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/play-record-options.h"
15 #include "game-option/special-options.h"
16 #include "io/input-key-acceptor.h"
17 #include "io/write-diary.h"
18 #include "main/sound-definitions-table.h"
19 #include "main/sound-of-music.h"
20 #include "market/building-util.h"
21 #include "monster-floor/monster-remover.h"
22 #include "monster-race/monster-race.h"
23 #include "monster-race/race-flags-resistance.h"
24 #include "monster-race/race-flags1.h"
25 #include "monster/monster-describer.h"
26 #include "monster/monster-description-types.h"
27 #include "monster/monster-info.h"
28 #include "player/player-status.h"
29 #include "system/floor-type-definition.h"
30 #include "system/grid-type-definition.h"
31 #include "system/monster-race-definition.h"
32 #include "system/monster-type-definition.h"
33 #include "system/player-type-definition.h"
34 #include "target/projection-path-calculator.h"
35 #include "target/target-checker.h"
36 #include "target/target-setter.h"
37 #include "target/target-types.h"
38 #include "term/screen-processor.h"
39 #include "util/int-char-converter.h"
40 #include "view/display-messages.h"
41 #include "world/world.h"
44 * @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
45 * @param player_ptr プレイヤーへの参照ポインタ
46 * @param idx テレポート・レベル対象のモンスター
47 * @todo 変数名が実態と合っているかどうかは要確認
49 bool is_teleport_level_ineffective(player_type *player_ptr, MONSTER_IDX idx)
51 floor_type *floor_ptr = player_ptr->current_floor_ptr;
53 = floor_ptr->inside_arena || player_ptr->phase_out || (floor_ptr->inside_quest && !random_quest_number(player_ptr, floor_ptr->dun_level));
54 bool is_invalid_floor = idx <= 0;
55 is_invalid_floor &= quest_number(player_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth);
56 is_invalid_floor &= player_ptr->current_floor_ptr->dun_level >= 1;
57 is_invalid_floor &= ironman_downward;
58 return is_special_floor || is_invalid_floor;
62 * @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 /
63 * Teleport the player one level up or down (random when legal)
64 * @param player_ptr プレイヤーへの参照ポインタ
65 * @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.
66 * @todo cmd-save.h への依存あり。コールバックで何とかしたい
68 void teleport_level(player_type *player_ptr, MONSTER_IDX m_idx)
70 GAME_TEXT m_name[160];
73 strcpy(m_name, _("あなた", "you"));
75 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
76 monster_desc(player_ptr, m_name, m_ptr, 0);
77 see_m = is_seen(player_ptr, m_ptr);
80 if (is_teleport_level_ineffective(player_ptr, m_idx)) {
82 msg_print(_("効果がなかった。", "There is no effect."));
86 if ((m_idx <= 0) && player_ptr->anti_tele) {
87 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
92 if (randint0(100) < 50)
97 if ((m_idx <= 0) && w_ptr->wizard) {
98 if (get_check("Force to go up? "))
100 else if (get_check("Force to go down? "))
104 if ((ironman_downward && (m_idx <= 0)) || (player_ptr->current_floor_ptr->dun_level <= d_info[player_ptr->dungeon_idx].mindepth)) {
107 msg_format("%^sは床を突き破って沈んでいく。", m_name);
110 msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
113 if (!is_in_dungeon(player_ptr)) {
114 player_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : player_ptr->recall_dungeon;
115 player_ptr->oldpy = player_ptr->y;
116 player_ptr->oldpx = player_ptr->x;
120 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, 1, nullptr);
123 do_cmd_save_game(player_ptr, true);
125 if (!is_in_dungeon(player_ptr)) {
126 player_ptr->current_floor_ptr->dun_level = d_info[player_ptr->dungeon_idx].mindepth;
127 prepare_change_floor_mode(player_ptr, CFM_RAND_PLACE);
129 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
132 player_ptr->leaving = true;
134 } else if (quest_number(player_ptr, player_ptr->current_floor_ptr->dun_level)
135 || (player_ptr->current_floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth)) {
138 msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
141 msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
146 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, -1, nullptr);
149 do_cmd_save_game(player_ptr, true);
151 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
153 leave_quest_check(player_ptr);
154 player_ptr->current_floor_ptr->inside_quest = 0;
155 player_ptr->leaving = true;
160 msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
163 msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
168 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, -1, nullptr);
171 do_cmd_save_game(player_ptr, true);
173 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
174 player_ptr->leaving = true;
179 msg_format("%^sは床を突き破って沈んでいく。", m_name);
182 msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
187 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, 1, nullptr);
189 do_cmd_save_game(player_ptr, true);
191 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
192 player_ptr->leaving = true;
197 sound(SOUND_TPLEVEL);
201 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
202 check_quest_completion(player_ptr, m_ptr);
203 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
204 char m2_name[MAX_NLEN];
206 monster_desc(player_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
207 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
210 delete_monster_idx(player_ptr, m_idx);
212 sound(SOUND_TPLEVEL);
215 bool teleport_level_other(player_type *player_ptr)
217 if (!target_set(player_ptr, TARGET_KILL))
219 MONSTER_IDX target_m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
222 if (!player_has_los_bold(player_ptr, target_row, target_col))
224 if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
229 m_ptr = &player_ptr->current_floor_ptr->m_list[target_m_idx];
230 r_ptr = &r_info[m_ptr->r_idx];
231 GAME_TEXT m_name[MAX_NLEN];
232 monster_desc(player_ptr, m_name, m_ptr, 0);
233 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
235 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) || (r_ptr->flags1 & RF1_QUESTOR)
236 || (r_ptr->level + randint1(50) > player_ptr->lev + randint1(60))) {
237 msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
239 teleport_level(player_ptr, target_m_idx);
246 * @brief 町間のテレポートを行うメインルーチン
247 * @param player_ptr プレイヤーへの参照ポインタ
248 * @return テレポート処理を決定したか否か
250 bool tele_town(player_type *player_ptr)
252 if (player_ptr->current_floor_ptr->dun_level) {
253 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!"));
257 if (player_ptr->current_floor_ptr->inside_arena || player_ptr->phase_out) {
258 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
267 for (i = 1; i < max_towns; i++) {
270 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == player_ptr->town_num) || !(player_ptr->visit & (1UL << (i - 1))))
273 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
279 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
285 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
294 else if ((i < 'a') || (i > ('a' + max_towns - 2)))
296 else if (((i - 'a' + 1) == player_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN)
297 || !(player_ptr->visit & (1UL << (i - 'a'))))
302 for (POSITION y = 0; y < w_ptr->max_wild_y; y++) {
303 for (POSITION x = 0; x < w_ptr->max_wild_x; x++) {
304 if (wilderness[y][x].town == (i - 'a' + 1)) {
305 player_ptr->wilderness_y = y;
306 player_ptr->wilderness_x = x;
311 player_ptr->leaving = true;
312 player_ptr->leave_bldg = true;
313 player_ptr->teleport_town = true;
320 * @param player_ptr プレイヤーへの参照ポインタ
322 void reserve_alter_reality(player_type *player_ptr, TIME_EFFECT turns)
324 if (player_ptr->current_floor_ptr->inside_arena || ironman_downward) {
325 msg_print(_("何も起こらなかった。", "Nothing happens."));
329 if (player_ptr->alter_reality || turns == 0) {
330 player_ptr->alter_reality = 0;
331 msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
332 player_ptr->redraw |= PR_STATUS;
336 player_ptr->alter_reality = turns;
337 msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
338 player_ptr->redraw |= PR_STATUS;
342 * @brief プレイヤーの帰還発動及び中止処理 /
343 * Recall the player to town or dungeon
344 * @param player_ptr プレイヤーへの参照ポインタ
345 * @param turns 発動までのターン数
348 bool recall_player(player_type *player_ptr, TIME_EFFECT turns)
351 * TODO: Recall the player to the last
352 * visited town when in the wilderness
354 if (player_ptr->current_floor_ptr->inside_arena || ironman_downward) {
355 msg_print(_("何も起こらなかった。", "Nothing happens."));
359 bool is_special_floor = is_in_dungeon(player_ptr);
360 is_special_floor &= max_dlv[player_ptr->dungeon_idx] > player_ptr->current_floor_ptr->dun_level;
361 is_special_floor &= !player_ptr->current_floor_ptr->inside_quest;
362 is_special_floor &= !player_ptr->word_recall;
363 if (is_special_floor) {
364 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? "))) {
365 max_dlv[player_ptr->dungeon_idx] = player_ptr->current_floor_ptr->dun_level;
367 exe_write_diary(player_ptr, DIARY_TRUMP, player_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
371 if (player_ptr->word_recall || turns == 0) {
372 player_ptr->word_recall = 0;
373 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
374 player_ptr->redraw |= (PR_STATUS);
378 if (!is_in_dungeon(player_ptr)) {
379 DUNGEON_IDX select_dungeon;
380 select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
383 player_ptr->recall_dungeon = select_dungeon;
386 player_ptr->word_recall = turns;
387 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
388 player_ptr->redraw |= (PR_STATUS);
392 bool free_level_recall(player_type *player_ptr)
394 DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
398 DEPTH max_depth = d_info[select_dungeon].maxdepth;
399 if (select_dungeon == DUNGEON_ANGBAND) {
400 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED)
402 else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED)
406 QUANTITY amt = get_quantity(
407 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);
412 player_ptr->word_recall = 1;
413 player_ptr->recall_dungeon = select_dungeon;
414 max_dlv[player_ptr->recall_dungeon]
415 = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth
416 : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
418 exe_write_diary(player_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
420 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
422 player_ptr->redraw |= PR_STATUS;
428 * @param player_ptr プレイヤーへの参照ポインタ
429 * @return リセット処理が実際に行われたらTRUEを返す
431 bool reset_recall(player_type *player_ptr)
433 int select_dungeon, dummy = 0;
437 select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
438 if (ironman_downward) {
439 msg_print(_("何も起こらなかった。", "Nothing happens."));
445 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]);
446 sprintf(tmp_val, "%d", (int)MAX(player_ptr->current_floor_ptr->dun_level, 1));
448 if (!get_string(ppp, tmp_val, 10)) {
452 dummy = atoi(tmp_val);
455 if (dummy > max_dlv[select_dungeon])
456 dummy = max_dlv[select_dungeon];
457 if (dummy < d_info[select_dungeon].mindepth)
458 dummy = d_info[select_dungeon].mindepth;
460 max_dlv[select_dungeon] = dummy;
463 exe_write_diary(player_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
465 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);
467 msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);