1 #include "cmd-action/cmd-move.h"
2 #include "action/action-limited.h"
3 #include "action/movement-execution.h"
4 #include "action/run-execution.h"
5 #include "avatar/avatar.h"
6 #include "cmd-io/cmd-save.h"
7 #include "core/asking-player.h"
8 #include "core/disturbance.h"
9 #include "core/stuff-handler.h"
10 #include "dungeon/quest.h"
11 #include "floor/cave.h"
12 #include "floor/floor-mode-changer.h"
13 #include "floor/wild.h"
14 #include "game-option/birth-options.h"
15 #include "game-option/input-options.h"
16 #include "game-option/map-screen-options.h"
17 #include "game-option/play-record-options.h"
18 #include "game-option/special-options.h"
19 #include "info-reader/fixed-map-parser.h"
20 #include "io/input-key-requester.h"
21 #include "io/write-diary.h"
22 #include "main/sound-definitions-table.h"
23 #include "main/sound-of-music.h"
24 #include "mind/mind-ninja.h"
25 #include "player-base/player-class.h"
26 #include "player-info/samurai-data-type.h"
27 #include "player-status/player-energy.h"
28 #include "player/attack-defense-types.h"
29 #include "player/player-move.h"
30 #include "player/player-status.h"
31 #include "player/special-defense-types.h"
32 #include "spell-realm/spells-hex.h"
33 #include "spell-realm/spells-song.h"
34 #include "status/action-setter.h"
35 #include "system/dungeon-info.h"
36 #include "system/floor-type-definition.h"
37 #include "system/grid-type-definition.h"
38 #include "system/player-type-definition.h"
39 #include "system/redrawing-flags-updater.h"
40 #include "system/terrain-type-definition.h"
41 #include "target/target-getter.h"
42 #include "timed-effect/timed-effects.h"
43 #include "util/bit-flags-calculator.h"
44 #include "view/display-messages.h"
45 #include "world/world.h"
49 * @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
50 * @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容
51 * @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE
53 static bool confirm_leave_level(PlayerType *player_ptr, bool down_stair)
55 const auto &quests = QuestList::get_instance();
56 const auto &quest = quests.get_quest(player_ptr->current_floor_ptr->quest_number);
58 auto caution_in_tower = any_bits(quest.flags, QUEST_FLAG_TOWER);
59 caution_in_tower &= quest.status != QuestStatusType::STAGE_COMPLETED || (down_stair && (quests.get_quest(QuestId::TOWER1).status != QuestStatusType::COMPLETED));
61 auto caution_in_quest = quest.type == QuestKindType::RANDOM;
62 caution_in_quest |= quest.flags & QUEST_FLAG_ONCE && quest.status != QuestStatusType::COMPLETED;
63 caution_in_quest |= caution_in_tower;
65 if (confirm_quest && player_ptr->current_floor_ptr->is_in_quest() && caution_in_quest) {
66 msg_print(_("この階を一度去ると二度と戻って来られません。", "You can't come back here once you leave this floor."));
67 return input_check(_("本当にこの階を去りますか?", "Really leave this floor? "));
74 * @brief 階段を使って階層を昇る処理 / Go up one level
76 void do_cmd_go_up(PlayerType *player_ptr)
78 auto &quests = QuestList::get_instance();
79 auto &floor = *player_ptr->current_floor_ptr;
80 const auto &grid = floor.get_grid({ player_ptr->y, player_ptr->x });
81 const auto &terrain = grid.get_terrain();
82 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
84 if (terrain.flags.has_not(TerrainCharacteristics::LESS)) {
85 msg_print(_("ここには上り階段が見当たらない。", "I see no up staircase here."));
89 if (terrain.flags.has(TerrainCharacteristics::QUEST)) {
90 if (!confirm_leave_level(player_ptr, false)) {
94 if (is_echizen(player_ptr)) {
95 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
97 msg_print(_("上の階に登った。", "You enter the up staircase."));
100 sound(SOUND_STAIRWAY);
102 leave_quest_check(player_ptr);
103 floor.quest_number = i2enum<QuestId>(grid.special);
104 const auto quest_id = floor.quest_number;
105 auto &quest = quests.get_quest(quest_id);
106 if (quest.status == QuestStatusType::UNTAKEN) {
107 if (quest.type != QuestKindType::RANDOM) {
108 init_flags = INIT_ASSIGN;
109 parse_fixed_map(player_ptr, QUEST_DEFINITION_LIST, 0, 0, 0, 0);
112 quest.status = QuestStatusType::TAKEN;
115 if (!inside_quest(quest_id)) {
117 player_ptr->word_recall = 0;
120 player_ptr->leaving = true;
121 player_ptr->oldpx = 0;
122 player_ptr->oldpy = 0;
123 PlayerEnergy(player_ptr).set_player_turn_energy(100);
128 if (!floor.is_in_underground()) {
131 go_up = confirm_leave_level(player_ptr, false);
138 PlayerEnergy(player_ptr).set_player_turn_energy(100);
141 do_cmd_save_game(player_ptr, true);
144 const auto quest_number = floor.quest_number;
145 auto &quest = quests.get_quest(quest_number);
147 if (inside_quest(quest_number) && quest.type == QuestKindType::RANDOM) {
148 leave_quest_check(player_ptr);
149 floor.quest_number = QuestId::NONE;
153 if (inside_quest(quest_number) && quest.type != QuestKindType::RANDOM) {
154 leave_quest_check(player_ptr);
155 floor.quest_number = i2enum<QuestId>(grid.special);
159 auto &fcms = FloorChangeModesStore::get_instace();
160 fcms->set({ FloorChangeMode::SAVE_FLOORS, FloorChangeMode::UP });
162 if (terrain.flags.has(TerrainCharacteristics::SHAFT)) {
163 fcms->set(FloorChangeMode::SHAFT);
167 if (floor.dun_level - up_num < floor.get_dungeon_definition().mindepth) {
168 up_num = floor.dun_level;
173 exe_write_diary(floor, DiaryKind::STAIR, 0 - up_num, _("階段を上った", "climbed up the stairs to"));
176 if (up_num == floor.dun_level) {
177 if (is_echizen(player_ptr)) {
178 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
180 msg_print(_("地上に戻った。", "You go back to the surface."));
182 player_ptr->word_recall = 0;
184 if (is_echizen(player_ptr)) {
185 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
187 msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases."));
191 sound(SOUND_STAIRWAY);
193 player_ptr->leaving = true;
197 * @brief 階段を使って階層を降りる処理 / Go down one level
198 * @param player_ptr プレイヤーへの参照ポインタ
200 void do_cmd_go_down(PlayerType *player_ptr)
202 bool fall_trap = false;
204 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
206 auto &floor = *player_ptr->current_floor_ptr;
207 auto &grid = floor.grid_array[player_ptr->y][player_ptr->x];
208 auto &terrain = grid.get_terrain();
209 if (terrain.flags.has_not(TerrainCharacteristics::MORE)) {
210 msg_print(_("ここには下り階段が見当たらない。", "I see no down staircase here."));
214 if (terrain.flags.has(TerrainCharacteristics::TRAP)) {
218 if (terrain.flags.has(TerrainCharacteristics::QUEST_ENTER)) {
219 do_cmd_quest(player_ptr);
223 if (terrain.flags.has(TerrainCharacteristics::QUEST)) {
224 if (!confirm_leave_level(player_ptr, true)) {
228 if (is_echizen(player_ptr)) {
229 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
231 msg_print(_("下の階に降りた。", "You enter the down staircase."));
234 sound(SOUND_STAIRWAY);
236 leave_quest_check(player_ptr);
237 leave_tower_check(player_ptr);
238 floor.quest_number = i2enum<QuestId>(grid.special);
240 auto &quests = QuestList::get_instance();
241 auto &quest = quests.get_quest(floor.quest_number);
242 if (quest.status == QuestStatusType::UNTAKEN) {
243 if (quest.type != QuestKindType::RANDOM) {
244 init_flags = INIT_ASSIGN;
245 parse_fixed_map(player_ptr, QUEST_DEFINITION_LIST, 0, 0, 0, 0);
248 quest.status = QuestStatusType::TAKEN;
251 if (!floor.is_in_quest()) {
253 player_ptr->word_recall = 0;
256 player_ptr->leaving = true;
257 player_ptr->oldpx = 0;
258 player_ptr->oldpy = 0;
259 PlayerEnergy(player_ptr).set_player_turn_energy(100);
263 short target_dungeon = 0;
264 auto &fcms = FloorChangeModesStore::get_instace();
265 if (!floor.is_in_underground()) {
266 target_dungeon = terrain.flags.has(TerrainCharacteristics::ENTRANCE) ? grid.special : DUNGEON_ANGBAND;
267 if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND)) {
268 msg_print(_("ダンジョンの入口は塞がれている!", "The entrance of this dungeon is closed!"));
272 if (!max_dlv[target_dungeon]) {
273 const auto mes = _("ここには%sの入り口(%d階相当)があります", "There is the entrance of %s (Danger level: %d)");
274 const auto &dungeon = dungeons_info[target_dungeon];
275 msg_format(mes, dungeon.name.data(), dungeon.mindepth);
276 if (!input_check(_("本当にこのダンジョンに入りますか?", "Do you really get in this dungeon? "))) {
281 player_ptr->oldpx = player_ptr->x;
282 player_ptr->oldpy = player_ptr->y;
283 floor.set_dungeon_index(target_dungeon);
284 fcms->set(FloorChangeMode::FIRST_FLOOR);
287 PlayerEnergy(player_ptr).set_player_turn_energy(100);
289 do_cmd_save_game(player_ptr, true);
292 if (terrain.flags.has(TerrainCharacteristics::SHAFT)) {
298 const auto &dungeon = floor.get_dungeon_definition();
299 if (!floor.is_in_underground()) {
300 player_ptr->enter_dungeon = true;
301 down_num = dungeon.mindepth;
306 exe_write_diary(floor, DiaryKind::STAIR, down_num, _("落とし戸に落ちた", "fell through a trap door"));
308 exe_write_diary(floor, DiaryKind::STAIR, down_num, _("階段を下りた", "climbed down the stairs to"));
313 msg_print(_("わざと落とし戸に落ちた。", "You deliberately jump through the trap door."));
315 if (target_dungeon) {
316 msg_format(_("%sへ入った。", "You entered %s."), dungeon.text.data());
318 if (is_echizen(player_ptr)) {
319 msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
321 msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases."));
325 sound(SOUND_STAIRWAY);
328 player_ptr->leaving = true;
331 fcms->set({ FloorChangeMode::SAVE_FLOORS, FloorChangeMode::DOWN, FloorChangeMode::RANDOM_PLACE, FloorChangeMode::RANDOM_CONNECT });
335 fcms->set({ FloorChangeMode::SAVE_FLOORS, FloorChangeMode::DOWN });
336 if (terrain.flags.has(TerrainCharacteristics::SHAFT)) {
337 fcms->set(FloorChangeMode::SHAFT);
342 * @brief 「歩く」動作コマンドのメインルーチン /
343 * Support code for the "Walk" and "Jump" commands
344 * @param player_ptr プレイヤーへの参照ポインタ
345 * @param pickup アイテムの自動拾いを行うならTRUE
347 void do_cmd_walk(PlayerType *player_ptr, bool pickup)
350 command_rep = command_arg - 1;
351 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
357 const auto is_wild_mode = AngbandWorld::get_instance().is_wild_mode();
358 if (get_rep_dir(player_ptr, &dir)) {
359 PlayerEnergy energy(player_ptr);
360 energy.set_player_turn_energy(100);
362 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
366 energy.mul_player_turn_energy((MAX_HGT + MAX_WID) / 2);
369 if (player_ptr->action == ACTION_HAYAGAKE) {
370 auto energy_use = (ENERGY)(player_ptr->energy_use * (45 - (player_ptr->lev / 2)) / 100);
371 energy.set_player_turn_energy(energy_use);
374 exe_movement(player_ptr, dir, pickup, false);
378 if (is_wild_mode && !cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, TerrainCharacteristics::TOWN)) {
379 int tmp = 120 + player_ptr->lev * 10 - wilderness[player_ptr->y][player_ptr->x].level + 5;
384 if (((wilderness[player_ptr->y][player_ptr->x].level + 5) > (player_ptr->lev / 2)) && randint0(tmp) < (21 - player_ptr->skill_stl)) {
385 msg_print(_("襲撃だ!", "You are ambushed !"));
386 player_ptr->oldpy = randint1(MAX_HGT - 2);
387 player_ptr->oldpx = randint1(MAX_WID - 2);
388 change_wild_mode(player_ptr, true);
389 PlayerEnergy(player_ptr).set_player_turn_energy(100);
394 disturb(player_ptr, false, false);
399 * @brief 「走る」動作コマンドのメインルーチン /
401 * @param player_ptr プレイヤーへの参照ポインタ
403 void do_cmd_run(PlayerType *player_ptr)
406 if (cmd_limit_confused(player_ptr)) {
410 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
412 if (get_rep_dir(player_ptr, &dir)) {
413 player_ptr->running = (command_arg ? command_arg : 1000);
414 run_step(player_ptr, dir);
419 * @brief 「留まる」動作コマンドのメインルーチン /
420 * Stay still. Search. Enter stores.
421 * Pick up treasure if "pickup" is true.
422 * @param player_ptr プレイヤーへの参照ポインタ
423 * @param pickup アイテムの自動拾いを行うならTRUE
425 void do_cmd_stay(PlayerType *player_ptr, bool pickup)
427 uint32_t mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
429 command_rep = command_arg - 1;
430 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
434 PlayerEnergy(player_ptr).set_player_turn_energy(100);
436 mpe_mode |= MPE_DO_PICKUP;
439 (void)move_player_effect(player_ptr, player_ptr->y, player_ptr->x, mpe_mode);
443 * @brief 休憩ターン数のコマンド受付
445 static bool input_rest_turns()
447 constexpr auto p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ", "Rest (0-9999, '*' for HP/SP, '&' as needed): ");
449 const auto rest_turns = input_string(p, 4, "&");
454 if (rest_turns->starts_with('&')) {
455 command_arg = COMMAND_ARG_REST_UNTIL_DONE;
459 if (rest_turns->starts_with('*')) {
460 command_arg = COMMAND_ARG_REST_FULL_HEALING;
465 command_arg = static_cast<short>(std::clamp(std::stoi(*rest_turns), 0, 9999));
467 } catch (std::invalid_argument const &) {
468 msg_print(_("数値を入力して下さい。", "Please input numeric value."));
474 * @brief 「休む」動作コマンドのメインルーチン /
475 * Resting allows a player to safely restore his hp -RAK-
476 * @param player_ptr プレイヤーへの参照ポインタ
478 void do_cmd_rest(PlayerType *player_ptr)
480 set_action(player_ptr, ACTION_NONE);
481 if (PlayerClass(player_ptr).equals(PlayerClassType::BARD)) {
482 auto is_singing = get_singing_song_effect(player_ptr) != 0;
483 is_singing |= get_interrupting_song_effect(player_ptr) != 0;
485 stop_singing(player_ptr);
489 SpellHex spell_hex(player_ptr);
490 if (spell_hex.is_spelling_any()) {
491 (void)spell_hex.stop_all_spells();
494 if (!input_rest_turns()) {
498 set_superstealth(player_ptr, false);
500 PlayerEnergy(player_ptr).set_player_turn_energy(100);
501 if (command_arg > 100) {
502 chg_virtue(player_ptr, Virtue::DILIGENCE, -1);
505 if (player_ptr->is_fully_healthy()) {
506 chg_virtue(player_ptr, Virtue::DILIGENCE, -1);
509 player_ptr->resting = command_arg;
510 player_ptr->action = ACTION_REST;
511 auto &rfu = RedrawingFlagsUpdater::get_instance();
512 rfu.set_flag(StatusRecalculatingFlag::BONUS);
513 rfu.set_flag(MainWindowRedrawingFlag::ACTION);
514 handle_stuff(player_ptr);