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/player-redraw-types.h"
8 #include "core/player-update-types.h"
9 #include "core/stuff-handler.h"
10 #include "core/turn-compensator.h"
11 #include "core/window-redrawer.h"
12 #include "dungeon/dungeon.h"
13 #include "dungeon/quest.h"
14 #include "floor/floor-leaver.h"
15 #include "floor/floor-save-util.h"
16 #include "floor/floor-save.h"
17 #include "game-option/cheat-options.h"
18 #include "game-option/map-screen-options.h"
19 #include "game-option/play-record-options.h"
20 #include "hpmp/hp-mp-regenerator.h"
21 #include "io/cursor.h"
22 #include "io/input-key-requester.h"
23 #include "io/write-diary.h"
24 #include "market/arena.h"
25 #include "mind/mind-ninja.h"
26 #include "monster-race/monster-race.h"
27 #include "monster-race/race-flags1.h"
28 #include "monster/monster-compaction.h"
29 #include "monster/monster-processor.h"
30 #include "monster/monster-status.h"
31 #include "monster/monster-util.h"
32 #include "pet/pet-util.h"
33 #include "player/special-defense-types.h"
34 #include "realm/realm-song-numbers.h"
35 #include "realm/realm-song.h"
36 #include "spell-realm/spells-song.h"
37 #include "system/floor-type-definition.h"
38 #include "system/monster-race-definition.h"
39 #include "system/player-type-definition.h"
40 #include "target/target-checker.h"
41 #include "view/display-messages.h"
42 #include "world/world-turn-processor.h"
43 #include "world/world.h"
46 * process_player()、process_world() をcore.c から移設するのが先.
47 * process_upkeep_with_speed() はこの関数と同じところでOK
48 * @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.
51 * 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、
52 * ゲームを終了するかのいずれかまでループする。
55 * This function will not exit until the level is completed,\n
56 * the user dies, or the game is terminated.\n
59 void process_dungeon(player_type *player_ptr, bool load_game)
61 floor_type *floor_ptr = player_ptr->current_floor_ptr;
62 floor_ptr->base_level = floor_ptr->dun_level;
63 current_world_ptr->is_loading_now = FALSE;
64 player_ptr->leaving = FALSE;
72 player_ptr->pet_t_m_idx = 0;
73 player_ptr->riding_t_m_idx = 0;
74 player_ptr->ambush_flag = FALSE;
75 health_track(player_ptr, 0);
77 disturb(player_ptr, TRUE, TRUE);
78 int quest_num = quest_number(player_ptr, floor_ptr->dun_level);
80 r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
83 if (player_ptr->max_plv < player_ptr->lev) {
84 player_ptr->max_plv = player_ptr->lev;
87 if ((max_dlv[player_ptr->dungeon_idx] < floor_ptr->dun_level) && !floor_ptr->inside_quest) {
88 max_dlv[player_ptr->dungeon_idx] = floor_ptr->dun_level;
90 exe_write_diary(player_ptr, DIARY_MAXDEAPTH, floor_ptr->dun_level, NULL);
93 (void)calculate_upkeep(player_ptr);
94 panel_bounds_center();
95 verify_panel(player_ptr);
98 current_world_ptr->character_xtra = TRUE;
99 player_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
100 player_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
101 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);
102 handle_stuff(player_ptr);
104 current_world_ptr->character_xtra = FALSE;
105 player_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
106 player_ptr->update |= (PU_COMBINE | PU_REORDER);
107 handle_stuff(player_ptr);
111 && (is_fixed_quest_idx(quest_num) && !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) || !(quest[quest_num].flags & QUEST_FLAG_PRESET))))
112 do_cmd_feeling(player_ptr);
114 if (player_ptr->phase_out) {
116 player_ptr->energy_need = 0;
117 update_gambling_monsters(player_ptr);
119 msg_print(_("試合開始!", "Ready..Fight!"));
124 if ((player_ptr->pclass == CLASS_BARD) && (get_singing_song_effect(player_ptr) > MUSIC_DETECT))
125 set_singing_song_effect(player_ptr, MUSIC_DETECT);
127 if (!player_ptr->playing || player_ptr->is_dead)
130 if (!floor_ptr->inside_quest && (player_ptr->dungeon_idx == DUNGEON_ANGBAND)) {
131 quest_discovery(random_quest_number(player_ptr, floor_ptr->dun_level));
132 floor_ptr->inside_quest = random_quest_number(player_ptr, floor_ptr->dun_level);
134 if ((floor_ptr->dun_level == d_info[player_ptr->dungeon_idx].maxdepth) && d_info[player_ptr->dungeon_idx].final_guardian) {
135 if (r_info[d_info[player_ptr->dungeon_idx].final_guardian].max_num)
137 msg_format("この階には%sの主である%sが棲んでいる。", d_info[player_ptr->dungeon_idx].name.c_str(),
138 r_info[d_info[player_ptr->dungeon_idx].final_guardian].name.c_str());
140 msg_format("%^s lives in this level as the keeper of %s.", r_info[d_info[player_ptr->dungeon_idx].final_guardian].name.c_str(),
141 d_info[player_ptr->dungeon_idx].name.c_str());
145 if (!load_game && (player_ptr->special_defense & NINJA_S_STEALTH))
146 set_superstealth(player_ptr, FALSE);
148 floor_ptr->monster_level = floor_ptr->base_level;
149 floor_ptr->object_level = floor_ptr->base_level;
150 current_world_ptr->is_loading_now = TRUE;
151 if (player_ptr->energy_need > 0 && !player_ptr->phase_out && (floor_ptr->dun_level || player_ptr->leaving_dungeon || floor_ptr->inside_arena))
152 player_ptr->energy_need = 0;
154 player_ptr->leaving_dungeon = FALSE;
155 mproc_init(floor_ptr);
158 if ((floor_ptr->m_cnt + 32 > current_world_ptr->max_m_idx) && !player_ptr->phase_out)
159 compact_monsters(player_ptr, 64);
161 if ((floor_ptr->m_cnt + 32 < floor_ptr->m_max) && !player_ptr->phase_out)
162 compact_monsters(player_ptr, 0);
164 if (floor_ptr->o_cnt + 32 > current_world_ptr->max_o_idx)
165 compact_objects(player_ptr, 64);
167 if (floor_ptr->o_cnt + 32 < floor_ptr->o_max)
168 compact_objects(player_ptr, 0);
170 process_player(player_ptr);
171 process_upkeep_with_speed(player_ptr);
172 handle_stuff(player_ptr);
174 move_cursor_relative(player_ptr->y, player_ptr->x);
178 if (!player_ptr->playing || player_ptr->is_dead)
181 process_monsters(player_ptr);
182 handle_stuff(player_ptr);
184 move_cursor_relative(player_ptr->y, player_ptr->x);
188 if (!player_ptr->playing || player_ptr->is_dead)
191 process_world(player_ptr);
192 handle_stuff(player_ptr);
194 move_cursor_relative(player_ptr->y, player_ptr->x);
199 if (!player_ptr->playing || player_ptr->is_dead)
202 current_world_ptr->game_turn++;
203 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit) {
204 if (!player_ptr->wild_mode || wild_regen)
205 current_world_ptr->dungeon_turn++;
206 else if (player_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2)))
207 current_world_ptr->dungeon_turn++;
210 prevent_turn_overflow(player_ptr);
212 if (player_ptr->leaving)
219 if (quest_num && !(r_info[quest[quest_num].r_idx].flags1 & RF1_UNIQUE)) {
220 r_info[quest[quest_num].r_idx].flags1 &= ~RF1_QUESTOR;
223 if (player_ptr->playing && !player_ptr->is_dead) {
225 * Maintain Unique monsters and artifact, save current
226 * floor, then prepare next floor
228 leave_floor(player_ptr);
229 reinit_wilderness = FALSE;