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/feature.h"
17 #include "grid/grid.h"
18 #include "main/sound-of-music.h"
19 #include "mind/mind-ninja.h"
20 #include "monster-race/monster-race.h"
21 #include "monster-race/race-flags1.h"
22 #include "monster/monster-info.h"
23 #include "monster/monster-list.h"
24 #include "monster/monster-status.h"
25 #include "object-enchant/object-ego.h"
26 #include "object-enchant/special-object-flags.h"
27 #include "object/object-mark-types.h"
28 #include "object/object-value.h"
29 #include "object/tval-types.h"
30 #include "perception/object-perception.h"
31 #include "player/special-defense-types.h"
32 #include "sv-definition/sv-amulet-types.h"
33 #include "sv-definition/sv-protector-types.h"
34 #include "sv-definition/sv-ring-types.h"
35 #include "system/baseitem-info-definition.h"
36 #include "system/dungeon-info.h"
37 #include "system/floor-type-definition.h"
38 #include "system/grid-type-definition.h"
39 #include "system/monster-race-definition.h"
40 #include "system/monster-type-definition.h"
41 #include "system/object-type-definition.h"
42 #include "system/player-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_MONSTERS | PU_MON_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 if (g_ptr->is_mirror() || f_ptr->flags.has(TerrainCharacteristics::QUEST_ENTER) || f_ptr->flags.has(TerrainCharacteristics::ENTRANCE)) {
86 g_ptr->info &= ~(CAVE_GLOW);
87 if (f_ptr->flags.has_not(TerrainCharacteristics::REMEMBER)) {
88 g_ptr->info &= ~(CAVE_MARK);
89 note_spot(player_ptr, y, x);
93 glow_deep_lava_and_bldg(player_ptr);
97 player_ptr->update |= PU_MONSTERS | PU_MON_LITE;
98 player_ptr->redraw |= PR_MAP;
99 player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
101 if ((floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW) != 0) {
102 set_superstealth(player_ptr, false);
107 * 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
109 static int rating_boost(int delta)
111 return delta * delta + 50 * delta;
115 * @brief ダンジョンの雰囲気を算出する。
116 * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
117 * @return 算出されたダンジョンの雰囲気ランク
119 static byte get_dungeon_feeling(PlayerType *player_ptr)
121 auto *floor_ptr = player_ptr->current_floor_ptr;
122 if (!floor_ptr->dun_level) {
128 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
129 auto *m_ptr = &floor_ptr->m_list[i];
132 if (!m_ptr->is_valid() || m_ptr->is_pet()) {
136 r_ptr = &monraces_info[m_ptr->r_idx];
137 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
138 if (r_ptr->level + 10 > floor_ptr->dun_level) {
139 delta += (r_ptr->level + 10 - floor_ptr->dun_level) * 2 * base;
141 } else if (r_ptr->level > floor_ptr->dun_level) {
142 delta += (r_ptr->level - floor_ptr->dun_level) * base;
145 if (r_ptr->flags1 & RF1_FRIENDS) {
146 if (5 <= get_monster_crowd_number(floor_ptr, i)) {
149 } else if (2 <= get_monster_crowd_number(floor_ptr, i)) {
153 rating += rating_boost(delta);
156 for (MONSTER_IDX i = 1; i < floor_ptr->o_max; i++) {
157 auto *o_ptr = &floor_ptr->o_list[i];
158 auto *k_ptr = &baseitems_info[o_ptr->k_idx];
160 if (!o_ptr->is_valid() || (o_ptr->is_known() && ((o_ptr->marked & OM_TOUCHED) != 0)) || ((o_ptr->ident & IDENT_SENSE) != 0)) {
164 if (o_ptr->is_ego()) {
165 auto *e_ptr = &egos_info[o_ptr->ego_idx];
166 delta += e_ptr->rating * base;
169 if (o_ptr->is_artifact()) {
170 PRICE cost = object_value_real(o_ptr);
180 if (cost > 100000L) {
184 if (!preserve_mode) {
189 if (o_ptr->tval == ItemKindType::DRAG_ARMOR) {
193 if (o_ptr->tval == ItemKindType::SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) {
197 if (o_ptr->tval == ItemKindType::GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) {
201 if (o_ptr->tval == ItemKindType::BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) {
205 if (o_ptr->tval == ItemKindType::HELM && o_ptr->sval == SV_DRAGON_HELM) {
209 if (o_ptr->tval == ItemKindType::RING && o_ptr->sval == SV_RING_SPEED && !o_ptr->is_cursed()) {
213 if (o_ptr->tval == ItemKindType::RING && o_ptr->sval == SV_RING_LORDLY && !o_ptr->is_cursed()) {
217 if (o_ptr->tval == ItemKindType::AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !o_ptr->is_cursed()) {
221 if (!o_ptr->is_cursed() && !o_ptr->is_broken() && k_ptr->level > floor_ptr->dun_level) {
222 delta += (k_ptr->level - floor_ptr->dun_level) * base;
225 rating += rating_boost(delta);
228 if (rating > rating_boost(1000)) {
232 if (rating > rating_boost(800)) {
236 if (rating > rating_boost(600)) {
240 if (rating > rating_boost(400)) {
244 if (rating > rating_boost(300)) {
248 if (rating > rating_boost(200)) {
252 if (rating > rating_boost(100)) {
256 if (rating > rating_boost(0)) {
264 * @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
265 * / Update dungeon feeling, and announce it if changed
267 void update_dungeon_feeling(PlayerType *player_ptr)
269 auto *floor_ptr = player_ptr->current_floor_ptr;
270 if (!floor_ptr->dun_level) {
274 if (player_ptr->phase_out) {
278 int delay = std::max(10, 150 - player_ptr->skill_fos) * (150 - floor_ptr->dun_level) * TURNS_PER_TICK / 100;
279 if (w_ptr->game_turn < player_ptr->feeling_turn + delay && !cheat_xtra) {
283 auto quest_num = quest_number(player_ptr, floor_ptr->dun_level);
284 const auto &quest_list = QuestList::get_instance();
286 auto dungeon_quest = (quest_num == QuestId::OBERON);
287 dungeon_quest |= (quest_num == QuestId::SERPENT);
288 dungeon_quest |= !(quest_list[quest_num].flags & QUEST_FLAG_PRESET);
290 auto feeling_quest = inside_quest(quest_num);
291 feeling_quest &= quest_type::is_fixed(quest_num);
292 feeling_quest &= !dungeon_quest;
296 byte new_feeling = get_dungeon_feeling(player_ptr);
297 player_ptr->feeling_turn = w_ptr->game_turn;
298 if (player_ptr->feeling == new_feeling) {
302 player_ptr->feeling = new_feeling;
303 do_cmd_feeling(player_ptr);
304 select_floor_music(player_ptr);
305 player_ptr->redraw |= PR_DEPTH;
307 disturb(player_ptr, false, false);
312 * Glow deep lava and building entrances in the floor
314 void glow_deep_lava_and_bldg(PlayerType *player_ptr)
316 if (dungeons_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::DARKNESS)) {
320 auto *floor_ptr = player_ptr->current_floor_ptr;
321 for (POSITION y = 0; y < floor_ptr->height; y++) {
322 for (POSITION x = 0; x < floor_ptr->width; x++) {
324 g_ptr = &floor_ptr->grid_array[y][x];
325 if (terrains_info[g_ptr->get_feat_mimic()].flags.has_not(TerrainCharacteristics::GLOW)) {
329 for (DIRECTION i = 0; i < 9; i++) {
330 POSITION yy = y + ddy_ddd[i];
331 POSITION xx = x + ddx_ddd[i];
332 if (!in_bounds2(floor_ptr, yy, xx)) {
336 floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
341 player_ptr->update |= PU_VIEW | PU_LITE | PU_MON_LITE;
342 player_ptr->redraw |= PR_MAP;
346 * Actually erase the entire "lite" array, redrawing every grid
348 void forget_lite(floor_type *floor_ptr)
350 if (!floor_ptr->lite_n) {
354 for (int i = 0; i < floor_ptr->lite_n; i++) {
355 POSITION y = floor_ptr->lite_y[i];
356 POSITION x = floor_ptr->lite_x[i];
357 floor_ptr->grid_array[y][x].info &= ~(CAVE_LITE);
360 floor_ptr->lite_n = 0;
364 * Clear the viewable space
366 void forget_view(floor_type *floor_ptr)
368 if (!floor_ptr->view_n) {
372 for (int i = 0; i < floor_ptr->view_n; i++) {
373 POSITION y = floor_ptr->view_y[i];
374 POSITION x = floor_ptr->view_x[i];
376 g_ptr = &floor_ptr->grid_array[y][x];
377 g_ptr->info &= ~(CAVE_VIEW);
380 floor_ptr->view_n = 0;