1 #include "spell-kind/spells-world.h"
2 #include "cmd-io/cmd-save.h"
3 #include "core/asking-player.h"
4 #include "core/player-redraw-types.h"
5 #include "dungeon/dungeon.h"
6 #include "dungeon/quest-completion-checker.h"
7 #include "dungeon/quest.h"
8 #include "floor/cave.h"
9 #include "floor/floor-mode-changer.h"
10 #include "floor/floor-town.h"
11 #include "floor/geometry.h"
12 #include "floor/wild.h"
13 #include "game-option/birth-options.h"
14 #include "game-option/game-play-options.h"
15 #include "game-option/play-record-options.h"
16 #include "game-option/special-options.h"
17 #include "io/input-key-acceptor.h"
18 #include "io/write-diary.h"
19 #include "main/sound-definitions-table.h"
20 #include "main/sound-of-music.h"
21 #include "market/building-util.h"
22 #include "monster-floor/monster-remover.h"
23 #include "monster-race/monster-race.h"
24 #include "monster-race/race-flags-resistance.h"
25 #include "monster-race/race-flags1.h"
26 #include "monster/monster-describer.h"
27 #include "monster/monster-description-types.h"
28 #include "monster/monster-info.h"
29 #include "player/player-status.h"
30 #include "system/floor-type-definition.h"
31 #include "system/grid-type-definition.h"
32 #include "system/monster-race-definition.h"
33 #include "system/monster-type-definition.h"
34 #include "system/player-type-definition.h"
35 #include "target/projection-path-calculator.h"
36 #include "target/target-checker.h"
37 #include "target/target-setter.h"
38 #include "target/target-types.h"
39 #include "term/screen-processor.h"
40 #include "util/int-char-converter.h"
41 #include "view/display-messages.h"
42 #include "world/world.h"
45 * @brief テレポート・レベルが効かないモンスターであるかどうかを判定する
46 * @param player_ptr プレイヤーへの参照ポインタ
47 * @param idx テレポート・レベル対象のモンスター
48 * @todo 変数名が実態と合っているかどうかは要確認
50 bool is_teleport_level_ineffective(player_type *player_ptr, MONSTER_IDX idx)
52 floor_type *floor_ptr = player_ptr->current_floor_ptr;
54 = floor_ptr->inside_arena || player_ptr->phase_out || (floor_ptr->inside_quest && !random_quest_number(player_ptr, floor_ptr->dun_level));
55 bool is_invalid_floor = idx <= 0;
56 is_invalid_floor &= quest_number(player_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth);
57 is_invalid_floor &= player_ptr->current_floor_ptr->dun_level >= 1;
58 is_invalid_floor &= ironman_downward;
59 return is_special_floor || is_invalid_floor;
63 * @brief プレイヤー及びモンスターをレベルテレポートさせる /
64 * Teleport the player one level up or down (random when legal)
65 * @param player_ptr プレイヤーへの参照ポインタ
66 * @param m_idx テレポートの対象となるモンスターID(0ならばプレイヤー) / If m_idx <= 0, target is player.
67 * @todo cmd-save.h への依存あり。コールバックで何とかしたい
69 void teleport_level(player_type *player_ptr, MONSTER_IDX m_idx)
71 GAME_TEXT m_name[160];
74 strcpy(m_name, _("あなた", "you"));
76 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
77 monster_desc(player_ptr, m_name, m_ptr, 0);
78 see_m = is_seen(player_ptr, m_ptr);
81 if (is_teleport_level_ineffective(player_ptr, m_idx)) {
83 msg_print(_("効果がなかった。", "There is no effect."));
87 if ((m_idx <= 0) && player_ptr->anti_tele) {
88 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
93 if (randint0(100) < 50)
98 if ((m_idx <= 0) && allow_debug_options) {
99 if (get_check("Force to go up? "))
101 else if (get_check("Force to go down? "))
105 if ((ironman_downward && (m_idx <= 0)) || (player_ptr->current_floor_ptr->dun_level <= d_info[player_ptr->dungeon_idx].mindepth)) {
108 msg_format("%^sは床を突き破って沈んでいく。", m_name);
111 msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
114 if (!is_in_dungeon(player_ptr)) {
115 player_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : player_ptr->recall_dungeon;
116 player_ptr->oldpy = player_ptr->y;
117 player_ptr->oldpx = player_ptr->x;
121 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, 1, nullptr);
124 do_cmd_save_game(player_ptr, true);
126 if (!is_in_dungeon(player_ptr)) {
127 player_ptr->current_floor_ptr->dun_level = d_info[player_ptr->dungeon_idx].mindepth;
128 prepare_change_floor_mode(player_ptr, CFM_RAND_PLACE);
130 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
133 player_ptr->leaving = true;
135 } else if (quest_number(player_ptr, player_ptr->current_floor_ptr->dun_level)
136 || (player_ptr->current_floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth)) {
139 msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
142 msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
147 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, -1, nullptr);
150 do_cmd_save_game(player_ptr, true);
152 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
154 leave_quest_check(player_ptr);
155 player_ptr->current_floor_ptr->inside_quest = 0;
156 player_ptr->leaving = true;
161 msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
164 msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
169 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, -1, nullptr);
172 do_cmd_save_game(player_ptr, true);
174 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
175 player_ptr->leaving = true;
180 msg_format("%^sは床を突き破って沈んでいく。", m_name);
183 msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
188 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, 1, nullptr);
190 do_cmd_save_game(player_ptr, true);
192 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
193 player_ptr->leaving = true;
198 sound(SOUND_TPLEVEL);
202 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
203 QuestCompletionChecker(player_ptr, m_ptr).complete();
204 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
205 char m2_name[MAX_NLEN];
207 monster_desc(player_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
208 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
211 delete_monster_idx(player_ptr, m_idx);
213 sound(SOUND_TPLEVEL);
216 bool teleport_level_other(player_type *player_ptr)
218 if (!target_set(player_ptr, TARGET_KILL))
220 MONSTER_IDX target_m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
223 if (!player_has_los_bold(player_ptr, target_row, target_col))
225 if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
230 m_ptr = &player_ptr->current_floor_ptr->m_list[target_m_idx];
231 r_ptr = &r_info[m_ptr->r_idx];
232 GAME_TEXT m_name[MAX_NLEN];
233 monster_desc(player_ptr, m_name, m_ptr, 0);
234 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
236 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) || (r_ptr->flags1 & RF1_QUESTOR)
237 || (r_ptr->level + randint1(50) > player_ptr->lev + randint1(60))) {
238 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
240 teleport_level(player_ptr, target_m_idx);
247 * @brief 町間のテレポートを行うメインルーチン
248 * @param player_ptr プレイヤーへの参照ポインタ
249 * @return テレポート処理を決定したか否か
251 bool tele_town(player_type *player_ptr)
253 if (player_ptr->current_floor_ptr->dun_level) {
254 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
258 if (player_ptr->current_floor_ptr->inside_arena || player_ptr->phase_out) {
259 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
268 for (i = 1; i < max_towns; i++) {
271 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == player_ptr->town_num) || !(player_ptr->visit & (1UL << (i - 1))))
274 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
280 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
286 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
295 else if ((i < 'a') || (i > ('a' + max_towns - 2)))
297 else if (((i - 'a' + 1) == player_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN)
298 || !(player_ptr->visit & (1UL << (i - 'a'))))
303 for (POSITION y = 0; y < w_ptr->max_wild_y; y++) {
304 for (POSITION x = 0; x < w_ptr->max_wild_x; x++) {
305 if (wilderness[y][x].town == (i - 'a' + 1)) {
306 player_ptr->wilderness_y = y;
307 player_ptr->wilderness_x = x;
312 player_ptr->leaving = true;
313 player_ptr->leave_bldg = true;
314 player_ptr->teleport_town = true;
321 * @param player_ptr プレイヤーへの参照ポインタ
323 void reserve_alter_reality(player_type *player_ptr, TIME_EFFECT turns)
325 if (player_ptr->current_floor_ptr->inside_arena || ironman_downward) {
326 msg_print(_("何も起こらなかった。", "Nothing happens."));
330 if (player_ptr->alter_reality || turns == 0) {
331 player_ptr->alter_reality = 0;
332 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
333 player_ptr->redraw |= PR_STATUS;
337 player_ptr->alter_reality = turns;
338 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
339 player_ptr->redraw |= PR_STATUS;
343 * @brief プレイヤーの帰還発動及び中止処理 /
344 * Recall the player to town or dungeon
345 * @param player_ptr プレイヤーへの参照ポインタ
346 * @param turns 発動までのターン数
349 bool recall_player(player_type *player_ptr, TIME_EFFECT turns)
352 * TODO: Recall the player to the last
353 * visited town when in the wilderness
355 if (player_ptr->current_floor_ptr->inside_arena || ironman_downward) {
356 msg_print(_("何も起こらなかった。", "Nothing happens."));
360 bool is_special_floor = is_in_dungeon(player_ptr);
361 is_special_floor &= max_dlv[player_ptr->dungeon_idx] > player_ptr->current_floor_ptr->dun_level;
362 is_special_floor &= !player_ptr->current_floor_ptr->inside_quest;
363 is_special_floor &= !player_ptr->word_recall;
364 if (is_special_floor) {
365 if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? "))) {
366 max_dlv[player_ptr->dungeon_idx] = player_ptr->current_floor_ptr->dun_level;
368 exe_write_diary(player_ptr, DIARY_TRUMP, player_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
372 if (player_ptr->word_recall || turns == 0) {
373 player_ptr->word_recall = 0;
374 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
375 player_ptr->redraw |= (PR_STATUS);
379 if (!is_in_dungeon(player_ptr)) {
380 DUNGEON_IDX select_dungeon;
381 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
384 player_ptr->recall_dungeon = select_dungeon;
387 player_ptr->word_recall = turns;
388 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
389 player_ptr->redraw |= (PR_STATUS);
393 bool free_level_recall(player_type *player_ptr)
395 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
399 DEPTH max_depth = d_info[select_dungeon].maxdepth;
400 if (select_dungeon == DUNGEON_ANGBAND) {
401 if (quest[QUEST_OBERON].status != QuestStatusType::FINISHED)
403 else if (quest[QUEST_SERPENT].status != QuestStatusType::FINISHED)
407 QUANTITY amt = get_quantity(
408 format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), d_info[select_dungeon].name.c_str()), (QUANTITY)max_depth);
413 player_ptr->word_recall = 1;
414 player_ptr->recall_dungeon = select_dungeon;
415 max_dlv[player_ptr->recall_dungeon]
416 = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth
417 : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
419 exe_write_diary(player_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
421 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
423 player_ptr->redraw |= PR_STATUS;
429 * @param player_ptr プレイヤーへの参照ポインタ
430 * @return リセット処理が実際に行われたらTRUEを返す
432 bool reset_recall(player_type *player_ptr)
434 int select_dungeon, dummy = 0;
438 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
439 if (ironman_downward) {
440 msg_print(_("何も起こらなかった。", "Nothing happens."));
446 sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "), (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
447 sprintf(tmp_val, "%d", (int)std::max(player_ptr->current_floor_ptr->dun_level, 1));
449 if (!get_string(ppp, tmp_val, 10)) {
453 dummy = atoi(tmp_val);
456 if (dummy > max_dlv[select_dungeon])
457 dummy = max_dlv[select_dungeon];
458 if (dummy < d_info[select_dungeon].mindepth)
459 dummy = d_info[select_dungeon].mindepth;
461 max_dlv[select_dungeon] = dummy;
464 exe_write_diary(player_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
466 msg_format("%sの帰還レベルを %d 階にセット。", d_info[select_dungeon].name.c_str(), dummy, dummy * 50);
468 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);