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/geometry.h"
12 #include "floor/line-of-sight.h"
13 #include "grid/feature.h"
14 #include "monster-race/monster-race.h"
15 #include "monster-race/race-ability-mask.h"
16 #include "monster-race/race-flags2.h"
17 #include "monster-race/race-flags3.h"
18 #include "monster-race/race-flags7.h"
19 #include "mspell/mspell-attack-util.h"
20 #include "mspell/mspell-judgement.h"
21 #include "spell/range-calc.h"
22 #include "system/floor-type-definition.h"
23 #include "system/grid-type-definition.h"
24 #include "system/monster-race-definition.h"
25 #include "system/monster-type-definition.h"
26 #include "system/player-type-definition.h"
27 #include "target/projection-path-calculator.h"
28 #include "util/bit-flags-calculator.h"
31 * @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 /
32 * @param player_ptr プレイヤーへの参照ポインタ
33 * @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
34 * @param yp 最適な目標地点のY座標を返す参照ポインタ
35 * @param xp 最適な目標地点のX座標を返す参照ポインタ
36 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
37 * @param path_check 射線を判定するための関数ポインタ
38 * @return 有効な座標があった場合TRUEを返す
40 bool adjacent_grid_check(player_type *player_ptr, monster_type *m_ptr, POSITION *yp, POSITION *xp, FF f_flag, path_check_pf path_check)
42 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 } };
43 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 } };
46 if (m_ptr->fy < player_ptr->y && m_ptr->fx < player_ptr->x)
48 else if (m_ptr->fy < player_ptr->y)
50 else if (m_ptr->fx < player_ptr->x)
55 for (int i = 0; i < 8; i++) {
56 int next_x = *xp + tonari_x[next][i];
57 int next_y = *yp + tonari_y[next][i];
59 g_ptr = &player_ptr->current_floor_ptr->grid_array[next_y][next_x];
60 if (!g_ptr->cave_has_flag(f_flag))
63 if (path_check(player_ptr, m_ptr->fy, m_ptr->fx, next_y, next_x)) {
73 void decide_lite_range(player_type *player_ptr, msa_type *msa_ptr)
75 if (msa_ptr->ability_flags.has_not(RF_ABILITY::BR_LITE))
78 msa_ptr->y_br_lite = msa_ptr->y;
79 msa_ptr->x_br_lite = msa_ptr->x;
80 if (los(player_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y_br_lite, msa_ptr->x_br_lite)) {
81 feature_type *f_ptr = &f_info[player_ptr->current_floor_ptr->grid_array[msa_ptr->y_br_lite][msa_ptr->x_br_lite].feat];
82 if (f_ptr->flags.has_not(FF::LOS) && f_ptr->flags.has(FF::PROJECT) && one_in_(2))
83 msa_ptr->ability_flags.reset(RF_ABILITY::BR_LITE);
84 } else if (!adjacent_grid_check(player_ptr, msa_ptr->m_ptr, &msa_ptr->y_br_lite, &msa_ptr->x_br_lite, FF::LOS, los))
85 msa_ptr->ability_flags.reset(RF_ABILITY::BR_LITE);
87 if (msa_ptr->ability_flags.has(RF_ABILITY::BR_LITE))
90 msa_ptr->y_br_lite = 0;
91 msa_ptr->x_br_lite = 0;
94 static void feature_projection(floor_type *floor_ptr, msa_type *msa_ptr)
96 feature_type *f_ptr = &f_info[floor_ptr->grid_array[msa_ptr->y][msa_ptr->x].feat];
97 if (f_ptr->flags.has(FF::PROJECT))
100 if (msa_ptr->ability_flags.has(RF_ABILITY::BR_DISI) && f_ptr->flags.has(FF::HURT_DISI) && one_in_(2)) {
101 msa_ptr->do_spell = DO_SPELL_BR_DISI;
105 if (msa_ptr->ability_flags.has(RF_ABILITY::BR_LITE) && f_ptr->flags.has(FF::LOS) && one_in_(2))
106 msa_ptr->do_spell = DO_SPELL_BR_LITE;
109 static void check_lite_area_by_mspell(player_type *player_ptr, msa_type *msa_ptr)
111 if (msa_ptr->ability_flags.has(RF_ABILITY::BR_DISI) && (msa_ptr->m_ptr->cdis < get_max_range(player_ptr) / 2)
112 && in_disintegration_range(player_ptr->current_floor_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y, msa_ptr->x)
113 && (one_in_(10) || (projectable(player_ptr, msa_ptr->y, msa_ptr->x, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx) && one_in_(2)))) {
114 msa_ptr->do_spell = DO_SPELL_BR_DISI;
115 msa_ptr->success = true;
119 if (msa_ptr->ability_flags.has(RF_ABILITY::BR_LITE) && (msa_ptr->m_ptr->cdis < get_max_range(player_ptr) / 2)
120 && los(player_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y, msa_ptr->x) && one_in_(5)) {
121 msa_ptr->do_spell = DO_SPELL_BR_LITE;
122 msa_ptr->success = true;
126 if (msa_ptr->ability_flags.has_not(RF_ABILITY::BA_LITE) || (msa_ptr->m_ptr->cdis > get_max_range(player_ptr)))
129 POSITION by = msa_ptr->y, bx = msa_ptr->x;
130 get_project_point(player_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, &by, &bx, 0L);
131 if ((distance(by, bx, msa_ptr->y, msa_ptr->x) <= 3) && los(player_ptr, by, bx, msa_ptr->y, msa_ptr->x) && one_in_(5)) {
132 msa_ptr->do_spell = DO_SPELL_BA_LITE;
133 msa_ptr->success = true;
137 static void decide_lite_breath(player_type *player_ptr, msa_type *msa_ptr)
139 if (msa_ptr->success)
142 if (msa_ptr->m_ptr->target_y && msa_ptr->m_ptr->target_x) {
143 msa_ptr->y = msa_ptr->m_ptr->target_y;
144 msa_ptr->x = msa_ptr->m_ptr->target_x;
145 msa_ptr->ability_flags &= RF_ABILITY_INDIRECT_MASK;
146 msa_ptr->success = true;
149 if ((msa_ptr->y_br_lite == 0) || (msa_ptr->x_br_lite == 0) || (msa_ptr->m_ptr->cdis > get_max_range(player_ptr) / 2) || !one_in_(5))
152 if (msa_ptr->success) {
153 msa_ptr->ability_flags.set(RF_ABILITY::BR_LITE);
157 msa_ptr->y = msa_ptr->y_br_lite;
158 msa_ptr->x = msa_ptr->x_br_lite;
159 msa_ptr->do_spell = DO_SPELL_BR_LITE;
160 msa_ptr->success = true;
163 bool decide_lite_projection(player_type *player_ptr, msa_type *msa_ptr)
165 if (projectable(player_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y, msa_ptr->x)) {
166 feature_projection(player_ptr->current_floor_ptr, msa_ptr);
170 msa_ptr->success = false;
171 check_lite_area_by_mspell(player_ptr, msa_ptr);
172 if (!msa_ptr->success)
173 msa_ptr->success = adjacent_grid_check(player_ptr, msa_ptr->m_ptr, &msa_ptr->y, &msa_ptr->x, FF::PROJECT, projectable);
175 decide_lite_breath(player_ptr, msa_ptr);
176 return msa_ptr->success;
179 void decide_lite_area(player_type *player_ptr, msa_type *msa_ptr)
181 if (msa_ptr->ability_flags.has_not(RF_ABILITY::DARKNESS))
184 bool can_use_lite_area = (player_ptr->pclass == CLASS_NINJA) && ((msa_ptr->r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) == 0)
185 && ((msa_ptr->r_ptr->flags7 & RF7_DARK_MASK) == 0);
187 if ((msa_ptr->r_ptr->flags2 & RF2_STUPID) != 0)
190 if (d_info[player_ptr->dungeon_idx].flags.has(DF::DARKNESS)) {
191 msa_ptr->ability_flags.reset(RF_ABILITY::DARKNESS);
195 if ((player_ptr->pclass == CLASS_NINJA) && !can_use_lite_area)
196 msa_ptr->ability_flags.reset(RF_ABILITY::DARKNESS);