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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / floor-events.c
1 #include "angband.h"\r
2 \r
3 void day_break()\r
4 {\r
5         POSITION y, x;\r
6         msg_print(_("夜が明けた。", "The sun has risen."));\r
7 \r
8         if (!p_ptr->wild_mode)\r
9         {\r
10                 /* Hack -- Scan the town */\r
11                 for (y = 0; y < cur_hgt; y++)\r
12                 {\r
13                         for (x = 0; x < cur_wid; x++)\r
14                         {\r
15                                 /* Get the cave grid */\r
16                                 cave_type *c_ptr = &cave[y][x];\r
17 \r
18                                 /* Assume lit */\r
19                                 c_ptr->info |= (CAVE_GLOW);\r
20 \r
21                                 /* Hack -- Memorize lit grids if allowed */\r
22                                 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);\r
23 \r
24                                 /* Hack -- Notice spot */\r
25                                 note_spot(y, x);\r
26                         }\r
27                 }\r
28         }\r
29 \r
30         /* Update the monsters */\r
31         p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);\r
32 \r
33         /* Redraw map */\r
34         p_ptr->redraw |= (PR_MAP);\r
35 \r
36         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);\r
37 \r
38         if (p_ptr->special_defense & NINJA_S_STEALTH)\r
39         {\r
40                 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);\r
41         }\r
42 \r
43 }\r
44 \r
45 void night_falls(void)\r
46 {\r
47         POSITION y, x;\r
48         msg_print(_("日が沈んだ。", "The sun has fallen."));\r
49 \r
50         if (!p_ptr->wild_mode)\r
51         {\r
52                 /* Hack -- Scan the town */\r
53                 for (y = 0; y < cur_hgt; y++)\r
54                 {\r
55                         for (x = 0; x < cur_wid; x++)\r
56                         {\r
57                                 /* Get the cave grid */\r
58                                 cave_type *c_ptr = &cave[y][x];\r
59 \r
60                                 /* Feature code (applying "mimic" field) */\r
61                                 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];\r
62 \r
63                                 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&\r
64                                         !have_flag(f_ptr->flags, FF_ENTRANCE))\r
65                                 {\r
66                                         /* Assume dark */\r
67                                         c_ptr->info &= ~(CAVE_GLOW);\r
68 \r
69                                         if (!have_flag(f_ptr->flags, FF_REMEMBER))\r
70                                         {\r
71                                                 /* Forget the normal floor grid */\r
72                                                 c_ptr->info &= ~(CAVE_MARK);\r
73 \r
74                                                 /* Hack -- Notice spot */\r
75                                                 note_spot(y, x);\r
76                                         }\r
77                                 }\r
78                         }\r
79 \r
80                         /* Glow deep lava and building entrances */\r
81                         glow_deep_lava_and_bldg();\r
82                 }\r
83         }\r
84 \r
85         /* Update the monsters */\r
86         p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);\r
87 \r
88         /* Redraw map */\r
89         p_ptr->redraw |= (PR_MAP);\r
90 \r
91         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);\r
92 \r
93         if (p_ptr->special_defense & NINJA_S_STEALTH)\r
94         {\r
95                 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);\r
96         }\r
97 \r
98 }\r