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 "floor/floor-save.h"
10 #include "game-option/map-screen-options.h"
11 #include "game-option/play-record-options.h"
12 #include "io/targeting.h"
13 #include "io/write-diary.h"
14 #include "market/arena.h"
15 #include "monster-race/race-flags1.h"
16 #include "monster/monster-compaction.h"
17 #include "monster/monster-processor.h"
18 #include "monster/monster-status.h"
19 #include "monster/monster-util.h"
20 #include "player/player-effects.h"
21 #include "player/player-move.h"
22 #include "realm/realm-song-numbers.h"
23 #include "realm/realm-song.h"
24 #include "view/display-main-window.h"
25 #include "view/display-messages.h"
26 #include "world/world-turn-processor.h"
27 #include "world/world.h"
30 * process_player()、process_world() をcore.c から移設するのが先.
31 * process_upkeep_with_speed() はこの関数と同じところでOK
32 * @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.
36 * 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、
37 * ゲームを終了するかのいずれかまでループする。
40 * This function will not exit until the level is completed,\n
41 * the user dies, or the game is terminated.\n
44 void process_dungeon(player_type *player_ptr, bool load_game)
46 floor_type *floor_ptr = player_ptr->current_floor_ptr;
47 floor_ptr->base_level = floor_ptr->dun_level;
48 current_world_ptr->is_loading_now = FALSE;
49 player_ptr->leaving = FALSE;
57 player_ptr->pet_t_m_idx = 0;
58 player_ptr->riding_t_m_idx = 0;
59 player_ptr->ambush_flag = FALSE;
60 health_track(player_ptr, 0);
61 repair_monsters = TRUE;
63 disturb(player_ptr, TRUE, TRUE);
64 int quest_num = quest_num = quest_number(player_ptr, floor_ptr->dun_level);
66 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
69 if (player_ptr->max_plv < player_ptr->lev) {
70 player_ptr->max_plv = player_ptr->lev;
73 if ((max_dlv[player_ptr->dungeon_idx] < floor_ptr->dun_level) && !floor_ptr->inside_quest) {
74 max_dlv[player_ptr->dungeon_idx] = floor_ptr->dun_level;
76 exe_write_diary(player_ptr, DIARY_MAXDEAPTH, floor_ptr->dun_level, NULL);
79 (void)calculate_upkeep(player_ptr);
80 panel_bounds_center();
81 verify_panel(player_ptr);
84 current_world_ptr->character_xtra = TRUE;
85 player_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
86 player_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
87 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);
88 handle_stuff(player_ptr);
90 current_world_ptr->character_xtra = FALSE;
91 player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
92 player_ptr->update |= (PU_COMBINE | PU_REORDER);
93 handle_stuff(player_ptr);
97 && (is_fixed_quest_idx(quest_num) && !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) || !(quest[quest_num].flags & QUEST_FLAG_PRESET))))
98 do_cmd_feeling(player_ptr);
100 if (player_ptr->phase_out) {
102 player_ptr->energy_need = 0;
103 update_gambling_monsters(player_ptr);
105 msg_print(_("試合開始!", "Ready..Fight!"));
110 if ((player_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(player_ptr) > MUSIC_DETECT))
111 SINGING_SONG_EFFECT(player_ptr) = MUSIC_DETECT;
113 if (!player_ptr->playing || player_ptr->is_dead)
116 if (!floor_ptr->inside_quest && (player_ptr->dungeon_idx == DUNGEON_ANGBAND)) {
117 quest_discovery(random_quest_number(player_ptr, floor_ptr->dun_level));
118 floor_ptr->inside_quest = random_quest_number(player_ptr, floor_ptr->dun_level);
120 if ((floor_ptr->dun_level == d_info[player_ptr->dungeon_idx].maxdepth) && d_info[player_ptr->dungeon_idx].final_guardian) {
121 if (r_info[d_info[player_ptr->dungeon_idx].final_guardian].max_num)
123 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,
124 r_name + r_info[d_info[player_ptr->dungeon_idx].final_guardian].name);
126 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,
127 d_name + d_info[player_ptr->dungeon_idx].name);
131 if (!load_game && (player_ptr->special_defense & NINJA_S_STEALTH))
132 set_superstealth(player_ptr, FALSE);
134 floor_ptr->monster_level = floor_ptr->base_level;
135 floor_ptr->object_level = floor_ptr->base_level;
136 current_world_ptr->is_loading_now = TRUE;
137 if (player_ptr->energy_need > 0 && !player_ptr->phase_out && (floor_ptr->dun_level || player_ptr->leaving_dungeon || floor_ptr->inside_arena))
138 player_ptr->energy_need = 0;
140 player_ptr->leaving_dungeon = FALSE;
141 mproc_init(floor_ptr);
144 if ((floor_ptr->m_cnt + 32 > current_world_ptr->max_m_idx) && !player_ptr->phase_out)
145 compact_monsters(player_ptr, 64);
147 if ((floor_ptr->m_cnt + 32 < floor_ptr->m_max) && !player_ptr->phase_out)
148 compact_monsters(player_ptr, 0);
150 if (floor_ptr->o_cnt + 32 > current_world_ptr->max_o_idx)
151 compact_objects(player_ptr, 64);
153 if (floor_ptr->o_cnt + 32 < floor_ptr->o_max)
154 compact_objects(player_ptr, 0);
156 process_player(player_ptr);
157 process_upkeep_with_speed(player_ptr);
158 handle_stuff(player_ptr);
160 move_cursor_relative(player_ptr->y, player_ptr->x);
164 if (!player_ptr->playing || player_ptr->is_dead)
167 process_monsters(player_ptr);
168 handle_stuff(player_ptr);
170 move_cursor_relative(player_ptr->y, player_ptr->x);
174 if (!player_ptr->playing || player_ptr->is_dead)
177 process_world(player_ptr);
178 handle_stuff(player_ptr);
180 move_cursor_relative(player_ptr->y, player_ptr->x);
184 if (!player_ptr->playing || player_ptr->is_dead)
187 current_world_ptr->game_turn++;
188 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit) {
189 if (!player_ptr->wild_mode || wild_regen)
190 current_world_ptr->dungeon_turn++;
191 else if (player_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2)))
192 current_world_ptr->dungeon_turn++;
195 prevent_turn_overflow(player_ptr);
197 if (player_ptr->leaving)
204 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE)) {
205 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
208 if (player_ptr->playing && !player_ptr->is_dead) {
210 * Maintain Unique monsters and artifact, save current
211 * floor, then prepare next floor
213 leave_floor(player_ptr);
214 reinit_wilderness = FALSE;