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[Refactor] #2141 monster_type *m_ptrの宣言をautoに差し替えた
[hengbandforosx/hengbandosx.git] / src / spell-kind / spells-world.cpp
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"
42
43 /*!
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
48  */
49 bool is_teleport_level_ineffective(PlayerType *player_ptr, MONSTER_IDX idx)
50 {
51     auto *floor_ptr = player_ptr->current_floor_ptr;
52     bool is_special_floor = floor_ptr->inside_arena || player_ptr->phase_out || (inside_quest(floor_ptr->quest_number) && !inside_quest(random_quest_number(player_ptr, floor_ptr->dun_level)));
53     bool is_invalid_floor = idx <= 0;
54     is_invalid_floor &= inside_quest(quest_number(player_ptr, floor_ptr->dun_level)) || (floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth);
55     is_invalid_floor &= player_ptr->current_floor_ptr->dun_level >= 1;
56     is_invalid_floor &= ironman_downward;
57     return is_special_floor || is_invalid_floor;
58 }
59
60 /*!
61  * @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 /
62  * Teleport the player one level up or down (random when legal)
63  * @param player_ptr プレイヤーへの参照ポインタ
64  * @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.
65  * @todo cmd-save.h への依存あり。コールバックで何とかしたい
66  */
67 void teleport_level(PlayerType *player_ptr, MONSTER_IDX m_idx)
68 {
69     GAME_TEXT m_name[160];
70     bool see_m = true;
71     if (m_idx <= 0) {
72         strcpy(m_name, _("あなた", "you"));
73     } else {
74         auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
75         monster_desc(player_ptr, m_name, m_ptr, 0);
76         see_m = is_seen(player_ptr, m_ptr);
77     }
78
79     if (is_teleport_level_ineffective(player_ptr, m_idx)) {
80         if (see_m)
81             msg_print(_("効果がなかった。", "There is no effect."));
82         return;
83     }
84
85     if ((m_idx <= 0) && player_ptr->anti_tele) {
86         msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
87         return;
88     }
89
90     bool go_up;
91     if (randint0(100) < 50)
92         go_up = true;
93     else
94         go_up = false;
95
96     if ((m_idx <= 0) && w_ptr->wizard) {
97         if (get_check("Force to go up? "))
98             go_up = true;
99         else if (get_check("Force to go down? "))
100             go_up = false;
101     }
102
103     if ((ironman_downward && (m_idx <= 0)) || (player_ptr->current_floor_ptr->dun_level <= d_info[player_ptr->dungeon_idx].mindepth)) {
104 #ifdef JP
105         if (see_m)
106             msg_format("%^sは床を突き破って沈んでいく。", m_name);
107 #else
108         if (see_m)
109             msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
110 #endif
111         if (m_idx <= 0) {
112             if (!is_in_dungeon(player_ptr)) {
113                 player_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : player_ptr->recall_dungeon;
114                 player_ptr->oldpy = player_ptr->y;
115                 player_ptr->oldpx = player_ptr->x;
116             }
117
118             if (record_stair)
119                 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, 1, nullptr);
120
121             if (autosave_l)
122                 do_cmd_save_game(player_ptr, true);
123
124             if (!is_in_dungeon(player_ptr)) {
125                 player_ptr->current_floor_ptr->dun_level = d_info[player_ptr->dungeon_idx].mindepth;
126                 prepare_change_floor_mode(player_ptr, CFM_RAND_PLACE);
127             } else {
128                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
129             }
130
131             player_ptr->leaving = true;
132         }
133     } else if (inside_quest(quest_number(player_ptr, player_ptr->current_floor_ptr->dun_level)) || (player_ptr->current_floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth)) {
134 #ifdef JP
135         if (see_m)
136             msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
137 #else
138         if (see_m)
139             msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
140 #endif
141
142         if (m_idx <= 0) {
143             if (record_stair)
144                 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, -1, nullptr);
145
146             if (autosave_l)
147                 do_cmd_save_game(player_ptr, true);
148
149             prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
150
151             leave_quest_check(player_ptr);
152             player_ptr->current_floor_ptr->quest_number = QuestId::NONE;
153             player_ptr->leaving = true;
154         }
155     } else if (go_up) {
156 #ifdef JP
157         if (see_m)
158             msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
159 #else
160         if (see_m)
161             msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
162 #endif
163
164         if (m_idx <= 0) {
165             if (record_stair)
166                 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, -1, nullptr);
167
168             if (autosave_l)
169                 do_cmd_save_game(player_ptr, true);
170
171             prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
172             player_ptr->leaving = true;
173         }
174     } else {
175 #ifdef JP
176         if (see_m)
177             msg_format("%^sは床を突き破って沈んでいく。", m_name);
178 #else
179         if (see_m)
180             msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
181 #endif
182
183         if (m_idx <= 0) {
184             if (record_stair)
185                 exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, 1, nullptr);
186             if (autosave_l)
187                 do_cmd_save_game(player_ptr, true);
188
189             prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
190             player_ptr->leaving = true;
191         }
192     }
193
194     if (m_idx <= 0) {
195         sound(SOUND_TPLEVEL);
196         return;
197     }
198
199     auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
200     QuestCompletionChecker(player_ptr, m_ptr).complete();
201     if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
202         char m2_name[MAX_NLEN];
203
204         monster_desc(player_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
205         exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
206     }
207
208     delete_monster_idx(player_ptr, m_idx);
209     if (see_m)
210         sound(SOUND_TPLEVEL);
211 }
212
213 bool teleport_level_other(PlayerType *player_ptr)
214 {
215     if (!target_set(player_ptr, TARGET_KILL))
216         return false;
217     MONSTER_IDX target_m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
218     if (!target_m_idx)
219         return true;
220     if (!player_has_los_bold(player_ptr, target_row, target_col))
221         return true;
222     if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
223         return true;
224
225     monster_type *m_ptr;
226     monster_race *r_ptr;
227     m_ptr = &player_ptr->current_floor_ptr->m_list[target_m_idx];
228     r_ptr = &r_info[m_ptr->r_idx];
229     GAME_TEXT m_name[MAX_NLEN];
230     monster_desc(player_ptr, m_name, m_ptr, 0);
231     msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
232
233     if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) || (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > player_ptr->lev + randint1(60))) {
234         msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
235     } else {
236         teleport_level(player_ptr, target_m_idx);
237     }
238
239     return true;
240 }
241
242 /*!
243  * @brief 町間のテレポートを行うメインルーチン
244  * @param player_ptr プレイヤーへの参照ポインタ
245  * @return テレポート処理を決定したか否か
246  */
247 bool tele_town(PlayerType *player_ptr)
248 {
249     if (player_ptr->current_floor_ptr->dun_level) {
250         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!"));
251         return false;
252     }
253
254     if (player_ptr->current_floor_ptr->inside_arena || player_ptr->phase_out) {
255         msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
256         return false;
257     }
258
259     screen_save();
260     clear_bldg(4, 10);
261
262     int i;
263     int num = 0;
264     for (i = 1; i < max_towns; i++) {
265         char buf[80];
266
267         if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == player_ptr->town_num) || !(player_ptr->visit & (1UL << (i - 1))))
268             continue;
269
270         sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
271         prt(buf, 5 + i, 5);
272         num++;
273     }
274
275     if (num == 0) {
276         msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
277         msg_print(nullptr);
278         screen_load();
279         return false;
280     }
281
282     prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
283     while (true) {
284         i = inkey();
285
286         if (i == ESCAPE) {
287             screen_load();
288             return false;
289         }
290
291         else if ((i < 'a') || (i > ('a' + max_towns - 2)))
292             continue;
293         else if (((i - 'a' + 1) == player_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN) || !(player_ptr->visit & (1UL << (i - 'a'))))
294             continue;
295         break;
296     }
297
298     for (POSITION y = 0; y < w_ptr->max_wild_y; y++) {
299         for (POSITION x = 0; x < w_ptr->max_wild_x; x++) {
300             if (wilderness[y][x].town == (i - 'a' + 1)) {
301                 player_ptr->wilderness_y = y;
302                 player_ptr->wilderness_x = x;
303             }
304         }
305     }
306
307     player_ptr->leaving = true;
308     player_ptr->leave_bldg = true;
309     player_ptr->teleport_town = true;
310     screen_load();
311     return true;
312 }
313
314 /*!
315  * @brief 現実変容処理
316  * @param player_ptr プレイヤーへの参照ポインタ
317  */
318 void reserve_alter_reality(PlayerType *player_ptr, TIME_EFFECT turns)
319 {
320     if (player_ptr->current_floor_ptr->inside_arena || ironman_downward) {
321         msg_print(_("何も起こらなかった。", "Nothing happens."));
322         return;
323     }
324
325     if (player_ptr->alter_reality || turns == 0) {
326         player_ptr->alter_reality = 0;
327         msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
328         player_ptr->redraw |= PR_STATUS;
329         return;
330     }
331
332     player_ptr->alter_reality = turns;
333     msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
334     player_ptr->redraw |= PR_STATUS;
335 }
336
337 /*!
338  * @brief プレイヤーの帰還発動及び中止処理 /
339  * Recall the player to town or dungeon
340  * @param player_ptr プレイヤーへの参照ポインタ
341  * @param turns 発動までのターン数
342  * @return 常にTRUEを返す
343  */
344 bool recall_player(PlayerType *player_ptr, TIME_EFFECT turns)
345 {
346     /*
347      * TODO: Recall the player to the last
348      * visited town when in the wilderness
349      */
350     if (player_ptr->current_floor_ptr->inside_arena || ironman_downward) {
351         msg_print(_("何も起こらなかった。", "Nothing happens."));
352         return true;
353     }
354
355     bool is_special_floor = is_in_dungeon(player_ptr);
356     is_special_floor &= max_dlv[player_ptr->dungeon_idx] > player_ptr->current_floor_ptr->dun_level;
357     is_special_floor &= !inside_quest(player_ptr->current_floor_ptr->quest_number);
358     is_special_floor &= !player_ptr->word_recall;
359     if (is_special_floor) {
360         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? "))) {
361             max_dlv[player_ptr->dungeon_idx] = player_ptr->current_floor_ptr->dun_level;
362             if (record_maxdepth)
363                 exe_write_diary(player_ptr, DIARY_TRUMP, player_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
364         }
365     }
366
367     if (player_ptr->word_recall || turns == 0) {
368         player_ptr->word_recall = 0;
369         msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
370         player_ptr->redraw |= (PR_STATUS);
371         return true;
372     }
373
374     if (!is_in_dungeon(player_ptr)) {
375         DUNGEON_IDX select_dungeon;
376         select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
377         if (!select_dungeon)
378             return false;
379         player_ptr->recall_dungeon = select_dungeon;
380     }
381
382     player_ptr->word_recall = turns;
383     msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
384     player_ptr->redraw |= (PR_STATUS);
385     return true;
386 }
387
388 bool free_level_recall(PlayerType *player_ptr)
389 {
390     DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
391     if (!select_dungeon)
392         return false;
393
394     DEPTH max_depth = d_info[select_dungeon].maxdepth;
395     if (select_dungeon == DUNGEON_ANGBAND) {
396         if (quest[enum2i(QuestId::OBERON)].status != QuestStatusType::FINISHED)
397             max_depth = 98;
398         else if (quest[enum2i(QuestId::SERPENT)].status != QuestStatusType::FINISHED)
399             max_depth = 99;
400     }
401
402     QUANTITY amt = get_quantity(
403         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);
404     if (amt <= 0) {
405         return false;
406     }
407
408     player_ptr->word_recall = 1;
409     player_ptr->recall_dungeon = select_dungeon;
410     max_dlv[player_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth
411                                                                                    : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
412     if (record_maxdepth)
413         exe_write_diary(player_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
414
415     msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
416
417     player_ptr->redraw |= PR_STATUS;
418     return true;
419 }
420
421 /*!
422  * @brief フロア・リセット処理
423  * @param player_ptr プレイヤーへの参照ポインタ
424  * @return リセット処理が実際に行われたらTRUEを返す
425  */
426 bool reset_recall(PlayerType *player_ptr)
427 {
428     int select_dungeon, dummy = 0;
429     char ppp[80];
430     char tmp_val[160];
431
432     select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
433     if (ironman_downward) {
434         msg_print(_("何も起こらなかった。", "Nothing happens."));
435         return true;
436     }
437
438     if (!select_dungeon)
439         return false;
440     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]);
441     sprintf(tmp_val, "%d", (int)std::max(player_ptr->current_floor_ptr->dun_level, 1));
442
443     if (!get_string(ppp, tmp_val, 10)) {
444         return false;
445     }
446
447     dummy = atoi(tmp_val);
448     if (dummy < 1)
449         dummy = 1;
450     if (dummy > max_dlv[select_dungeon])
451         dummy = max_dlv[select_dungeon];
452     if (dummy < d_info[select_dungeon].mindepth)
453         dummy = d_info[select_dungeon].mindepth;
454
455     max_dlv[select_dungeon] = dummy;
456
457     if (record_maxdepth)
458         exe_write_diary(player_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
459 #ifdef JP
460     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);
461 #else
462     msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
463 #endif
464     return true;
465 }