Hengband
2.2.1
|
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] | |
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
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 |
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".
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.
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.
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
void map_area | ( | POSITION | range | ) |
bool place_mirror | ( | player_type * | caster_ptr | ) |
鏡設置処理
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.
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
void wiz_dark | ( | player_type * | caster_ptr | ) |
void wiz_lite | ( | player_type * | caster_ptr, |
bool | ninja | ||
) |