OSDN Git Service

v3.0.0 Alpha5 OSDN最終版
[hengband/hengband.git] / src / floor-events.c
diff --git a/src/floor-events.c b/src/floor-events.c
deleted file mode 100644 (file)
index 545a82d..0000000
+++ /dev/null
@@ -1,316 +0,0 @@
-#include "angband.h"
-#include "floor.h"
-#include "grid.h"
-#include "monster.h"
-#include "monster-status.h"
-#include "quest.h"
-#include "object-hook.h"
-#include "player-move.h"
-
-void day_break()
-{
-       POSITION y, x;
-       msg_print(_("夜が明けた。", "The sun has risen."));
-
-       if (!p_ptr->wild_mode)
-       {
-               /* Hack -- Scan the town */
-               for (y = 0; y < current_floor_ptr->height; y++)
-               {
-                       for (x = 0; x < current_floor_ptr->width; x++)
-                       {
-                               grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
-
-                               /* Assume lit */
-                               g_ptr->info |= (CAVE_GLOW);
-
-                               /* Hack -- Memorize lit grids if allowed */
-                               if (view_perma_grids) g_ptr->info |= (CAVE_MARK);
-
-                               /* Hack -- Notice spot */
-                               note_spot(y, x);
-                       }
-               }
-       }
-
-       p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
-       p_ptr->redraw |= (PR_MAP);
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-       if (p_ptr->special_defense & NINJA_S_STEALTH)
-       {
-               if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
-       }
-
-}
-
-void night_falls(void)
-{
-       POSITION y, x;
-       msg_print(_("日が沈んだ。", "The sun has fallen."));
-
-       if (!p_ptr->wild_mode)
-       {
-               /* Hack -- Scan the town */
-               for (y = 0; y < current_floor_ptr->height; y++)
-               {
-                       for (x = 0; x < current_floor_ptr->width; x++)
-                       {
-                               grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
-
-                               /* Feature code (applying "mimic" field) */
-                               feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
-
-                               if (!is_mirror_grid(g_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
-                                       !have_flag(f_ptr->flags, FF_ENTRANCE))
-                               {
-                                       /* Assume dark */
-                                       g_ptr->info &= ~(CAVE_GLOW);
-
-                                       if (!have_flag(f_ptr->flags, FF_REMEMBER))
-                                       {
-                                               /* Forget the normal floor grid */
-                                               g_ptr->info &= ~(CAVE_MARK);
-
-                                               /* Hack -- Notice spot */
-                                               note_spot(y, x);
-                                       }
-                               }
-                       }
-
-                       /* Glow deep lava and building entrances */
-                       glow_deep_lava_and_bldg();
-               }
-       }
-
-       p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
-       p_ptr->redraw |= (PR_MAP);
-       p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
-       if (p_ptr->special_defense & NINJA_S_STEALTH)
-       {
-               if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
-       }
-
-}
-
-/*!
- * @brief 現在フロアに残っている敵モンスターの数を返す /
- * @return 現在の敵モンスターの数
- */
-MONSTER_NUMBER count_all_hostile_monsters(void)
-{
-       POSITION x, y;
-       MONSTER_NUMBER number_mon = 0;
-
-       for (x = 0; x < current_floor_ptr->width; ++x)
-       {
-               for (y = 0; y < current_floor_ptr->height; ++y)
-               {
-                       MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
-
-                       if (m_idx > 0 && is_hostile(&current_floor_ptr->m_list[m_idx]))
-                       {
-                               ++number_mon;
-                       }
-               }
-       }
-
-       return number_mon;
-}
-
-
-
-/*!
- * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
- */
-#define RATING_BOOST(delta) (delta * delta + 50 * delta)
-
- /*!
-  * @brief ダンジョンの雰囲気を算出する。
-  * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
-  * @return 算出されたダンジョンの雰囲気ランク
-  */
-byte get_dungeon_feeling(void)
-{
-       const int base = 10;
-       int rating = 0;
-       IDX i;
-
-       /* Hack -- no feeling in the town */
-       if (!current_floor_ptr->dun_level) return 0;
-
-       /* Examine each monster */
-       for (i = 1; i < m_max; i++)
-       {
-               monster_type *m_ptr = &current_floor_ptr->m_list[i];
-               monster_race *r_ptr;
-               int delta = 0;
-               if (!monster_is_valid(m_ptr)) continue;
-
-               if (is_pet(m_ptr)) continue;
-
-               r_ptr = &r_info[m_ptr->r_idx];
-
-               if (r_ptr->flags1 & (RF1_UNIQUE))
-               {
-                       /* Nearly out-of-depth unique monsters */
-                       if (r_ptr->level + 10 > current_floor_ptr->dun_level)
-                       {
-                               /* Boost rating by twice delta-depth */
-                               delta += (r_ptr->level + 10 - current_floor_ptr->dun_level) * 2 * base;
-                       }
-               }
-               else
-               {
-                       /* Out-of-depth monsters */
-                       if (r_ptr->level > current_floor_ptr->dun_level)
-                       {
-                               /* Boost rating by delta-depth */
-                               delta += (r_ptr->level - current_floor_ptr->dun_level) * base;
-                       }
-               }
-
-               /* Unusually crowded monsters get a little bit of rating boost */
-               if (r_ptr->flags1 & RF1_FRIENDS)
-               {
-                       if (5 <= get_monster_crowd_number(i)) delta += 1;
-               }
-               else
-               {
-                       if (2 <= get_monster_crowd_number(i)) delta += 1;
-               }
-
-
-               rating += RATING_BOOST(delta);
-       }
-
-       /* Examine each unidentified object */
-       for (i = 1; i < o_max; i++)
-       {
-               object_type *o_ptr = &current_floor_ptr->o_list[i];
-               object_kind *k_ptr = &k_info[o_ptr->k_idx];
-               int delta = 0;
-
-               /* Skip dead objects */
-               if (!o_ptr->k_idx) continue;
-
-               /* Skip known objects */
-               if (object_is_known(o_ptr))
-               {
-                       /* Touched? */
-                       if (o_ptr->marked & OM_TOUCHED) continue;
-               }
-
-               /* Skip pseudo-known objects */
-               if (o_ptr->ident & IDENT_SENSE) continue;
-
-               /* Ego objects */
-               if (object_is_ego(o_ptr))
-               {
-                       ego_item_type *e_ptr = &e_info[o_ptr->name2];
-
-                       delta += e_ptr->rating * base;
-               }
-
-               /* Artifacts */
-               if (object_is_artifact(o_ptr))
-               {
-                       PRICE cost = object_value_real(o_ptr);
-
-                       delta += 10 * base;
-                       if (cost > 10000L) delta += 10 * base;
-                       if (cost > 50000L) delta += 10 * base;
-                       if (cost > 100000L) delta += 10 * base;
-
-                       /* Special feeling */
-                       if (!preserve_mode) return 1;
-               }
-
-               if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
-               if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
-               if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
-               if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
-               if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
-               if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
-               if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
-               if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
-
-               /* Out-of-depth objects */
-               if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > current_floor_ptr->dun_level)
-               {
-                       /* Rating increase */
-                       delta += (k_ptr->level - current_floor_ptr->dun_level) * base;
-               }
-
-               rating += RATING_BOOST(delta);
-       }
-
-
-       if (rating > RATING_BOOST(1000)) return 2;
-       if (rating > RATING_BOOST(800)) return 3;
-       if (rating > RATING_BOOST(600)) return 4;
-       if (rating > RATING_BOOST(400)) return 5;
-       if (rating > RATING_BOOST(300)) return 6;
-       if (rating > RATING_BOOST(200)) return 7;
-       if (rating > RATING_BOOST(100)) return 8;
-       if (rating > RATING_BOOST(0)) return 9;
-
-       return 10;
-}
-
-/*!
- * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
- * / Update dungeon feeling, and announce it if changed
- * @return なし
- */
-void update_dungeon_feeling(void)
-{
-       byte new_feeling;
-       int quest_num;
-       int delay;
-
-       /* No feeling on the surface */
-       if (!current_floor_ptr->dun_level) return;
-
-       /* No feeling in the arena */
-       if (p_ptr->inside_battle) return;
-
-       /* Extract delay time */
-       delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - current_floor_ptr->dun_level) * TURNS_PER_TICK / 100;
-
-       /* Not yet felt anything */
-       if (current_world_ptr->game_turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
-
-       /* Extract quest number (if any) */
-       quest_num = quest_number(current_floor_ptr->dun_level);
-
-       /* No feeling in a quest */
-       if (quest_num &&
-               (is_fixed_quest_idx(quest_num) &&
-                       !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
-                               !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
-
-
-       /* Get new dungeon feeling */
-       new_feeling = get_dungeon_feeling();
-
-       /* Remember last time updated */
-       p_ptr->feeling_turn = current_world_ptr->game_turn;
-
-       /* No change */
-       if (p_ptr->feeling == new_feeling) return;
-
-       /* Dungeon feeling is changed */
-       p_ptr->feeling = new_feeling;
-
-       /* Announce feeling */
-       do_cmd_feeling();
-
-       select_floor_music();
-
-       /* Update the level indicator */
-       p_ptr->redraw |= (PR_DEPTH);
-
-       if (disturb_minor) disturb(FALSE, FALSE);
-}
\ No newline at end of file