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 "player-base/player-class.h"
22 #include "spell/range-calc.h"
23 #include "system/floor-type-definition.h"
24 #include "system/grid-type-definition.h"
25 #include "system/monster-race-definition.h"
26 #include "system/monster-type-definition.h"
27 #include "system/player-type-definition.h"
28 #include "target/projection-path-calculator.h"
29 #include "util/bit-flags-calculator.h"
32 * @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 /
33 * @param player_ptr プレイヤーへの参照ポインタ
34 * @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
35 * @param yp 最適な目標地点のY座標を返す参照ポインタ
36 * @param xp 最適な目標地点のX座標を返す参照ポインタ
37 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
38 * @param path_check 射線を判定するための関数ポインタ
39 * @return 有効な座標があった場合TRUEを返す
41 bool adjacent_grid_check(PlayerType *player_ptr, monster_type *m_ptr, POSITION *yp, POSITION *xp, FloorFeatureType f_flag, path_check_pf path_check)
43 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 } };
44 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 } };
47 if (m_ptr->fy < player_ptr->y && m_ptr->fx < player_ptr->x)
49 else if (m_ptr->fy < player_ptr->y)
51 else if (m_ptr->fx < player_ptr->x)
56 for (int i = 0; i < 8; i++) {
57 int next_x = *xp + tonari_x[next][i];
58 int next_y = *yp + tonari_y[next][i];
60 g_ptr = &player_ptr->current_floor_ptr->grid_array[next_y][next_x];
61 if (!g_ptr->cave_has_flag(f_flag))
64 if (path_check(player_ptr, m_ptr->fy, m_ptr->fx, next_y, next_x)) {
74 void decide_lite_range(PlayerType *player_ptr, msa_type *msa_ptr)
76 if (msa_ptr->ability_flags.has_not(MonsterAbilityType::BR_LITE))
79 msa_ptr->y_br_lite = msa_ptr->y;
80 msa_ptr->x_br_lite = msa_ptr->x;
81 if (los(player_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y_br_lite, msa_ptr->x_br_lite)) {
82 auto *f_ptr = &f_info[player_ptr->current_floor_ptr->grid_array[msa_ptr->y_br_lite][msa_ptr->x_br_lite].feat];
83 if (f_ptr->flags.has_not(FloorFeatureType::LOS) && f_ptr->flags.has(FloorFeatureType::PROJECT) && one_in_(2))
84 msa_ptr->ability_flags.reset(MonsterAbilityType::BR_LITE);
85 } else if (!adjacent_grid_check(player_ptr, msa_ptr->m_ptr, &msa_ptr->y_br_lite, &msa_ptr->x_br_lite, FloorFeatureType::LOS, los))
86 msa_ptr->ability_flags.reset(MonsterAbilityType::BR_LITE);
88 if (msa_ptr->ability_flags.has(MonsterAbilityType::BR_LITE))
91 msa_ptr->y_br_lite = 0;
92 msa_ptr->x_br_lite = 0;
95 static void feature_projection(floor_type *floor_ptr, msa_type *msa_ptr)
97 auto *f_ptr = &f_info[floor_ptr->grid_array[msa_ptr->y][msa_ptr->x].feat];
98 if (f_ptr->flags.has(FloorFeatureType::PROJECT))
101 if (msa_ptr->ability_flags.has(MonsterAbilityType::BR_DISI) && f_ptr->flags.has(FloorFeatureType::HURT_DISI) && one_in_(2)) {
102 msa_ptr->do_spell = DO_SPELL_BR_DISI;
106 if (msa_ptr->ability_flags.has(MonsterAbilityType::BR_LITE) && f_ptr->flags.has(FloorFeatureType::LOS) && one_in_(2))
107 msa_ptr->do_spell = DO_SPELL_BR_LITE;
110 static void check_lite_area_by_mspell(PlayerType *player_ptr, msa_type *msa_ptr)
112 if (msa_ptr->ability_flags.has(MonsterAbilityType::BR_DISI) && (msa_ptr->m_ptr->cdis < get_max_range(player_ptr) / 2) && in_disintegration_range(player_ptr->current_floor_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y, msa_ptr->x) && (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)))) {
113 msa_ptr->do_spell = DO_SPELL_BR_DISI;
114 msa_ptr->success = true;
118 if (msa_ptr->ability_flags.has(MonsterAbilityType::BR_LITE) && (msa_ptr->m_ptr->cdis < get_max_range(player_ptr) / 2) && los(player_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y, msa_ptr->x) && one_in_(5)) {
119 msa_ptr->do_spell = DO_SPELL_BR_LITE;
120 msa_ptr->success = true;
124 if (msa_ptr->ability_flags.has_not(MonsterAbilityType::BA_LITE) || (msa_ptr->m_ptr->cdis > get_max_range(player_ptr)))
127 POSITION by = msa_ptr->y, bx = msa_ptr->x;
128 get_project_point(player_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, &by, &bx, 0L);
129 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)) {
130 msa_ptr->do_spell = DO_SPELL_BA_LITE;
131 msa_ptr->success = true;
135 static void decide_lite_breath(PlayerType *player_ptr, msa_type *msa_ptr)
137 if (msa_ptr->success)
140 if (msa_ptr->m_ptr->target_y && msa_ptr->m_ptr->target_x) {
141 msa_ptr->y = msa_ptr->m_ptr->target_y;
142 msa_ptr->x = msa_ptr->m_ptr->target_x;
143 msa_ptr->ability_flags &= RF_ABILITY_INDIRECT_MASK;
144 msa_ptr->success = true;
147 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))
150 if (msa_ptr->success) {
151 msa_ptr->ability_flags.set(MonsterAbilityType::BR_LITE);
155 msa_ptr->y = msa_ptr->y_br_lite;
156 msa_ptr->x = msa_ptr->x_br_lite;
157 msa_ptr->do_spell = DO_SPELL_BR_LITE;
158 msa_ptr->success = true;
161 bool decide_lite_projection(PlayerType *player_ptr, msa_type *msa_ptr)
163 if (projectable(player_ptr, msa_ptr->m_ptr->fy, msa_ptr->m_ptr->fx, msa_ptr->y, msa_ptr->x)) {
164 feature_projection(player_ptr->current_floor_ptr, msa_ptr);
168 msa_ptr->success = false;
169 check_lite_area_by_mspell(player_ptr, msa_ptr);
170 if (!msa_ptr->success)
171 msa_ptr->success = adjacent_grid_check(player_ptr, msa_ptr->m_ptr, &msa_ptr->y, &msa_ptr->x, FloorFeatureType::PROJECT, projectable);
173 decide_lite_breath(player_ptr, msa_ptr);
174 return msa_ptr->success;
177 void decide_lite_area(PlayerType *player_ptr, msa_type *msa_ptr)
179 if (msa_ptr->ability_flags.has_not(MonsterAbilityType::DARKNESS))
182 PlayerClass pc(player_ptr);
183 bool can_use_lite_area = pc.equals(PlayerClassType::NINJA) && msa_ptr->r_ptr->kind_flags.has_not(MonsterKindType::UNDEAD) && none_bits(msa_ptr->r_ptr->flags3, RF3_HURT_LITE) && ((msa_ptr->r_ptr->flags7 & RF7_DARK_MASK) == 0);
185 if (msa_ptr->r_ptr->behavior_flags.has(MonsterBehaviorType::STUPID))
188 if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
189 msa_ptr->ability_flags.reset(MonsterAbilityType::DARKNESS);
193 if (pc.equals(PlayerClassType::NINJA) && !can_use_lite_area)
194 msa_ptr->ability_flags.reset(MonsterAbilityType::DARKNESS);