1 #include "angband.h"
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6 msg_print(_("夜が明けた。", "The sun has risen."));
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8 if (!p_ptr->wild_mode)
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10 /* Hack -- Scan the town */
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11 for (y = 0; y < cur_hgt; y++)
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13 for (x = 0; x < cur_wid; x++)
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15 /* Get the cave grid */
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16 cave_type *c_ptr = &cave[y][x];
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19 c_ptr->info |= (CAVE_GLOW);
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21 /* Hack -- Memorize lit grids if allowed */
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22 if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
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24 /* Hack -- Notice spot */
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30 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
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31 p_ptr->redraw |= (PR_MAP);
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32 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
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34 if (p_ptr->special_defense & NINJA_S_STEALTH)
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36 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
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41 void night_falls(void)
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44 msg_print(_("日が沈んだ。", "The sun has fallen."));
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46 if (!p_ptr->wild_mode)
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48 /* Hack -- Scan the town */
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49 for (y = 0; y < cur_hgt; y++)
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51 for (x = 0; x < cur_wid; x++)
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53 /* Get the cave grid */
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54 cave_type *c_ptr = &cave[y][x];
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56 /* Feature code (applying "mimic" field) */
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57 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
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59 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
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60 !have_flag(f_ptr->flags, FF_ENTRANCE))
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63 c_ptr->info &= ~(CAVE_GLOW);
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65 if (!have_flag(f_ptr->flags, FF_REMEMBER))
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67 /* Forget the normal floor grid */
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68 c_ptr->info &= ~(CAVE_MARK);
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70 /* Hack -- Notice spot */
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76 /* Glow deep lava and building entrances */
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77 glow_deep_lava_and_bldg();
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81 p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
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82 p_ptr->redraw |= (PR_MAP);
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83 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
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85 if (p_ptr->special_defense & NINJA_S_STEALTH)
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87 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
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93 * @brief 現在フロアに残っている敵モンスターの数を返す /
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94 * @return 現在の敵モンスターの数
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96 MONSTER_NUMBER count_all_hostile_monsters(void)
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99 MONSTER_NUMBER number_mon = 0;
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101 for (x = 0; x < cur_wid; ++x)
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103 for (y = 0; y < cur_hgt; ++y)
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105 MONSTER_IDX m_idx = cave[y][x].m_idx;
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107 if (m_idx > 0 && is_hostile(&m_list[m_idx]))
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