1 #include "floor/floor-changer.h"
2 #include "action/travel-execution.h"
3 #include "dungeon/dungeon.h"
4 #include "dungeon/quest-monster-placer.h"
5 #include "dungeon/quest.h"
6 #include "effect/effect-characteristics.h"
7 #include "floor/floor-generator.h"
8 #include "floor/floor-mode-changer.h"
9 #include "floor/floor-object.h"
10 #include "floor/floor-save-util.h"
11 #include "floor/floor-save.h"
12 #include "floor/floor-util.h"
13 #include "floor/wild.h"
14 #include "game-option/birth-options.h"
15 #include "game-option/play-record-options.h"
16 #include "grid/feature.h"
17 #include "grid/grid.h"
18 #include "io/write-diary.h"
19 #include "load/floor-loader.h"
20 #include "main/sound-of-music.h"
21 #include "monster-floor/monster-generator.h"
22 #include "monster-floor/monster-remover.h"
23 #include "monster-floor/monster-summon.h"
24 #include "monster-race/monster-race.h"
25 #include "monster-race/race-flags1.h"
26 #include "monster-race/race-flags2.h"
27 #include "monster-race/race-flags7.h"
28 #include "monster/monster-describer.h"
29 #include "monster/monster-description-types.h"
30 #include "monster/monster-flag-types.h"
31 #include "monster/monster-info.h"
32 #include "monster/monster-list.h"
33 #include "monster/monster-status-setter.h"
34 #include "monster/monster-status.h"
35 #include "monster/monster-update.h"
36 #include "object-hook/hook-checker.h"
37 #include "object-hook/hook-enchant.h"
38 #include "spell-kind/spells-floor.h"
39 #include "system/artifact-type-definition.h"
40 #include "system/floor-type-definition.h"
41 #include "system/object-type-definition.h"
42 #include "view/display-messages.h"
43 #include "window/main-window-util.h"
44 #include "world/world.h"
47 * @brief 階段移動先のフロアが生成できない時に簡単な行き止まりマップを作成する / Builds the dead end
50 static void build_dead_end(player_type *creature_ptr)
52 clear_cave(creature_ptr);
53 creature_ptr->x = creature_ptr->y = 0;
54 set_floor_and_wall(0);
55 creature_ptr->current_floor_ptr->height = SCREEN_HGT;
56 creature_ptr->current_floor_ptr->width = SCREEN_WID;
57 for (POSITION y = 0; y < MAX_HGT; y++)
58 for (POSITION x = 0; x < MAX_WID; x++)
59 place_bold(creature_ptr, y, x, GB_SOLID_PERM);
61 creature_ptr->y = creature_ptr->current_floor_ptr->height / 2;
62 creature_ptr->x = creature_ptr->current_floor_ptr->width / 2;
63 place_bold(creature_ptr, creature_ptr->y, creature_ptr->x, GB_FLOOR);
64 wipe_generate_random_floor_flags(creature_ptr->current_floor_ptr);
67 static MONSTER_IDX decide_pet_index(player_type *master_ptr, const int current_monster, POSITION *cy, POSITION *cx)
69 floor_type *floor_ptr = master_ptr->current_floor_ptr;
70 if (current_monster == 0) {
71 MONSTER_IDX m_idx = m_pop(floor_ptr);
72 master_ptr->riding = m_idx;
82 for (d = 1; d < A_MAX; d++) {
84 for (j = 1000; j > 0; j--) {
85 scatter(master_ptr, cy, cx, master_ptr->y, master_ptr->x, d, PROJECT_NONE);
86 if (monster_can_enter(master_ptr, *cy, *cx, &r_info[party_mon[current_monster].r_idx], 0))
94 return (d == 6) ? 0 : m_pop(floor_ptr);
97 static void set_pet_params(player_type *master_ptr, monster_race **r_ptr, const int current_monster, MONSTER_IDX m_idx, const POSITION cy, const POSITION cx)
99 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[m_idx];
100 master_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
101 m_ptr->r_idx = party_mon[current_monster].r_idx;
102 *m_ptr = party_mon[current_monster];
103 *r_ptr = real_r_ptr(m_ptr);
106 m_ptr->current_floor_ptr = master_ptr->current_floor_ptr;
108 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
109 m_ptr->hold_o_idx = 0;
111 if (((*r_ptr)->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare) {
112 m_ptr->mflag |= MFLAG_NICE;
113 repair_monsters = TRUE;
118 * @brief 移動先のフロアに伴ったペットを配置する / Place preserved pet monsters on new floor
119 * @param master_ptr プレーヤーへの参照ポインタ
122 static void place_pet(player_type *master_ptr)
124 int max_num = master_ptr->wild_mode ? 1 : MAX_PARTY_MON;
125 for (int current_monster = 0; current_monster < max_num; current_monster++) {
128 if (party_mon[current_monster].r_idx == 0)
131 MONSTER_IDX m_idx = decide_pet_index(master_ptr, current_monster, &cy, &cx);
134 set_pet_params(master_ptr, &r_ptr, current_monster, m_idx, cy, cx);
135 update_monster(master_ptr, m_idx, TRUE);
136 lite_spot(master_ptr, cy, cx);
137 if (r_ptr->flags2 & RF2_MULTIPLY)
138 master_ptr->current_floor_ptr->num_repro++;
140 monster_type *m_ptr = &party_mon[current_monster];
141 monster_race *r_ptr = real_r_ptr(m_ptr);
142 GAME_TEXT m_name[MAX_NLEN];
143 monster_desc(master_ptr, m_name, m_ptr, 0);
144 msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
145 if (record_named_pet && m_ptr->nickname) {
146 monster_desc(master_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
147 exe_write_diary(master_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
155 (void)C_WIPE(party_mon, MAX_PARTY_MON, monster_type);
159 * @brief ユニークモンスターやアーティファクトの所在フロアを更新する / Hack -- Update location of unique monsters and artifacts
160 * @param cur_floor_id 現在のフロアID
163 * The r_ptr->floor_id and a_ptr->floor_id are not updated correctly\n
164 * while new floor creation since dungeons may be re-created by\n
165 * auto-scum option.\n
167 static void update_unique_artifact(floor_type *floor_ptr, s16b cur_floor_id)
169 for (int i = 1; i < floor_ptr->m_max; i++) {
171 monster_type *m_ptr = &floor_ptr->m_list[i];
172 if (!monster_is_valid(m_ptr))
175 r_ptr = real_r_ptr(m_ptr);
176 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))
177 r_ptr->floor_id = cur_floor_id;
180 for (int i = 1; i < floor_ptr->o_max; i++) {
181 object_type *o_ptr = &floor_ptr->o_list[i];
182 if (!object_is_valid(o_ptr))
185 if (object_is_fixed_artifact(o_ptr))
186 a_info[o_ptr->name1].floor_id = cur_floor_id;
190 static void check_visited_floor(player_type *creature_ptr, saved_floor_type *sf_ptr, bool *loaded)
192 if ((sf_ptr->last_visit == 0) || !load_floor(creature_ptr, sf_ptr, 0))
196 if ((creature_ptr->change_floor_mode & CFM_NO_RETURN) == 0)
199 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
200 if (feat_uses_special(g_ptr->feat))
203 if (creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP))
204 g_ptr->feat = feat_ground_type[randint0(100)];
209 static void update_floor_id(player_type *creature_ptr, saved_floor_type *sf_ptr)
211 if (creature_ptr->floor_id == 0) {
212 if (creature_ptr->change_floor_mode & CFM_UP)
213 sf_ptr->lower_floor_id = 0;
214 else if (creature_ptr->change_floor_mode & CFM_DOWN)
215 sf_ptr->upper_floor_id = 0;
220 saved_floor_type *cur_sf_ptr = get_sf_ptr(creature_ptr->floor_id);
221 if (creature_ptr->change_floor_mode & CFM_UP) {
222 if (cur_sf_ptr->upper_floor_id == new_floor_id)
223 sf_ptr->lower_floor_id = creature_ptr->floor_id;
228 if (((creature_ptr->change_floor_mode & CFM_DOWN) != 0) && (cur_sf_ptr->lower_floor_id == new_floor_id))
229 sf_ptr->upper_floor_id = creature_ptr->floor_id;
232 static void reset_unique_by_floor_change(player_type *creature_ptr)
234 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
235 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
237 monster_type *m_ptr = &floor_ptr->m_list[i];
238 if (!monster_is_valid(m_ptr))
241 if (!is_pet(m_ptr)) {
242 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
243 (void)set_monster_fast(creature_ptr, i, 0);
244 (void)set_monster_slow(creature_ptr, i, 0);
245 (void)set_monster_stunned(creature_ptr, i, 0);
246 (void)set_monster_confused(creature_ptr, i, 0);
247 (void)set_monster_monfear(creature_ptr, i, 0);
248 (void)set_monster_invulner(creature_ptr, i, 0, FALSE);
251 r_ptr = real_r_ptr(m_ptr);
252 if (!(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_NAZGUL))
255 if (r_ptr->floor_id != new_floor_id)
256 delete_monster_idx(creature_ptr, i);
260 static void new_floor_allocation(player_type *creature_ptr, saved_floor_type *sf_ptr)
262 GAME_TURN tmp_last_visit = sf_ptr->last_visit;
263 int alloc_chance = d_info[creature_ptr->dungeon_idx].max_m_alloc_chance;
264 while (tmp_last_visit > current_world_ptr->game_turn)
265 tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
267 GAME_TURN absence_ticks = (current_world_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
268 reset_unique_by_floor_change(creature_ptr);
269 for (MONSTER_IDX i = 1; i < creature_ptr->current_floor_ptr->o_max; i++) {
270 object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[i];
271 if (!object_is_valid(o_ptr) || !object_is_fixed_artifact(o_ptr))
274 if (a_info[o_ptr->name1].floor_id == new_floor_id)
275 a_info[o_ptr->name1].cur_num = 1;
277 delete_object_idx(creature_ptr, i);
280 (void)place_quest_monsters(creature_ptr);
281 GAME_TURN alloc_times = absence_ticks / alloc_chance;
282 if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
285 for (MONSTER_IDX i = 0; i < alloc_times; i++)
286 (void)alloc_monster(creature_ptr, 0, 0, summon_specific);
289 static void check_dead_end(player_type *creature_ptr, saved_floor_type *sf_ptr)
291 if (sf_ptr->last_visit == 0) {
292 generate_floor(creature_ptr);
296 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
297 build_dead_end(creature_ptr);
298 if (creature_ptr->change_floor_mode & CFM_UP)
299 sf_ptr->upper_floor_id = 0;
300 else if (creature_ptr->change_floor_mode & CFM_DOWN)
301 sf_ptr->lower_floor_id = 0;
304 static void update_new_floor_feature(player_type *creature_ptr, saved_floor_type *sf_ptr, const bool loaded)
307 new_floor_allocation(creature_ptr, sf_ptr);
311 check_dead_end(creature_ptr, sf_ptr);
312 sf_ptr->last_visit = current_world_ptr->game_turn;
313 sf_ptr->dun_level = creature_ptr->current_floor_ptr->dun_level;
314 if ((creature_ptr->change_floor_mode & CFM_NO_RETURN) != 0)
317 grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
318 if ((creature_ptr->change_floor_mode & CFM_UP) && !quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level))
319 g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(creature_ptr, feat_down_stair, FF_SHAFT) : feat_down_stair;
320 else if ((creature_ptr->change_floor_mode & CFM_DOWN) && !ironman_downward)
321 g_ptr->feat = (creature_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(creature_ptr, feat_up_stair, FF_SHAFT) : feat_up_stair;
324 g_ptr->special = creature_ptr->floor_id;
327 static void cut_off_the_upstair(player_type *creature_ptr)
329 if (creature_ptr->change_floor_mode & CFM_RAND_PLACE) {
330 (void)new_player_spot(creature_ptr);
334 if (((creature_ptr->change_floor_mode & CFM_NO_RETURN) == 0) || ((creature_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)) == 0))
337 if (!creature_ptr->blind)
338 msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
340 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
343 static void update_floor(player_type *creature_ptr)
345 if (!(creature_ptr->change_floor_mode & CFM_SAVE_FLOORS) && !(creature_ptr->change_floor_mode & CFM_FIRST_FLOOR)) {
346 generate_floor(creature_ptr);
351 if (new_floor_id == 0)
352 new_floor_id = get_new_floor_id(creature_ptr);
354 saved_floor_type *sf_ptr;
356 sf_ptr = get_sf_ptr(new_floor_id);
357 check_visited_floor(creature_ptr, sf_ptr, &loaded);
358 update_floor_id(creature_ptr, sf_ptr);
359 update_new_floor_feature(creature_ptr, sf_ptr, loaded);
360 cut_off_the_upstair(creature_ptr);
361 sf_ptr->visit_mark = latest_visit_mark++;
365 * @brief フロアの切り替え処理 / Enter new floor.
366 * @param creature_ptr プレーヤーへの参照ポインタ
369 * If the floor is an old saved floor, it will be\n
370 * restored from the temporary file. If the floor is new one, new floor\n
371 * will be generated.\n
373 void change_floor(player_type *creature_ptr)
375 current_world_ptr->character_dungeon = FALSE;
376 creature_ptr->dtrap = FALSE;
381 creature_ptr->ambush_flag = FALSE;
382 update_floor(creature_ptr);
383 place_pet(creature_ptr);
384 forget_travel_flow(creature_ptr->current_floor_ptr);
385 update_unique_artifact(creature_ptr->current_floor_ptr, new_floor_id);
386 creature_ptr->floor_id = new_floor_id;
387 current_world_ptr->character_dungeon = TRUE;
388 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
389 wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
391 creature_ptr->current_floor_ptr->generated_turn = current_world_ptr->game_turn;
392 creature_ptr->feeling_turn = creature_ptr->current_floor_ptr->generated_turn;
393 creature_ptr->feeling = 0;
394 creature_ptr->change_floor_mode = 0L;
395 select_floor_music(creature_ptr);
396 creature_ptr->change_floor_mode = 0;