1 #include "dungeon/dungeon-processor.h"
2 #include "cmd-io/cmd-dump.h"
3 #include "core/hp-mp-regenerator.h"
4 #include "core/player-processor.h"
5 #include "core/stuff-handler.h"
6 #include "core/turn-compensator.h"
7 #include "dungeon/dungeon.h"
8 #include "dungeon/quest.h"
9 #include "io/targeting.h"
10 #include "io/write-diary.h"
11 #include "market/arena.h"
12 #include "monster/monster-process.h"
13 #include "monster/monster-status.h"
14 #include "player/player-effects.h"
15 #include "player/player-move.h"
16 #include "realm/realm-song-numbers.h"
17 #include "realm/realm-song.h"
18 #include "view/display-main-window.h"
19 #include "world/world-turn-processor.h"
20 #include "world/world.h"
23 * process_player()、process_world() をcore.c から移設するのが先.
24 * process_upkeep_with_speed() はこの関数と同じところでOK
25 * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
29 * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
30 * ゲームを終了するかのいずれかまでループする。
33 * This function will not exit until the level is completed,\n
34 * the user dies, or the game is terminated.\n
37 void process_dungeon(player_type *player_ptr, bool load_game)
39 floor_type *floor_ptr = player_ptr->current_floor_ptr;
40 floor_ptr->base_level = floor_ptr->dun_level;
41 current_world_ptr->is_loading_now = FALSE;
42 player_ptr->leaving = FALSE;
50 player_ptr->pet_t_m_idx = 0;
51 player_ptr->riding_t_m_idx = 0;
52 player_ptr->ambush_flag = FALSE;
53 health_track(player_ptr, 0);
54 repair_monsters = TRUE;
56 disturb(player_ptr, TRUE, TRUE);
57 int quest_num = quest_num = quest_number(player_ptr, floor_ptr->dun_level);
59 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
62 if (player_ptr->max_plv < player_ptr->lev) {
63 player_ptr->max_plv = player_ptr->lev;
66 if ((max_dlv[player_ptr->dungeon_idx] < floor_ptr->dun_level) && !floor_ptr->inside_quest) {
67 max_dlv[player_ptr->dungeon_idx] = floor_ptr->dun_level;
69 exe_write_diary(player_ptr, DIARY_MAXDEAPTH, floor_ptr->dun_level, NULL);
72 (void)calculate_upkeep(player_ptr);
73 panel_bounds_center();
74 verify_panel(player_ptr);
77 current_world_ptr->character_xtra = TRUE;
78 player_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
79 player_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
80 player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH | PU_MONSTERS | PU_DISTANCE | PU_FLOW);
81 handle_stuff(player_ptr);
83 current_world_ptr->character_xtra = FALSE;
84 player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
85 player_ptr->update |= (PU_COMBINE | PU_REORDER);
86 handle_stuff(player_ptr);
90 && (is_fixed_quest_idx(quest_num) && !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) || !(quest[quest_num].flags & QUEST_FLAG_PRESET))))
91 do_cmd_feeling(player_ptr);
93 if (player_ptr->phase_out) {
95 player_ptr->energy_need = 0;
96 update_gambling_monsters(player_ptr);
98 msg_print(_("試合開始!", "Ready..Fight!"));
103 if ((player_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(player_ptr) > MUSIC_DETECT))
104 SINGING_SONG_EFFECT(player_ptr) = MUSIC_DETECT;
106 if (!player_ptr->playing || player_ptr->is_dead)
109 if (!floor_ptr->inside_quest && (player_ptr->dungeon_idx == DUNGEON_ANGBAND)) {
110 quest_discovery(random_quest_number(player_ptr, floor_ptr->dun_level));
111 floor_ptr->inside_quest = random_quest_number(player_ptr, floor_ptr->dun_level);
113 if ((floor_ptr->dun_level == d_info[player_ptr->dungeon_idx].maxdepth) && d_info[player_ptr->dungeon_idx].final_guardian) {
114 if (r_info[d_info[player_ptr->dungeon_idx].final_guardian].max_num)
116 msg_format("この階には%sの主である%sが棲んでいる。", d_name + d_info[player_ptr->dungeon_idx].name,
117 r_name + r_info[d_info[player_ptr->dungeon_idx].final_guardian].name);
119 msg_format("%^s lives in this level as the keeper of %s.", r_name + r_info[d_info[player_ptr->dungeon_idx].final_guardian].name,
120 d_name + d_info[player_ptr->dungeon_idx].name);
124 if (!load_game && (player_ptr->special_defense & NINJA_S_STEALTH))
125 set_superstealth(player_ptr, FALSE);
127 floor_ptr->monster_level = floor_ptr->base_level;
128 floor_ptr->object_level = floor_ptr->base_level;
129 current_world_ptr->is_loading_now = TRUE;
130 if (player_ptr->energy_need > 0 && !player_ptr->phase_out && (floor_ptr->dun_level || player_ptr->leaving_dungeon || floor_ptr->inside_arena))
131 player_ptr->energy_need = 0;
133 player_ptr->leaving_dungeon = FALSE;
134 mproc_init(floor_ptr);
137 if ((floor_ptr->m_cnt + 32 > current_world_ptr->max_m_idx) && !player_ptr->phase_out)
138 compact_monsters(player_ptr, 64);
140 if ((floor_ptr->m_cnt + 32 < floor_ptr->m_max) && !player_ptr->phase_out)
141 compact_monsters(player_ptr, 0);
143 if (floor_ptr->o_cnt + 32 > current_world_ptr->max_o_idx)
144 compact_objects(player_ptr, 64);
146 if (floor_ptr->o_cnt + 32 < floor_ptr->o_max)
147 compact_objects(player_ptr, 0);
149 process_player(player_ptr);
150 process_upkeep_with_speed(player_ptr);
151 handle_stuff(player_ptr);
153 move_cursor_relative(player_ptr->y, player_ptr->x);
157 if (!player_ptr->playing || player_ptr->is_dead)
160 process_monsters(player_ptr);
161 handle_stuff(player_ptr);
163 move_cursor_relative(player_ptr->y, player_ptr->x);
167 if (!player_ptr->playing || player_ptr->is_dead)
170 process_world(player_ptr);
171 handle_stuff(player_ptr);
173 move_cursor_relative(player_ptr->y, player_ptr->x);
177 if (!player_ptr->playing || player_ptr->is_dead)
180 current_world_ptr->game_turn++;
181 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit) {
182 if (!player_ptr->wild_mode || wild_regen)
183 current_world_ptr->dungeon_turn++;
184 else if (player_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2)))
185 current_world_ptr->dungeon_turn++;
188 prevent_turn_overflow(player_ptr);
190 if (player_ptr->leaving)
197 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE)) {
198 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
201 if (player_ptr->playing && !player_ptr->is_dead) {
203 * Maintain Unique monsters and artifact, save current
204 * floor, then prepare next floor
206 leave_floor(player_ptr);
207 reinit_wilderness = FALSE;