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"
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
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
52 bool earthquake(player_type *player_ptr, POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
54 floor_type *floor_ptr = player_ptr->current_floor_ptr;
55 if ((floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)) || !floor_ptr->dun_level) {
63 for (POSITION y = 0; y < 32; y++) {
64 for (POSITION x = 0; x < 32; x++) {
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;
76 if (!in_bounds(floor_ptr, yy, xx))
79 if (distance(cy, cx, yy, xx) > r)
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);
89 if (randint0(100) < 85)
92 map[16 + yy - cy][16 + xx - cx] = true;
93 if (player_bold(player_ptr, yy, xx))
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))
107 if (map[16 + y - cy][16 + x - cx])
110 if (floor_ptr->grid_array[y][x].m_idx)
114 if (randint0(sn) > 0)
121 switch (randint1(3)) {
123 msg_print(_("ダンジョンの壁が崩れた!", "The dungeon's ceiling collapses!"));
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!"));
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!"));
137 msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
140 switch (randint1(3)) {
142 msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
147 msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
148 damage = damroll(10, 4);
149 (void)set_stun(player_ptr, player_ptr->stun + randint1(50));
153 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!"));
154 damage = damroll(10, 4);
155 (void)set_stun(player_ptr, player_ptr->stun + randint1(50));
160 (void)move_player_effect(player_ptr, sy, sx, MPE_DONT_PICKUP);
163 map[16 + player_ptr->y - cy][16 + player_ptr->x - cx] = false;
168 GAME_TEXT m_name[MAX_NLEN];
169 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
170 monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
171 killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
173 killer = _("地震", "an earthquake");
176 take_hit(player_ptr, DAMAGE_ATTACK, damage, killer);
180 for (POSITION dy = -r; dy <= r; dy++) {
181 for (POSITION dx = -r; dx <= r; dx++) {
182 POSITION yy = cy + dy;
183 POSITION xx = cx + dx;
184 if (!map[16 + yy - cy][16 + xx - cx])
188 gg_ptr = &floor_ptr->grid_array[yy][xx];
189 if (gg_ptr->m_idx == player_ptr->riding)
195 monster_type *m_ptr = &floor_ptr->m_list[gg_ptr->m_idx];
196 monster_race *r_ptr = &r_info[m_ptr->r_idx];
197 if (r_ptr->flags1 & RF1_QUESTOR) {
198 map[16 + yy - cy][16 + xx - cx] = false;
202 if ((r_ptr->flags2 & RF2_KILL_WALL) || (r_ptr->flags2 & RF2_PASS_WALL))
205 GAME_TEXT m_name[MAX_NLEN];
207 if (none_bits(r_ptr->flags1, RF1_NEVER_MOVE)) {
208 for (DIRECTION i = 0; i < 8; i++) {
209 POSITION y = yy + ddy_ddd[i];
210 POSITION x = xx + ddx_ddd[i];
211 if (!is_cave_empty_bold(player_ptr, y, x))
214 auto *g_ptr = &floor_ptr->grid_array[y][x];
215 if (g_ptr->is_rune_protection())
218 if (g_ptr->is_rune_explosion())
221 if (pattern_tile(floor_ptr, y, x))
224 if (map[16 + y - cy][16 + x - cx])
227 if (floor_ptr->grid_array[y][x].m_idx)
230 if (player_bold(player_ptr, y, x))
235 if (randint0(sn) > 0)
243 monster_desc(player_ptr, m_name, m_ptr, 0);
244 if (!ignore_unview || is_seen(player_ptr, m_ptr))
245 msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
247 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
248 (void)set_monster_csleep(player_ptr, gg_ptr->m_idx, 0);
251 if (!ignore_unview || is_seen(player_ptr, m_ptr))
252 msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
255 if (record_named_pet && is_pet(&floor_ptr->m_list[gg_ptr->m_idx]) && floor_ptr->m_list[gg_ptr->m_idx].nickname) {
256 char m2_name[MAX_NLEN];
258 monster_desc(player_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
259 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
263 delete_monster(player_ptr, yy, xx);
270 IDX m_idx_aux = floor_ptr->grid_array[yy][xx].m_idx;
271 floor_ptr->grid_array[yy][xx].m_idx = 0;
272 floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
275 update_monster(player_ptr, m_idx_aux, true);
276 lite_spot(player_ptr, yy, xx);
277 lite_spot(player_ptr, sy, sx);
281 clear_mon_lite(floor_ptr);
282 for (POSITION dy = -r; dy <= r; dy++) {
283 for (POSITION dx = -r; dx <= r; dx++) {
284 POSITION yy = cy + dy;
285 POSITION xx = cx + dx;
286 if (!map[16 + yy - cy][16 + xx - cx])
289 if (!cave_valid_bold(floor_ptr, yy, xx))
292 delete_all_items_from_floor(player_ptr, yy, xx);
293 int t = cave_has_flag_bold(floor_ptr, yy, xx, FF::PROJECT) ? randint0(100) : 200;
295 cave_set_feat(player_ptr, yy, xx, feat_granite);
300 cave_set_feat(player_ptr, yy, xx, feat_quartz_vein);
305 cave_set_feat(player_ptr, yy, xx, feat_magma_vein);
309 cave_set_feat(player_ptr, yy, xx, feat_ground_type[randint0(100)]);
313 for (POSITION dy = -r; dy <= r; dy++) {
314 for (POSITION dx = -r; dx <= r; dx++) {
315 POSITION yy = cy + dy;
316 POSITION xx = cx + dx;
317 if (!in_bounds(floor_ptr, yy, xx))
320 if (distance(cy, cx, yy, xx) > r)
323 auto *g_ptr = &floor_ptr->grid_array[yy][xx];
324 if (g_ptr->is_mirror()) {
325 g_ptr->info |= CAVE_GLOW;
329 if (d_info[player_ptr->dungeon_idx].flags.has(DF::DARKNESS))
333 for (DIRECTION ii = 0; ii < 9; ii++) {
334 POSITION yyy = yy + ddy_ddd[ii];
335 POSITION xxx = xx + ddx_ddd[ii];
336 if (!in_bounds2(floor_ptr, yyy, xxx))
338 cc_ptr = &floor_ptr->grid_array[yyy][xxx];
339 if (f_info[cc_ptr->get_feat_mimic()].flags.has(FF::GLOW)) {
340 g_ptr->info |= CAVE_GLOW;
347 player_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
348 player_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
349 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
350 if (player_ptr->special_defense & NINJA_S_STEALTH) {
351 if (floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW)
352 set_superstealth(player_ptr, false);