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/attribute-types.h"
7 #include "effect/effect-characteristics.h"
8 #include "effect/effect-processor.h"
9 #include "floor/cave.h"
10 #include "floor/geometry.h"
11 #include "grid/feature.h"
12 #include "grid/grid.h"
13 #include "monster/monster-describer.h"
14 #include "monster/monster-status-setter.h"
15 #include "monster/monster-status.h"
16 #include "player-info/class-info.h"
17 #include "player/player-damage.h"
18 #include "spell-kind/spells-floor.h"
19 #include "spell-kind/spells-launcher.h"
20 #include "system/floor-type-definition.h"
21 #include "system/grid-type-definition.h"
22 #include "system/monster-type-definition.h"
23 #include "system/player-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 auto *floor_ptr = player_ptr->current_floor_ptr;
38 for (int i = 0; i < 9; i++) {
39 auto *g_ptr = &floor_ptr->grid_array[player_ptr->y + ddy_ddd[i]][player_ptr->x + ddx_ddd[i]];
41 if (!g_ptr->cave_has_flag(FloorFeatureType::PROJECT)) {
42 if (!g_ptr->mimic || f_info[g_ptr->mimic].flags.has_not(FloorFeatureType::PROJECT) || !permanent_wall(&f_info[g_ptr->feat])) {
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 bool is_special_fllor = inside_quest(floor_ptr->quest_number) && quest_type::is_fixed(floor_ptr->quest_number);
72 is_special_fllor |= floor_ptr->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 虚無招来によるフロア中の全壁除去処理 /
104 * Vanish all walls in this floor
105 * @param player_ptr プレイヤーへの参照ポインタ
106 * @param player_ptr 術者の参照ポインタ
107 * @return 実際に処理が反映された場合TRUE
109 bool vanish_dungeon(PlayerType *player_ptr)
111 auto *floor_ptr = player_ptr->current_floor_ptr;
112 bool is_special_floor = inside_quest(floor_ptr->quest_number) && quest_type::is_fixed(floor_ptr->quest_number);
113 is_special_floor |= (floor_ptr->dun_level == 0);
114 if (is_special_floor) {
118 GAME_TEXT m_name[MAX_NLEN];
119 for (POSITION y = 1; y < floor_ptr->height - 1; y++) {
120 for (POSITION x = 1; x < floor_ptr->width - 1; x++) {
121 auto *g_ptr = &floor_ptr->grid_array[y][x];
123 auto *f_ptr = &f_info[g_ptr->feat];
124 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
125 auto *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
126 if (g_ptr->m_idx && monster_csleep_remaining(m_ptr)) {
127 (void)set_monster_csleep(player_ptr, g_ptr->m_idx, 0);
129 monster_desc(player_ptr, m_name, m_ptr, 0);
130 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
134 if (f_ptr->flags.has(FloorFeatureType::HURT_DISI)) {
135 cave_alter_feat(player_ptr, y, x, FloorFeatureType::HURT_DISI);
140 for (POSITION x = 0; x < floor_ptr->width; x++) {
141 auto *g_ptr = &floor_ptr->grid_array[0][x];
142 auto *f_ptr = &f_info[g_ptr->mimic];
143 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
145 if (g_ptr->mimic && f_ptr->flags.has(FloorFeatureType::HURT_DISI)) {
146 g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FloorFeatureType::HURT_DISI);
147 if (f_info[g_ptr->mimic].flags.has_not(FloorFeatureType::REMEMBER)) {
148 g_ptr->info &= ~(CAVE_MARK);
152 g_ptr = &floor_ptr->grid_array[floor_ptr->height - 1][x];
153 f_ptr = &f_info[g_ptr->mimic];
154 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
156 if (g_ptr->mimic && f_ptr->flags.has(FloorFeatureType::HURT_DISI)) {
157 g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FloorFeatureType::HURT_DISI);
158 if (f_info[g_ptr->mimic].flags.has_not(FloorFeatureType::REMEMBER)) {
159 g_ptr->info &= ~(CAVE_MARK);
164 /* Special boundary walls -- Left and right */
165 for (POSITION y = 1; y < (floor_ptr->height - 1); y++) {
166 auto *g_ptr = &floor_ptr->grid_array[y][0];
167 auto *f_ptr = &f_info[g_ptr->mimic];
168 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
170 if (g_ptr->mimic && f_ptr->flags.has(FloorFeatureType::HURT_DISI)) {
171 g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FloorFeatureType::HURT_DISI);
172 if (f_info[g_ptr->mimic].flags.has_not(FloorFeatureType::REMEMBER)) {
173 g_ptr->info &= ~(CAVE_MARK);
177 g_ptr = &floor_ptr->grid_array[y][floor_ptr->width - 1];
178 f_ptr = &f_info[g_ptr->mimic];
179 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
181 if (g_ptr->mimic && f_ptr->flags.has(FloorFeatureType::HURT_DISI)) {
182 g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FloorFeatureType::HURT_DISI);
183 if (f_info[g_ptr->mimic].flags.has_not(FloorFeatureType::REMEMBER)) {
184 g_ptr->info &= ~(CAVE_MARK);
189 player_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
190 player_ptr->redraw |= (PR_MAP);
191 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
196 * @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。
197 * / Drop 10+1d10 meteor ball at random places near the player
198 * @param player_ptr プレイヤーへの参照ポインタ
201 * @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
203 void cast_meteor(PlayerType *player_ptr, int dam, POSITION rad)
205 int b = 10 + randint1(10);
206 for (int i = 0; i < b; i++) {
207 POSITION y = 0, x = 0;
210 for (count = 0; count <= 20; count++) {
213 x = player_ptr->x - 8 + randint0(17);
214 y = player_ptr->y - 8 + randint0(17);
215 dx = (player_ptr->x > x) ? (player_ptr->x - x) : (x - player_ptr->x);
216 dy = (player_ptr->y > y) ? (player_ptr->y - y) : (y - player_ptr->y);
217 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
223 auto *floor_ptr = player_ptr->current_floor_ptr;
224 if (!in_bounds(floor_ptr, y, x) || !projectable(player_ptr, player_ptr->y, player_ptr->x, y, x) || !cave_has_flag_bold(floor_ptr, y, x, FloorFeatureType::PROJECT)) {
235 project(player_ptr, 0, rad, y, x, dam, AttributeType::METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM);