OSDN Git Service

Merge pull request #3532 from sikabane-works/release/3.0.0.87-alpha
[hengbandforosx/hengbandosx.git] / src / floor / floor-changer.cpp
1 #include "floor/floor-changer.h"
2 #include "action/travel-execution.h"
3 #include "dungeon/quest-monster-placer.h"
4 #include "dungeon/quest.h"
5 #include "effect/effect-characteristics.h"
6 #include "floor/floor-generator.h"
7 #include "floor/floor-mode-changer.h"
8 #include "floor/floor-object.h"
9 #include "floor/floor-save-util.h"
10 #include "floor/floor-save.h"
11 #include "floor/floor-util.h"
12 #include "floor/wild.h"
13 #include "game-option/birth-options.h"
14 #include "game-option/play-record-options.h"
15 #include "grid/feature.h"
16 #include "grid/grid.h"
17 #include "io/write-diary.h"
18 #include "load/floor-loader.h"
19 #include "main/sound-of-music.h"
20 #include "monster-floor/monster-generator.h"
21 #include "monster-floor/monster-remover.h"
22 #include "monster-floor/monster-summon.h"
23 #include "monster-race/monster-race.h"
24 #include "monster-race/race-flags1.h"
25 #include "monster-race/race-flags2.h"
26 #include "monster-race/race-flags7.h"
27 #include "monster/monster-describer.h"
28 #include "monster/monster-description-types.h"
29 #include "monster/monster-flag-types.h"
30 #include "monster/monster-info.h"
31 #include "monster/monster-list.h"
32 #include "monster/monster-status-setter.h"
33 #include "monster/monster-status.h"
34 #include "monster/monster-update.h"
35 #include "player-base/player-class.h"
36 #include "spell-kind/spells-floor.h"
37 #include "system/artifact-type-definition.h"
38 #include "system/dungeon-info.h"
39 #include "system/floor-type-definition.h"
40 #include "system/grid-type-definition.h"
41 #include "system/item-entity.h"
42 #include "system/monster-race-info.h"
43 #include "system/player-type-definition.h"
44 #include "system/terrain-type-definition.h"
45 #include "timed-effect/player-blindness.h"
46 #include "timed-effect/timed-effects.h"
47 #include "util/bit-flags-calculator.h"
48 #include "view/display-messages.h"
49 #include "window/main-window-util.h"
50 #include "world/world.h"
51
52 #include <algorithm>
53
54 /*!
55  * @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
56  */
57 static void build_dead_end(PlayerType *player_ptr)
58 {
59     clear_cave(player_ptr);
60     player_ptr->x = player_ptr->y = 0;
61     set_floor_and_wall(0);
62     player_ptr->current_floor_ptr->height = SCREEN_HGT;
63     player_ptr->current_floor_ptr->width = SCREEN_WID;
64     for (POSITION y = 0; y < MAX_HGT; y++) {
65         for (POSITION x = 0; x < MAX_WID; x++) {
66             place_bold(player_ptr, y, x, GB_SOLID_PERM);
67         }
68     }
69
70     player_ptr->y = player_ptr->current_floor_ptr->height / 2;
71     player_ptr->x = player_ptr->current_floor_ptr->width / 2;
72     place_bold(player_ptr, player_ptr->y, player_ptr->x, GB_FLOOR);
73     wipe_generate_random_floor_flags(player_ptr->current_floor_ptr);
74 }
75
76 static MONSTER_IDX decide_pet_index(PlayerType *player_ptr, const int current_monster, POSITION *cy, POSITION *cx)
77 {
78     auto *floor_ptr = player_ptr->current_floor_ptr;
79     if (current_monster == 0) {
80         MONSTER_IDX m_idx = m_pop(floor_ptr);
81         player_ptr->riding = m_idx;
82         if (m_idx) {
83             *cy = player_ptr->y;
84             *cx = player_ptr->x;
85         }
86
87         return m_idx;
88     }
89
90     POSITION d;
91     for (d = 1; d < A_MAX; d++) {
92         int j;
93         for (j = 1000; j > 0; j--) {
94             scatter(player_ptr, cy, cx, player_ptr->y, player_ptr->x, d, PROJECT_NONE);
95             if (monster_can_enter(player_ptr, *cy, *cx, &monraces_info[party_mon[current_monster].r_idx], 0)) {
96                 break;
97             }
98         }
99
100         if (j != 0) {
101             break;
102         }
103     }
104
105     return (d == 6) ? 0 : m_pop(floor_ptr);
106 }
107
108 static MonsterRaceInfo &set_pet_params(PlayerType *player_ptr, const int current_monster, MONSTER_IDX m_idx, const POSITION cy, const POSITION cx)
109 {
110     auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
111     player_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
112     m_ptr->r_idx = party_mon[current_monster].r_idx;
113     *m_ptr = party_mon[current_monster];
114     m_ptr->fy = cy;
115     m_ptr->fx = cx;
116     m_ptr->current_floor_ptr = player_ptr->current_floor_ptr;
117     m_ptr->ml = true;
118     m_ptr->mtimed[MTIMED_CSLEEP] = 0;
119     m_ptr->hold_o_idx_list.clear();
120     m_ptr->target_y = 0;
121     auto &r_ref = m_ptr->get_real_r_ref();
122     if (r_ref.behavior_flags.has(MonsterBehaviorType::PREVENT_SUDDEN_MAGIC) && !ironman_nightmare) {
123         m_ptr->mflag.set(MonsterTemporaryFlagType::PREVENT_MAGIC);
124     }
125
126     return r_ref;
127 }
128
129 /*!
130  * @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
131  * @param player_ptr プレイヤーへの参照ポインタ
132  */
133 static void place_pet(PlayerType *player_ptr)
134 {
135     int max_num = player_ptr->wild_mode ? 1 : MAX_PARTY_MON;
136     for (int current_monster = 0; current_monster < max_num; current_monster++) {
137         POSITION cy = 0;
138         POSITION cx = 0;
139         if (!MonsterRace(party_mon[current_monster].r_idx).is_valid()) {
140             continue;
141         }
142
143         MONSTER_IDX m_idx = decide_pet_index(player_ptr, current_monster, &cy, &cx);
144         if (m_idx != 0) {
145             auto &r_ref = set_pet_params(player_ptr, current_monster, m_idx, cy, cx);
146             update_monster(player_ptr, m_idx, true);
147             lite_spot(player_ptr, cy, cx);
148             if (any_bits(r_ref.flags2, RF2_MULTIPLY)) {
149                 player_ptr->current_floor_ptr->num_repro++;
150             }
151         } else {
152             auto *m_ptr = &party_mon[current_monster];
153             auto &r_ref = m_ptr->get_real_r_ref();
154             msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), monster_desc(player_ptr, m_ptr, 0).data());
155             if (record_named_pet && m_ptr->is_named()) {
156                 exe_write_diary(player_ptr, DiaryKind::NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, monster_desc(player_ptr, m_ptr, MD_INDEF_VISIBLE));
157             }
158
159             if (r_ref.cur_num) {
160                 r_ref.cur_num--;
161             }
162         }
163     }
164
165     std::fill(std::begin(party_mon), std::end(party_mon), MonsterEntity{});
166 }
167
168 /*!
169  * @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
170  * @param floor_ptr 現在フロアへのポインタ
171  * @param cur_floor_id 現在のフロアID
172  * @details
173  * The floor_id and floor_id are not updated correctly
174  * while new floor creation since dungeons may be re-created by
175  * auto-scum option.
176  */
177 static void update_unique_artifact(FloorType *floor_ptr, int16_t cur_floor_id)
178 {
179     for (int i = 1; i < floor_ptr->m_max; i++) {
180         const auto &m_ref = floor_ptr->m_list[i];
181         if (!m_ref.is_valid()) {
182             continue;
183         }
184
185         auto &r_ref = m_ref.get_real_r_ref();
186         if (r_ref.kind_flags.has(MonsterKindType::UNIQUE) || (r_ref.population_flags.has(MonsterPopulationType::NAZGUL))) {
187             r_ref.floor_id = cur_floor_id;
188         }
189     }
190
191     for (int i = 1; i < floor_ptr->o_max; i++) {
192         const auto &o_ref = floor_ptr->o_list[i];
193         if (!o_ref.is_valid()) {
194             continue;
195         }
196
197         if (o_ref.is_fixed_artifact()) {
198             o_ref.get_fixed_artifact().floor_id = cur_floor_id;
199         }
200     }
201 }
202
203 static void check_visited_floor(PlayerType *player_ptr, saved_floor_type *sf_ptr, bool *loaded)
204 {
205     if ((sf_ptr->last_visit == 0) || !load_floor(player_ptr, sf_ptr, 0)) {
206         return;
207     }
208
209     *loaded = true;
210     if ((player_ptr->change_floor_mode & CFM_NO_RETURN) == 0) {
211         return;
212     }
213
214     auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
215     if (feat_uses_special(g_ptr->feat)) {
216         return;
217     }
218
219     if (player_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)) {
220         g_ptr->feat = rand_choice(feat_ground_type);
221     }
222
223     g_ptr->special = 0;
224 }
225
226 static void update_floor_id(PlayerType *player_ptr, saved_floor_type *sf_ptr)
227 {
228     if (player_ptr->floor_id == 0) {
229         if (player_ptr->change_floor_mode & CFM_UP) {
230             sf_ptr->lower_floor_id = 0;
231         } else if (player_ptr->change_floor_mode & CFM_DOWN) {
232             sf_ptr->upper_floor_id = 0;
233         }
234
235         return;
236     }
237
238     saved_floor_type *cur_sf_ptr = get_sf_ptr(player_ptr->floor_id);
239     if (player_ptr->change_floor_mode & CFM_UP) {
240         if (cur_sf_ptr->upper_floor_id == new_floor_id) {
241             sf_ptr->lower_floor_id = player_ptr->floor_id;
242         }
243
244         return;
245     }
246
247     if (((player_ptr->change_floor_mode & CFM_DOWN) != 0) && (cur_sf_ptr->lower_floor_id == new_floor_id)) {
248         sf_ptr->upper_floor_id = player_ptr->floor_id;
249     }
250 }
251
252 static void reset_unique_by_floor_change(PlayerType *player_ptr)
253 {
254     auto *floor_ptr = player_ptr->current_floor_ptr;
255     for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
256         auto *m_ptr = &floor_ptr->m_list[i];
257         if (!m_ptr->is_valid()) {
258             continue;
259         }
260
261         if (!m_ptr->is_pet()) {
262             m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
263             (void)set_monster_fast(player_ptr, i, 0);
264             (void)set_monster_slow(player_ptr, i, 0);
265             (void)set_monster_stunned(player_ptr, i, 0);
266             (void)set_monster_confused(player_ptr, i, 0);
267             (void)set_monster_monfear(player_ptr, i, 0);
268             (void)set_monster_invulner(player_ptr, i, 0, false);
269         }
270
271         const auto &r_ref = m_ptr->get_real_r_ref();
272         if (r_ref.kind_flags.has_not(MonsterKindType::UNIQUE) && r_ref.population_flags.has_not(MonsterPopulationType::NAZGUL)) {
273             continue;
274         }
275
276         if (r_ref.floor_id != new_floor_id) {
277             delete_monster_idx(player_ptr, i);
278         }
279     }
280 }
281
282 static void new_floor_allocation(PlayerType *player_ptr, saved_floor_type *sf_ptr)
283 {
284     GAME_TURN tmp_last_visit = sf_ptr->last_visit;
285     const auto &floor = *player_ptr->current_floor_ptr;
286     auto alloc_chance = floor.get_dungeon_definition().max_m_alloc_chance;
287     while (tmp_last_visit > w_ptr->game_turn) {
288         tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
289     }
290
291     GAME_TURN absence_ticks = (w_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
292     reset_unique_by_floor_change(player_ptr);
293     for (MONSTER_IDX i = 1; i < floor.o_max; i++) {
294         const auto *o_ptr = &floor.o_list[i];
295         if (!o_ptr->is_valid() || !o_ptr->is_fixed_artifact()) {
296             continue;
297         }
298
299         auto &artifact = o_ptr->get_fixed_artifact();
300         if (artifact.floor_id == new_floor_id) {
301             artifact.is_generated = true;
302         } else {
303             delete_object_idx(player_ptr, i);
304         }
305     }
306
307     (void)place_quest_monsters(player_ptr);
308     GAME_TURN alloc_times = absence_ticks / alloc_chance;
309     if (randint0(alloc_chance) < (absence_ticks % alloc_chance)) {
310         alloc_times++;
311     }
312
313     for (MONSTER_IDX i = 0; i < alloc_times; i++) {
314         (void)alloc_monster(player_ptr, 0, 0, summon_specific);
315     }
316 }
317
318 static void check_dead_end(PlayerType *player_ptr, saved_floor_type *sf_ptr)
319 {
320     if (sf_ptr->last_visit == 0) {
321         generate_floor(player_ptr);
322         return;
323     }
324
325     msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
326     build_dead_end(player_ptr);
327     if (player_ptr->change_floor_mode & CFM_UP) {
328         sf_ptr->upper_floor_id = 0;
329     } else if (player_ptr->change_floor_mode & CFM_DOWN) {
330         sf_ptr->lower_floor_id = 0;
331     }
332 }
333
334 static void update_new_floor_feature(PlayerType *player_ptr, saved_floor_type *sf_ptr, const bool loaded)
335 {
336     if (loaded) {
337         new_floor_allocation(player_ptr, sf_ptr);
338         return;
339     }
340
341     check_dead_end(player_ptr, sf_ptr);
342     sf_ptr->last_visit = w_ptr->game_turn;
343     auto &floor = *player_ptr->current_floor_ptr;
344     sf_ptr->dun_level = floor.dun_level;
345     if ((player_ptr->change_floor_mode & CFM_NO_RETURN) != 0) {
346         return;
347     }
348
349     auto *g_ptr = &floor.grid_array[player_ptr->y][player_ptr->x];
350     if ((player_ptr->change_floor_mode & CFM_UP) && !inside_quest(quest_number(floor, floor.dun_level))) {
351         g_ptr->feat = (player_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(&floor, feat_down_stair, TerrainCharacteristics::SHAFT) : feat_down_stair;
352     } else if ((player_ptr->change_floor_mode & CFM_DOWN) && !ironman_downward) {
353         g_ptr->feat = (player_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(&floor, feat_up_stair, TerrainCharacteristics::SHAFT) : feat_up_stair;
354     }
355
356     g_ptr->mimic = 0;
357     g_ptr->special = player_ptr->floor_id;
358 }
359
360 static void cut_off_the_upstair(PlayerType *player_ptr)
361 {
362     if (player_ptr->change_floor_mode & CFM_RAND_PLACE) {
363         (void)new_player_spot(player_ptr);
364         return;
365     }
366
367     if (((player_ptr->change_floor_mode & CFM_NO_RETURN) == 0) || ((player_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)) == 0)) {
368         return;
369     }
370
371     if (!player_ptr->effects()->blindness()->is_blind()) {
372         msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
373     } else {
374         msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
375     }
376 }
377
378 static void update_floor(PlayerType *player_ptr)
379 {
380     if (!(player_ptr->change_floor_mode & CFM_SAVE_FLOORS) && !(player_ptr->change_floor_mode & CFM_FIRST_FLOOR)) {
381         generate_floor(player_ptr);
382         new_floor_id = 0;
383         return;
384     }
385
386     if (new_floor_id == 0) {
387         new_floor_id = get_new_floor_id(player_ptr);
388     }
389
390     saved_floor_type *sf_ptr;
391     bool loaded = false;
392     sf_ptr = get_sf_ptr(new_floor_id);
393     check_visited_floor(player_ptr, sf_ptr, &loaded);
394     update_floor_id(player_ptr, sf_ptr);
395     update_new_floor_feature(player_ptr, sf_ptr, loaded);
396     cut_off_the_upstair(player_ptr);
397     sf_ptr->visit_mark = latest_visit_mark++;
398 }
399
400 /*!
401  * @brief フロアの切り替え処理 / Enter new floor.
402  * @param player_ptr プレイヤーへの参照ポインタ
403  * @details
404  * If the floor is an old saved floor, it will be\n
405  * restored from the temporary file.  If the floor is new one, new floor\n
406  * will be generated.\n
407  */
408 void change_floor(PlayerType *player_ptr)
409 {
410     w_ptr->character_dungeon = false;
411     player_ptr->dtrap = false;
412     panel_row_min = 0;
413     panel_row_max = 0;
414     panel_col_min = 0;
415     panel_col_max = 0;
416     player_ptr->ambush_flag = false;
417     update_floor(player_ptr);
418     place_pet(player_ptr);
419     forget_travel_flow(player_ptr->current_floor_ptr);
420     update_unique_artifact(player_ptr->current_floor_ptr, new_floor_id);
421     player_ptr->floor_id = new_floor_id;
422     w_ptr->character_dungeon = true;
423     if (player_ptr->ppersonality == PERSONALITY_MUNCHKIN) {
424         wiz_lite(player_ptr, PlayerClass(player_ptr).equals(PlayerClassType::NINJA));
425     }
426
427     player_ptr->current_floor_ptr->generated_turn = w_ptr->game_turn;
428     player_ptr->feeling_turn = player_ptr->current_floor_ptr->generated_turn;
429     player_ptr->feeling = 0;
430     player_ptr->change_floor_mode = 0L;
431     select_floor_music(player_ptr);
432     player_ptr->change_floor_mode = 0;
433 }