1 #include "spell-kind/spells-lite.h"
2 #include "dungeon/dungeon.h"
3 #include "effect/effect-characteristics.h"
4 #include "floor/floor.h"
5 #include "game-option/map-screen-options.h"
7 #include "monster-race/race-flags2.h"
8 #include "monster/monster-describer.h"
9 #include "monster/monster-status.h"
10 #include "monster/monster-update.h"
11 #include "player/player-effects.h"
12 #include "spell/process-effect.h"
13 #include "spell-kind/spells-launcher.h"
14 #include "spell/spell-types.h"
15 #include "util/bit-flags-calculator.h"
16 #include "view/display-messages.h"
17 #include "world/world.h"
20 * todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
21 * @brief 部屋全体を照らすサブルーチン
22 * @param caster_ptr プレーヤーへの参照ポインタ
26 * This routine clears the entire "temp" set.
27 * This routine will Perma-Lite all "temp" grids.
28 * This routine is used (only) by "lite_room()"
29 * Dark grids are illuminated.
30 * Also, process all affected monsters.
32 * SMART monsters always wake up when illuminated
33 * NORMAL monsters wake up 1/4 the time when illuminated
34 * STUPID monsters wake up 1/10 the time when illuminated
37 static void cave_temp_room_lite(player_type *caster_ptr)
39 for (int i = 0; i < tmp_pos.n; i++) {
40 POSITION y = tmp_pos.y[i];
41 POSITION x = tmp_pos.x[i];
42 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
43 g_ptr->info &= ~(CAVE_TEMP);
44 g_ptr->info |= (CAVE_GLOW);
46 PERCENTAGE chance = 25;
47 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
48 monster_race *r_ptr = &r_info[m_ptr->r_idx];
49 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
50 if (r_ptr->flags2 & (RF2_STUPID))
52 if (r_ptr->flags2 & (RF2_SMART))
55 if (monster_csleep_remaining(m_ptr) && (randint0(100) < chance)) {
56 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
58 GAME_TEXT m_name[MAX_NLEN];
59 monster_desc(caster_ptr, m_name, m_ptr, 0);
60 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
65 note_spot(caster_ptr, y, x);
66 lite_spot(caster_ptr, y, x);
67 update_local_illumination(caster_ptr, y, x);
74 * todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
75 * @brief 部屋全体を暗くするサブルーチン
76 * @param caster_ptr プレーヤーへの参照ポインタ
80 * This routine clears the entire "temp" set.
81 * This routine will "darken" all "temp" grids.
82 * In addition, some of these grids will be "unmarked".
83 * This routine is used (only) by "unlite_room()"
84 * Also, process all affected monsters
87 static void cave_temp_room_unlite(player_type *caster_ptr)
89 for (int i = 0; i < tmp_pos.n; i++) {
90 POSITION y = tmp_pos.y[i];
91 POSITION x = tmp_pos.x[i];
92 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
93 bool do_dark = !is_mirror_grid(g_ptr);
94 g_ptr->info &= ~(CAVE_TEMP);
98 if (caster_ptr->current_floor_ptr->dun_level || !is_daytime()) {
99 for (int j = 0; j < 9; j++) {
100 POSITION by = y + ddy_ddd[j];
101 POSITION bx = x + ddx_ddd[j];
103 if (in_bounds2(caster_ptr->current_floor_ptr, by, bx)) {
104 grid_type *cc_ptr = &caster_ptr->current_floor_ptr->grid_array[by][bx];
106 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW)) {
117 g_ptr->info &= ~(CAVE_GLOW);
118 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER)) {
119 if (!view_torch_grids)
120 g_ptr->info &= ~(CAVE_MARK);
121 note_spot(caster_ptr, y, x);
125 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
128 lite_spot(caster_ptr, y, x);
129 update_local_illumination(caster_ptr, y, x);
136 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
137 * @param floor_ptr 配置するフロアの参照ポインタ
140 * @param pass_bold 地形条件を返す関数ポインタ
143 static int next_to_open(floor_type *floor_ptr, POSITION cy, POSITION cx, bool (*pass_bold)(floor_type *, POSITION, POSITION))
147 for (int i = 0; i < 16; i++) {
148 POSITION y = cy + ddy_cdd[i % 8];
149 POSITION x = cx + ddx_cdd[i % 8];
150 if (!pass_bold(floor_ptr, y, x)) {
161 return MAX(len, blen);
165 * @brief 周辺に関数ポインタの条件に該当する地形がいくつあるかを計算する / Determine how much contiguous open space this grid is next to
166 * @param floor_ptr 配置するフロアの参照ポインタ
169 * @param pass_bold 地形条件を返す関数ポインタ
172 static int next_to_walls_adj(floor_type *floor_ptr, POSITION cy, POSITION cx, bool (*pass_bold)(floor_type *, POSITION, POSITION))
176 for (DIRECTION i = 0; i < 8; i++) {
180 if (!pass_bold(floor_ptr, y, x))
188 * @brief 部屋内にある一点の周囲に該当する地形数かいくつあるかをグローバル変数tmp_pos.nに返す / Aux function -- see below
189 * @param caster_ptr プレーヤーへの参照ポインタ
192 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
193 * @param pass_bold 地形条件を返す関数ポインタ
196 static void cave_temp_room_aux(player_type *caster_ptr, POSITION y, POSITION x, bool only_room, bool (*pass_bold)(floor_type *, POSITION, POSITION))
199 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
200 g_ptr = &floor_ptr->grid_array[y][x];
201 if (g_ptr->info & (CAVE_TEMP))
204 if (!(g_ptr->info & (CAVE_ROOM))) {
207 if (!in_bounds2(floor_ptr, y, x))
209 if (distance(caster_ptr->y, caster_ptr->x, y, x) > MAX_RANGE)
212 /* Verify this grid */
214 * The reason why it is ==6 instead of >5 is that 8 is impossible
215 * due to the check for cave_bold above.
216 * 7 lights dead-end corridors (you need to do this for the
217 * checkboard interesting rooms, so that the boundary is lit
219 * This leaves only a check for 6 bounding walls!
221 if (in_bounds(floor_ptr, y, x) && pass_bold(floor_ptr, y, x) && (next_to_walls_adj(floor_ptr, y, x, pass_bold) == 6)
222 && (next_to_open(floor_ptr, y, x, pass_bold) <= 1))
226 if (tmp_pos.n == TEMP_MAX)
229 g_ptr->info |= (CAVE_TEMP);
230 tmp_pos.y[tmp_pos.n] = y;
231 tmp_pos.x[tmp_pos.n] = x;
236 * @brief 部屋内にある一点の周囲がいくつ光を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
237 * @param caster_ptr プレーヤーへの参照ポインタ
242 static void cave_temp_lite_room_aux(player_type *caster_ptr, POSITION y, POSITION x) { cave_temp_room_aux(caster_ptr, y, x, FALSE, cave_los_bold); }
245 * @brief 指定のマスが光を通さず射線のみを通すかを返す。 / Aux function -- see below
246 * @param floor_ptr 配置するフロアの参照ポインタ
249 * @return 射線を通すならばtrueを返す。
251 static bool cave_pass_dark_bold(floor_type *floor_ptr, POSITION y, POSITION x) { return cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT); }
254 * @brief 部屋内にある一点の周囲がいくつ射線を通すかをグローバル変数tmp_pos.nに返す / Aux function -- see below
255 * @param caster_ptr プレーヤーへの参照ポインタ
260 static void cave_temp_unlite_room_aux(player_type *caster_ptr, POSITION y, POSITION x) { cave_temp_room_aux(caster_ptr, y, x, TRUE, cave_pass_dark_bold); }
263 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
264 * @param caster_ptr プレーヤーへの参照ポインタ
269 void lite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
271 cave_temp_lite_room_aux(caster_ptr, y1, x1);
272 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
273 for (int i = 0; i < tmp_pos.n; i++) {
274 POSITION x = tmp_pos.x[i];
275 POSITION y = tmp_pos.y[i];
277 if (!cave_los_bold(floor_ptr, y, x))
280 cave_temp_lite_room_aux(caster_ptr, y + 1, x);
281 cave_temp_lite_room_aux(caster_ptr, y - 1, x);
282 cave_temp_lite_room_aux(caster_ptr, y, x + 1);
283 cave_temp_lite_room_aux(caster_ptr, y, x - 1);
285 cave_temp_lite_room_aux(caster_ptr, y + 1, x + 1);
286 cave_temp_lite_room_aux(caster_ptr, y - 1, x - 1);
287 cave_temp_lite_room_aux(caster_ptr, y - 1, x + 1);
288 cave_temp_lite_room_aux(caster_ptr, y + 1, x - 1);
291 cave_temp_room_lite(caster_ptr);
292 if (caster_ptr->special_defense & NINJA_S_STEALTH) {
293 if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
294 set_superstealth(caster_ptr, FALSE);
299 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
300 * @param caster_ptr プレーヤーへの参照ポインタ
305 void unlite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
307 cave_temp_unlite_room_aux(caster_ptr, y1, x1);
308 for (int i = 0; i < tmp_pos.n; i++) {
309 POSITION x = tmp_pos.x[i];
310 POSITION y = tmp_pos.y[i];
311 if (!cave_pass_dark_bold(caster_ptr->current_floor_ptr, y, x))
314 cave_temp_unlite_room_aux(caster_ptr, y + 1, x);
315 cave_temp_unlite_room_aux(caster_ptr, y - 1, x);
316 cave_temp_unlite_room_aux(caster_ptr, y, x + 1);
317 cave_temp_unlite_room_aux(caster_ptr, y, x - 1);
319 cave_temp_unlite_room_aux(caster_ptr, y + 1, x + 1);
320 cave_temp_unlite_room_aux(caster_ptr, y - 1, x - 1);
321 cave_temp_unlite_room_aux(caster_ptr, y - 1, x + 1);
322 cave_temp_unlite_room_aux(caster_ptr, y + 1, x - 1);
325 cave_temp_room_unlite(caster_ptr);
329 * @brief スターライトの効果を発生させる
330 * @param caster_ptr プレーヤーへの参照ポインタ
331 * @param magic 魔法による効果であればTRUE、スターライトの杖による効果であればFALSE
334 bool starlight(player_type *caster_ptr, bool magic)
336 if (!caster_ptr->blind && !magic) {
337 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
340 HIT_POINT num = damroll(5, 3);
342 POSITION y = 0, x = 0;
343 for (int k = 0; k < num; k++) {
347 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_LOS);
348 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
350 if (!player_bold(caster_ptr, y, x))
354 project(caster_ptr, 0, 0, y, x, damroll(6 + caster_ptr->lev / 8, 10), GF_LITE_WEAK,
355 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
362 * @brief プレイヤー位置を中心にLITE_WEAK属性を通じた照明処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
363 * @param caster_ptr プレーヤーへの参照ポインタ
366 * @return 作用が実際にあった場合TRUEを返す
368 bool lite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
370 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) {
371 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorbs your light."));
375 if (!caster_ptr->blind) {
376 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
379 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
380 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_LITE_WEAK, flg, -1);
382 lite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
388 * @brief プレイヤー位置を中心にLITE_DARK属性を通じた消灯処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
389 * @param caster_ptr プレーヤーへの参照ポインタ
392 * @return 作用が実際にあった場合TRUEを返す
394 bool unlite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
396 if (!caster_ptr->blind) {
397 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
400 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
401 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_DARK_WEAK, flg, -1);
403 unlite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
409 * @brief LITE_WEAK属性による光源ビーム処理
410 * @param caster_ptr プレーヤーへの参照ポインタ
411 * @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
413 * @return 作用が実際にあった場合TRUEを返す
415 bool lite_line(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
417 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
418 return (project_hook(caster_ptr, GF_LITE_WEAK, dir, dam, flg));