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"
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
57 static void build_dead_end(PlayerType *player_ptr)
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);
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);
76 static MONSTER_IDX decide_pet_index(PlayerType *player_ptr, const int current_monster, POSITION *cy, POSITION *cx)
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;
91 for (d = 1; d < A_MAX; d++) {
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)) {
105 return (d == 6) ? 0 : m_pop(floor_ptr);
108 static MonsterRaceInfo &set_pet_params(PlayerType *player_ptr, const int current_monster, MONSTER_IDX m_idx, const POSITION cy, const POSITION cx)
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];
116 m_ptr->current_floor_ptr = player_ptr->current_floor_ptr;
118 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
119 m_ptr->hold_o_idx_list.clear();
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);
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
133 static void place_pet(PlayerType *player_ptr)
135 int max_num = player_ptr->wild_mode ? 1 : MAX_PARTY_MON;
136 for (int current_monster = 0; current_monster < max_num; current_monster++) {
139 if (!MonsterRace(party_mon[current_monster].r_idx).is_valid()) {
143 MONSTER_IDX m_idx = decide_pet_index(player_ptr, current_monster, &cy, &cx);
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++;
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));
165 std::fill(std::begin(party_mon), std::end(party_mon), MonsterEntity{});
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
173 * The floor_id and floor_id are not updated correctly
174 * while new floor creation since dungeons may be re-created by
177 static void update_unique_artifact(FloorType *floor_ptr, int16_t cur_floor_id)
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()) {
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;
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()) {
197 if (o_ref.is_fixed_artifact()) {
198 o_ref.get_fixed_artifact().floor_id = cur_floor_id;
203 static void check_visited_floor(PlayerType *player_ptr, saved_floor_type *sf_ptr, bool *loaded)
205 if ((sf_ptr->last_visit == 0) || !load_floor(player_ptr, sf_ptr, 0)) {
210 if ((player_ptr->change_floor_mode & CFM_NO_RETURN) == 0) {
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)) {
219 if (player_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)) {
220 g_ptr->feat = rand_choice(feat_ground_type);
226 static void update_floor_id(PlayerType *player_ptr, saved_floor_type *sf_ptr)
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;
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;
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;
252 static void reset_unique_by_floor_change(PlayerType *player_ptr)
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()) {
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);
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)) {
276 if (r_ref.floor_id != new_floor_id) {
277 delete_monster_idx(player_ptr, i);
282 static void new_floor_allocation(PlayerType *player_ptr, saved_floor_type *sf_ptr)
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;
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()) {
299 auto &artifact = o_ptr->get_fixed_artifact();
300 if (artifact.floor_id == new_floor_id) {
301 artifact.is_generated = true;
303 delete_object_idx(player_ptr, i);
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)) {
313 for (MONSTER_IDX i = 0; i < alloc_times; i++) {
314 (void)alloc_monster(player_ptr, 0, 0, summon_specific);
318 static void check_dead_end(PlayerType *player_ptr, saved_floor_type *sf_ptr)
320 if (sf_ptr->last_visit == 0) {
321 generate_floor(player_ptr);
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;
334 static void update_new_floor_feature(PlayerType *player_ptr, saved_floor_type *sf_ptr, const bool loaded)
337 new_floor_allocation(player_ptr, sf_ptr);
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) {
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;
357 g_ptr->special = player_ptr->floor_id;
360 static void cut_off_the_upstair(PlayerType *player_ptr)
362 if (player_ptr->change_floor_mode & CFM_RAND_PLACE) {
363 (void)new_player_spot(player_ptr);
367 if (((player_ptr->change_floor_mode & CFM_NO_RETURN) == 0) || ((player_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)) == 0)) {
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!"));
374 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
378 static void update_floor(PlayerType *player_ptr)
380 if (!(player_ptr->change_floor_mode & CFM_SAVE_FLOORS) && !(player_ptr->change_floor_mode & CFM_FIRST_FLOOR)) {
381 generate_floor(player_ptr);
386 if (new_floor_id == 0) {
387 new_floor_id = get_new_floor_id(player_ptr);
390 saved_floor_type *sf_ptr;
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++;
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
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
408 void change_floor(PlayerType *player_ptr)
410 w_ptr->character_dungeon = false;
411 player_ptr->dtrap = false;
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));
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;