Hengband  2.2.1
関数
spells-floor.h ファイル
被依存関係図:

[ソースコード]

関数

void wiz_lite (player_type *caster_ptr, bool ninja)
 
void wiz_dark (player_type *caster_ptr)
 
bool warding_glyph (player_type *caster_ptr)
 守りのルーン設置処理 / Leave a "glyph of warding" which prevents monster movement [詳解]
 
bool explosive_rune (floor_type *floor_ptr, POSITION y, POSITION x)
 爆発のルーン設置処理 / Leave an "explosive rune" which prevents monster movement [詳解]
 
bool place_mirror (player_type *caster_ptr)
 鏡設置処理 [詳解]
 
void stair_creation (player_type *caster_ptr)
 プレイヤーの手による能動的な階段生成処理 / Create stairs at or move previously created stairs into the player location. [詳解]
 
void map_area (POSITION range)
 
bool destroy_area (floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION r, bool in_generate)
 *破壊*処理を行う / The spell of destruction [詳解]
 
bool earthquake (player_type *caster_ptr, POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
 地震処理(サブルーチン) / Induce an "earthquake" of the given radius at the given location. [詳解]
 

関数詳解

◆ destroy_area()

bool destroy_area ( floor_type floor_ptr,
POSITION  y1,
POSITION  x1,
POSITION  r,
bool  in_generate 
)

*破壊*処理を行う / The spell of destruction

引数
y1破壊の中心Y座標
x1破壊の中心X座標
r破壊の半径
in_generateダンジョンフロア生成中の処理ならばTRUE
戻り値
効力があった場合TRUEを返す
This spell "deletes" monsters (instead of "killing" them).
Later we may use one function for both "destruction" and
"earthquake" by using the "full" to select "destruction".
呼び出し関係図:

◆ earthquake()

bool earthquake ( player_type caster_ptr,
POSITION  cy,
POSITION  cx,
POSITION  r,
MONSTER_IDX  m_idx 
)

地震処理(サブルーチン) / Induce an "earthquake" of the given radius at the given location.

戻り値
効力があった場合TRUEを返す
引数
cy中心Y座標
cx中心X座標
r効果半径
m_idx地震を起こしたモンスターID(0ならばプレイヤー)
This will turn some walls into floors and some floors into walls.
The player will take damage and "jump" into a safe grid if possible,
otherwise, he will "tunnel" through the rubble instantaneously.
Monsters will take damage, and "jump" into a safe grid if possible,
otherwise they will be "buried" in the rubble, disappearing from
the level in the same way that they do when genocided.
Note that thus the player and monsters (except eaters of walls and
passers through walls) will never occupy the same grid as a wall.
Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
for a single turn, unless that monster can pass_walls or kill_walls.
This has allowed massive simplification of the "monster" code.
呼び出し関係図:

◆ explosive_rune()

bool explosive_rune ( floor_type floor_ptr,
POSITION  y,
POSITION  x 
)

爆発のルーン設置処理 / Leave an "explosive rune" which prevents monster movement

戻り値
実際に設置が行われた場合TRUEを返す
呼び出し関係図:

◆ map_area()

void map_area ( POSITION  range)
呼び出し関係図:

◆ place_mirror()

bool place_mirror ( player_type caster_ptr)

鏡設置処理

戻り値
実際に設置が行われた場合TRUEを返す
呼び出し関係図:

◆ stair_creation()

void stair_creation ( player_type caster_ptr)

プレイヤーの手による能動的な階段生成処理 / Create stairs at or move previously created stairs into the player location.

戻り値
なし
呼び出し関係図:

◆ warding_glyph()

bool warding_glyph ( player_type caster_ptr)

守りのルーン設置処理 / Leave a "glyph of warding" which prevents monster movement

戻り値
実際に設置が行われた場合TRUEを返す
呼び出し関係図:

◆ wiz_dark()

void wiz_dark ( player_type caster_ptr)
呼び出し関係図:

◆ wiz_lite()

void wiz_lite ( player_type caster_ptr,
bool  ninja 
)
呼び出し関係図: