+++ /dev/null
-#include "angband.h"
-#include "grid.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 < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- grid_type *g_ptr = ¤t_floor->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->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 < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- grid_type *g_ptr = ¤t_floor->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->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 < cur_wid; ++x)
- {
- for (y = 0; y < cur_hgt; ++y)
- {
- MONSTER_IDX m_idx = current_floor->grid_array[y][x].m_idx;
-
- if (m_idx > 0 && is_hostile(&m_list[m_idx]))
- {
- ++number_mon;
- }
- }
- }
-
- return number_mon;
-}
-