1 #include "world/world-movement-processor.h"
2 #include "cmd-io/cmd-save.h"
3 #include "core/disturbance.h"
4 #include "core/player-redraw-types.h"
5 #include "dungeon/dungeon.h"
6 #include "dungeon/quest.h"
7 #include "floor/floor-mode-changer.h"
8 #include "game-option/birth-options.h"
9 #include "game-option/play-record-options.h"
10 #include "game-option/special-options.h"
11 #include "io/write-diary.h"
12 #include "main/sound-definitions-table.h"
13 #include "main/sound-of-music.h"
14 #include "monster-race/monster-race.h"
15 #include "monster-race/race-flags1.h"
16 #include "system/floor-type-definition.h"
17 #include "view/display-messages.h"
18 #include "world/world.h"
21 * @brief 10ゲームターンが進行するごとに帰還の残り時間カウントダウンと発動を処理する。
22 * / Handle involuntary movement once every 10 game turns
23 * @param creature_ptr プレーヤーへの参照ポインタ
26 * Autosave BEFORE resetting the recall counter (rr9)
27 * The player is yanked up/down as soon as he loads the autosaved game.
29 void execute_recall(player_type *creature_ptr)
31 if (creature_ptr->word_recall == 0)
34 if (autosave_l && (creature_ptr->word_recall == 1) && !creature_ptr->phase_out)
35 do_cmd_save_game(creature_ptr, TRUE);
37 creature_ptr->word_recall--;
38 creature_ptr->redraw |= (PR_STATUS);
39 if (creature_ptr->word_recall != 0)
42 disturb(creature_ptr, FALSE, TRUE);
43 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
44 if (floor_ptr->dun_level || creature_ptr->current_floor_ptr->inside_quest || creature_ptr->enter_dungeon) {
45 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
46 if (creature_ptr->dungeon_idx)
47 creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
49 exe_write_diary(creature_ptr, DIARY_RECALL, floor_ptr->dun_level, NULL);
51 floor_ptr->dun_level = 0;
52 creature_ptr->dungeon_idx = 0;
53 leave_quest_check(creature_ptr);
54 leave_tower_check(creature_ptr);
55 creature_ptr->current_floor_ptr->inside_quest = 0;
56 creature_ptr->leaving = TRUE;
61 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
62 creature_ptr->dungeon_idx = creature_ptr->recall_dungeon;
64 exe_write_diary(creature_ptr, DIARY_RECALL, floor_ptr->dun_level, NULL);
66 floor_ptr->dun_level = max_dlv[creature_ptr->dungeon_idx];
67 if (floor_ptr->dun_level < 1)
68 floor_ptr->dun_level = 1;
69 if (ironman_nightmare && !randint0(666) && (creature_ptr->dungeon_idx == DUNGEON_ANGBAND)) {
70 if (floor_ptr->dun_level < 50) {
71 floor_ptr->dun_level *= 2;
72 } else if (floor_ptr->dun_level < 99) {
73 floor_ptr->dun_level = (floor_ptr->dun_level + 99) / 2;
74 } else if (floor_ptr->dun_level > 100) {
75 floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].maxdepth - 1;
79 if (creature_ptr->wild_mode) {
80 creature_ptr->wilderness_y = creature_ptr->y;
81 creature_ptr->wilderness_x = creature_ptr->x;
83 creature_ptr->oldpx = creature_ptr->x;
84 creature_ptr->oldpy = creature_ptr->y;
87 creature_ptr->wild_mode = FALSE;
90 * Clear all saved floors
91 * and create a first saved floor
93 prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
94 creature_ptr->leaving = TRUE;
96 if (creature_ptr->dungeon_idx != DUNGEON_ANGBAND) {
101 for (int i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++) {
102 quest_type *const q_ptr = &quest[i];
103 if ((q_ptr->type == QUEST_TYPE_RANDOM) && (q_ptr->status == QUEST_STATUS_TAKEN) && (q_ptr->level < floor_ptr->dun_level)) {
104 q_ptr->status = QUEST_STATUS_FAILED;
105 q_ptr->complev = (byte)creature_ptr->lev;
107 q_ptr->comptime = current_world_ptr->play_time;
108 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
112 sound(SOUND_TPLEVEL);
116 * @brief 10ゲームターンが進行するごとにフロア・リセット/現実変容の残り時間カウントダウンと発動を処理する。
117 * / Handle involuntary movement once every 10 game turns
118 * @param creature_ptr プレーヤーへの参照ポインタ
121 void execute_floor_reset(player_type *creature_ptr)
123 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
124 if (creature_ptr->alter_reality == 0)
127 if (autosave_l && (creature_ptr->alter_reality == 1) && !creature_ptr->phase_out)
128 do_cmd_save_game(creature_ptr, TRUE);
130 creature_ptr->alter_reality--;
131 creature_ptr->redraw |= (PR_STATUS);
132 if (creature_ptr->alter_reality != 0)
135 disturb(creature_ptr, FALSE, TRUE);
136 if (!quest_number(creature_ptr, floor_ptr->dun_level) && floor_ptr->dun_level) {
137 msg_print(_("世界が変わった!", "The world changes!"));
140 * Clear all saved floors
141 * and create a first saved floor
143 prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
144 creature_ptr->leaving = TRUE;
146 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
149 sound(SOUND_TPLEVEL);