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/player-class.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/monster-type-definition.h"
22 #include "system/player-type-definition.h"
23 #include "target/projection-path-calculator.h"
24 #include "util/bit-flags-calculator.h"
25 #include "view/display-messages.h"
29 * @param caster_ptr プレーヤーへの参照ポインタ
31 * Sorry, it becomes not (void)...
33 void call_the_void(player_type *caster_ptr)
37 for (int i = 0; i < 9; i++) {
38 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
40 if (!cave_has_flag_grid(g_ptr, FF_PROJECT)) {
41 if (!g_ptr->mimic || !has_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) || !permanent_wall(&f_info[g_ptr->feat])) {
49 for (int i = 1; i < 10; i++) {
51 fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
54 for (int i = 1; i < 10; i++) {
56 fire_ball(caster_ptr, GF_MANA, i, 175, 3);
59 for (int i = 1; i < 10; i++) {
61 fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
67 bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
68 is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
69 if (is_special_fllor) {
70 msg_print(_("地面が揺れた。", "The ground trembles."));
75 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"));
77 msg_format("You %s the %s too close to a wall!", ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
78 ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
80 msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
83 if (!vanish_dungeon(caster_ptr))
84 msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon becomes quiet for a moment."));
85 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"));
89 if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
90 msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
92 msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
93 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"));
97 * @brief 虚無招来によるフロア中の全壁除去処理 /
98 * Vanish all walls in this floor
99 * @param caster_ptr プレーヤーへの参照ポインタ
100 * @param caster_ptr 術者の参照ポインタ
101 * @return 実際に処理が反映された場合TRUE
103 bool vanish_dungeon(player_type *caster_ptr)
105 bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
106 is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
107 if (is_special_floor)
113 GAME_TEXT m_name[MAX_NLEN];
114 for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++) {
115 for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++) {
116 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
118 f_ptr = &f_info[g_ptr->feat];
119 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
120 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
121 if (g_ptr->m_idx && monster_csleep_remaining(m_ptr)) {
122 (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
124 monster_desc(caster_ptr, m_name, m_ptr, 0);
125 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
129 if (has_flag(f_ptr->flags, FF_HURT_DISI))
130 cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
134 for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
135 g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
136 f_ptr = &f_info[g_ptr->mimic];
137 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
139 if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
140 g_ptr->mimic = feat_state(caster_ptr->current_floor_ptr, g_ptr->mimic, FF_HURT_DISI);
141 if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
142 g_ptr->info &= ~(CAVE_MARK);
145 g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
146 f_ptr = &f_info[g_ptr->mimic];
147 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
149 if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
150 g_ptr->mimic = feat_state(caster_ptr->current_floor_ptr, g_ptr->mimic, FF_HURT_DISI);
151 if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
152 g_ptr->info &= ~(CAVE_MARK);
156 /* Special boundary walls -- Left and right */
157 for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++) {
158 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
159 f_ptr = &f_info[g_ptr->mimic];
160 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
162 if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
163 g_ptr->mimic = feat_state(caster_ptr->current_floor_ptr, g_ptr->mimic, FF_HURT_DISI);
164 if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
165 g_ptr->info &= ~(CAVE_MARK);
168 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
169 f_ptr = &f_info[g_ptr->mimic];
170 g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
172 if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
173 g_ptr->mimic = feat_state(caster_ptr->current_floor_ptr, g_ptr->mimic, FF_HURT_DISI);
174 if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
175 g_ptr->info &= ~(CAVE_MARK);
179 caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
180 caster_ptr->redraw |= (PR_MAP);
181 caster_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
186 * @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。
187 * / Drop 10+1d10 meteor ball at random places near the player
188 * @param caster_ptr プレーヤーへの参照ポインタ
191 * @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
193 void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
195 int b = 10 + randint1(10);
196 for (int i = 0; i < b; i++) {
197 POSITION y = 0, x = 0;
200 for (count = 0; count <= 20; count++) {
203 x = caster_ptr->x - 8 + randint0(17);
204 y = caster_ptr->y - 8 + randint0(17);
205 dx = (caster_ptr->x > x) ? (caster_ptr->x - x) : (x - caster_ptr->x);
206 dy = (caster_ptr->y > y) ? (caster_ptr->y - y) : (y - caster_ptr->y);
207 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
212 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
213 if (!in_bounds(floor_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)
214 || !cave_has_flag_bold(floor_ptr, y, x, FF_PROJECT))
223 project(caster_ptr, 0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM);