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 "floor/geometry.h"
10 #include "grid/feature.h"
11 #include "grid/grid.h"
12 #include "monster/monster-describer.h"
13 #include "monster/monster-status-setter.h"
14 #include "monster/monster-status.h"
15 #include "player-info/class-info.h"
16 #include "player/player-damage.h"
17 #include "spell-kind/spells-floor.h"
18 #include "spell-kind/spells-launcher.h"
19 #include "spell/spell-types.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(player_type *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(FF::PROJECT)) {
42 if (!g_ptr->mimic || f_info[g_ptr->mimic].flags.has_not(FF::PROJECT) || !permanent_wall(&f_info[g_ptr->feat])) {
50 for (int i = 1; i < 10; i++) {
52 fire_ball(player_ptr, GF_ROCKET, i, 175, 2);
55 for (int i = 1; i < 10; i++) {
57 fire_ball(player_ptr, GF_MANA, i, 175, 3);
60 for (int i = 1; i < 10; i++) {
62 fire_ball(player_ptr, GF_NUKE, i, 175, 4);
68 bool is_special_fllor = floor_ptr->inside_quest && quest_type::is_fixed(floor_ptr->inside_quest);
69 is_special_fllor |= floor_ptr->dun_level > 0;
70 if (is_special_fllor) {
71 msg_print(_("地面が揺れた。", "The ground trembles."));
76 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 == ItemPrimaryType::TV_LIFE_BOOK) ? "祈り" : "呪文"));
78 msg_format("You %s the %s too close to a wall!", ((mp_ptr->spell_book == ItemPrimaryType::TV_LIFE_BOOK) ? "recite" : "cast"),
79 ((mp_ptr->spell_book == ItemPrimaryType::TV_LIFE_BOOK) ? "prayer" : "spell"));
81 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
84 if (!vanish_dungeon(player_ptr))
85 msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon becomes quiet for a moment."));
86 take_hit(player_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"));
90 if (destroy_area(player_ptr, player_ptr->y, player_ptr->x, 15 + player_ptr->lev + randint0(11), false))
91 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
93 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
94 take_hit(player_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"));
98 * @brief 虚無招来によるフロア中の全壁除去処理 /
99 * Vanish all walls in this floor
100 * @param player_ptr プレイヤーへの参照ポインタ
101 * @param player_ptr 術者の参照ポインタ
102 * @return 実際に処理が反映された場合TRUE
104 bool vanish_dungeon(player_type *player_ptr)
106 auto *floor_ptr = player_ptr->current_floor_ptr;
107 bool is_special_floor = floor_ptr->inside_quest && quest_type::is_fixed(floor_ptr->inside_quest);
108 is_special_floor |= floor_ptr->dun_level > 0;
109 if (is_special_floor)
112 GAME_TEXT m_name[MAX_NLEN];
113 for (POSITION y = 1; y < floor_ptr->height - 1; y++) {
114 for (POSITION x = 1; x < floor_ptr->width - 1; x++) {
115 auto *g_ptr = &floor_ptr->grid_array[y][x];
117 auto *f_ptr = &f_info[g_ptr->feat];
118 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
119 auto *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
120 if (g_ptr->m_idx && monster_csleep_remaining(m_ptr)) {
121 (void)set_monster_csleep(player_ptr, g_ptr->m_idx, 0);
123 monster_desc(player_ptr, m_name, m_ptr, 0);
124 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
128 if (f_ptr->flags.has(FF::HURT_DISI))
129 cave_alter_feat(player_ptr, y, x, FF::HURT_DISI);
133 for (POSITION x = 0; x < floor_ptr->width; x++) {
134 auto *g_ptr = &floor_ptr->grid_array[0][x];
135 auto *f_ptr = &f_info[g_ptr->mimic];
136 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
138 if (g_ptr->mimic && f_ptr->flags.has(FF::HURT_DISI)) {
139 g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FF::HURT_DISI);
140 if (f_info[g_ptr->mimic].flags.has_not(FF::REMEMBER))
141 g_ptr->info &= ~(CAVE_MARK);
144 g_ptr = &floor_ptr->grid_array[floor_ptr->height - 1][x];
145 f_ptr = &f_info[g_ptr->mimic];
146 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
148 if (g_ptr->mimic && f_ptr->flags.has(FF::HURT_DISI)) {
149 g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FF::HURT_DISI);
150 if (f_info[g_ptr->mimic].flags.has_not(FF::REMEMBER))
151 g_ptr->info &= ~(CAVE_MARK);
155 /* Special boundary walls -- Left and right */
156 for (POSITION y = 1; y < (floor_ptr->height - 1); y++) {
157 auto *g_ptr = &floor_ptr->grid_array[y][0];
158 auto *f_ptr = &f_info[g_ptr->mimic];
159 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
161 if (g_ptr->mimic && f_ptr->flags.has(FF::HURT_DISI)) {
162 g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FF::HURT_DISI);
163 if (f_info[g_ptr->mimic].flags.has_not(FF::REMEMBER))
164 g_ptr->info &= ~(CAVE_MARK);
167 g_ptr = &floor_ptr->grid_array[y][floor_ptr->width - 1];
168 f_ptr = &f_info[g_ptr->mimic];
169 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
171 if (g_ptr->mimic && f_ptr->flags.has(FF::HURT_DISI)) {
172 g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FF::HURT_DISI);
173 if (f_info[g_ptr->mimic].flags.has_not(FF::REMEMBER))
174 g_ptr->info &= ~(CAVE_MARK);
178 player_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
179 player_ptr->redraw |= (PR_MAP);
180 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
185 * @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。
186 * / Drop 10+1d10 meteor ball at random places near the player
187 * @param player_ptr プレイ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 *player_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 = player_ptr->x - 8 + randint0(17);
203 y = player_ptr->y - 8 + randint0(17);
204 dx = (player_ptr->x > x) ? (player_ptr->x - x) : (x - player_ptr->x);
205 dy = (player_ptr->y > y) ? (player_ptr->y - y) : (y - player_ptr->y);
206 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
211 floor_type *floor_ptr = player_ptr->current_floor_ptr;
212 if (!in_bounds(floor_ptr, y, x) || !projectable(player_ptr, player_ptr->y, player_ptr->x, y, x)
213 || !cave_has_flag_bold(floor_ptr, y, x, FF::PROJECT))
222 project(player_ptr, 0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM);