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[Refactor] #2141 monster_race *r_ptrの宣言をautoに差し替えた
[hengbandforosx/hengbandosx.git] / src / spell-kind / earthquake.cpp
1 #include "spell-kind/earthquake.h"
2 #include "core/player-redraw-types.h"
3 #include "core/player-update-types.h"
4 #include "core/window-redrawer.h"
5 #include "dungeon/dungeon-flag-types.h"
6 #include "dungeon/dungeon.h"
7 #include "dungeon/quest.h"
8 #include "floor/cave.h"
9 #include "floor/floor-object.h"
10 #include "floor/geometry.h"
11 #include "game-option/play-record-options.h"
12 #include "game-option/text-display-options.h"
13 #include "grid/feature-flag-types.h"
14 #include "grid/feature.h"
15 #include "grid/grid.h"
16 #include "grid/stair.h"
17 #include "io/write-diary.h"
18 #include "mind/mind-ninja.h"
19 #include "monster-floor/monster-lite.h"
20 #include "monster-race/monster-race.h"
21 #include "monster-race/race-flags1.h"
22 #include "monster-race/race-flags2.h"
23 #include "monster/monster-describer.h"
24 #include "monster/monster-description-types.h"
25 #include "monster/monster-info.h"
26 #include "monster/monster-status-setter.h"
27 #include "monster/monster-update.h"
28 #include "monster/smart-learn-types.h"
29 #include "player/player-damage.h"
30 #include "player/player-move.h"
31 #include "player/player-status-flags.h"
32 #include "player/special-defense-types.h"
33 #include "status/bad-status-setter.h"
34 #include "system/floor-type-definition.h"
35 #include "system/grid-type-definition.h"
36 #include "system/monster-race-definition.h"
37 #include "system/monster-type-definition.h"
38 #include "system/player-type-definition.h"
39 #include "util/bit-flags-calculator.h"
40 #include "view/display-messages.h"
41
42 /*!
43  * @brief 地震処理
44  * Induce an "earthquake" of the given radius at the given location.
45  * @param player_ptrプレイヤーへの参照ポインタ
46  * @param cy 中心Y座標
47  * @param cx 中心X座標
48  * @param r 効果半径
49  * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
50  * @return 効力があった場合TRUEを返す
51  */
52 bool earthquake(PlayerType *player_ptr, POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
53 {
54     auto *floor_ptr = player_ptr->current_floor_ptr;
55     if ((inside_quest(floor_ptr->quest_number) && quest_type::is_fixed(floor_ptr->quest_number)) || !floor_ptr->dun_level) {
56         return false;
57     }
58
59     if (r > 12)
60         r = 12;
61
62     bool map[32][32];
63     for (POSITION y = 0; y < 32; y++) {
64         for (POSITION x = 0; x < 32; x++) {
65             map[y][x] = false;
66         }
67     }
68
69     int damage = 0;
70     bool hurt = false;
71     for (POSITION dy = -r; dy <= r; dy++) {
72         for (POSITION dx = -r; dx <= r; dx++) {
73             POSITION yy = cy + dy;
74             POSITION xx = cx + dx;
75
76             if (!in_bounds(floor_ptr, yy, xx))
77                 continue;
78
79             if (distance(cy, cx, yy, xx) > r)
80                 continue;
81
82             grid_type *g_ptr;
83             g_ptr = &floor_ptr->grid_array[yy][xx];
84             g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
85             g_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
86             if (!dx && !dy)
87                 continue;
88
89             if (randint0(100) < 85)
90                 continue;
91
92             map[16 + yy - cy][16 + xx - cx] = true;
93             if (player_bold(player_ptr, yy, xx))
94                 hurt = true;
95         }
96     }
97
98     int sn = 0;
99     POSITION sy = 0, sx = 0;
100     if (hurt && !has_pass_wall(player_ptr) && !has_kill_wall(player_ptr)) {
101         for (DIRECTION i = 0; i < 8; i++) {
102             POSITION y = player_ptr->y + ddy_ddd[i];
103             POSITION x = player_ptr->x + ddx_ddd[i];
104             if (!is_cave_empty_bold(player_ptr, y, x))
105                 continue;
106
107             if (map[16 + y - cy][16 + x - cx])
108                 continue;
109
110             if (floor_ptr->grid_array[y][x].m_idx)
111                 continue;
112
113             sn++;
114             if (randint0(sn) > 0)
115                 continue;
116
117             sy = y;
118             sx = x;
119         }
120
121         switch (randint1(3)) {
122         case 1: {
123             msg_print(_("ダンジョンの壁が崩れた!", "The dungeon's ceiling collapses!"));
124             break;
125         }
126         case 2: {
127             msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The dungeon's floor twists in an unnatural way!"));
128             break;
129         }
130         default: {
131             msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The dungeon quakes!  You are pummeled with debris!"));
132             break;
133         }
134         }
135
136         if (!sn) {
137             msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
138             damage = 200;
139         } else {
140             BadStatusSetter bss(player_ptr);
141             switch (randint1(3)) {
142             case 1: {
143                 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
144                 damage = 0;
145                 break;
146             }
147             case 2: {
148                 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
149                 damage = damroll(10, 4);
150                 (void)bss.mod_stun(randint1(50));
151                 break;
152             }
153             case 3: {
154                 msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
155                 damage = damroll(10, 4);
156                 (void)bss.mod_stun(randint1(50));
157                 break;
158             }
159             }
160
161             (void)move_player_effect(player_ptr, sy, sx, MPE_DONT_PICKUP);
162         }
163
164         map[16 + player_ptr->y - cy][16 + player_ptr->x - cx] = false;
165         if (damage) {
166             std::string killer;
167
168             if (m_idx) {
169                 GAME_TEXT m_name[MAX_NLEN];
170                 auto *m_ptr = &floor_ptr->m_list[m_idx];
171                 monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
172                 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
173             } else {
174                 killer = _("地震", "an earthquake");
175             }
176
177             take_hit(player_ptr, DAMAGE_ATTACK, damage, killer.c_str());
178         }
179     }
180
181     for (POSITION dy = -r; dy <= r; dy++) {
182         for (POSITION dx = -r; dx <= r; dx++) {
183             POSITION yy = cy + dy;
184             POSITION xx = cx + dx;
185             if (!map[16 + yy - cy][16 + xx - cx])
186                 continue;
187
188             grid_type *gg_ptr;
189             gg_ptr = &floor_ptr->grid_array[yy][xx];
190             if (gg_ptr->m_idx == player_ptr->riding)
191                 continue;
192
193             if (!gg_ptr->m_idx)
194                 continue;
195
196             auto *m_ptr = &floor_ptr->m_list[gg_ptr->m_idx];
197             auto *r_ptr = &r_info[m_ptr->r_idx];
198             if (r_ptr->flags1 & RF1_QUESTOR) {
199                 map[16 + yy - cy][16 + xx - cx] = false;
200                 continue;
201             }
202
203             if ((r_ptr->flags2 & RF2_KILL_WALL) || (r_ptr->flags2 & RF2_PASS_WALL))
204                 continue;
205
206             GAME_TEXT m_name[MAX_NLEN];
207             sn = 0;
208             if (r_ptr->behavior_flags.has_not(MonsterBehaviorType::NEVER_MOVE)) {
209                 for (DIRECTION i = 0; i < 8; i++) {
210                     POSITION y = yy + ddy_ddd[i];
211                     POSITION x = xx + ddx_ddd[i];
212                     if (!is_cave_empty_bold(player_ptr, y, x))
213                         continue;
214
215                     auto *g_ptr = &floor_ptr->grid_array[y][x];
216                     if (g_ptr->is_rune_protection())
217                         continue;
218
219                     if (g_ptr->is_rune_explosion())
220                         continue;
221
222                     if (pattern_tile(floor_ptr, y, x))
223                         continue;
224
225                     if (map[16 + y - cy][16 + x - cx])
226                         continue;
227
228                     if (floor_ptr->grid_array[y][x].m_idx)
229                         continue;
230
231                     if (player_bold(player_ptr, y, x))
232                         continue;
233
234                     sn++;
235
236                     if (randint0(sn) > 0)
237                         continue;
238
239                     sy = y;
240                     sx = x;
241                 }
242             }
243
244             monster_desc(player_ptr, m_name, m_ptr, 0);
245             if (!ignore_unview || is_seen(player_ptr, m_ptr))
246                 msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
247
248             damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
249             (void)set_monster_csleep(player_ptr, gg_ptr->m_idx, 0);
250             m_ptr->hp -= damage;
251             if (m_ptr->hp < 0) {
252                 if (!ignore_unview || is_seen(player_ptr, m_ptr))
253                     msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
254
255                 if (gg_ptr->m_idx) {
256                     if (record_named_pet && is_pet(&floor_ptr->m_list[gg_ptr->m_idx]) && floor_ptr->m_list[gg_ptr->m_idx].nickname) {
257                         char m2_name[MAX_NLEN];
258
259                         monster_desc(player_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
260                         exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
261                     }
262                 }
263
264                 delete_monster(player_ptr, yy, xx);
265                 sn = 0;
266             }
267
268             if (sn == 0)
269                 continue;
270
271             IDX m_idx_aux = floor_ptr->grid_array[yy][xx].m_idx;
272             floor_ptr->grid_array[yy][xx].m_idx = 0;
273             floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
274             m_ptr->fy = sy;
275             m_ptr->fx = sx;
276             update_monster(player_ptr, m_idx_aux, true);
277             lite_spot(player_ptr, yy, xx);
278             lite_spot(player_ptr, sy, sx);
279         }
280     }
281
282     clear_mon_lite(floor_ptr);
283     for (POSITION dy = -r; dy <= r; dy++) {
284         for (POSITION dx = -r; dx <= r; dx++) {
285             POSITION yy = cy + dy;
286             POSITION xx = cx + dx;
287             if (!map[16 + yy - cy][16 + xx - cx])
288                 continue;
289
290             if (!cave_valid_bold(floor_ptr, yy, xx))
291                 continue;
292
293             delete_all_items_from_floor(player_ptr, yy, xx);
294             int t = cave_has_flag_bold(floor_ptr, yy, xx, FloorFeatureType::PROJECT) ? randint0(100) : 200;
295             if (t < 20) {
296                 cave_set_feat(player_ptr, yy, xx, feat_granite);
297                 continue;
298             }
299
300             if (t < 70) {
301                 cave_set_feat(player_ptr, yy, xx, feat_quartz_vein);
302                 continue;
303             }
304
305             if (t < 100) {
306                 cave_set_feat(player_ptr, yy, xx, feat_magma_vein);
307                 continue;
308             }
309
310             cave_set_feat(player_ptr, yy, xx, feat_ground_type[randint0(100)]);
311         }
312     }
313
314     for (POSITION dy = -r; dy <= r; dy++) {
315         for (POSITION dx = -r; dx <= r; dx++) {
316             POSITION yy = cy + dy;
317             POSITION xx = cx + dx;
318             if (!in_bounds(floor_ptr, yy, xx))
319                 continue;
320
321             if (distance(cy, cx, yy, xx) > r)
322                 continue;
323
324             auto *g_ptr = &floor_ptr->grid_array[yy][xx];
325             if (g_ptr->is_mirror()) {
326                 g_ptr->info |= CAVE_GLOW;
327                 continue;
328             }
329
330             if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS))
331                 continue;
332
333             grid_type *cc_ptr;
334             for (DIRECTION ii = 0; ii < 9; ii++) {
335                 POSITION yyy = yy + ddy_ddd[ii];
336                 POSITION xxx = xx + ddx_ddd[ii];
337                 if (!in_bounds2(floor_ptr, yyy, xxx))
338                     continue;
339                 cc_ptr = &floor_ptr->grid_array[yyy][xxx];
340                 if (f_info[cc_ptr->get_feat_mimic()].flags.has(FloorFeatureType::GLOW)) {
341                     g_ptr->info |= CAVE_GLOW;
342                     break;
343                 }
344             }
345         }
346     }
347
348     player_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
349     player_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
350     player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
351     if (floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW) {
352         set_superstealth(player_ptr, false);
353     }
354
355     return true;
356 }