1 #include "spell-realm/spells-chaos.h"
2 #include "core/player-redraw-types.h"
3 #include "core/player-update-types.h"
4 #include "core/window-redrawer.h"
5 #include "dungeon/quest.h"
6 #include "effect/effect-characteristics.h"
7 #include "effect/effect-processor.h"
8 #include "floor/cave.h"
9 #include "grid/feature.h"
10 #include "grid/grid.h"
11 #include "monster/monster-describer.h"
12 #include "monster/monster-status-setter.h"
13 #include "monster/monster-status.h"
14 #include "player/player-class.h"
15 #include "player/player-damage.h"
16 #include "spell-kind/spells-floor.h"
17 #include "spell-kind/spells-launcher.h"
18 #include "spell/spell-types.h"
19 #include "system/floor-type-definition.h"
20 #include "target/projection-path-calculator.h"
21 #include "util/bit-flags-calculator.h"
22 #include "view/display-messages.h"
26 * @param caster_ptr プレーヤーへの参照ポインタ
29 * Sorry, it becomes not (void)...
31 void call_the_void(player_type *caster_ptr)
35 for (int i = 0; i < 9; i++) {
36 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
38 if (!cave_has_flag_grid(g_ptr, FF_PROJECT)) {
39 if (!g_ptr->mimic || !has_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) || !permanent_wall(&f_info[g_ptr->feat])) {
47 for (int i = 1; i < 10; i++) {
49 fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
52 for (int i = 1; i < 10; i++) {
54 fire_ball(caster_ptr, GF_MANA, i, 175, 3);
57 for (int i = 1; i < 10; i++) {
59 fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
65 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
66 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
67 if (is_special_fllor) {
68 msg_print(_("地面が揺れた。", "The ground trembles."));
73 msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!", ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
75 msg_format("You %s the %s too close to a wall!", ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
76 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
78 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
81 if (!vanish_dungeon(caster_ptr))
82 msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon becomes quiet for a moment."));
83 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
87 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
88 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
90 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
91 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
95 * @brief 虚無招来によるフロア中の全壁除去処理 /
96 * Vanish all walls in this floor
97 * @param caster_ptr プレーヤーへの参照ポインタ
98 * @params caster_ptr 術者の参照ポインタ
99 * @return 実際に処理が反映された場合TRUE
101 bool vanish_dungeon(player_type *caster_ptr)
103 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
104 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
105 if (is_special_floor)
111 GAME_TEXT m_name[MAX_NLEN];
112 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++) {
113 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++) {
114 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
116 f_ptr = &f_info[g_ptr->feat];
117 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
118 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
119 if (g_ptr->m_idx && monster_csleep_remaining(m_ptr)) {
120 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
122 monster_desc(caster_ptr, m_name, m_ptr, 0);
123 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
127 if (has_flag(f_ptr->flags, FF_HURT_DISI))
128 cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
132 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
133 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
134 f_ptr = &f_info[g_ptr->mimic];
135 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
137 if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
138 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
139 if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
140 g_ptr->info &= ~(CAVE_MARK);
143 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
144 f_ptr = &f_info[g_ptr->mimic];
145 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
147 if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
148 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
149 if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
150 g_ptr->info &= ~(CAVE_MARK);
154 /* Special boundary walls -- Left and right */
155 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++) {
156 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
157 f_ptr = &f_info[g_ptr->mimic];
158 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
160 if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
161 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
162 if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
163 g_ptr->info &= ~(CAVE_MARK);
166 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
167 f_ptr = &f_info[g_ptr->mimic];
168 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
170 if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
171 g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
172 if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
173 g_ptr->info &= ~(CAVE_MARK);
177 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
178 caster_ptr->redraw |= (PR_MAP);
179 caster_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
184 * @brief カオス魔法「流星群」/トランプ魔法「隕石のカード」の処理としてプレイヤーを中心に隕石落下処理を10+1d10回繰り返す。
185 * / Drop 10+1d10 meteor ball at random places near the player
186 * @param caster_ptr プレーヤーへの参照ポインタ
190 * @details このファイルにいるのは、spells-trump.c と比べて行数が少なかったため。それ以上の意図はない
192 void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
194 int b = 10 + randint1(10);
195 for (int i = 0; i < b; i++) {
196 POSITION y = 0, x = 0;
199 for (count = 0; count <= 20; count++) {
202 x = caster_ptr->x - 8 + randint0(17);
203 y = caster_ptr->y - 8 + randint0(17);
204 dx = (caster_ptr->x > x) ? (caster_ptr->x - x) : (x - caster_ptr->x);
205 dy = (caster_ptr->y > y) ? (caster_ptr->y - y) : (y - caster_ptr->y);
206 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
211 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
212 if (!in_bounds(floor_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)
213 || !cave_has_flag_bold(floor_ptr, y, x, FF_PROJECT))
222 project(caster_ptr, 0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);