/*!
* @brief 指定した座標全てを照らす。
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param points 明るくすべき座標たち
* @details
* <pre>
* NORMAL monsters wake up 1/4 the time when illuminated
* STUPID monsters wake up 1/10 the time when illuminated
* </pre>
- * @todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
+ * @todo この辺、xとyが引数になっているが、player_ptr->xとplayer_ptr->yで全て置き換えが効くはず……
*/
-static void cave_temp_room_lite(player_type *caster_ptr, const std::vector<Pos2D> &points)
+static void cave_temp_room_lite(player_type *player_ptr, const std::vector<Pos2D> &points)
{
for (const auto &point : points) {
const POSITION y = point.y;
const POSITION x = point.x;
- grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
g_ptr->info &= ~(CAVE_TEMP);
g_ptr->info |= (CAVE_GLOW);
if (g_ptr->m_idx) {
PERCENTAGE chance = 25;
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- update_monster(caster_ptr, g_ptr->m_idx, false);
+ update_monster(player_ptr, g_ptr->m_idx, false);
if (r_ptr->flags2 & (RF2_STUPID))
chance = 10;
if (r_ptr->flags2 & (RF2_SMART))
chance = 100;
if (monster_csleep_remaining(m_ptr) && (randint0(100) < chance)) {
- (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
+ (void)set_monster_csleep(player_ptr, g_ptr->m_idx, 0);
if (m_ptr->ml) {
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(caster_ptr, m_name, m_ptr, 0);
+ monster_desc(player_ptr, m_name, m_ptr, 0);
msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
}
}
- note_spot(caster_ptr, y, x);
- lite_spot(caster_ptr, y, x);
- update_local_illumination(caster_ptr, y, x);
+ note_spot(player_ptr, y, x);
+ lite_spot(player_ptr, y, x);
+ update_local_illumination(player_ptr, y, x);
}
}
/*!
* @brief 指定した座標全てを暗くする。
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param points 暗くすべき座標たち
* @details
* <pre>
* This routine is used (only) by "unlite_room()"
* Also, process all affected monsters
* </pre>
- * @todo この辺、xとyが引数になっているが、caster_ptr->xとcaster_ptr->yで全て置き換えが効くはず……
+ * @todo この辺、xとyが引数になっているが、player_ptr->xとplayer_ptr->yで全て置き換えが効くはず……
*/
-static void cave_temp_room_unlite(player_type *caster_ptr, const std::vector<Pos2D> &points)
+static void cave_temp_room_unlite(player_type *player_ptr, const std::vector<Pos2D> &points)
{
for (const auto &point : points) {
const POSITION y = point.y;
const POSITION x = point.x;
- grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
bool do_dark = !g_ptr->is_mirror();
g_ptr->info &= ~(CAVE_TEMP);
if (!do_dark)
continue;
- if (caster_ptr->current_floor_ptr->dun_level || !is_daytime()) {
+ if (player_ptr->current_floor_ptr->dun_level || !is_daytime()) {
for (int j = 0; j < 9; j++) {
POSITION by = y + ddy_ddd[j];
POSITION bx = x + ddx_ddd[j];
- if (in_bounds2(caster_ptr->current_floor_ptr, by, bx)) {
- grid_type *cc_ptr = &caster_ptr->current_floor_ptr->grid_array[by][bx];
+ if (in_bounds2(player_ptr->current_floor_ptr, by, bx)) {
+ grid_type *cc_ptr = &player_ptr->current_floor_ptr->grid_array[by][bx];
- if (has_flag(f_info[cc_ptr->get_feat_mimic()].flags, FF_GLOW)) {
+ if (f_info[cc_ptr->get_feat_mimic()].flags.has(FF::GLOW)) {
do_dark = false;
break;
}
}
g_ptr->info &= ~(CAVE_GLOW);
- if (!has_flag(f_info[g_ptr->get_feat_mimic()].flags, FF_REMEMBER)) {
+ if (f_info[g_ptr->get_feat_mimic()].flags.has_not(FF::REMEMBER)) {
if (!view_torch_grids)
g_ptr->info &= ~(CAVE_MARK);
- note_spot(caster_ptr, y, x);
+ note_spot(player_ptr, y, x);
}
if (g_ptr->m_idx) {
- update_monster(caster_ptr, g_ptr->m_idx, false);
+ update_monster(player_ptr, g_ptr->m_idx, false);
}
- lite_spot(caster_ptr, y, x);
- update_local_illumination(caster_ptr, y, x);
+ lite_spot(player_ptr, y, x);
+ update_local_illumination(player_ptr, y, x);
}
}
/*!
* @brief (y,x) が指定条件を満たすなら points に加える
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param points 座標記録用配列
* @param y 部屋内のy座標1点
* @param x 部屋内のx座標1点
* @param pass_bold 地形条件を返す関数ポインタ
*/
static void cave_temp_room_aux(
- player_type *caster_ptr, std::vector<Pos2D> &points, const POSITION y, const POSITION x, const bool only_room, const PassBoldFunc pass_bold)
+ player_type *player_ptr, std::vector<Pos2D> &points, const POSITION y, const POSITION x, const bool only_room, const PassBoldFunc pass_bold)
{
- floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
grid_type *g_ptr = &floor_ptr->grid_array[y][x];
// 既に points に追加済みなら何もしない。
return;
if (!in_bounds2(floor_ptr, y, x))
return;
- if (distance(caster_ptr->y, caster_ptr->x, y, x) > get_max_range(caster_ptr))
+ if (distance(player_ptr->y, player_ptr->x, y, x) > get_max_range(player_ptr))
return;
/* Verify this grid */
/*!
* @brief (y,x) が明るくすべきマスなら points に加える
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param points 座標記録用配列
* @param y 指定Y座標
* @param x 指定X座標
*/
-static void cave_temp_lite_room_aux(player_type *caster_ptr, std::vector<Pos2D> &points, const POSITION y, const POSITION x)
+static void cave_temp_lite_room_aux(player_type *player_ptr, std::vector<Pos2D> &points, const POSITION y, const POSITION x)
{
- cave_temp_room_aux(caster_ptr, points, y, x, false, cave_los_bold);
+ cave_temp_room_aux(player_ptr, points, y, x, false, cave_los_bold);
}
/*!
* @param x 指定X座標
* @return 射線を通すならばtrueを返す。
*/
-static bool cave_pass_dark_bold(floor_type *floor_ptr, POSITION y, POSITION x) { return cave_has_flag_bold(floor_ptr, y, x, FF_PROJECT); }
+static bool cave_pass_dark_bold(floor_type *floor_ptr, POSITION y, POSITION x) { return cave_has_flag_bold(floor_ptr, y, x, FF::PROJECT); }
/*!
* @brief (y,x) が暗くすべきマスなら points に加える
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param y 指定Y座標
* @param x 指定X座標
*/
-static void cave_temp_unlite_room_aux(player_type *caster_ptr, std::vector<Pos2D> &points, const POSITION y, const POSITION x)
+static void cave_temp_unlite_room_aux(player_type *player_ptr, std::vector<Pos2D> &points, const POSITION y, const POSITION x)
{
- cave_temp_room_aux(caster_ptr, points, y, x, true, cave_pass_dark_bold);
+ cave_temp_room_aux(player_ptr, points, y, x, true, cave_pass_dark_bold);
}
/*!
* @brief (y1,x1) を含む全ての部屋を照らす。 / Illuminate any room containing the given location.
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param y1 指定Y座標
* @param x1 指定X座標
*
* NOTE: 部屋に限らないかも?
*/
-void lite_room(player_type *caster_ptr, const POSITION y1, const POSITION x1)
+void lite_room(player_type *player_ptr, const POSITION y1, const POSITION x1)
{
// 明るくするマスを記録する配列。
std::vector<Pos2D> points;
- floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
// (y1,x1) を起点として明るくするマスを記録していく。
// 実質幅優先探索。
- cave_temp_lite_room_aux(caster_ptr, points, y1, x1);
+ cave_temp_lite_room_aux(player_ptr, points, y1, x1);
for (size_t i = 0; i < size(points); i++) {
const auto &point = points[i];
const POSITION y = point.y;
if (!cave_los_bold(floor_ptr, y, x))
continue;
- cave_temp_lite_room_aux(caster_ptr, points, y + 1, x);
- cave_temp_lite_room_aux(caster_ptr, points, y - 1, x);
- cave_temp_lite_room_aux(caster_ptr, points, y, x + 1);
- cave_temp_lite_room_aux(caster_ptr, points, y, x - 1);
+ cave_temp_lite_room_aux(player_ptr, points, y + 1, x);
+ cave_temp_lite_room_aux(player_ptr, points, y - 1, x);
+ cave_temp_lite_room_aux(player_ptr, points, y, x + 1);
+ cave_temp_lite_room_aux(player_ptr, points, y, x - 1);
- cave_temp_lite_room_aux(caster_ptr, points, y + 1, x + 1);
- cave_temp_lite_room_aux(caster_ptr, points, y - 1, x - 1);
- cave_temp_lite_room_aux(caster_ptr, points, y - 1, x + 1);
- cave_temp_lite_room_aux(caster_ptr, points, y + 1, x - 1);
+ cave_temp_lite_room_aux(player_ptr, points, y + 1, x + 1);
+ cave_temp_lite_room_aux(player_ptr, points, y - 1, x - 1);
+ cave_temp_lite_room_aux(player_ptr, points, y - 1, x + 1);
+ cave_temp_lite_room_aux(player_ptr, points, y + 1, x - 1);
}
// 記録したマスを実際に明るくする。
- cave_temp_room_lite(caster_ptr, points);
+ cave_temp_room_lite(player_ptr, points);
// 超隠密状態の更新。
- if (caster_ptr->special_defense & NINJA_S_STEALTH) {
- if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
- set_superstealth(caster_ptr, false);
+ if (player_ptr->special_defense & NINJA_S_STEALTH) {
+ if (floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW)
+ set_superstealth(player_ptr, false);
}
}
/*!
* @brief (y1,x1) を含む全ての部屋を暗くする。 / Darken all rooms containing the given location
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param y1 指定Y座標
* @param x1 指定X座標
*/
-void unlite_room(player_type *caster_ptr, const POSITION y1, const POSITION x1)
+void unlite_room(player_type *player_ptr, const POSITION y1, const POSITION x1)
{
// 暗くするマスを記録する配列。
std::vector<Pos2D> points;
- floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
// (y1,x1) を起点として暗くするマスを記録していく。
// 実質幅優先探索。
- cave_temp_unlite_room_aux(caster_ptr, points, y1, x1);
+ cave_temp_unlite_room_aux(player_ptr, points, y1, x1);
for (size_t i = 0; i < size(points); i++) {
const auto &point = points[i];
const POSITION y = point.y;
if (!cave_pass_dark_bold(floor_ptr, y, x))
continue;
- cave_temp_unlite_room_aux(caster_ptr, points, y + 1, x);
- cave_temp_unlite_room_aux(caster_ptr, points, y - 1, x);
- cave_temp_unlite_room_aux(caster_ptr, points, y, x + 1);
- cave_temp_unlite_room_aux(caster_ptr, points, y, x - 1);
+ cave_temp_unlite_room_aux(player_ptr, points, y + 1, x);
+ cave_temp_unlite_room_aux(player_ptr, points, y - 1, x);
+ cave_temp_unlite_room_aux(player_ptr, points, y, x + 1);
+ cave_temp_unlite_room_aux(player_ptr, points, y, x - 1);
- cave_temp_unlite_room_aux(caster_ptr, points, y + 1, x + 1);
- cave_temp_unlite_room_aux(caster_ptr, points, y - 1, x - 1);
- cave_temp_unlite_room_aux(caster_ptr, points, y - 1, x + 1);
- cave_temp_unlite_room_aux(caster_ptr, points, y + 1, x - 1);
+ cave_temp_unlite_room_aux(player_ptr, points, y + 1, x + 1);
+ cave_temp_unlite_room_aux(player_ptr, points, y - 1, x - 1);
+ cave_temp_unlite_room_aux(player_ptr, points, y - 1, x + 1);
+ cave_temp_unlite_room_aux(player_ptr, points, y + 1, x - 1);
}
// 記録したマスを実際に暗くする。
- cave_temp_room_unlite(caster_ptr, points);
+ cave_temp_room_unlite(player_ptr, points);
}
/*!
* @brief スターライトの効果を発生させる
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param magic 魔法による効果であればTRUE、スターライトの杖による効果であればFALSE
* @return 常にTRUE
*/
-bool starlight(player_type *caster_ptr, bool magic)
+bool starlight(player_type *player_ptr, bool magic)
{
- if (!caster_ptr->blind && !magic) {
+ if (!player_ptr->blind && !magic) {
msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
}
attempts = 1000;
while (attempts--) {
- scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, PROJECT_LOS);
- if (!cave_has_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))
+ scatter(player_ptr, &y, &x, player_ptr->y, player_ptr->x, 4, PROJECT_LOS);
+ if (!cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FF::PROJECT))
continue;
- if (!player_bold(caster_ptr, y, x))
+ if (!player_bold(player_ptr, y, x))
break;
}
- project(caster_ptr, 0, 0, y, x, damroll(6 + caster_ptr->lev / 8, 10), GF_LITE_WEAK,
+ project(player_ptr, 0, 0, y, x, damroll(6 + player_ptr->lev / 8, 10), GF_LITE_WEAK,
(PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS));
}
/*!
* @brief プレイヤー位置を中心にLITE_WEAK属性を通じた照明処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param dam 威力
* @param rad 効果半径
* @return 作用が実際にあった場合TRUEを返す
*/
-bool lite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
+bool lite_area(player_type *player_ptr, HIT_POINT dam, POSITION rad)
{
- if (d_info[caster_ptr->dungeon_idx].flags.has(DF::DARKNESS)) {
+ if (d_info[player_ptr->dungeon_idx].flags.has(DF::DARKNESS)) {
msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorbs your light."));
return false;
}
- if (!caster_ptr->blind) {
+ if (!player_ptr->blind) {
msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
}
BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
- (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_LITE_WEAK, flg);
+ (void)project(player_ptr, 0, rad, player_ptr->y, player_ptr->x, dam, GF_LITE_WEAK, flg);
- lite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
+ lite_room(player_ptr, player_ptr->y, player_ptr->x);
return true;
}
/*!
* @brief プレイヤー位置を中心にLITE_DARK属性を通じた消灯処理を行う / Hack -- call light around the player Affect all monsters in the projection radius
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param dam 威力
* @param rad 効果半径
* @return 作用が実際にあった場合TRUEを返す
*/
-bool unlite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
+bool unlite_area(player_type *player_ptr, HIT_POINT dam, POSITION rad)
{
- if (!caster_ptr->blind) {
+ if (!player_ptr->blind) {
msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
}
BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
- (void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_DARK_WEAK, flg);
+ (void)project(player_ptr, 0, rad, player_ptr->y, player_ptr->x, dam, GF_DARK_WEAK, flg);
- unlite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
+ unlite_room(player_ptr, player_ptr->y, player_ptr->x);
return true;
}
/*!
* @brief LITE_WEAK属性による光源ビーム処理
- * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @param dam 威力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool lite_line(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
+bool lite_line(player_type *player_ptr, DIRECTION dir, HIT_POINT dam)
{
BIT_FLAGS flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
- return (project_hook(caster_ptr, GF_LITE_WEAK, dir, dam, flg));
+ return (project_hook(player_ptr, GF_LITE_WEAK, dir, dam, flg));
}