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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         p_ptr->redraw |= (PR_MAP);\r
34 \r
35         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);\r
36 \r
37         if (p_ptr->special_defense & NINJA_S_STEALTH)\r
38         {\r
39                 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);\r
40         }\r
41 \r
42 }\r
43 \r
44 void night_falls(void)\r
45 {\r
46         POSITION y, x;\r
47         msg_print(_("日が沈んだ。", "The sun has fallen."));\r
48 \r
49         if (!p_ptr->wild_mode)\r
50         {\r
51                 /* Hack -- Scan the town */\r
52                 for (y = 0; y < cur_hgt; y++)\r
53                 {\r
54                         for (x = 0; x < cur_wid; x++)\r
55                         {\r
56                                 /* Get the cave grid */\r
57                                 cave_type *c_ptr = &cave[y][x];\r
58 \r
59                                 /* Feature code (applying "mimic" field) */\r
60                                 feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];\r
61 \r
62                                 if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&\r
63                                         !have_flag(f_ptr->flags, FF_ENTRANCE))\r
64                                 {\r
65                                         /* Assume dark */\r
66                                         c_ptr->info &= ~(CAVE_GLOW);\r
67 \r
68                                         if (!have_flag(f_ptr->flags, FF_REMEMBER))\r
69                                         {\r
70                                                 /* Forget the normal floor grid */\r
71                                                 c_ptr->info &= ~(CAVE_MARK);\r
72 \r
73                                                 /* Hack -- Notice spot */\r
74                                                 note_spot(y, x);\r
75                                         }\r
76                                 }\r
77                         }\r
78 \r
79                         /* Glow deep lava and building entrances */\r
80                         glow_deep_lava_and_bldg();\r
81                 }\r
82         }\r
83 \r
84         /* Update the monsters */\r
85         p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);\r
86 \r
87         p_ptr->redraw |= (PR_MAP);\r
88 \r
89         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);\r
90 \r
91         if (p_ptr->special_defense & NINJA_S_STEALTH)\r
92         {\r
93                 if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);\r
94         }\r
95 \r
96 }\r