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 "io/targeting.h"
8 #include "mind/mind-ninja.h"
9 #include "monster-race/monster-race.h"
10 #include "monster-race/race-flags2.h"
11 #include "monster/monster-describer.h"
12 #include "monster/monster-status.h"
13 #include "monster/monster-update.h"
14 #include "player/special-defense-types.h"
15 #include "spell-kind/spells-launcher.h"
16 #include "spell/process-effect.h"
17 #include "spell/spell-types.h"
18 #include "system/floor-type-definition.h"
19 #include "util/bit-flags-calculator.h"
20 #include "view/display-messages.h"
21 #include "world/world.h"
24 * 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……
25 * @brief 部屋全体を照らすサブルーチン
26 * @param caster_ptr プレーヤーへの参照ポインタ
30 * This routine clears the entire "temp" set.
31 * This routine will Perma-Lite all "temp" grids.
32 * This routine is used (only) by "lite_room()"
33 * Dark grids are illuminated.
34 * Also, process all affected monsters.
36 * SMART monsters always wake up when illuminated
37 * NORMAL monsters wake up 1/4 the time when illuminated
38 * STUPID monsters wake up 1/10 the time when illuminated
41 static void cave_temp_room_lite(player_type *caster_ptr)
43 for (int i = 0; i < tmp_pos.n; i++) {
44 POSITION y = tmp_pos.y[i];
45 POSITION x = tmp_pos.x[i];
46 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
47 g_ptr->info &= ~(CAVE_TEMP);
48 g_ptr->info |= (CAVE_GLOW);
50 PERCENTAGE chance = 25;
51 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
52 monster_race *r_ptr = &r_info[m_ptr->r_idx];
53 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
54 if (r_ptr->flags2 & (RF2_STUPID))
56 if (r_ptr->flags2 & (RF2_SMART))
59 if (monster_csleep_remaining(m_ptr) && (randint0(100) < chance)) {
60 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
62 GAME_TEXT m_name[MAX_NLEN];
63 monster_desc(caster_ptr, m_name, m_ptr, 0);
64 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
69 note_spot(caster_ptr, y, x);
70 lite_spot(caster_ptr, y, x);
71 update_local_illumination(caster_ptr, y, x);
78 * 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……
79 * @brief 部屋全体を暗くするサブルーチン
80 * @param caster_ptr プレーヤーへの参照ポインタ
84 * This routine clears the entire "temp" set.
85 * This routine will "darken" all "temp" grids.
86 * In addition, some of these grids will be "unmarked".
87 * This routine is used (only) by "unlite_room()"
88 * Also, process all affected monsters
91 static void cave_temp_room_unlite(player_type *caster_ptr)
93 for (int i = 0; i < tmp_pos.n; i++) {
94 POSITION y = tmp_pos.y[i];
95 POSITION x = tmp_pos.x[i];
96 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
97 bool do_dark = !is_mirror_grid(g_ptr);
98 g_ptr->info &= ~(CAVE_TEMP);
102 if (caster_ptr->current_floor_ptr->dun_level || !is_daytime()) {
103 for (int j = 0; j < 9; j++) {
104 POSITION by = y + ddy_ddd[j];
105 POSITION bx = x + ddx_ddd[j];
107 if (in_bounds2(caster_ptr->current_floor_ptr, by, bx)) {
108 grid_type *cc_ptr = &caster_ptr->current_floor_ptr->grid_array[by][bx];
110 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW)) {
121 g_ptr->info &= ~(CAVE_GLOW);
122 if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER)) {
123 if (!view_torch_grids)
124 g_ptr->info &= ~(CAVE_MARK);
125 note_spot(caster_ptr, y, x);
129 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
132 lite_spot(caster_ptr, y, x);
133 update_local_illumination(caster_ptr, y, x);
140 * @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
141 * @param floor_ptr 配置するフロアの参照ポインタ
144 * @param pass_bold 地形条件を返す関数ポインタ
147 static int next_to_open(floor_type *floor_ptr, POSITION cy, POSITION cx, bool (*pass_bold)(floor_type *, POSITION, POSITION))
151 for (int i = 0; i < 16; i++) {
152 POSITION y = cy + ddy_cdd[i % 8];
153 POSITION x = cx + ddx_cdd[i % 8];
154 if (!pass_bold(floor_ptr, y, x)) {
165 return MAX(len, blen);
169 * @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
170 * @param floor_ptr 配置するフロアの参照ポインタ
173 * @param pass_bold 地形条件を返す関数ポインタ
176 static int next_to_walls_adj(floor_type *floor_ptr, POSITION cy, POSITION cx, bool (*pass_bold)(floor_type *, POSITION, POSITION))
180 for (DIRECTION i = 0; i < 8; i++) {
184 if (!pass_bold(floor_ptr, y, x))
192 * @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
193 * @param caster_ptr プレーヤーへの参照ポインタ
196 * @param only_room 部屋内地形のみをチェック対象にするならば TRUE
197 * @param pass_bold 地形条件を返す関数ポインタ
200 static void cave_temp_room_aux(player_type *caster_ptr, POSITION y, POSITION x, bool only_room, bool (*pass_bold)(floor_type *, POSITION, POSITION))
203 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
204 g_ptr = &floor_ptr->grid_array[y][x];
205 if (g_ptr->info & (CAVE_TEMP))
208 if (!(g_ptr->info & (CAVE_ROOM))) {
211 if (!in_bounds2(floor_ptr, y, x))
213 if (distance(caster_ptr->y, caster_ptr->x, y, x) > get_max_range(caster_ptr))
216 /* Verify this grid */
218 * The reason why it is ==6 instead of >5 is that 8 is impossible
219 * due to the check for cave_bold above.
220 * 7 lights dead-end corridors (you need to do this for the
221 * checkboard interesting rooms, so that the boundary is lit
223 * This leaves only a check for 6 bounding walls!
225 if (in_bounds(floor_ptr, y, x) && pass_bold(floor_ptr, y, x) && (next_to_walls_adj(floor_ptr, y, x, pass_bold) == 6)
226 && (next_to_open(floor_ptr, y, x, pass_bold) <= 1))
230 if (tmp_pos.n == TEMP_MAX)
233 g_ptr->info |= (CAVE_TEMP);
234 tmp_pos.y[tmp_pos.n] = y;
235 tmp_pos.x[tmp_pos.n] = x;
240 * @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
241 * @param caster_ptr プレーヤーへの参照ポインタ
246 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); }
249 * @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
250 * @param floor_ptr 配置するフロアの参照ポインタ
253 * @return 射線を通すならばtrueを返す。
255 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); }
258 * @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
259 * @param caster_ptr プレーヤーへの参照ポインタ
264 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); }
267 * @brief 指定された部屋内を照らす / Illuminate any room containing the given location.
268 * @param caster_ptr プレーヤーへの参照ポインタ
273 void lite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
275 cave_temp_lite_room_aux(caster_ptr, y1, x1);
276 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
277 for (int i = 0; i < tmp_pos.n; i++) {
278 POSITION x = tmp_pos.x[i];
279 POSITION y = tmp_pos.y[i];
281 if (!cave_los_bold(floor_ptr, y, x))
284 cave_temp_lite_room_aux(caster_ptr, y + 1, x);
285 cave_temp_lite_room_aux(caster_ptr, y - 1, x);
286 cave_temp_lite_room_aux(caster_ptr, y, x + 1);
287 cave_temp_lite_room_aux(caster_ptr, y, x - 1);
289 cave_temp_lite_room_aux(caster_ptr, y + 1, x + 1);
290 cave_temp_lite_room_aux(caster_ptr, y - 1, x - 1);
291 cave_temp_lite_room_aux(caster_ptr, y - 1, x + 1);
292 cave_temp_lite_room_aux(caster_ptr, y + 1, x - 1);
295 cave_temp_room_lite(caster_ptr);
296 if (caster_ptr->special_defense & NINJA_S_STEALTH) {
297 if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
298 set_superstealth(caster_ptr, FALSE);
303 * @brief 指定された部屋内を暗くする / Darken all rooms containing the given location
304 * @param caster_ptr プレーヤーへの参照ポインタ
309 void unlite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
311 cave_temp_unlite_room_aux(caster_ptr, y1, x1);
312 for (int i = 0; i < tmp_pos.n; i++) {
313 POSITION x = tmp_pos.x[i];
314 POSITION y = tmp_pos.y[i];
315 if (!cave_pass_dark_bold(caster_ptr->current_floor_ptr, y, x))
318 cave_temp_unlite_room_aux(caster_ptr, y + 1, x);
319 cave_temp_unlite_room_aux(caster_ptr, y - 1, x);
320 cave_temp_unlite_room_aux(caster_ptr, y, x + 1);
321 cave_temp_unlite_room_aux(caster_ptr, y, x - 1);
323 cave_temp_unlite_room_aux(caster_ptr, y + 1, x + 1);
324 cave_temp_unlite_room_aux(caster_ptr, y - 1, x - 1);
325 cave_temp_unlite_room_aux(caster_ptr, y - 1, x + 1);
326 cave_temp_unlite_room_aux(caster_ptr, y + 1, x - 1);
329 cave_temp_room_unlite(caster_ptr);
333 * @brief スターライトの効果を発生させる
334 * @param caster_ptr プレーヤーへの参照ポインタ
335 * @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
338 bool starlight(player_type *caster_ptr, bool magic)
340 if (!caster_ptr->blind && !magic) {
341 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
344 HIT_POINT num = damroll(5, 3);
346 POSITION y = 0, x = 0;
347 for (int k = 0; k < num; k++) {
351 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_LOS);
352 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
354 if (!player_bold(caster_ptr, y, x))
358 project(caster_ptr, 0, 0, y, x, damroll(6 + caster_ptr->lev / 8, 10), GF_LITE_WEAK,
359 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
366 * @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
367 * @param caster_ptr プレーヤーへの参照ポインタ
370 * @return 作用が実際にあった場合TRUEを返す
372 bool lite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
374 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) {
375 msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorbs your light."));
379 if (!caster_ptr->blind) {
380 msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
383 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
384 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_LITE_WEAK, flg, -1);
386 lite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
392 * @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
393 * @param caster_ptr プレーヤーへの参照ポインタ
396 * @return 作用が実際にあった場合TRUEを返す
398 bool unlite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
400 if (!caster_ptr->blind) {
401 msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
404 BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
405 (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_DARK_WEAK, flg, -1);
407 unlite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
413 * @brief LITE_WEAK属性による光源ビーム処理
414 * @param caster_ptr プレーヤーへの参照ポインタ
415 * @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)
417 * @return 作用が実際にあった場合TRUEを返す
419 bool lite_line(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
421 BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
422 return (project_hook(caster_ptr, GF_LITE_WEAK, dir, dam, flg));