1 #include "spell-kind/spells-lite.h"
2 #include "dungeon/dungeon-flag-types.h"
3 #include "dungeon/dungeon.h"
4 #include "effect/effect-characteristics.h"
5 #include "effect/effect-processor.h"
6 #include "floor/cave.h"
7 #include "floor/floor-util.h"
8 #include "game-option/map-screen-options.h"
10 #include "mind/mind-ninja.h"
11 #include "monster-race/monster-race.h"
12 #include "monster-race/race-flags2.h"
13 #include "monster/monster-describer.h"
14 #include "monster/monster-status-setter.h"
15 #include "monster/monster-status.h"
16 #include "monster/monster-update.h"
17 #include "player/special-defense-types.h"
18 #include "spell-kind/spells-launcher.h"
19 #include "spell/spell-types.h"
20 #include "system/floor-type-definition.h"
21 #include "target/projection-path-calculator.h"
22 #include "util/bit-flags-calculator.h"
23 #include "view/display-messages.h"
24 #include "world/world.h"
27 * 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……
28 * @brief 部屋全体を照らすサブルーチン
29 * @param caster_ptr プレーヤーへの参照ポインタ
33 * This routine clears the entire "temp" set.
34 * This routine will Perma-Lite all "temp" grids.
35 * This routine is used (only) by "lite_room()"
36 * Dark grids are illuminated.
37 * Also, process all affected monsters.
39 * SMART monsters always wake up when illuminated
40 * NORMAL monsters wake up 1/4 the time when illuminated
41 * STUPID monsters wake up 1/10 the time when illuminated
44 static void cave_temp_room_lite(player_type *caster_ptr)
46 for (int i = 0; i < tmp_pos.n; i++) {
47 POSITION y = tmp_pos.y[i];
48 POSITION x = tmp_pos.x[i];
49 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
50 g_ptr->info &= ~(CAVE_TEMP);
51 g_ptr->info |= (CAVE_GLOW);
53 PERCENTAGE chance = 25;
54 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
55 monster_race *r_ptr = &r_info[m_ptr->r_idx];
56 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
57 if (r_ptr->flags2 & (RF2_STUPID))
59 if (r_ptr->flags2 & (RF2_SMART))
62 if (monster_csleep_remaining(m_ptr) && (randint0(100) < chance)) {
63 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
65 GAME_TEXT m_name[MAX_NLEN];
66 monster_desc(caster_ptr, m_name, m_ptr, 0);
67 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
72 note_spot(caster_ptr, y, x);
73 lite_spot(caster_ptr, y, x);
74 update_local_illumination(caster_ptr, y, x);
81 * 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……
82 * @brief 部屋全体を暗くするサブルーチン
83 * @param caster_ptr プレーヤーへの参照ポインタ
87 * This routine clears the entire "temp" set.
88 * This routine will "darken" all "temp" grids.
89 * In addition, some of these grids will be "unmarked".
90 * This routine is used (only) by "unlite_room()"
91 * Also, process all affected monsters
94 static void cave_temp_room_unlite(player_type *caster_ptr)
96 for (int i = 0; i < tmp_pos.n; i++) {
97 POSITION y = tmp_pos.y[i];
98 POSITION x = tmp_pos.x[i];
99 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
100 bool do_dark = !is_mirror_grid(g_ptr);
101 g_ptr->info &= ~(CAVE_TEMP);
105 if (caster_ptr->current_floor_ptr->dun_level || !is_daytime()) {
106 for (int j = 0; j < 9; j++) {
107 POSITION by = y + ddy_ddd[j];
108 POSITION bx = x + ddx_ddd[j];
110 if (in_bounds2(caster_ptr->current_floor_ptr, by, bx)) {
111 grid_type *cc_ptr = &caster_ptr->current_floor_ptr->grid_array[by][bx];
113 if (has_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW)) {
124 g_ptr->info &= ~(CAVE_GLOW);
125 if (!has_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER)) {
126 if (!view_torch_grids)
127 g_ptr->info &= ~(CAVE_MARK);
128 note_spot(caster_ptr, y, x);
132 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
135 lite_spot(caster_ptr, y, x);
136 update_local_illumination(caster_ptr, y, x);
143 * @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
144 * @param floor_ptr 配置するフロアの参照ポインタ
147 * @param pass_bold 地形条件を返す関数ポインタ
150 static int next_to_open(floor_type *floor_ptr, POSITION cy, POSITION cx, bool (*pass_bold)(floor_type *, POSITION, POSITION))
154 for (int i = 0; i < 16; i++) {
155 POSITION y = cy + ddy_cdd[i % 8];
156 POSITION x = cx + ddx_cdd[i % 8];
157 if (!pass_bold(floor_ptr, y, x)) {
168 return MAX(len, blen);
172 * @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
173 * @param floor_ptr 配置するフロアの参照ポインタ
176 * @param pass_bold 地形条件を返す関数ポインタ
179 static int next_to_walls_adj(floor_type *floor_ptr, POSITION cy, POSITION cx, bool (*pass_bold)(floor_type *, POSITION, POSITION))
183 for (DIRECTION i = 0; i < 8; i++) {
187 if (!pass_bold(floor_ptr, y, x))
195 * @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
196 * @param caster_ptr プレーヤーへの参照ポインタ
199 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
200 * @param pass_bold 地形条件を返す関数ポインタ
203 static void cave_temp_room_aux(player_type *caster_ptr, POSITION y, POSITION x, bool only_room, bool (*pass_bold)(floor_type *, POSITION, POSITION))
206 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
207 g_ptr = &floor_ptr->grid_array[y][x];
208 if (g_ptr->info & (CAVE_TEMP))
211 if (!(g_ptr->info & (CAVE_ROOM))) {
214 if (!in_bounds2(floor_ptr, y, x))
216 if (distance(caster_ptr->y, caster_ptr->x, y, x) > get_max_range(caster_ptr))
219 /* Verify this grid */
221 * The reason why it is ==6 instead of >5 is that 8 is impossible
222 * due to the check for cave_bold above.
223 * 7 lights dead-end corridors (you need to do this for the
224 * checkboard interesting rooms, so that the boundary is lit
226 * This leaves only a check for 6 bounding walls!
228 if (in_bounds(floor_ptr, y, x) && pass_bold(floor_ptr, y, x) && (next_to_walls_adj(floor_ptr, y, x, pass_bold) == 6)
229 && (next_to_open(floor_ptr, y, x, pass_bold) <= 1))
233 if (tmp_pos.n == TEMP_MAX)
236 g_ptr->info |= (CAVE_TEMP);
237 tmp_pos.y[tmp_pos.n] = y;
238 tmp_pos.x[tmp_pos.n] = x;
243 * @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
244 * @param caster_ptr プレーヤーへの参照ポインタ
249 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); }
252 * @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
253 * @param floor_ptr 配置するフロアの参照ポインタ
256 * @return 射線を通すならばtrueを返す。
258 static bool cave_pass_dark_bold(floor_type *floor_ptr, POSITION y, POSITION x) { return cave_has_flag_bold(floor_ptr, y, x, FF_PROJECT); }
261 * @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
262 * @param caster_ptr プレーヤーへの参照ポインタ
267 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); }
270 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
271 * @param caster_ptr プレーヤーへの参照ポインタ
276 void lite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
278 cave_temp_lite_room_aux(caster_ptr, y1, x1);
279 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
280 for (int i = 0; i < tmp_pos.n; i++) {
281 POSITION x = tmp_pos.x[i];
282 POSITION y = tmp_pos.y[i];
284 if (!cave_los_bold(floor_ptr, y, x))
287 cave_temp_lite_room_aux(caster_ptr, y + 1, x);
288 cave_temp_lite_room_aux(caster_ptr, y - 1, x);
289 cave_temp_lite_room_aux(caster_ptr, y, x + 1);
290 cave_temp_lite_room_aux(caster_ptr, y, x - 1);
292 cave_temp_lite_room_aux(caster_ptr, y + 1, x + 1);
293 cave_temp_lite_room_aux(caster_ptr, y - 1, x - 1);
294 cave_temp_lite_room_aux(caster_ptr, y - 1, x + 1);
295 cave_temp_lite_room_aux(caster_ptr, y + 1, x - 1);
298 cave_temp_room_lite(caster_ptr);
299 if (caster_ptr->special_defense & NINJA_S_STEALTH) {
300 if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
301 set_superstealth(caster_ptr, FALSE);
306 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
307 * @param caster_ptr プレーヤーへの参照ポインタ
312 void unlite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
314 cave_temp_unlite_room_aux(caster_ptr, y1, x1);
315 for (int i = 0; i < tmp_pos.n; i++) {
316 POSITION x = tmp_pos.x[i];
317 POSITION y = tmp_pos.y[i];
318 if (!cave_pass_dark_bold(caster_ptr->current_floor_ptr, y, x))
321 cave_temp_unlite_room_aux(caster_ptr, y + 1, x);
322 cave_temp_unlite_room_aux(caster_ptr, y - 1, x);
323 cave_temp_unlite_room_aux(caster_ptr, y, x + 1);
324 cave_temp_unlite_room_aux(caster_ptr, y, x - 1);
326 cave_temp_unlite_room_aux(caster_ptr, y + 1, x + 1);
327 cave_temp_unlite_room_aux(caster_ptr, y - 1, x - 1);
328 cave_temp_unlite_room_aux(caster_ptr, y - 1, x + 1);
329 cave_temp_unlite_room_aux(caster_ptr, y + 1, x - 1);
332 cave_temp_room_unlite(caster_ptr);
336 * @brief スターライトの効果を発生させる
337 * @param caster_ptr プレーヤーへの参照ポインタ
338 * @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
341 bool starlight(player_type *caster_ptr, bool magic)
343 if (!caster_ptr->blind && !magic) {
344 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
347 HIT_POINT num = damroll(5, 3);
349 POSITION y = 0, x = 0;
350 for (int k = 0; k < num; k++) {
354 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_LOS);
355 if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
357 if (!player_bold(caster_ptr, y, x))
361 project(caster_ptr, 0, 0, y, x, damroll(6 + caster_ptr->lev / 8, 10), GF_LITE_WEAK,
362 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
369 * @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
370 * @param caster_ptr プレーヤーへの参照ポインタ
373 * @return 作用が実際にあった場合TRUEを返す
375 bool lite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
377 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) {
378 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorbs your light."));
382 if (!caster_ptr->blind) {
383 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
386 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
387 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_LITE_WEAK, flg, -1);
389 lite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
395 * @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
396 * @param caster_ptr プレーヤーへの参照ポインタ
399 * @return 作用が実際にあった場合TRUEを返す
401 bool unlite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
403 if (!caster_ptr->blind) {
404 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
407 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
408 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_DARK_WEAK, flg, -1);
410 unlite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
416 * @brief LITE_WEAK属性による光源ビーム処理
417 * @param caster_ptr プレーヤーへの参照ポインタ
418 * @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)
420 * @return 作用が実際にあった場合TRUEを返す
422 bool lite_line(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
424 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
425 return (project_hook(caster_ptr, GF_LITE_WEAK, dir, dam, flg));