#include "core/player-update-types.h"
#include "core/window-redrawer.h"
#include "dungeon/quest.h"
+#include "effect/attribute-types.h"
#include "effect/effect-characteristics.h"
#include "effect/effect-processor.h"
#include "floor/cave.h"
#include "monster/monster-describer.h"
#include "monster/monster-status-setter.h"
#include "monster/monster-status.h"
-#include "player/player-class.h"
+#include "player-info/class-info.h"
#include "player/player-damage.h"
#include "spell-kind/spells-floor.h"
#include "spell-kind/spells-launcher.h"
-#include "spell/spell-types.h"
#include "system/floor-type-definition.h"
+#include "system/grid-type-definition.h"
#include "system/monster-type-definition.h"
#include "system/player-type-definition.h"
#include "target/projection-path-calculator.h"
/*!
* @brief 虚無招来処理 /
- * @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
* @details
* Sorry, it becomes not (void)...
*/
-void call_the_void(player_type *caster_ptr)
+void call_the_void(PlayerType *player_ptr)
{
- grid_type *g_ptr;
- bool do_call = TRUE;
+ bool do_call = true;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
for (int i = 0; i < 9; i++) {
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->y + ddy_ddd[i]][caster_ptr->x + ddx_ddd[i]];
+ auto *g_ptr = &floor_ptr->grid_array[player_ptr->y + ddy_ddd[i]][player_ptr->x + ddx_ddd[i]];
- if (!cave_has_flag_grid(g_ptr, FF_PROJECT)) {
- if (!g_ptr->mimic || !has_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) || !permanent_wall(&f_info[g_ptr->feat])) {
- do_call = FALSE;
+ if (!g_ptr->cave_has_flag(FloorFeatureType::PROJECT)) {
+ if (!g_ptr->mimic || f_info[g_ptr->mimic].flags.has_not(FloorFeatureType::PROJECT) || !permanent_wall(&f_info[g_ptr->feat])) {
+ do_call = false;
break;
}
}
if (do_call) {
for (int i = 1; i < 10; i++) {
if (i - 5)
- fire_ball(caster_ptr, GF_ROCKET, i, 175, 2);
+ fire_ball(player_ptr, AttributeType::ROCKET, i, 175, 2);
}
for (int i = 1; i < 10; i++) {
if (i - 5)
- fire_ball(caster_ptr, GF_MANA, i, 175, 3);
+ fire_ball(player_ptr, AttributeType::MANA, i, 175, 3);
}
for (int i = 1; i < 10; i++) {
if (i - 5)
- fire_ball(caster_ptr, GF_NUKE, i, 175, 4);
+ fire_ball(player_ptr, AttributeType::NUKE, i, 175, 4);
}
return;
}
- bool is_special_fllor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
- is_special_fllor |= !caster_ptr->current_floor_ptr->dun_level;
+ bool is_special_fllor = inside_quest(floor_ptr->quest_number) && quest_type::is_fixed(floor_ptr->quest_number);
+ is_special_fllor |= floor_ptr->dun_level > 0;
if (is_special_fllor) {
msg_print(_("地面が揺れた。", "The ground trembles."));
return;
}
#ifdef JP
- 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"));
+ 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"));
#else
- msg_format("You %s the %s too close to a wall!", ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
- ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
+ msg_format("You %s the %s too close to a wall!", ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "recite" : "cast"),
+ ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "prayer" : "spell"));
#endif
msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
if (one_in_(666)) {
- if (!vanish_dungeon(caster_ptr))
+ if (!vanish_dungeon(player_ptr))
msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon becomes quiet for a moment."));
- take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"));
+ take_hit(player_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"));
return;
}
- if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_ptr->lev + randint0(11), FALSE))
+ if (destroy_area(player_ptr, player_ptr->y, player_ptr->x, 15 + player_ptr->lev + randint0(11), false))
msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
else
msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
- take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"));
+ take_hit(player_ptr, DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"));
}
/*!
* @brief 虚無招来によるフロア中の全壁除去処理 /
* Vanish all walls in this floor
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @param caster_ptr 術者の参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
+ * @param player_ptr 術者の参照ポインタ
* @return 実際に処理が反映された場合TRUE
*/
-bool vanish_dungeon(player_type *caster_ptr)
+bool vanish_dungeon(PlayerType *player_ptr)
{
- bool is_special_floor = caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest);
- is_special_floor |= !caster_ptr->current_floor_ptr->dun_level;
+ auto *floor_ptr = player_ptr->current_floor_ptr;
+ bool is_special_floor = inside_quest(floor_ptr->quest_number) && quest_type::is_fixed(floor_ptr->quest_number);
+ is_special_floor |= (floor_ptr->dun_level == 0);
if (is_special_floor)
- return FALSE;
+ return false;
- grid_type *g_ptr;
- feature_type *f_ptr;
- monster_type *m_ptr;
GAME_TEXT m_name[MAX_NLEN];
- for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++) {
- for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++) {
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
+ for (POSITION y = 1; y < floor_ptr->height - 1; y++) {
+ for (POSITION x = 1; x < floor_ptr->width - 1; x++) {
+ auto *g_ptr = &floor_ptr->grid_array[y][x];
- f_ptr = &f_info[g_ptr->feat];
+ auto *f_ptr = &f_info[g_ptr->feat];
g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
- m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ auto *m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
if (g_ptr->m_idx && monster_csleep_remaining(m_ptr)) {
- (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) {
- 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);
}
}
- if (has_flag(f_ptr->flags, FF_HURT_DISI))
- cave_alter_feat(caster_ptr, y, x, FF_HURT_DISI);
+ if (f_ptr->flags.has(FloorFeatureType::HURT_DISI))
+ cave_alter_feat(player_ptr, y, x, FloorFeatureType::HURT_DISI);
}
}
- for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[0][x];
- f_ptr = &f_info[g_ptr->mimic];
+ for (POSITION x = 0; x < floor_ptr->width; x++) {
+ auto *g_ptr = &floor_ptr->grid_array[0][x];
+ auto *f_ptr = &f_info[g_ptr->mimic];
g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
- if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
- g_ptr->mimic = feat_state(caster_ptr->current_floor_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
+ if (g_ptr->mimic && f_ptr->flags.has(FloorFeatureType::HURT_DISI)) {
+ g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FloorFeatureType::HURT_DISI);
+ if (f_info[g_ptr->mimic].flags.has_not(FloorFeatureType::REMEMBER))
g_ptr->info &= ~(CAVE_MARK);
}
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
+ g_ptr = &floor_ptr->grid_array[floor_ptr->height - 1][x];
f_ptr = &f_info[g_ptr->mimic];
g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
- if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
- g_ptr->mimic = feat_state(caster_ptr->current_floor_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
+ if (g_ptr->mimic && f_ptr->flags.has(FloorFeatureType::HURT_DISI)) {
+ g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FloorFeatureType::HURT_DISI);
+ if (f_info[g_ptr->mimic].flags.has_not(FloorFeatureType::REMEMBER))
g_ptr->info &= ~(CAVE_MARK);
}
}
/* Special boundary walls -- Left and right */
- for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++) {
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][0];
- f_ptr = &f_info[g_ptr->mimic];
+ for (POSITION y = 1; y < (floor_ptr->height - 1); y++) {
+ auto *g_ptr = &floor_ptr->grid_array[y][0];
+ auto *f_ptr = &f_info[g_ptr->mimic];
g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
- if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
- g_ptr->mimic = feat_state(caster_ptr->current_floor_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
+ if (g_ptr->mimic && f_ptr->flags.has(FloorFeatureType::HURT_DISI)) {
+ g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FloorFeatureType::HURT_DISI);
+ if (f_info[g_ptr->mimic].flags.has_not(FloorFeatureType::REMEMBER))
g_ptr->info &= ~(CAVE_MARK);
}
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
+ g_ptr = &floor_ptr->grid_array[y][floor_ptr->width - 1];
f_ptr = &f_info[g_ptr->mimic];
g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
- if (g_ptr->mimic && has_flag(f_ptr->flags, FF_HURT_DISI)) {
- g_ptr->mimic = feat_state(caster_ptr->current_floor_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!has_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
+ if (g_ptr->mimic && f_ptr->flags.has(FloorFeatureType::HURT_DISI)) {
+ g_ptr->mimic = feat_state(floor_ptr, g_ptr->mimic, FloorFeatureType::HURT_DISI);
+ if (f_info[g_ptr->mimic].flags.has_not(FloorFeatureType::REMEMBER))
g_ptr->info &= ~(CAVE_MARK);
}
}
- caster_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
- caster_ptr->redraw |= (PR_MAP);
- caster_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
- return TRUE;
+ player_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
+ player_ptr->redraw |= (PR_MAP);
+ player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
+ return true;
}
/*!
* @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。
* / Drop 10+1d10 meteor ball at random places near the player
- * @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 ダメージ
* @param rad 効力の半径
* @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
*/
-void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
+void cast_meteor(PlayerType *player_ptr, int dam, POSITION rad)
{
int b = 10 + randint1(10);
for (int i = 0; i < b; i++) {
for (count = 0; count <= 20; count++) {
int dy, dx, d;
- x = caster_ptr->x - 8 + randint0(17);
- y = caster_ptr->y - 8 + randint0(17);
- dx = (caster_ptr->x > x) ? (caster_ptr->x - x) : (x - caster_ptr->x);
- dy = (caster_ptr->y > y) ? (caster_ptr->y - y) : (y - caster_ptr->y);
+ x = player_ptr->x - 8 + randint0(17);
+ y = player_ptr->y - 8 + randint0(17);
+ dx = (player_ptr->x > x) ? (player_ptr->x - x) : (x - player_ptr->x);
+ dy = (player_ptr->y > y) ? (player_ptr->y - y) : (y - player_ptr->y);
d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
if (d >= 9)
continue;
- floor_type *floor_ptr = caster_ptr->current_floor_ptr;
- if (!in_bounds(floor_ptr, y, x) || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)
- || !cave_has_flag_bold(floor_ptr, y, x, FF_PROJECT))
+ auto *floor_ptr = player_ptr->current_floor_ptr;
+ 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))
continue;
break;
if (count > 20)
continue;
- project(caster_ptr, 0, rad, y, x, dam, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM);
+ project(player_ptr, 0, rad, y, x, dam, AttributeType::METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM);
}
}