could make the healing effect of the
113          * Pattern center one-time only to avoid various kinds
114          * of abuse, like luring the win monster into fighting you
115          * in the middle of the pattern...
116          */
117         break;
118
119     case PATTERN_TILE_OLD:
120         /* No effect */
121         break;
122
123     case PATTERN_TILE_TELEPORT:
124         pattern_teleport(creature_ptr);
125         break;
126
127     case PATTERN_TILE_WRECKED:
128         if (!is_invuln(creature_ptr))
129             take_hit(creature_ptr, DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
130         break;
131
132     default:
133         if (is_specific_player_race(creature_ptr, RACE_AMBERITE) && !one_in_(2))
134             return TRUE;
135         else if (!is_invuln(creature_ptr))
136             take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
137         break;
138     }
139
140     return TRUE;
141 }