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 void day_break(PlayerType *player_ptr)
49 msg_print(_("夜が明けた。", "The sun has risen."));
50 auto *floor_ptr = player_ptr->current_floor_ptr;
51 if (!player_ptr->wild_mode) {
52 for (POSITION y = 0; y < floor_ptr->height; y++) {
53 for (POSITION x = 0; x < floor_ptr->width; x++) {
54 auto *g_ptr = &floor_ptr->grid_array[y][x];
55 g_ptr->info |= CAVE_GLOW;
56 if (view_perma_grids) {
57 g_ptr->info |= CAVE_MARK;
60 note_spot(player_ptr, y, x);
65 player_ptr->update |= PU_MONSTER_STATUSES | PU_MONSTER_LITE;
66 player_ptr->redraw |= PR_MAP;
67 player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
68 if ((floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW) != 0) {
69 set_superstealth(player_ptr, false);
73 void night_falls(PlayerType *player_ptr)
75 msg_print(_("日が沈んだ。", "The sun has fallen."));
76 auto *floor_ptr = player_ptr->current_floor_ptr;
77 if (!player_ptr->wild_mode) {
78 for (POSITION y = 0; y < floor_ptr->height; y++) {
79 for (POSITION x = 0; x < floor_ptr->width; x++) {
80 auto *g_ptr = &floor_ptr->grid_array[y][x];
81 auto *f_ptr = &terrains_info[g_ptr->get_feat_mimic()];
82 using Tc = TerrainCharacteristics;
83 if (g_ptr->is_mirror() || f_ptr->flags.has(Tc::QUEST_ENTER) || f_ptr->flags.has(Tc::ENTRANCE)) {
87 g_ptr->info &= ~(CAVE_GLOW);
88 if (f_ptr->flags.has_not(Tc::REMEMBER)) {
89 g_ptr->info &= ~(CAVE_MARK);
90 note_spot(player_ptr, y, x);
94 glow_deep_lava_and_bldg(player_ptr);
98 player_ptr->update |= PU_MONSTER_STATUSES | PU_MONSTER_LITE;
99 player_ptr->redraw |= PR_MAP;
100 player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
102 if ((floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW) != 0) {
103 set_superstealth(player_ptr, false);
108 * 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
110 static int rating_boost(int delta)
112 return delta * delta + 50 * delta;
116 * @brief ダンジョンの雰囲気を算出する。
117 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
118 * @return 算出されたダンジョンの雰囲気ランク
120 static byte get_dungeon_feeling(PlayerType *player_ptr)
122 auto *floor_ptr = player_ptr->current_floor_ptr;
123 if (!floor_ptr->dun_level) {
129 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
130 auto *m_ptr = &floor_ptr->m_list[i];
131 MonsterRaceInfo *r_ptr;
133 if (!m_ptr->is_valid() || m_ptr->is_pet()) {
137 r_ptr = &monraces_info[m_ptr->r_idx];
138 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
139 if (r_ptr->level + 10 > floor_ptr->dun_level) {
140 delta += (r_ptr->level + 10 - floor_ptr->dun_level) * 2 * base;
142 } else if (r_ptr->level > floor_ptr->dun_level) {
143 delta += (r_ptr->level - floor_ptr->dun_level) * base;
146 if (r_ptr->flags1 & RF1_FRIENDS) {
147 if (5 <= get_monster_crowd_number(floor_ptr, i)) {
150 } else if (2 <= get_monster_crowd_number(floor_ptr, i)) {
154 rating += rating_boost(delta);
157 for (MONSTER_IDX i = 1; i < floor_ptr->o_max; i++) {
158 auto *o_ptr = &floor_ptr->o_list[i];
160 if (!o_ptr->is_valid() || (o_ptr->is_known() && o_ptr->marked.has(OmType::TOUCHED)) || ((o_ptr->ident & IDENT_SENSE) != 0)) {
164 if (o_ptr->is_ego()) {
165 const auto &ego = o_ptr->get_ego();
166 delta += ego.rating * base;
169 if (o_ptr->is_fixed_or_random_artifact()) {
170 PRICE cost = object_value_real(o_ptr);
180 if (cost > 100000L) {
184 if (!preserve_mode) {
189 if (o_ptr->bi_key.tval() == ItemKindType::DRAG_ARMOR) {
193 if (o_ptr->bi_key == BaseitemKey(ItemKindType::SHIELD, SV_DRAGON_SHIELD)) {
197 if (o_ptr->bi_key == BaseitemKey(ItemKindType::GLOVES, SV_SET_OF_DRAGON_GLOVES)) {
201 if (o_ptr->bi_key == BaseitemKey(ItemKindType::BOOTS, SV_PAIR_OF_DRAGON_GREAVE)) {
205 if (o_ptr->bi_key == BaseitemKey(ItemKindType::HELM, SV_DRAGON_HELM)) {
209 if (o_ptr->bi_key == BaseitemKey(ItemKindType::RING, SV_RING_SPEED) && !o_ptr->is_cursed()) {
213 if (o_ptr->bi_key == BaseitemKey(ItemKindType::RING, SV_RING_LORDLY) && !o_ptr->is_cursed()) {
217 if (o_ptr->bi_key == BaseitemKey(ItemKindType::AMULET, SV_AMULET_THE_MAGI) && !o_ptr->is_cursed()) {
221 const auto &baseitem = o_ptr->get_baseitem();
222 if (!o_ptr->is_cursed() && !o_ptr->is_broken() && baseitem.level > floor_ptr->dun_level) {
223 delta += (baseitem.level - floor_ptr->dun_level) * base;
226 rating += rating_boost(delta);
229 if (rating > rating_boost(1000)) {
233 if (rating > rating_boost(800)) {
237 if (rating > rating_boost(600)) {
241 if (rating > rating_boost(400)) {
245 if (rating > rating_boost(300)) {
249 if (rating > rating_boost(200)) {
253 if (rating > rating_boost(100)) {
257 if (rating > rating_boost(0)) {
265 * @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
266 * / Update dungeon feeling, and announce it if changed
268 void update_dungeon_feeling(PlayerType *player_ptr)
270 auto *floor_ptr = player_ptr->current_floor_ptr;
271 if (!floor_ptr->dun_level) {
275 if (player_ptr->phase_out) {
279 int delay = std::max(10, 150 - player_ptr->skill_fos) * (150 - floor_ptr->dun_level) * TURNS_PER_TICK / 100;
280 if (w_ptr->game_turn < player_ptr->feeling_turn + delay && !cheat_xtra) {
284 auto quest_num = quest_number(player_ptr, floor_ptr->dun_level);
285 const auto &quest_list = QuestList::get_instance();
287 auto dungeon_quest = (quest_num == QuestId::OBERON);
288 dungeon_quest |= (quest_num == QuestId::SERPENT);
289 dungeon_quest |= !(quest_list[quest_num].flags & QUEST_FLAG_PRESET);
291 auto feeling_quest = inside_quest(quest_num);
292 feeling_quest &= QuestType::is_fixed(quest_num);
293 feeling_quest &= !dungeon_quest;
297 byte new_feeling = get_dungeon_feeling(player_ptr);
298 player_ptr->feeling_turn = w_ptr->game_turn;
299 if (player_ptr->feeling == new_feeling) {
303 player_ptr->feeling = new_feeling;
304 do_cmd_feeling(player_ptr);
305 select_floor_music(player_ptr);
306 player_ptr->redraw |= PR_DEPTH;
308 disturb(player_ptr, false, false);
313 * Glow deep lava and building entrances in the floor
315 void glow_deep_lava_and_bldg(PlayerType *player_ptr)
317 if (dungeons_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
321 auto *floor_ptr = player_ptr->current_floor_ptr;
322 for (POSITION y = 0; y < floor_ptr->height; y++) {
323 for (POSITION x = 0; x < floor_ptr->width; x++) {
325 g_ptr = &floor_ptr->grid_array[y][x];
326 if (terrains_info[g_ptr->get_feat_mimic()].flags.has_not(TerrainCharacteristics::GLOW)) {
330 for (DIRECTION i = 0; i < 9; i++) {
331 POSITION yy = y + ddy_ddd[i];
332 POSITION xx = x + ddx_ddd[i];
333 if (!in_bounds2(floor_ptr, yy, xx)) {
337 floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
342 player_ptr->update |= PU_VIEW | PU_LITE | PU_MONSTER_LITE;
343 player_ptr->redraw |= PR_MAP;
347 * Actually erase the entire "lite" array, redrawing every grid
349 void forget_lite(FloorType *floor_ptr)
351 if (!floor_ptr->lite_n) {
355 for (int i = 0; i < floor_ptr->lite_n; i++) {
356 POSITION y = floor_ptr->lite_y[i];
357 POSITION x = floor_ptr->lite_x[i];
358 floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
361 floor_ptr->lite_n = 0;
365 * Clear the viewable space
367 void forget_view(FloorType *floor_ptr)
369 if (!floor_ptr->view_n) {
373 for (int i = 0; i < floor_ptr->view_n; i++) {
374 POSITION y = floor_ptr->view_y[i];
375 POSITION x = floor_ptr->view_x[i];
377 g_ptr = &floor_ptr->grid_array[y][x];
378 g_ptr->info &= ~(CAVE_VIEW);
381 floor_ptr->view_n = 0;