1 #include "floor/floor-events.h"
2 #include "cmd-io/cmd-dump.h"
3 #include "core/disturbance.h"
4 #include "core/player-redraw-types.h"
5 #include "core/player-update-types.h"
6 #include "core/window-redrawer.h"
7 #include "dungeon/dungeon-flag-types.h"
8 #include "dungeon/quest.h"
9 #include "floor/cave.h"
10 #include "floor/geometry.h"
11 #include "game-option/birth-options.h"
12 #include "game-option/cheat-options.h"
13 #include "game-option/disturbance-options.h"
14 #include "game-option/map-screen-options.h"
15 #include "grid/feature-flag-types.h"
16 #include "grid/grid.h"
17 #include "main/sound-of-music.h"
18 #include "mind/mind-ninja.h"
19 #include "monster-race/monster-race.h"
20 #include "monster-race/race-flags1.h"
21 #include "monster/monster-info.h"
22 #include "monster/monster-list.h"
23 #include "monster/monster-status.h"
24 #include "object-enchant/object-ego.h"
25 #include "object-enchant/special-object-flags.h"
26 #include "object/object-mark-types.h"
27 #include "object/object-value.h"
28 #include "object/tval-types.h"
29 #include "perception/object-perception.h"
30 #include "player/special-defense-types.h"
31 #include "sv-definition/sv-amulet-types.h"
32 #include "sv-definition/sv-protector-types.h"
33 #include "sv-definition/sv-ring-types.h"
34 #include "system/baseitem-info.h"
35 #include "system/dungeon-info.h"
36 #include "system/floor-type-definition.h"
37 #include "system/grid-type-definition.h"
38 #include "system/item-entity.h"
39 #include "system/monster-entity.h"
40 #include "system/monster-race-info.h"
41 #include "system/player-type-definition.h"
42 #include "system/terrain-type-definition.h"
43 #include "util/bit-flags-calculator.h"
44 #include "view/display-messages.h"
45 #include "world/world.h"
47 static void update_sun_light(PlayerType *player_ptr)
49 player_ptr->update |= PU_MONSTER_STATUSES | PU_MONSTER_LITE;
50 player_ptr->redraw |= PR_MAP;
51 player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
52 if ((player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW) != 0) {
53 set_superstealth(player_ptr, false);
57 void day_break(PlayerType *player_ptr)
59 msg_print(_("夜が明けた。", "The sun has risen."));
60 auto *floor_ptr = player_ptr->current_floor_ptr;
61 if (player_ptr->wild_mode) {
62 update_sun_light(player_ptr);
66 for (auto y = 0; y < floor_ptr->height; y++) {
67 for (auto x = 0; x < floor_ptr->width; x++) {
68 auto *g_ptr = &floor_ptr->grid_array[y][x];
69 g_ptr->info |= CAVE_GLOW;
70 if (view_perma_grids) {
71 g_ptr->info |= CAVE_MARK;
74 note_spot(player_ptr, y, x);
78 update_sun_light(player_ptr);
81 void night_falls(PlayerType *player_ptr)
83 msg_print(_("日が沈んだ。", "The sun has fallen."));
84 auto *floor_ptr = player_ptr->current_floor_ptr;
85 if (player_ptr->wild_mode) {
86 update_sun_light(player_ptr);
90 for (auto y = 0; y < floor_ptr->height; y++) {
91 for (auto x = 0; x < floor_ptr->width; x++) {
92 auto *g_ptr = &floor_ptr->grid_array[y][x];
93 auto *f_ptr = &terrains_info[g_ptr->get_feat_mimic()];
94 using Tc = TerrainCharacteristics;
95 if (g_ptr->is_mirror() || f_ptr->flags.has(Tc::QUEST_ENTER) || f_ptr->flags.has(Tc::ENTRANCE)) {
99 g_ptr->info &= ~(CAVE_GLOW);
100 if (f_ptr->flags.has_not(Tc::REMEMBER)) {
101 g_ptr->info &= ~(CAVE_MARK);
102 note_spot(player_ptr, y, x);
106 glow_deep_lava_and_bldg(player_ptr);
109 update_sun_light(player_ptr);
113 * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
115 static int rating_boost(int delta)
117 return delta * delta + 50 * delta;
121 * @brief ダンジョンの雰囲気を算出する。
122 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
123 * @return 算出されたダンジョンの雰囲気ランク
125 static byte get_dungeon_feeling(PlayerType *player_ptr)
127 auto *floor_ptr = player_ptr->current_floor_ptr;
128 if (!floor_ptr->dun_level) {
134 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
135 auto *m_ptr = &floor_ptr->m_list[i];
136 MonsterRaceInfo *r_ptr;
138 if (!m_ptr->is_valid() || m_ptr->is_pet()) {
142 r_ptr = &monraces_info[m_ptr->r_idx];
143 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
144 if (r_ptr->level + 10 > floor_ptr->dun_level) {
145 delta += (r_ptr->level + 10 - floor_ptr->dun_level) * 2 * base;
147 } else if (r_ptr->level > floor_ptr->dun_level) {
148 delta += (r_ptr->level - floor_ptr->dun_level) * base;
151 if (r_ptr->flags1 & RF1_FRIENDS) {
152 if (5 <= get_monster_crowd_number(floor_ptr, i)) {
155 } else if (2 <= get_monster_crowd_number(floor_ptr, i)) {
159 rating += rating_boost(delta);
162 for (MONSTER_IDX i = 1; i < floor_ptr->o_max; i++) {
163 auto *o_ptr = &floor_ptr->o_list[i];
165 if (!o_ptr->is_valid() || (o_ptr->is_known() && o_ptr->marked.has(OmType::TOUCHED)) || ((o_ptr->ident & IDENT_SENSE) != 0)) {
169 if (o_ptr->is_ego()) {
170 const auto &ego = o_ptr->get_ego();
171 delta += ego.rating * base;
174 if (o_ptr->is_fixed_or_random_artifact()) {
175 PRICE cost = object_value_real(o_ptr);
185 if (cost > 100000L) {
189 if (!preserve_mode) {
194 if (o_ptr->bi_key.tval() == ItemKindType::DRAG_ARMOR) {
198 if (o_ptr->bi_key == BaseitemKey(ItemKindType::SHIELD, SV_DRAGON_SHIELD)) {
202 if (o_ptr->bi_key == BaseitemKey(ItemKindType::GLOVES, SV_SET_OF_DRAGON_GLOVES)) {
206 if (o_ptr->bi_key == BaseitemKey(ItemKindType::BOOTS, SV_PAIR_OF_DRAGON_GREAVE)) {
210 if (o_ptr->bi_key == BaseitemKey(ItemKindType::HELM, SV_DRAGON_HELM)) {
214 if (o_ptr->bi_key == BaseitemKey(ItemKindType::RING, SV_RING_SPEED) && !o_ptr->is_cursed()) {
218 if (o_ptr->bi_key == BaseitemKey(ItemKindType::RING, SV_RING_LORDLY) && !o_ptr->is_cursed()) {
222 if (o_ptr->bi_key == BaseitemKey(ItemKindType::AMULET, SV_AMULET_THE_MAGI) && !o_ptr->is_cursed()) {
226 const auto &baseitem = o_ptr->get_baseitem();
227 if (!o_ptr->is_cursed() && !o_ptr->is_broken() && baseitem.level > floor_ptr->dun_level) {
228 delta += (baseitem.level - floor_ptr->dun_level) * base;
231 rating += rating_boost(delta);
234 if (rating > rating_boost(1000)) {
238 if (rating > rating_boost(800)) {
242 if (rating > rating_boost(600)) {
246 if (rating > rating_boost(400)) {
250 if (rating > rating_boost(300)) {
254 if (rating > rating_boost(200)) {
258 if (rating > rating_boost(100)) {
262 if (rating > rating_boost(0)) {
270 * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
271 * / Update dungeon feeling, and announce it if changed
273 void update_dungeon_feeling(PlayerType *player_ptr)
275 auto *floor_ptr = player_ptr->current_floor_ptr;
276 if (!floor_ptr->dun_level) {
280 if (player_ptr->phase_out) {
284 int delay = std::max(10, 150 - player_ptr->skill_fos) * (150 - floor_ptr->dun_level) * TURNS_PER_TICK / 100;
285 if (w_ptr->game_turn < player_ptr->feeling_turn + delay && !cheat_xtra) {
289 auto quest_num = quest_number(player_ptr, floor_ptr->dun_level);
290 const auto &quest_list = QuestList::get_instance();
292 auto dungeon_quest = (quest_num == QuestId::OBERON);
293 dungeon_quest |= (quest_num == QuestId::SERPENT);
294 dungeon_quest |= !(quest_list[quest_num].flags & QUEST_FLAG_PRESET);
296 auto feeling_quest = inside_quest(quest_num);
297 feeling_quest &= QuestType::is_fixed(quest_num);
298 feeling_quest &= !dungeon_quest;
302 byte new_feeling = get_dungeon_feeling(player_ptr);
303 player_ptr->feeling_turn = w_ptr->game_turn;
304 if (player_ptr->feeling == new_feeling) {
308 player_ptr->feeling = new_feeling;
309 do_cmd_feeling(player_ptr);
310 select_floor_music(player_ptr);
311 player_ptr->redraw |= PR_DEPTH;
313 disturb(player_ptr, false, false);
318 * Glow deep lava and building entrances in the floor
320 void glow_deep_lava_and_bldg(PlayerType *player_ptr)
322 if (dungeons_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
326 auto *floor_ptr = player_ptr->current_floor_ptr;
327 for (POSITION y = 0; y < floor_ptr->height; y++) {
328 for (POSITION x = 0; x < floor_ptr->width; x++) {
330 g_ptr = &floor_ptr->grid_array[y][x];
331 if (terrains_info[g_ptr->get_feat_mimic()].flags.has_not(TerrainCharacteristics::GLOW)) {
335 for (DIRECTION i = 0; i < 9; i++) {
336 POSITION yy = y + ddy_ddd[i];
337 POSITION xx = x + ddx_ddd[i];
338 if (!in_bounds2(floor_ptr, yy, xx)) {
342 floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
347 player_ptr->update |= PU_VIEW | PU_LITE | PU_MONSTER_LITE;
348 player_ptr->redraw |= PR_MAP;
352 * Actually erase the entire "lite" array, redrawing every grid
354 void forget_lite(FloorType *floor_ptr)
356 if (!floor_ptr->lite_n) {
360 for (int i = 0; i < floor_ptr->lite_n; i++) {
361 POSITION y = floor_ptr->lite_y[i];
362 POSITION x = floor_ptr->lite_x[i];
363 floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
366 floor_ptr->lite_n = 0;
370 * Clear the viewable space
372 void forget_view(FloorType *floor_ptr)
374 if (!floor_ptr->view_n) {
378 for (int i = 0; i < floor_ptr->view_n; i++) {
379 POSITION y = floor_ptr->view_y[i];
380 POSITION x = floor_ptr->view_x[i];
382 g_ptr = &floor_ptr->grid_array[y][x];
383 g_ptr->info &= ~(CAVE_VIEW);
386 floor_ptr->view_n = 0;