<ClCompile Include="..\..\src\mind\stances-table.c" />\r
<ClCompile Include="..\..\src\player\bad-status-setter.c" />\r
<ClCompile Include="..\..\src\spell-kind\spells-recall.c" />\r
+ <ClCompile Include="..\..\src\spell-realm\spells-chaos.c" />\r
<ClCompile Include="..\..\src\view\display-map.c" />\r
<ClCompile Include="..\..\src\view\display-sub-windows.c" />\r
<ClCompile Include="..\..\src\view\main-window-left-frame.c" />\r
<ClInclude Include="..\..\src\player\bad-status-setter.h" />\r
<ClInclude Include="..\..\src\player\special-defense-types.h" />\r
<ClInclude Include="..\..\src\spell-kind\spells-recall.h" />\r
+ <ClInclude Include="..\..\src\spell-realm\spells-chaos.h" />\r
<ClInclude Include="..\..\src\system\alloc-entries.h" />\r
<ClInclude Include="..\..\src\term\screen-processor.h" />\r
<ClInclude Include="..\..\src\util\bit-flags-calculator.h" />\r
<ClCompile Include="..\..\src\spell-kind\spells-recall.c">
<Filter>spell-kind</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\spell-realm\spells-chaos.c">
+ <Filter>spell-realm</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\cmd\cmd-basic.h">
<ClInclude Include="..\..\src\spell-kind\spells-recall.h">
<Filter>spell-kind</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\spell-realm\spells-chaos.h">
+ <Filter>spell-realm</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
spell-kind/spells-specific-bolt.c spell-kind/spells-specific-bolt.h \
spell-kind/spells-teleport.c spell-kind/spells-teleport.h \
\
+ spell-realm/spells-chaos.c spell-realm/spells-chaos.h \
spell-realm/spells-crusade.c spell-realm/spells-crusade.h \
spell-realm/spells-hex.c spell-realm/spells-hex.h \
spell-realm/spells-song.c spell-realm/spells-song.h \
#include "spell-kind/spells-lite.h"
#include "spell-kind/spells-neighbor.h"
#include "spell-kind/spells-teleport.h"
+#include "spell-realm/spells-chaos.h"
#include "spell/spells-object.h"
#include "spell/spells-status.h"
#include "spell/spells-summon.h"
#include "spell-kind/spells-lite.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-neighbor.h"
+#include "spell-kind/spells-recall.h"
#include "spell-kind/spells-sight.h"
#include "spell/spells-status.h"
#include "spell/spell-types.h"
--- /dev/null
+#include "spell-realm/spells-chaos.h"
+#include "dungeon/quest.h"
+#include "floor/floor.h"
+#include "grid/feature.h"
+#include "grid/grid.h"
+#include "monster/monster-describer.h"
+#include "monster/monster-status.h"
+#include "player/player-damage.h"
+#include "player/player-class.h"
+#include "spell-kind/spells-floor.h"
+#include "spell-kind/spells-launcher.h"
+#include "spell/spell-types.h"
+#include "util/bit-flags-calculator.h"
+#include "view/display-messages.h"
+
+/*!
+ * @brief 虚無招来処理 /
+ * @param caster_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ * @details
+ * Sorry, it becomes not (void)...
+ */
+void call_the_void(player_type *caster_ptr)
+{
+ grid_type *g_ptr;
+ bool do_call = TRUE;
+ 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]];
+
+ if (!cave_have_flag_grid(g_ptr, FF_PROJECT)) {
+ if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_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);
+ }
+
+ for (int i = 1; i < 10; i++) {
+ if (i - 5)
+ fire_ball(caster_ptr, GF_MANA, i, 175, 3);
+ }
+
+ for (int i = 1; i < 10; i++) {
+ if (i - 5)
+ fire_ball(caster_ptr, GF_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;
+ 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"));
+#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"));
+#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))
+ 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"), -1);
+ return;
+ }
+
+ if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_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"), -1);
+}
+
+/*!
+ * @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
+ * @params caster_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 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;
+ if (is_special_floor)
+ 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];
+
+ 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];
+ if (g_ptr->m_idx && monster_csleep_remaining(m_ptr)) {
+ (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
+ if (m_ptr->ml) {
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
+ msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
+ }
+ }
+
+ if (have_flag(f_ptr->flags, FF_HURT_DISI))
+ cave_alter_feat(caster_ptr, y, x, FF_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];
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI)) {
+ g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
+ g_ptr->info &= ~(CAVE_MARK);
+ }
+
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
+ f_ptr = &f_info[g_ptr->mimic];
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI)) {
+ g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_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];
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI)) {
+ g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
+ g_ptr->info &= ~(CAVE_MARK);
+ }
+
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
+ f_ptr = &f_info[g_ptr->mimic];
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI)) {
+ g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_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 |= (PW_OVERHEAD | PW_DUNGEON);
+ return TRUE;
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+void call_the_void(player_type *caster_ptr);
+bool vanish_dungeon(player_type *caster_ptr);
}
/*!
- * @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
- * @params caster_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 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;
- if (is_special_floor)
- 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];
-
- 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];
- if (g_ptr->m_idx && monster_csleep_remaining(m_ptr)) {
- (void)set_monster_csleep(caster_ptr, g_ptr->m_idx, 0);
- if (m_ptr->ml) {
- monster_desc(caster_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
- }
- }
-
- if (have_flag(f_ptr->flags, FF_HURT_DISI))
- cave_alter_feat(caster_ptr, y, x, FF_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];
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI)) {
- g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
- g_ptr->info &= ~(CAVE_MARK);
- }
-
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[caster_ptr->current_floor_ptr->height - 1][x];
- f_ptr = &f_info[g_ptr->mimic];
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI)) {
- g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!have_flag(f_info[g_ptr->mimic].flags, FF_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];
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI)) {
- g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER))
- g_ptr->info &= ~(CAVE_MARK);
- }
-
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][caster_ptr->current_floor_ptr->width - 1];
- f_ptr = &f_info[g_ptr->mimic];
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI)) {
- g_ptr->mimic = feat_state(caster_ptr, g_ptr->mimic, FF_HURT_DISI);
- if (!have_flag(f_info[g_ptr->mimic].flags, FF_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 |= (PW_OVERHEAD | PW_DUNGEON);
- return TRUE;
-}
-
-/*!
- * @brief 虚無招来処理 /
- * @param caster_ptr プレーヤーへの参照ポインタ
- * @return なし
- * @details
- * Sorry, it becomes not (void)...
- */
-void call_the_void(player_type *caster_ptr)
-{
- grid_type *g_ptr;
- bool do_call = TRUE;
- 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]];
-
- if (!cave_have_flag_grid(g_ptr, FF_PROJECT)) {
- if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_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);
- }
-
- for (int i = 1; i < 10; i++) {
- if (i - 5)
- fire_ball(caster_ptr, GF_MANA, i, 175, 3);
- }
-
- for (int i = 1; i < 10; i++) {
- if (i - 5)
- fire_ball(caster_ptr, GF_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;
- 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"));
-#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"));
-#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))
- 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"), -1);
- return;
- }
-
- if (destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 15 + caster_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"), -1);
-}
-
-/*!
* @brief アイテム引き寄せ処理 /
* Fetch an item (teleport it right underneath the caster)
* @param caster_ptr プレーヤーへの参照ポインタ
bool eat_magic(player_type *caster_ptr, int power);
bool apply_disenchant(player_type* target_ptr, BIT_FLAGS mode);
-void call_the_void(player_type* caster_ptr);
void fetch(player_type* caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los);
void reserve_alter_reality(player_type* caster_ptr);
void identify_pack(player_type* target_ptr);
bool detonation(player_type* creature_ptr);
void blood_curse_to_enemy(player_type* caster_ptr, MONSTER_IDX m_idx);
bool fire_crimson(player_type* shooter_ptr);
-bool vanish_dungeon(player_type *caster_ptr);
#include "mspell/mspells3.h"
#include "player/player-effects.h"
#include "spell-kind/spells-teleport.h"
+#include "spell-realm/spells-chaos.h"
#include "spell/spells-status.h"
-#include "spell/spells3.h"
#include "view/display-messages.h"
debug_spell_command debug_spell_commands_list[SPELL_MAX] = {