*/
void wiz_lite(player_type *caster_ptr, bool ninja)
{
- OBJECT_IDX i;
- POSITION y, x;
- FEAT_IDX feat;
- feature_type *f_ptr;
-
/* Memorize objects */
- for (i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
+ for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
{
object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
-
if (!OBJECT_IS_VALID(o_ptr)) continue;
if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
-
- /* Memorize */
o_ptr->marked |= OM_FOUND;
}
/* Scan all normal grids */
- for (y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
+ for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
{
/* Scan all normal grids */
- for (x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
+ for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
{
grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
g_ptr->info |= (CAVE_KNOWN);
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
+ FEAT_IDX feat = get_feat_mimic(g_ptr);
+ feature_type *f_ptr;
f_ptr = &f_info[feat];
/* Process all non-walls */
- if (!have_flag(f_ptr->flags, FF_WALL))
+ if (have_flag(f_ptr->flags, FF_WALL)) continue;
+
+ /* Scan all neighbors */
+ for (OBJECT_IDX i = 0; i < 9; i++)
{
- /* Scan all neighbors */
- for (i = 0; i < 9; i++)
- {
- POSITION yy = y + ddy_ddd[i];
- POSITION xx = x + ddx_ddd[i];
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[yy][xx];
+ POSITION yy = y + ddy_ddd[i];
+ POSITION xx = x + ddx_ddd[i];
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[yy][xx];
- /* Feature code (applying "mimic" field) */
- f_ptr = &f_info[get_feat_mimic(g_ptr)];
+ /* Feature code (applying "mimic" field) */
+ f_ptr = &f_info[get_feat_mimic(g_ptr)];
- /* Perma-lite the grid */
- if (!(d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !ninja)
- {
- g_ptr->info |= (CAVE_GLOW);
- }
+ /* Perma-lite the grid */
+ if (!(d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !ninja)
+ {
+ g_ptr->info |= (CAVE_GLOW);
+ }
+
+ /* Memorize normal features */
+ if (have_flag(f_ptr->flags, FF_REMEMBER))
+ {
+ /* Memorize the grid */
+ g_ptr->info |= (CAVE_MARK);
+ }
- /* Memorize normal features */
- if (have_flag(f_ptr->flags, FF_REMEMBER))
+ /* Perma-lit grids (newly and previously) */
+ else if (g_ptr->info & CAVE_GLOW)
+ {
+ /* Normally, memorize floors (see above) */
+ if (view_perma_grids && !view_torch_grids)
{
/* Memorize the grid */
g_ptr->info |= (CAVE_MARK);
}
-
- /* Perma-lit grids (newly and previously) */
- else if (g_ptr->info & CAVE_GLOW)
- {
- /* Normally, memorize floors (see above) */
- if (view_perma_grids && !view_torch_grids)
- {
- /* Memorize the grid */
- g_ptr->info |= (CAVE_MARK);
- }
- }
}
}
}
*/
void wiz_dark(player_type *caster_ptr)
{
- OBJECT_IDX i;
- POSITION y, x;
-
/* Forget every grid */
- for (y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
+ for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
{
- for (x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
+ for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
{
grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
}
/* Forget every grid on horizontal edge */
- for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
+ for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
{
caster_ptr->current_floor_ptr->grid_array[0][x].info &= ~(CAVE_MARK);
caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x].info &= ~(CAVE_MARK);
}
/* Forget every grid on vertical edge */
- for (y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
+ for (POSITION y = 1; y < (caster_ptr->current_floor_ptr->height - 1); y++)
{
caster_ptr->current_floor_ptr->grid_array[y][0].info &= ~(CAVE_MARK);
caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1].info &= ~(CAVE_MARK);
}
/* Forget all objects */
- for (i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
+ for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
{
object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
caster_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
+
/*!
* @brief 守りのルーン設置処理 /
* Leave a "glyph of warding" which prevents monster movement
return TRUE;
}
+
/*!
* @brief 鏡設置処理
* @return 実際に設置が行われた場合TRUEを返す
return TRUE;
}
+
/*!
* @brief プレイヤーの手による能動的な階段生成処理 /
* Create stairs at or move previously created stairs into the player location.
*/
void stair_creation(player_type *caster_ptr)
{
- floor_type *floor_ptr = caster_ptr->current_floor_ptr;
- saved_floor_type *sf_ptr;
- saved_floor_type *dest_sf_ptr;
-
- bool up = TRUE;
- bool down = TRUE;
- FLOOR_IDX dest_floor_id = 0;
-
-
/* Forbid up staircases on Ironman mode */
+ bool up = TRUE;
if (ironman_downward) up = FALSE;
/* Forbid down staircases on quest level */
+ bool down = TRUE;
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
if (quest_number(floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[caster_ptr->dungeon_idx].maxdepth)) down = FALSE;
/* No effect out of standard dungeon floor */
delete_object(caster_ptr->y, caster_ptr->x);
/* Extract current floor data */
+ saved_floor_type *sf_ptr;
sf_ptr = get_sf_ptr(caster_ptr->floor_id);
if (!sf_ptr)
{
}
/* Destination is already fixed */
+ FLOOR_IDX dest_floor_id = 0;
if (up)
{
if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
{
if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
}
-
-
+
/* Search old stairs leading to the destination */
if (dest_floor_id)
{
}
/* Extract destination floor data */
+ saved_floor_type *dest_sf_ptr;
dest_sf_ptr = get_sf_ptr(dest_floor_id);
-
-
+
/* Create a staircase */
if (up)
{
feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
}
-
/* Connect this stairs to the destination */
floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].special = dest_floor_id;
}
*/
void map_area(player_type *caster_ptr, POSITION range)
{
- int i;
- POSITION x, y;
- grid_type *g_ptr;
- FEAT_IDX feat;
- feature_type *f_ptr;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
/* Scan that area */
- for (y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
+ for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
{
- for (x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
+ for (POSITION x = 1; x < caster_ptr->current_floor_ptr->width - 1; x++)
{
if (distance(caster_ptr->y, caster_ptr->x, y, x) > range) continue;
+ grid_type *g_ptr;
g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
/* Memorize terrain of the grid */
g_ptr->info |= (CAVE_KNOWN);
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
+ FEAT_IDX feat = get_feat_mimic(g_ptr);
+ feature_type *f_ptr;
f_ptr = &f_info[feat];
/* All non-walls are "checked" */
- if (!have_flag(f_ptr->flags, FF_WALL))
+ if (have_flag(f_ptr->flags, FF_WALL)) continue;
+
+ /* Memorize normal features */
+ if (have_flag(f_ptr->flags, FF_REMEMBER))
{
- /* Memorize normal features */
- if (have_flag(f_ptr->flags, FF_REMEMBER))
- {
- /* Memorize the object */
- g_ptr->info |= (CAVE_MARK);
- }
+ /* Memorize the object */
+ g_ptr->info |= (CAVE_MARK);
+ }
- /* Memorize known walls */
- for (i = 0; i < 8; i++)
- {
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y + ddy_ddd[i]][x + ddx_ddd[i]];
+ /* Memorize known walls */
+ for (int i = 0; i < 8; i++)
+ {
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[y + ddy_ddd[i]][x + ddx_ddd[i]];
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
- f_ptr = &f_info[feat];
+ /* Feature code (applying "mimic" field) */
+ feat = get_feat_mimic(g_ptr);
+ f_ptr = &f_info[feat];
- /* Memorize walls (etc) */
- if (have_flag(f_ptr->flags, FF_REMEMBER))
- {
- /* Memorize the walls */
- g_ptr->info |= (CAVE_MARK);
- }
+ /* Memorize walls (etc) */
+ if (have_flag(f_ptr->flags, FF_REMEMBER))
+ {
+ /* Memorize the walls */
+ g_ptr->info |= (CAVE_MARK);
}
}
}
*/
bool destroy_area(player_type *caster_ptr, POSITION y1, POSITION x1, POSITION r, bool in_generate)
{
- POSITION y, x;
- int k, t;
- grid_type *g_ptr;
- bool flag = FALSE;
-
/* Prevent destruction of quest levels and town */
floor_type *floor_ptr = caster_ptr->current_floor_ptr;
if ((floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)) || !floor_ptr->dun_level)
{
- return (FALSE);
+ return FALSE;
}
/* Lose monster light */
if (!in_generate) clear_mon_lite(floor_ptr);
/* Big area of affect */
- for (y = (y1 - r); y <= (y1 + r); y++)
+ bool flag = FALSE;
+ for (POSITION y = (y1 - r); y <= (y1 + r); y++)
{
- for (x = (x1 - r); x <= (x1 + r); x++)
+ for (POSITION x = (x1 - r); x <= (x1 + r); x++)
{
if (!in_bounds(floor_ptr, y, x)) continue;
/* Extract the distance */
- k = distance(y1, x1, y, x);
+ int k = distance(y1, x1, y, x);
/* Stay in the circle of death */
if (k > r) continue;
+ grid_type *g_ptr;
g_ptr = &floor_ptr->grid_array[y][x];
/* Lose room and vault */
delete_object(y, x);
/* Destroy "non-permanent" grids */
- if (!cave_perma_grid(g_ptr))
- {
- /* Wall (or floor) type */
- t = randint0(200);
+ if (cave_perma_grid(g_ptr)) continue;
- if (!in_generate) /* Normal */
+ /* Wall (or floor) type */
+ int t = randint0(200);
+
+ if (!in_generate) /* Normal */
+ {
+ if (t < 20)
{
- if (t < 20)
- {
- /* Create granite wall */
- cave_set_feat(floor_ptr, y, x, feat_granite);
- }
- else if (t < 70)
- {
- /* Create quartz vein */
- cave_set_feat(floor_ptr, y, x, feat_quartz_vein);
- }
- else if (t < 100)
- {
- /* Create magma vein */
- cave_set_feat(floor_ptr, y, x, feat_magma_vein);
- }
- else
- {
- /* Create floor */
- cave_set_feat(floor_ptr, y, x, feat_ground_type[randint0(100)]);
- }
+ /* Create granite wall */
+ cave_set_feat(floor_ptr, y, x, feat_granite);
}
- else /* In generation */
+ else if (t < 70)
{
- if (t < 20)
- {
- /* Create granite wall */
- place_extra_grid(g_ptr);
- }
- else if (t < 70)
- {
- /* Create quartz vein */
- g_ptr->feat = feat_quartz_vein;
- }
- else if (t < 100)
- {
- /* Create magma vein */
- g_ptr->feat = feat_magma_vein;
- }
- else
- {
- /* Create floor */
- place_floor_grid(g_ptr);
- }
-
- /* Clear garbage of hidden trap or door */
- g_ptr->mimic = 0;
+ /* Create quartz vein */
+ cave_set_feat(floor_ptr, y, x, feat_quartz_vein);
+ }
+ else if (t < 100)
+ {
+ /* Create magma vein */
+ cave_set_feat(floor_ptr, y, x, feat_magma_vein);
}
+ else
+ {
+ /* Create floor */
+ cave_set_feat(floor_ptr, y, x, feat_ground_type[randint0(100)]);
+ }
+
+ continue;
+ }
+
+ if (t < 20)
+ {
+ /* Create granite wall */
+ place_extra_grid(g_ptr);
+ }
+ else if (t < 70)
+ {
+ /* Create quartz vein */
+ g_ptr->feat = feat_quartz_vein;
+ }
+ else if (t < 100)
+ {
+ /* Create magma vein */
+ g_ptr->feat = feat_magma_vein;
+ }
+ else
+ {
+ /* Create floor */
+ place_floor_grid(g_ptr);
}
+
+ /* Clear garbage of hidden trap or door */
+ g_ptr->mimic = 0;
}
}
- if (!in_generate)
+ if (in_generate) return TRUE;
+
+ /* Process "re-glowing" */
+ for (POSITION y = (y1 - r); y <= (y1 + r); y++)
{
- /* Process "re-glowing" */
- for (y = (y1 - r); y <= (y1 + r); y++)
+ for (POSITION x = (x1 - r); x <= (x1 + r); x++)
{
- for (x = (x1 - r); x <= (x1 + r); x++)
- {
- if (!in_bounds(floor_ptr, y, x)) continue;
-
- /* Extract the distance */
- k = distance(y1, x1, y, x);
+ if (!in_bounds(floor_ptr, y, x)) continue;
- /* Stay in the circle of death */
- if (k > r) continue;
- g_ptr = &floor_ptr->grid_array[y][x];
+ /* Extract the distance */
+ int k = distance(y1, x1, y, x);
- if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
- else if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
- {
- DIRECTION i;
- POSITION yy, xx;
- grid_type *cc_ptr;
+ /* Stay in the circle of death */
+ if (k > r) continue;
+ grid_type *g_ptr;
+ g_ptr = &floor_ptr->grid_array[y][x];
- for (i = 0; i < 9; i++)
- {
- yy = y + ddy_ddd[i];
- xx = x + ddx_ddd[i];
- if (!in_bounds2(floor_ptr, yy, xx)) continue;
- cc_ptr = &floor_ptr->grid_array[yy][xx];
- if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
- {
- g_ptr->info |= CAVE_GLOW;
- break;
- }
- }
- }
+ if (is_mirror_grid(g_ptr))
+ {
+ g_ptr->info |= CAVE_GLOW;
+ continue;
}
- }
+
+ if ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) continue;
- /* Hack -- Affect player */
- if (flag)
- {
- msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
+ DIRECTION i;
+ POSITION yy, xx;
+ grid_type *cc_ptr;
- /* Blind the player */
- if (!caster_ptr->resist_blind && !caster_ptr->resist_lite)
+ for (i = 0; i < 9; i++)
{
- /* Become blind */
- (void)set_blind(caster_ptr, caster_ptr->blind + 10 + randint1(10));
+ yy = y + ddy_ddd[i];
+ xx = x + ddx_ddd[i];
+ if (!in_bounds2(floor_ptr, yy, xx)) continue;
+ cc_ptr = &floor_ptr->grid_array[yy][xx];
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
+ {
+ g_ptr->info |= CAVE_GLOW;
+ break;
+ }
}
}
+ }
- forget_flow(floor_ptr);
-
- /* Mega-Hack -- Forget the view and lite */
- 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 |= (PW_OVERHEAD | PW_DUNGEON);
+ /* Hack -- Affect player */
+ if (flag)
+ {
+ msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
- if (caster_ptr->special_defense & NINJA_S_STEALTH)
+ /* Blind the player */
+ if (!caster_ptr->resist_blind && !caster_ptr->resist_lite)
{
- if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW) set_superstealth(caster_ptr, FALSE);
+ /* Become blind */
+ (void)set_blind(caster_ptr, caster_ptr->blind + 10 + randint1(10));
}
}
+ forget_flow(floor_ptr);
+
+ /* Mega-Hack -- Forget the view and lite */
+ 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 |= (PW_OVERHEAD | PW_DUNGEON);
+
+ 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);
+ }
+
return TRUE;
}
/*!
* @brief 地震処理(サブルーチン) /
* Induce an "earthquake" of the given radius at the given location.
- * @return 効力があった場合TRUEを返す
+ * @param caster_ptrプレーヤーへの参照ポインタ
* @param cy 中心Y座標
* @param cx 中心X座標
* @param r 効果半径
* @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
+ * @return 効力があった場合TRUEを返す
* @details
* <pre>
*
*/
bool earthquake(player_type *caster_ptr, POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
{
- DIRECTION i;
- int t;
- POSITION y, x, yy, xx, dy, dx;
- int damage = 0;
- int sn = 0;
- POSITION sy = 0, sx = 0;
- bool hurt = FALSE;
- grid_type *g_ptr;
- bool map[32][32];
-
/* Prevent destruction of quest levels and town */
if ((caster_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(caster_ptr->current_floor_ptr->inside_quest)) || !caster_ptr->current_floor_ptr->dun_level)
{
- return (FALSE);
+ return FALSE;
}
/* Paranoia -- Enforce maximum range */
if (r > 12) r = 12;
/* Clear the "maximal blast" area */
+ POSITION y, x;
+ bool map[32][32];
for (y = 0; y < 32; y++)
{
for (x = 0; x < 32; x++)
}
/* Check around the epicenter */
+ POSITION yy, xx, dy, dx;
+ int damage = 0;
+ bool hurt = FALSE;
for (dy = -r; dy <= r; dy++)
{
for (dx = -r; dx <= r; dx++)
/* Skip distant grids */
if (distance(cy, cx, yy, xx) > r) continue;
+ grid_type *g_ptr;
g_ptr = &caster_ptr->current_floor_ptr->grid_array[yy][xx];
/* Lose room and vault / Lose light and knowledge */
}
/* First, affect the player (if necessary) */
+ int sn = 0;
+ POSITION sy = 0, sx = 0;
if (hurt && !caster_ptr->pass_wall && !caster_ptr->kill_wall)
{
/* Check around the player */
- for (i = 0; i < 8; i++)
+ for (DIRECTION i = 0; i < 8; i++)
{
y = caster_ptr->y + ddy_ddd[i];
x = caster_ptr->x + ddx_ddd[i];
/* Skip unaffected grids */
if (!map[16 + yy - cy][16 + xx - cx]) continue;
+
+ grid_type *g_ptr;
g_ptr = &caster_ptr->current_floor_ptr->grid_array[yy][xx];
if (g_ptr->m_idx == caster_ptr->riding) continue;
/* Process monsters */
- if (g_ptr->m_idx)
+ if (!g_ptr->m_idx) continue;
+
+ monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Quest monsters */
+ if (r_ptr->flags1 & RF1_QUESTOR)
{
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ /* No wall on quest monsters */
+ map[16 + yy - cy][16 + xx - cx] = FALSE;
- /* Quest monsters */
- if (r_ptr->flags1 & RF1_QUESTOR)
- {
- /* No wall on quest monsters */
- map[16 + yy - cy][16 + xx - cx] = FALSE;
+ continue;
+ }
- continue;
- }
+ /* Most monsters cannot co-exist with rock */
+ if ((r_ptr->flags2 & RF2_KILL_WALL) || (r_ptr->flags2 & RF2_PASS_WALL)) continue;
- /* Most monsters cannot co-exist with rock */
- if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
- !(r_ptr->flags2 & (RF2_PASS_WALL)))
- {
- GAME_TEXT m_name[MAX_NLEN];
+ GAME_TEXT m_name[MAX_NLEN];
- /* Assume not safe */
- sn = 0;
+ /* Assume not safe */
+ sn = 0;
- /* Monster can move to escape the wall */
- if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
- {
- /* Look for safety */
- for (i = 0; i < 8; i++)
- {
- y = yy + ddy_ddd[i];
- x = xx + ddx_ddd[i];
+ /* Monster can move to escape the wall */
+ if (!(r_ptr->flags1 & RF1_NEVER_MOVE))
+ {
+ /* Look for safety */
+ for (DIRECTION i = 0; i < 8; i++)
+ {
+ y = yy + ddy_ddd[i];
+ x = xx + ddx_ddd[i];
- /* Skip non-empty grids */
- if (!cave_empty_bold(caster_ptr->current_floor_ptr, y, x)) continue;
+ /* Skip non-empty grids */
+ if (!cave_empty_bold(caster_ptr->current_floor_ptr, y, x)) continue;
- /* Hack -- no safety on glyph of warding */
- if (is_glyph_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) continue;
- if (is_explosive_rune_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) continue;
+ /* Hack -- no safety on glyph of warding */
+ if (is_glyph_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) continue;
+ if (is_explosive_rune_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) continue;
- /* ... nor on the Pattern */
- if (pattern_tile(y, x)) continue;
+ /* ... nor on the Pattern */
+ if (pattern_tile(y, x)) continue;
- /* Important -- Skip "quake" grids */
- if (map[16 + y - cy][16 + x - cx]) continue;
+ /* Important -- Skip "quake" grids */
+ if (map[16 + y - cy][16 + x - cx]) continue;
- if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) continue;
- if (player_bold(caster_ptr, y, x)) continue;
+ if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) continue;
+ if (player_bold(caster_ptr, y, x)) continue;
- /* Count "safe" grids */
- sn++;
+ /* Count "safe" grids */
+ sn++;
- /* Randomize choice */
- if (randint0(sn) > 0) continue;
+ /* Randomize choice */
+ if (randint0(sn) > 0) continue;
- /* Save the safe grid */
- sy = y; sx = x;
- }
- }
+ /* Save the safe grid */
+ sy = y; sx = x;
+ }
+ }
+
+ monster_desc(m_name, m_ptr, 0);
- monster_desc(m_name, m_ptr, 0);
+ /* Scream in pain */
+ if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
- /* Scream in pain */
- if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
+ /* Take damage from the quake */
+ damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
- /* Take damage from the quake */
- damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
+ /* Monster is certainly awake */
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
- /* Monster is certainly awake */
- (void)set_monster_csleep(g_ptr->m_idx, 0);
+ /* Apply damage directly */
+ m_ptr->hp -= damage;
- /* Apply damage directly */
- m_ptr->hp -= damage;
+ /* Delete (not kill) "dead" monsters */
+ if (m_ptr->hp < 0)
+ {
+ if (!ignore_unview || is_seen(m_ptr))
+ msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
- /* Delete (not kill) "dead" monsters */
- if (m_ptr->hp < 0)
+ if (g_ptr->m_idx)
+ {
+ if (record_named_pet && is_pet(&caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx]) && caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx].nickname)
{
- if (!ignore_unview || is_seen(m_ptr))
- msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
+ char m2_name[MAX_NLEN];
- if (g_ptr->m_idx)
- {
- if (record_named_pet && is_pet(&caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx]) && caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx].nickname)
- {
- char m2_name[MAX_NLEN];
+ monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(caster_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
+ }
+ }
- monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(caster_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
- }
- }
+ delete_monster(caster_ptr->current_floor_ptr, yy, xx);
- delete_monster(caster_ptr->current_floor_ptr, yy, xx);
+ sn = 0;
+ }
- /* No longer safe */
- sn = 0;
- }
+ /* Hack -- Escape from the rock */
+ if (sn == 0) continue;
- /* Hack -- Escape from the rock */
- if (sn)
- {
- IDX m_idx_aux = caster_ptr->current_floor_ptr->grid_array[yy][xx].m_idx;
+ IDX m_idx_aux = caster_ptr->current_floor_ptr->grid_array[yy][xx].m_idx;
- /* Update the old location */
- caster_ptr->current_floor_ptr->grid_array[yy][xx].m_idx = 0;
+ /* Update the old location */
+ caster_ptr->current_floor_ptr->grid_array[yy][xx].m_idx = 0;
- /* Update the new location */
- caster_ptr->current_floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
+ /* Update the new location */
+ caster_ptr->current_floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
- /* Move the monster */
- m_ptr->fy = sy;
- m_ptr->fx = sx;
+ /* Move the monster */
+ m_ptr->fy = sy;
+ m_ptr->fx = sx;
- update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(yy, xx);
- lite_spot(sy, sx);
- }
- }
- }
+ update_monster(caster_ptr, m_idx, TRUE);
+ lite_spot(yy, xx);
+ lite_spot(sy, sx);
}
}
/* Skip unaffected grids */
if (!map[16 + yy - cy][16 + xx - cx]) continue;
+ grid_type *g_ptr;
g_ptr = &caster_ptr->current_floor_ptr->grid_array[yy][xx];
/* Destroy location (if valid) */
- if (cave_valid_bold(caster_ptr->current_floor_ptr, yy, xx))
- {
- delete_object(yy, xx);
+ if (!cave_valid_bold(caster_ptr->current_floor_ptr, yy, xx)) continue;
- /* Wall (or floor) type */
- t = cave_have_flag_bold(caster_ptr->current_floor_ptr, yy, xx, FF_PROJECT) ? randint0(100) : 200;
+ delete_object(yy, xx);
- /* Granite */
- if (t < 20)
- {
- /* Create granite wall */
- cave_set_feat(caster_ptr->current_floor_ptr, yy, xx, feat_granite);
- }
+ /* Wall (or floor) type */
+ int t = cave_have_flag_bold(caster_ptr->current_floor_ptr, yy, xx, FF_PROJECT) ? randint0(100) : 200;
- /* Quartz */
- else if (t < 70)
- {
- /* Create quartz vein */
- cave_set_feat(caster_ptr->current_floor_ptr, yy, xx, feat_quartz_vein);
- }
+ /* Create granite wall */
+ if (t < 20)
+ {
+ cave_set_feat(caster_ptr->current_floor_ptr, yy, xx, feat_granite);
+ continue;
+ }
- /* Magma */
- else if (t < 100)
- {
- /* Create magma vein */
- cave_set_feat(caster_ptr->current_floor_ptr, yy, xx, feat_magma_vein);
- }
+ /* Create quartz vein */
+ if (t < 70)
+ {
+ cave_set_feat(caster_ptr->current_floor_ptr, yy, xx, feat_quartz_vein);
+ continue;
+ }
- /* Floor */
- else
- {
- /* Create floor */
- cave_set_feat(caster_ptr->current_floor_ptr, yy, xx, feat_ground_type[randint0(100)]);
- }
+ /* Create magma vein */
+ if (t < 100)
+ {
+ cave_set_feat(caster_ptr->current_floor_ptr, yy, xx, feat_magma_vein);
+ continue;
}
+
+ /* Create floor */
+ cave_set_feat(caster_ptr->current_floor_ptr, yy, xx, feat_ground_type[randint0(100)]);
}
}
/* Skip distant grids */
if (distance(cy, cx, yy, xx) > r) continue;
+ grid_type *g_ptr;
g_ptr = &caster_ptr->current_floor_ptr->grid_array[yy][xx];
- if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
- else if (!(d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+ if (is_mirror_grid(g_ptr))
{
- DIRECTION ii;
- POSITION yyy, xxx;
- grid_type *cc_ptr;
-
- for (ii = 0; ii < 9; ii++)
+ g_ptr->info |= CAVE_GLOW;
+ continue;
+ }
+
+ if ((d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) continue;
+
+ DIRECTION ii;
+ POSITION yyy, xxx;
+ grid_type *cc_ptr;
+
+ for (ii = 0; ii < 9; ii++)
+ {
+ yyy = yy + ddy_ddd[ii];
+ xxx = xx + ddx_ddd[ii];
+ if (!in_bounds2(caster_ptr->current_floor_ptr, yyy, xxx)) continue;
+ cc_ptr = &caster_ptr->current_floor_ptr->grid_array[yyy][xxx];
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
{
- yyy = yy + ddy_ddd[ii];
- xxx = xx + ddx_ddd[ii];
- if (!in_bounds2(caster_ptr->current_floor_ptr, yyy, xxx)) continue;
- cc_ptr = &caster_ptr->current_floor_ptr->grid_array[yyy][xxx];
- if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
- {
- g_ptr->info |= CAVE_GLOW;
- break;
- }
+ g_ptr->info |= CAVE_GLOW;
+ break;
}
}
}
}
/* Success */
- return (TRUE);
+ return TRUE;
}