1 #include "dungeon/dungeon-processor.h"
2 #include "cmd-building/cmd-building.h"
3 #include "cmd-io/cmd-dump.h"
4 #include "core/disturbance.h"
5 #include "core/object-compressor.h"
6 #include "core/player-processor.h"
7 #include "core/stuff-handler.h"
8 #include "core/turn-compensator.h"
9 #include "core/window-redrawer.h"
10 #include "dungeon/quest.h"
11 #include "floor/floor-leaver.h"
12 #include "floor/floor-save-util.h"
13 #include "floor/floor-save.h"
14 #include "game-option/cheat-options.h"
15 #include "game-option/map-screen-options.h"
16 #include "game-option/play-record-options.h"
17 #include "hpmp/hp-mp-regenerator.h"
18 #include "io/cursor.h"
19 #include "io/input-key-requester.h"
20 #include "io/write-diary.h"
21 #include "market/arena.h"
22 #include "mind/mind-ninja.h"
23 #include "monster-race/monster-race.h"
24 #include "monster-race/race-flags1.h"
25 #include "monster/monster-compaction.h"
26 #include "monster/monster-processor.h"
27 #include "monster/monster-status.h"
28 #include "monster/monster-util.h"
29 #include "pet/pet-util.h"
30 #include "player-base/player-class.h"
31 #include "player/special-defense-types.h"
32 #include "realm/realm-song-numbers.h"
33 #include "realm/realm-song.h"
34 #include "spell-realm/spells-song.h"
35 #include "system/angband-system.h"
36 #include "system/dungeon-info.h"
37 #include "system/floor-type-definition.h"
38 #include "system/monster-race-info.h"
39 #include "system/player-type-definition.h"
40 #include "system/redrawing-flags-updater.h"
41 #include "target/target-checker.h"
42 #include "util/bit-flags-calculator.h"
43 #include "view/display-messages.h"
44 #include "world/world-turn-processor.h"
45 #include "world/world.h"
47 static void redraw_character_xtra(PlayerType *player_ptr)
49 w_ptr->character_xtra = true;
50 auto &rfu = RedrawingFlagsUpdater::get_instance();
51 static constexpr auto flags_swrf = {
52 SubWindowRedrawingFlag::INVENTORY,
53 SubWindowRedrawingFlag::EQUIPMENT,
54 SubWindowRedrawingFlag::SPELL,
55 SubWindowRedrawingFlag::PLAYER,
56 SubWindowRedrawingFlag::MONSTER_LORE,
57 SubWindowRedrawingFlag::OVERHEAD,
58 SubWindowRedrawingFlag::DUNGEON,
60 rfu.set_flags(flags_swrf);
61 static constexpr auto flags_mwrf = {
62 MainWindowRedrawingFlag::WIPE,
63 MainWindowRedrawingFlag::BASIC,
64 MainWindowRedrawingFlag::EXTRA,
65 MainWindowRedrawingFlag::EQUIPPY,
66 MainWindowRedrawingFlag::MAP,
68 rfu.set_flags(flags_mwrf);
70 StatusRecalculatingFlag::BONUS,
71 StatusRecalculatingFlag::HP,
72 StatusRecalculatingFlag::MP,
73 StatusRecalculatingFlag::SPELLS,
74 StatusRecalculatingFlag::VIEW,
75 StatusRecalculatingFlag::LITE,
76 StatusRecalculatingFlag::MONSTER_LITE,
77 StatusRecalculatingFlag::TORCH,
78 StatusRecalculatingFlag::MONSTER_STATUSES,
79 StatusRecalculatingFlag::DISTANCE,
80 StatusRecalculatingFlag::FLOW,
82 rfu.set_flags(flags_srf);
83 handle_stuff(player_ptr);
84 w_ptr->character_xtra = false;
88 * process_player()、process_world() をcore.c から移設するのが先.
89 * process_upkeep_with_speed() はこの関数と同じところでOK
90 * @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.
93 * 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、
94 * ゲームを終了するかのいずれかまでループする。
97 * This function will not exit until the level is completed,\n
98 * the user dies, or the game is terminated.\n
101 void process_dungeon(PlayerType *player_ptr, bool load_game)
103 auto &floor = *player_ptr->current_floor_ptr;
104 floor.base_level = floor.dun_level;
105 w_ptr->is_loading_now = false;
106 player_ptr->leaving = false;
114 player_ptr->pet_t_m_idx = 0;
115 player_ptr->riding_t_m_idx = 0;
116 player_ptr->ambush_flag = false;
117 health_track(player_ptr, 0);
119 disturb(player_ptr, true, true);
120 auto quest_num = floor.get_quest_id();
121 const auto &quest_list = QuestList::get_instance();
122 auto *questor_ptr = &monraces_info[quest_list[quest_num].r_idx];
123 if (inside_quest(quest_num)) {
124 questor_ptr->misc_flags.set(MonsterMiscType::QUESTOR);
127 if (player_ptr->max_plv < player_ptr->lev) {
128 player_ptr->max_plv = player_ptr->lev;
131 if ((max_dlv[floor.dungeon_idx] < floor.dun_level) && !floor.is_in_quest()) {
132 max_dlv[floor.dungeon_idx] = floor.dun_level;
133 if (record_maxdepth) {
134 exe_write_diary(player_ptr, DiaryKind::MAXDEAPTH, floor.dun_level);
138 (void)calculate_upkeep(player_ptr);
139 panel_bounds_center();
140 verify_panel(player_ptr);
143 redraw_character_xtra(player_ptr);
145 StatusRecalculatingFlag::BONUS,
146 StatusRecalculatingFlag::HP,
147 StatusRecalculatingFlag::MP,
148 StatusRecalculatingFlag::SPELLS,
149 StatusRecalculatingFlag::COMBINATION,
150 StatusRecalculatingFlag::REORDER,
152 RedrawingFlagsUpdater::get_instance().set_flags(flags_srf);
153 handle_stuff(player_ptr);
156 auto no_feeling_quest = (quest_num == QuestId::OBERON);
157 no_feeling_quest |= (quest_num == QuestId::SERPENT);
158 no_feeling_quest |= none_bits(quest_list[quest_num].flags, QUEST_FLAG_PRESET);
159 if (inside_quest(quest_num) && QuestType::is_fixed(quest_num) && !no_feeling_quest) {
160 do_cmd_feeling(player_ptr);
163 const auto is_watching = AngbandSystem::get_instance().is_phase_out();
166 player_ptr->energy_need = 0;
167 update_gambling_monsters(player_ptr);
169 msg_print(_("試合開始!", "Ready..Fight!"));
174 if (PlayerClass(player_ptr).equals(PlayerClassType::BARD) && (get_singing_song_effect(player_ptr) > MUSIC_DETECT)) {
175 set_singing_song_effect(player_ptr, MUSIC_DETECT);
178 if (!player_ptr->playing || player_ptr->is_dead) {
182 if (!floor.is_in_quest() && (floor.dungeon_idx == DUNGEON_ANGBAND)) {
183 const auto random_quest_id = floor.get_random_quest_id();
184 quest_discovery(random_quest_id);
185 floor.quest_number = random_quest_id;
188 const auto &dungeon = floor.get_dungeon_definition();
189 const auto guardian = dungeon.final_guardian;
190 if ((floor.dun_level == dungeon.maxdepth) && MonsterRace(guardian).is_valid()) {
191 const auto &guardian_ref = monraces_info[guardian];
192 if (guardian_ref.max_num) {
194 msg_format("この階には%sの主である%sが棲んでいる。", dungeon.name.data(), guardian_ref.name.data());
196 msg_format("%s^ lives in this level as the keeper of %s.", guardian_ref.name.data(), dungeon.name.data());
202 set_superstealth(player_ptr, false);
205 floor.monster_level = floor.base_level;
206 floor.object_level = floor.base_level;
207 w_ptr->is_loading_now = true;
208 if (player_ptr->energy_need > 0 && !is_watching && (floor.dun_level || player_ptr->leaving_dungeon || floor.inside_arena)) {
209 player_ptr->energy_need = 0;
212 player_ptr->leaving_dungeon = false;
216 if ((floor.m_cnt + 32 > w_ptr->max_m_idx) && !is_watching) {
217 compact_monsters(player_ptr, 64);
220 if ((floor.m_cnt + 32 < floor.m_max) && !is_watching) {
221 compact_monsters(player_ptr, 0);
224 if (floor.o_cnt + 32 > w_ptr->max_o_idx) {
225 compact_objects(player_ptr, 64);
228 if (floor.o_cnt + 32 < floor.o_max) {
229 compact_objects(player_ptr, 0);
232 process_player(player_ptr);
233 process_upkeep_with_speed(player_ptr);
234 handle_stuff(player_ptr);
236 move_cursor_relative(player_ptr->y, player_ptr->x);
241 if (!player_ptr->playing || player_ptr->is_dead) {
245 process_monsters(player_ptr);
246 handle_stuff(player_ptr);
248 move_cursor_relative(player_ptr->y, player_ptr->x);
253 if (!player_ptr->playing || player_ptr->is_dead) {
257 WorldTurnProcessor(player_ptr).process_world();
258 handle_stuff(player_ptr);
260 move_cursor_relative(player_ptr->y, player_ptr->x);
265 if (!player_ptr->playing || player_ptr->is_dead) {
270 if (w_ptr->dungeon_turn < w_ptr->dungeon_turn_limit) {
271 if (!player_ptr->wild_mode || wild_regen) {
272 w_ptr->dungeon_turn++;
273 } else if (player_ptr->wild_mode && !(w_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2))) {
274 w_ptr->dungeon_turn++;
278 prevent_turn_overflow(player_ptr);
280 if (player_ptr->leaving) {
289 if ((inside_quest(quest_num)) && questor_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
290 questor_ptr->misc_flags.reset(MonsterMiscType::QUESTOR);
293 if (player_ptr->playing && !player_ptr->is_dead) {
295 * Maintain Unique monsters and artifact, save current
296 * floor, then prepare next floor
298 leave_floor(player_ptr);
299 reinit_wilderness = false;