1 #include "spell-realm/spells-chaos.h"
2 #include "core/window-redrawer.h"
3 #include "dungeon/quest.h"
4 #include "effect/attribute-types.h"
5 #include "effect/effect-characteristics.h"
6 #include "effect/effect-processor.h"
7 #include "floor/cave.h"
8 #include "floor/geometry.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-info/class-info.h"
15 #include "player/player-damage.h"
16 #include "spell-kind/spells-floor.h"
17 #include "spell-kind/spells-launcher.h"
18 #include "system/floor-type-definition.h"
19 #include "system/grid-type-definition.h"
20 #include "system/monster-entity.h"
21 #include "system/player-type-definition.h"
22 #include "system/redrawing-flags-updater.h"
23 #include "system/terrain-type-definition.h"
24 #include "target/projection-path-calculator.h"
25 #include "util/bit-flags-calculator.h"
26 #include "view/display-messages.h"
30 * @param player_ptr プレイヤーへの参照ポインタ
32 * Sorry, it becomes not (void)...
34 void call_the_void(PlayerType *player_ptr)
37 const auto &floor = *player_ptr->current_floor_ptr;
38 for (int i = 0; i < 9; i++) {
39 const Pos2D p_pos_neighbor(player_ptr->y + ddy_ddd[i], player_ptr->x + ddx_ddd[i]);
40 const auto &grid = floor.get_grid(p_pos_neighbor);
41 if (!grid.cave_has_flag(TerrainCharacteristics::PROJECT)) {
42 if (!grid.mimic || grid.get_terrain_mimic_raw().flags.has_not(TerrainCharacteristics::PROJECT) || !grid.get_terrain().is_permanent_wall()) {
50 for (int i = 1; i < 10; i++) {
52 fire_ball(player_ptr, AttributeType::ROCKET, i, 175, 2);
56 for (int i = 1; i < 10; i++) {
58 fire_ball(player_ptr, AttributeType::MANA, i, 175, 3);
62 for (int i = 1; i < 10; i++) {
64 fire_ball(player_ptr, AttributeType::NUKE, i, 175, 4);
71 auto is_special_fllor = floor.is_in_quest() && QuestType::is_fixed(floor.quest_number);
72 is_special_fllor |= floor.dun_level == 0;
73 if (is_special_fllor) {
74 msg_print(_("地面が揺れた。", "The ground trembles."));
79 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 == ItemKindType::LIFE_BOOK) ? "祈り" : "呪文"));
81 msg_format("You %s the %s too close to a wall!", ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "recite" : "cast"),
82 ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "prayer" : "spell"));
84 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
87 if (!vanish_dungeon(player_ptr)) {
88 msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon becomes quiet for a moment."));
90 take_hit(player_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"));
94 if (destroy_area(player_ptr, player_ptr->y, player_ptr->x, 15 + player_ptr->lev + randint0(11), false)) {
95 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
97 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
99 take_hit(player_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"));
103 * @brief 与えられたグリッドを壁から床にする
104 * @param floor フロアへの参照
106 * @todo FloorType/Grid のオブジェクトメソッドへ繰り込む
108 static void erase_wall(FloorType &floor, const Pos2D &pos)
110 auto &grid = floor.get_grid(pos);
111 const auto &terrain = grid.get_terrain_mimic_raw();
112 grid.info &= ~(CAVE_ROOM | CAVE_ICKY);
113 if ((grid.mimic == 0) || terrain.flags.has_not(TerrainCharacteristics::HURT_DISI)) {
117 grid.mimic = feat_state(&floor, grid.mimic, TerrainCharacteristics::HURT_DISI);
118 const auto &terrain_changed = grid.get_terrain_mimic_raw();
119 if (terrain_changed.flags.has_not(TerrainCharacteristics::REMEMBER)) {
120 grid.info &= ~(CAVE_MARK);
126 * @param floor フロアへの参照
127 * @todo FloorType のオブジェクトメソッドへ繰り込む
129 static void erase_all_walls(FloorType &floor)
131 for (auto x = 0; x < floor.width; x++) {
132 erase_wall(floor, { 0, x });
133 erase_wall(floor, { floor.height - 1, x });
136 for (auto y = 1; y < (floor.height - 1); y++) {
137 erase_wall(floor, { y, 0 });
138 erase_wall(floor, { y, floor.width - 1 });
143 * @brief 虚無招来によるフロア中の全壁除去処理 /
144 * Vanish all walls in this floor
145 * @param player_ptr プレイヤーへの参照ポインタ
146 * @param player_ptr 術者の参照ポインタ
147 * @return 実際に処理が反映された場合TRUE
149 bool vanish_dungeon(PlayerType *player_ptr)
151 auto &floor = *player_ptr->current_floor_ptr;
152 auto is_special_floor = floor.is_in_quest() && QuestType::is_fixed(floor.quest_number);
153 is_special_floor |= (floor.dun_level == 0);
154 if (is_special_floor) {
158 for (auto y = 1; y < floor.height - 1; y++) {
159 for (auto x = 1; x < floor.width - 1; x++) {
160 const Pos2D pos(y, x);
161 auto &grid = floor.get_grid(pos);
162 const auto &terrrain = grid.get_terrain();
163 grid.info &= ~(CAVE_ROOM | CAVE_ICKY);
164 const auto &monster = floor.m_list[grid.m_idx];
165 if (grid.m_idx && monster.is_asleep()) {
166 (void)set_monster_csleep(player_ptr, grid.m_idx, 0);
168 const auto m_name = monster_desc(player_ptr, &monster, 0);
169 msg_format(_("%s^が目を覚ました。", "%s^ wakes up."), m_name.data());
173 if (terrrain.flags.has(TerrainCharacteristics::HURT_DISI)) {
174 cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::HURT_DISI);
179 erase_all_walls(floor);
180 auto &rfu = RedrawingFlagsUpdater::get_instance();
181 static constexpr auto flags_srf = {
182 StatusRecalculatingFlag::UN_VIEW,
183 StatusRecalculatingFlag::UN_LITE,
184 StatusRecalculatingFlag::VIEW,
185 StatusRecalculatingFlag::LITE,
186 StatusRecalculatingFlag::FLOW,
187 StatusRecalculatingFlag::MONSTER_LITE,
188 StatusRecalculatingFlag::MONSTER_STATUSES,
190 rfu.set_flags(flags_srf);
191 rfu.set_flag(MainWindowRedrawingFlag::MAP);
192 static constexpr auto flags_swrf = {
193 SubWindowRedrawingFlag::OVERHEAD,
194 SubWindowRedrawingFlag::DUNGEON,
196 rfu.set_flags(flags_swrf);
201 * @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。
202 * / Drop 10+1d10 meteor ball at random places near the player
203 * @param player_ptr プレイヤーへの参照ポインタ
206 * @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
208 void cast_meteor(PlayerType *player_ptr, int dam, POSITION rad)
210 int b = 10 + randint1(10);
211 for (int i = 0; i < b; i++) {
212 POSITION y = 0, x = 0;
215 for (count = 0; count <= 20; count++) {
218 x = player_ptr->x - 8 + randint0(17);
219 y = player_ptr->y - 8 + randint0(17);
220 dx = (player_ptr->x > x) ? (player_ptr->x - x) : (x - player_ptr->x);
221 dy = (player_ptr->y > y) ? (player_ptr->y - y) : (y - player_ptr->y);
222 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
228 auto *floor_ptr = player_ptr->current_floor_ptr;
229 if (!in_bounds(floor_ptr, y, x)) {
233 const auto is_projectable = projectable(player_ptr, player_ptr->y, player_ptr->x, y, x);
234 if (!is_projectable || !cave_has_flag_bold(floor_ptr, y, x, TerrainCharacteristics::PROJECT)) {
245 project(player_ptr, 0, rad, y, x, dam, AttributeType::METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM);