1 #include "spell-kind/spells-neighbor.h"
2 #include "core/player-redraw-types.h"
3 #include "core/player-update-types.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 "grid/feature-flag-types.h"
10 #include "spell-kind/earthquake.h"
11 #include "spell/spell-types.h"
12 #include "util/bit-flags-calculator.h"
15 * @brief ドア生成処理(プレイヤー中心に周囲1マス) / Hooks -- affect adjacent grids (radius 1 ball attack)
16 * @param caster_ptr プレーヤーへの参照ポインタ
17 * @return 作用が実際にあった場合TRUEを返す
19 bool door_creation(player_type *caster_ptr, POSITION y, POSITION x)
21 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
22 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_DOOR, flg, -1));
26 * @brief トラップ生成処理(起点から周囲1マス)
27 * @param caster_ptr プレーヤーへの参照ポインタ
30 * @return 作用が実際にあった場合TRUEを返す
32 bool trap_creation(player_type *caster_ptr, POSITION y, POSITION x)
34 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
35 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
39 * @brief 森林生成処理(プレイヤー中心に周囲1マス)
40 * @param caster_ptr プレーヤーへの参照ポインタ
41 * @return 作用が実際にあった場合TRUEを返す
43 bool tree_creation(player_type *caster_ptr, POSITION y, POSITION x)
45 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
46 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_TREE, flg, -1));
50 * @brief 魔法のルーン生成処理(プレイヤー中心に周囲1マス)
51 * @param caster_ptr プレーヤーへの参照ポインタ
52 * @return 作用が実際にあった場合TRUEを返す
54 bool glyph_creation(player_type *caster_ptr, POSITION y, POSITION x)
56 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM;
57 return (project(caster_ptr, 0, 1, y, x, 0, GF_MAKE_GLYPH, flg, -1));
61 * @brief 壁生成処理(プレイヤー中心に周囲1マス)
62 * @param caster_ptr プレーヤーへの参照ポインタ
63 * @return 作用が実際にあった場合TRUEを返す
65 bool wall_stone(player_type *caster_ptr)
67 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
68 bool dummy = (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_STONE_WALL, flg, -1));
69 caster_ptr->update |= (PU_FLOW);
70 caster_ptr->redraw |= (PR_MAP);
75 * @brief ドア破壊処理(プレイヤー中心に周囲1マス)
76 * @param caster_ptr プレーヤーへの参照ポインタ
77 * @return 作用が実際にあった場合TRUEを返す
79 bool destroy_doors_touch(player_type *caster_ptr)
81 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
82 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_DOOR, flg, -1));
86 * @brief トラップ解除処理(プレイヤー中心に周囲1マス)
87 * @param caster_ptr プレーヤーへの参照ポインタ
88 * @return 作用が実際にあった場合TRUEを返す
90 bool disarm_traps_touch(player_type *caster_ptr)
92 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
93 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, 0, GF_KILL_TRAP, flg, -1));
97 * @brief スリープモンスター処理(プレイヤー中心に周囲1マス)
98 * @param caster_ptr プレーヤーへの参照ポインタ
99 * @return 作用が実際にあった場合TRUEを返す
101 bool sleep_monsters_touch(player_type *caster_ptr)
103 BIT_FLAGS flg = PROJECT_KILL | PROJECT_HIDE;
104 return (project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, caster_ptr->lev, GF_OLD_SLEEP, flg, -1));
108 * @brief 死者復活処理(起点より周囲5マス)
109 * @param caster_ptr プレーヤーへの参照ポインタ
110 * @param who 術者モンスターID(0ならばプレイヤー)
113 * @return 作用が実際にあった場合TRUEを返す
115 bool animate_dead(player_type *caster_ptr, MONSTER_IDX who, POSITION y, POSITION x)
117 BIT_FLAGS flg = PROJECT_ITEM | PROJECT_HIDE;
118 return (project(caster_ptr, who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
122 * @brief 周辺破壊効果(プレイヤー中心)
123 * @param caster_ptr プレーヤーへの参照ポインタ
124 * @return 作用が実際にあった場合TRUEを返す
126 void wall_breaker(player_type *caster_ptr)
128 POSITION y = 0, x = 0;
130 if (randint1(80 + caster_ptr->lev) < 70) {
132 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_NONE);
134 if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
137 if (!player_bold(caster_ptr, y, x))
141 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
145 if (randint1(100) > 30) {
146 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 1, 0);
150 int num = damroll(5, 3);
151 for (int i = 0; i < num; i++) {
153 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 10, PROJECT_NONE);
155 if (!player_bold(caster_ptr, y, x))
159 project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);