2 * @brief モンスターの魔法によってフロアを明るくする処理及びその判定
7 #include "mspell/mspell-lite.h"
8 #include "dungeon/dungeon-flag-types.h"
9 #include "dungeon/dungeon.h"
10 #include "floor/cave.h"
11 #include "floor/floor.h"
12 #include "grid/feature.h"
13 #include "grid/grid.h"
14 #include "monster-race/monster-race.h"
15 #include "monster-race/race-flags-ability1.h"
16 #include "monster-race/race-flags-ability2.h"
17 #include "monster-race/race-flags2.h"
18 #include "monster-race/race-flags3.h"
19 #include "monster-race/race-flags4.h"
20 #include "monster-race/race-flags7.h"
21 #include "mspell/mspell-attack-util.h"
22 #include "mspell/mspell-judgement.h"
23 #include "mspell/mspell-mask-definitions.h"
24 #include "spell/range-calc.h"
25 #include "system/floor-type-definition.h"
26 #include "system/monster-type-definition.h"
27 #include "util/bit-flags-calculator.h"
30 * @brief モンスターがプレイヤーにダメージを与えるための最適な座標を算出する /
31 * @param target_ptr プレーヤーへの参照ポインタ
32 * @param m_ptr 技能を使用するモンスター構造体の参照ポインタ
33 * @param yp 最適な目標地点のY座標を返す参照ポインタ
34 * @param xp 最適な目標地点のX座標を返す参照ポインタ
35 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
36 * @param path_check 射線を判定するための関数ポインタ
37 * @return 有効な座標があった場合TRUEを返す
39 bool adjacent_grid_check(player_type *target_ptr, monster_type *m_ptr, POSITION *yp, POSITION *xp, int f_flag, path_check_pf path_check)
41 static int tonari_y[4][8] = { { -1, -1, -1, 0, 0, 1, 1, 1 }, { -1, -1, -1, 0, 0, 1, 1, 1 }, { 1, 1, 1, 0, 0, -1, -1, -1 }, { 1, 1, 1, 0, 0, -1, -1, -1 } };
42 static int tonari_x[4][8] = { { -1, 0, 1, -1, 1, -1, 0, 1 }, { 1, 0, -1, 1, -1, 1, 0, -1 }, { -1, 0, 1, -1, 1, -1, 0, 1 }, { 1, 0, -1, 1, -1, 1, 0, -1 } };
45 if (m_ptr->fy < target_ptr->y && m_ptr->fx < target_ptr->x)
47 else if (m_ptr->fy < target_ptr->y)
49 else if (m_ptr->fx < target_ptr->x)
54 for (int i = 0; i < 8; i++) {
55 int next_x = *xp + tonari_x[next][i];
56 int next_y = *yp + tonari_y[next][i];
58 g_ptr = &target_ptr->current_floor_ptr->grid_array[next_y][next_x];
59 if (!cave_have_flag_grid(g_ptr, f_flag))
62 if (path_check(target_ptr, m_ptr->fy, m_ptr->fx, next_y, next_x)) {
72 void decide_lite_range(player_type *target_ptr, msa_type *msa_ptr)
74 if ((msa_ptr->f4 & RF4_BR_LITE) == 0)
77 msa_ptr->y_br_lite = msa_ptr->y;
78 msa_ptr->x_br_lite = msa_ptr->x;
79 if (los(target_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y_br_lite, msa_ptr->x_br_lite)) {
80 feature_type *f_ptr = &f_info[target_ptr->current_floor_ptr->grid_array[msa_ptr->y_br_lite][msa_ptr->x_br_lite].feat];
81 if (!have_flag(f_ptr->flags, FF_LOS) && have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2))
82 msa_ptr->f4 &= ~(RF4_BR_LITE);
83 } else if (!adjacent_grid_check(target_ptr, msa_ptr->m_ptr, &msa_ptr->y_br_lite, &msa_ptr->x_br_lite, FF_LOS, los))
84 msa_ptr->f4 &= ~(RF4_BR_LITE);
86 if ((msa_ptr->f4 & RF4_BR_LITE) != 0)
89 msa_ptr->y_br_lite = 0;
90 msa_ptr->x_br_lite = 0;
93 static void feature_projection(floor_type *floor_ptr, msa_type *msa_ptr)
95 feature_type *f_ptr = &f_info[floor_ptr->grid_array[msa_ptr->y][msa_ptr->x].feat];
96 if (have_flag(f_ptr->flags, FF_PROJECT))
99 if ((msa_ptr->f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) {
100 msa_ptr->do_spell = DO_SPELL_BR_DISI;
104 if ((msa_ptr->f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2))
105 msa_ptr->do_spell = DO_SPELL_BR_LITE;
108 static void check_lite_area_by_mspell(player_type *target_ptr, msa_type *msa_ptr)
110 if ((msa_ptr->f4 & RF4_BR_DISI) && (msa_ptr->m_ptr->cdis < get_max_range(target_ptr) / 2)
111 && in_disintegration_range(target_ptr->current_floor_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y, msa_ptr->x)
112 && (one_in_(10) || (projectable(target_ptr, msa_ptr->y, msa_ptr->x, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx) && one_in_(2)))) {
113 msa_ptr->do_spell = DO_SPELL_BR_DISI;
114 msa_ptr->success = TRUE;
118 if ((msa_ptr->f4 & RF4_BR_LITE) && (msa_ptr->m_ptr->cdis < get_max_range(target_ptr) / 2)
119 && los(target_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y, msa_ptr->x) && one_in_(5)) {
120 msa_ptr->do_spell = DO_SPELL_BR_LITE;
121 msa_ptr->success = TRUE;
125 if (((msa_ptr->f5 & RF5_BA_LITE) == 0) || (msa_ptr->m_ptr->cdis > get_max_range(target_ptr)))
128 POSITION by = msa_ptr->y, bx = msa_ptr->x;
129 get_project_point(target_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, &by, &bx, 0L);
130 if ((distance(by, bx, msa_ptr->y, msa_ptr->x) <= 3) && los(target_ptr, by, bx, msa_ptr->y, msa_ptr->x) && one_in_(5)) {
131 msa_ptr->do_spell = DO_SPELL_BA_LITE;
132 msa_ptr->success = TRUE;
136 static void decide_lite_breath(player_type *target_ptr, msa_type *msa_ptr)
138 if (msa_ptr->success)
141 if (msa_ptr->m_ptr->target_y && msa_ptr->m_ptr->target_x) {
142 msa_ptr->y = msa_ptr->m_ptr->target_y;
143 msa_ptr->x = msa_ptr->m_ptr->target_x;
144 msa_ptr->f4 &= RF4_INDIRECT_MASK;
145 msa_ptr->f5 &= RF5_INDIRECT_MASK;
146 msa_ptr->f6 &= RF6_INDIRECT_MASK;
147 msa_ptr->success = TRUE;
150 if ((msa_ptr->y_br_lite == 0) || (msa_ptr->x_br_lite == 0) || (msa_ptr->m_ptr->cdis > get_max_range(target_ptr) / 2) || !one_in_(5))
153 if (msa_ptr->success) {
154 msa_ptr->f4 |= RF4_BR_LITE;
158 msa_ptr->y = msa_ptr->y_br_lite;
159 msa_ptr->x = msa_ptr->x_br_lite;
160 msa_ptr->do_spell = DO_SPELL_BR_LITE;
161 msa_ptr->success = TRUE;
164 bool decide_lite_projection(player_type *target_ptr, msa_type *msa_ptr)
166 if (projectable(target_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y, msa_ptr->x)) {
167 feature_projection(target_ptr->current_floor_ptr, msa_ptr);
171 msa_ptr->success = FALSE;
172 check_lite_area_by_mspell(target_ptr, msa_ptr);
173 if (!msa_ptr->success)
174 msa_ptr->success = adjacent_grid_check(target_ptr, msa_ptr->m_ptr, &msa_ptr->y, &msa_ptr->x, FF_PROJECT, projectable);
176 decide_lite_breath(target_ptr, msa_ptr);
177 return msa_ptr->success;
180 void decide_lite_area(player_type *target_ptr, msa_type *msa_ptr)
182 if ((msa_ptr->f6 & RF6_DARKNESS) == 0)
185 bool can_use_lite_area = (target_ptr->pclass == CLASS_NINJA) && ((msa_ptr->r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) == 0)
186 && ((msa_ptr->r_ptr->flags7 & RF7_DARK_MASK) == 0);
188 if ((msa_ptr->r_ptr->flags2 & RF2_STUPID) != 0)
191 if (d_info[target_ptr->dungeon_idx].flags1 & DF1_DARKNESS) {
192 msa_ptr->f6 &= ~(RF6_DARKNESS);
196 if ((target_ptr->pclass == CLASS_NINJA) && !can_use_lite_area)
197 msa_ptr->f6 &= ~(RF6_DARKNESS);