1 #include "floor/floor-leaver.h"
2 #include "cmd-building/cmd-building.h"
3 #include "dungeon/dungeon.h"
4 #include "dungeon/quest.h"
5 #include "floor/cave.h"
6 #include "floor/floor-events.h"
7 #include "floor/floor-mode-changer.h"
8 #include "floor/floor-save-util.h"
9 #include "floor/floor-save.h"
10 #include "floor/geometry.h"
11 #include "floor/line-of-sight.h"
12 #include "game-option/birth-options.h"
13 #include "game-option/play-record-options.h"
14 #include "grid/feature.h"
15 #include "grid/grid.h"
16 #include "inventory/inventory-slot-types.h"
17 #include "io/write-diary.h"
18 #include "mind/mind-mirror-master.h"
19 #include "mind/mind-ninja.h"
20 #include "monster-floor/monster-lite.h"
21 #include "monster-floor/monster-remover.h"
22 #include "monster-race/monster-race.h"
23 #include "monster-race/race-flags1.h"
24 #include "monster-race/race-flags7.h"
25 #include "monster/monster-describer.h"
26 #include "monster/monster-description-types.h"
27 #include "monster/monster-info.h"
28 #include "monster/monster-status.h"
29 #include "pet/pet-util.h"
30 #include "player/player-status.h"
31 #include "player/special-defense-types.h"
32 #include "player-status/player-energy.h"
33 #include "save/floor-writer.h"
34 #include "system/artifact-type-definition.h"
35 #include "system/floor-type-definition.h"
36 #include "system/grid-type-definition.h"
37 #include "system/monster-race-definition.h"
38 #include "system/monster-type-definition.h"
39 #include "system/player-type-definition.h"
40 #include "target/projection-path-calculator.h"
41 #include "util/bit-flags-calculator.h"
42 #include "view/display-messages.h"
43 #include "world/world.h"
45 static void check_riding_preservation(player_type *player_ptr)
47 if (!player_ptr->riding)
50 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
51 if (m_ptr->parent_m_idx) {
52 player_ptr->riding = 0;
53 player_ptr->pet_extra_flags &= ~(PF_TWO_HANDS);
54 player_ptr->riding_ryoute = player_ptr->old_riding_ryoute = false;
56 party_mon[0] = *m_ptr;
57 delete_monster_idx(player_ptr, player_ptr->riding);
61 static bool check_pet_preservation_conditions(player_type *player_ptr, monster_type *m_ptr)
63 if (reinit_wilderness)
66 POSITION dis = distance(player_ptr->y, player_ptr->x, m_ptr->fy, m_ptr->fx);
67 if (monster_confused_remaining(m_ptr) || monster_stunned_remaining(m_ptr) || monster_csleep_remaining(m_ptr) || (m_ptr->parent_m_idx != 0))
71 && ((player_has_los_bold(player_ptr, m_ptr->fy, m_ptr->fx) && projectable(player_ptr, player_ptr->y, player_ptr->x, m_ptr->fy, m_ptr->fx))
72 || (los(player_ptr, m_ptr->fy, m_ptr->fx, player_ptr->y, player_ptr->x)
73 && projectable(player_ptr, m_ptr->fy, m_ptr->fx, player_ptr->y, player_ptr->x)))) {
82 static void sweep_preserving_pet(player_type *player_ptr)
84 if (player_ptr->wild_mode || player_ptr->current_floor_ptr->inside_arena || player_ptr->phase_out)
87 for (MONSTER_IDX i = player_ptr->current_floor_ptr->m_max - 1, party_monster_num = 1; (i >= 1) && (party_monster_num < MAX_PARTY_MON); i--) {
88 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
89 if (!monster_is_valid(m_ptr) || !is_pet(m_ptr) || (i == player_ptr->riding) || check_pet_preservation_conditions(player_ptr, m_ptr))
92 party_mon[party_monster_num] = player_ptr->current_floor_ptr->m_list[i];
94 delete_monster_idx(player_ptr, i);
98 static void record_pet_diary(player_type *player_ptr)
100 if (!record_named_pet)
103 for (MONSTER_IDX i = player_ptr->current_floor_ptr->m_max - 1; i >= 1; i--) {
104 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
105 GAME_TEXT m_name[MAX_NLEN];
106 if (!monster_is_valid(m_ptr) || !is_pet(m_ptr) || !m_ptr->nickname || (player_ptr->riding == i))
109 monster_desc(player_ptr, m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
110 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
115 * @brief フロア移動時のペット保存処理 / Preserve_pets
116 * @param player_ptr プレイヤーへの参照ポインタ
118 static void preserve_pet(player_type *player_ptr)
120 for (MONSTER_IDX party_monster_num = 0; party_monster_num < MAX_PARTY_MON; party_monster_num++)
121 party_mon[party_monster_num].r_idx = 0;
123 check_riding_preservation(player_ptr);
124 sweep_preserving_pet(player_ptr);
125 record_pet_diary(player_ptr);
126 for (MONSTER_IDX i = player_ptr->current_floor_ptr->m_max - 1; i >= 1; i--) {
127 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
128 if ((m_ptr->parent_m_idx == 0) || (player_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx != 0))
131 if (is_seen(player_ptr, m_ptr)) {
132 GAME_TEXT m_name[MAX_NLEN];
133 monster_desc(player_ptr, m_name, m_ptr, 0);
134 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
137 delete_monster_idx(player_ptr, i);
142 * @brief 新フロアに移動元フロアに繋がる階段を配置する / Virtually teleport onto the stairs that is connecting between two floors.
143 * @param sf_ptr 移動元の保存フロア構造体参照ポインタ
145 static void locate_connected_stairs(player_type *player_ptr, floor_type *floor_ptr, saved_floor_type *sf_ptr, BIT_FLAGS floor_mode)
149 POSITION x_table[20];
150 POSITION y_table[20];
152 for (POSITION y = 0; y < floor_ptr->height; y++) {
153 for (POSITION x = 0; x < floor_ptr->width; x++) {
154 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
155 feature_type *f_ptr = &f_info[g_ptr->feat];
157 if (floor_mode & CFM_UP) {
158 if (f_ptr->flags.has_all_of({FF::LESS, FF::STAIRS}) && f_ptr->flags.has_not(FF::SPECIAL)) {
160 if (g_ptr->special && g_ptr->special == sf_ptr->upper_floor_id) {
165 } else if (floor_mode & CFM_DOWN) {
166 if (f_ptr->flags.has_all_of({FF::MORE, FF::STAIRS}) && f_ptr->flags.has_not(FF::SPECIAL)) {
168 if (g_ptr->special && g_ptr->special == sf_ptr->lower_floor_id) {
174 if (f_ptr->flags.has(FF::BLDG)) {
179 if (ok && (num < 20)) {
194 prepare_change_floor_mode(player_ptr, CFM_RAND_PLACE | CFM_NO_RETURN);
195 if (!feat_uses_special(floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat))
196 floor_ptr->grid_array[player_ptr->y][player_ptr->x].special = 0;
201 int i = randint0(num);
202 player_ptr->y = y_table[i];
203 player_ptr->x = x_table[i];
207 * @brief フロア移動時、プレイヤーの移動先モンスターが既にいた場合ランダムな近隣に移動させる / When a monster is at a place where player will return,
209 static void get_out_monster(player_type *player_ptr)
213 POSITION oy = player_ptr->y;
214 POSITION ox = player_ptr->x;
215 floor_type *floor_ptr = player_ptr->current_floor_ptr;
216 MONSTER_IDX m_idx = floor_ptr->grid_array[oy][ox].m_idx;
222 POSITION ny = rand_spread(oy, dis);
223 POSITION nx = rand_spread(ox, dis);
228 if (tries > 20 * dis * dis)
231 if (!in_bounds(floor_ptr, ny, nx) || !is_cave_empty_bold(player_ptr, ny, nx) || floor_ptr->grid_array[ny][nx].is_rune_protection()
232 || floor_ptr->grid_array[ny][nx].is_rune_explosion() || pattern_tile(floor_ptr, ny, nx))
235 m_ptr = &floor_ptr->m_list[m_idx];
236 floor_ptr->grid_array[oy][ox].m_idx = 0;
237 floor_ptr->grid_array[ny][nx].m_idx = m_idx;
245 * @brief クエスト・フロア内のモンスター・インベントリ情報を保存する
246 * @param player_ptr プレイヤーへの参照ポインタ
248 static void preserve_info(player_type *player_ptr)
250 MONRACE_IDX quest_r_idx = 0;
251 for (DUNGEON_IDX i = 0; i < max_q_idx; i++) {
252 if ((quest[i].status == QUEST_STATUS_TAKEN) && ((quest[i].type == QUEST_TYPE_KILL_LEVEL) || (quest[i].type == QUEST_TYPE_RANDOM))
253 && (quest[i].level == player_ptr->current_floor_ptr->dun_level) && (player_ptr->dungeon_idx == quest[i].dungeon)
254 && !(quest[i].flags & QUEST_FLAG_PRESET)) {
255 quest_r_idx = quest[i].r_idx;
259 for (DUNGEON_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
261 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
262 if (!monster_is_valid(m_ptr) || (quest_r_idx != m_ptr->r_idx))
265 r_ptr = real_r_ptr(m_ptr);
266 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))
269 delete_monster_idx(player_ptr, i);
272 for (DUNGEON_IDX i = 0; i < INVEN_PACK; i++) {
273 object_type *o_ptr = &player_ptr->inventory_list[i];
274 if (!o_ptr->is_valid())
277 if (o_ptr->is_fixed_artifact())
278 a_info[o_ptr->name1].floor_id = 0;
282 static void set_grid_by_leaving_floor(player_type *player_ptr, grid_type **g_ptr)
284 if ((player_ptr->change_floor_mode & CFM_SAVE_FLOORS) == 0)
287 *g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
288 feature_type *f_ptr = &f_info[(*g_ptr)->feat];
289 if ((*g_ptr)->special && f_ptr->flags.has_not(FF::SPECIAL) && get_sf_ptr((*g_ptr)->special))
290 new_floor_id = (*g_ptr)->special;
292 if (f_ptr->flags.has_all_of({FF::STAIRS, FF::SHAFT}))
293 prepare_change_floor_mode(player_ptr, CFM_SHAFT);
296 static void jump_floors(player_type *player_ptr)
298 if (none_bits(player_ptr->change_floor_mode, CFM_DOWN | CFM_UP)) {
303 if (any_bits(player_ptr->change_floor_mode, CFM_DOWN)) {
305 } else if (any_bits(player_ptr->change_floor_mode, CFM_UP)) {
309 if (any_bits(player_ptr->change_floor_mode, CFM_SHAFT)) {
313 if (any_bits(player_ptr->change_floor_mode, CFM_DOWN)) {
314 if (!is_in_dungeon(player_ptr)) {
315 move_num = d_info[player_ptr->dungeon_idx].mindepth;
317 } else if (any_bits(player_ptr->change_floor_mode, CFM_UP)) {
318 if (player_ptr->current_floor_ptr->dun_level + move_num < d_info[player_ptr->dungeon_idx].mindepth) {
319 move_num = -player_ptr->current_floor_ptr->dun_level;
323 player_ptr->current_floor_ptr->dun_level += move_num;
326 static void exit_to_wilderness(player_type *player_ptr)
328 if (is_in_dungeon(player_ptr) || (player_ptr->dungeon_idx == 0))
331 player_ptr->leaving_dungeon = true;
332 if (!vanilla_town && !lite_town) {
333 player_ptr->wilderness_y = d_info[player_ptr->dungeon_idx].dy;
334 player_ptr->wilderness_x = d_info[player_ptr->dungeon_idx].dx;
337 player_ptr->recall_dungeon = player_ptr->dungeon_idx;
338 player_ptr->word_recall = 0;
339 player_ptr->dungeon_idx = 0;
340 player_ptr->change_floor_mode &= ~CFM_SAVE_FLOORS; // TODO
343 static void kill_saved_floors(player_type *player_ptr, saved_floor_type *sf_ptr)
345 if (!(player_ptr->change_floor_mode & CFM_SAVE_FLOORS)) {
346 for (DUNGEON_IDX i = 0; i < MAX_SAVED_FLOORS; i++)
347 kill_saved_floor(player_ptr, &saved_floors[i]);
349 latest_visit_mark = 1;
353 if (player_ptr->change_floor_mode & CFM_NO_RETURN)
354 kill_saved_floor(player_ptr, sf_ptr);
357 static void refresh_new_floor_id(player_type *player_ptr, grid_type *g_ptr)
359 if (new_floor_id != 0)
362 new_floor_id = get_new_floor_id(player_ptr);
363 if ((g_ptr != nullptr) && !feat_uses_special(g_ptr->feat))
364 g_ptr->special = new_floor_id;
367 static void update_upper_lower_or_floor_id(player_type *player_ptr, saved_floor_type *sf_ptr)
369 if ((player_ptr->change_floor_mode & CFM_RAND_CONNECT) == 0)
372 if (player_ptr->change_floor_mode & CFM_UP)
373 sf_ptr->upper_floor_id = new_floor_id;
374 else if (player_ptr->change_floor_mode & CFM_DOWN)
375 sf_ptr->lower_floor_id = new_floor_id;
378 static void exe_leave_floor(player_type *player_ptr, saved_floor_type *sf_ptr)
380 grid_type *g_ptr = nullptr;
381 set_grid_by_leaving_floor(player_ptr, &g_ptr);
382 jump_floors(player_ptr);
383 exit_to_wilderness(player_ptr);
384 kill_saved_floors(player_ptr, sf_ptr);
385 if (player_ptr->floor_id == 0)
388 refresh_new_floor_id(player_ptr, g_ptr);
389 update_upper_lower_or_floor_id(player_ptr, sf_ptr);
390 if (((player_ptr->change_floor_mode & CFM_SAVE_FLOORS) == 0) || ((player_ptr->change_floor_mode & CFM_NO_RETURN) != 0))
393 get_out_monster(player_ptr);
394 sf_ptr->last_visit = w_ptr->game_turn;
395 forget_lite(player_ptr->current_floor_ptr);
396 forget_view(player_ptr->current_floor_ptr);
397 clear_mon_lite(player_ptr->current_floor_ptr);
398 if (save_floor(player_ptr, sf_ptr, 0))
401 prepare_change_floor_mode(player_ptr, CFM_NO_RETURN);
402 kill_saved_floor(player_ptr, get_sf_ptr(player_ptr->floor_id));
406 * @brief 現在のフロアを離れるに伴って行なわれる保存処理
407 * / Maintain quest monsters, mark next floor_id at stairs, save current floor, and prepare to enter next floor.
408 * @param player_ptr プレイヤーへの参照ポインタ
410 void leave_floor(player_type *player_ptr)
412 preserve_pet(player_ptr);
413 remove_all_mirrors(player_ptr, false);
414 if (player_ptr->special_defense & NINJA_S_STEALTH)
415 set_superstealth(player_ptr, false);
419 preserve_info(player_ptr);
420 saved_floor_type *sf_ptr = get_sf_ptr(player_ptr->floor_id);
421 if (player_ptr->change_floor_mode & CFM_RAND_CONNECT)
422 locate_connected_stairs(player_ptr, player_ptr->current_floor_ptr, sf_ptr, player_ptr->change_floor_mode);
424 exe_leave_floor(player_ptr, sf_ptr);
428 * @brief 任意のダンジョン及び階層に飛ぶ
431 void jump_floor(player_type *player_ptr, DUNGEON_IDX dun_idx, DEPTH depth)
433 player_ptr->dungeon_idx = dun_idx;
434 player_ptr->current_floor_ptr->dun_level = depth;
435 prepare_change_floor_mode(player_ptr, CFM_RAND_PLACE);
436 if (!is_in_dungeon(player_ptr))
437 player_ptr->dungeon_idx = 0;
439 player_ptr->current_floor_ptr->inside_arena = false;
440 player_ptr->wild_mode = false;
441 leave_quest_check(player_ptr);
443 exe_write_diary(player_ptr, DIARY_WIZ_TELE, 0, nullptr);
445 player_ptr->current_floor_ptr->inside_quest = 0;
446 PlayerEnergy(player_ptr).reset_player_turn();
447 player_ptr->energy_need = 0;
448 prepare_change_floor_mode(player_ptr, CFM_FIRST_FLOOR);
449 player_ptr->leaving = true;