1 #include "world/world-movement-processor.h"
2 #include "cmd-io/cmd-save.h"
3 #include "dungeon/dungeon.h"
4 #include "dungeon/quest.h"
5 #include "game-option/birth-options.h"
6 #include "game-option/play-record-options.h"
7 #include "game-option/special-options.h"
8 #include "io/write-diary.h"
9 #include "main/sound-definitions-table.h"
10 #include "main/sound-of-music.h"
11 #include "monster-race/monster-race.h"
12 #include "monster-race/race-flags1.h"
13 #include "player/player-move.h"
14 #include "view/display-messages.h"
15 #include "world/world.h"
18 * @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。
19 * / Handle involuntary movement once every 10 game turns
20 * @param creature_ptr プレーヤーへの参照ポインタ
23 * Autosave BEFORE resetting the recall counter (rr9)
24 * The player is yanked up/down as soon as he loads the autosaved game.
26 void execute_recall(player_type *creature_ptr)
28 if (creature_ptr->word_recall == 0)
31 if (autosave_l && (creature_ptr->word_recall == 1) && !creature_ptr->phase_out)
32 do_cmd_save_game(creature_ptr, TRUE);
34 creature_ptr->word_recall--;
35 creature_ptr->redraw |= (PR_STATUS);
36 if (creature_ptr->word_recall != 0)
39 disturb(creature_ptr, FALSE, TRUE);
40 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
41 if (floor_ptr->dun_level || creature_ptr->current_floor_ptr->inside_quest || creature_ptr->enter_dungeon) {
42 msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
43 if (creature_ptr->dungeon_idx)
44 creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
46 exe_write_diary(creature_ptr, DIARY_RECALL, floor_ptr->dun_level, NULL);
48 floor_ptr->dun_level = 0;
49 creature_ptr->dungeon_idx = 0;
50 leave_quest_check(creature_ptr);
51 leave_tower_check(creature_ptr);
52 creature_ptr->current_floor_ptr->inside_quest = 0;
53 creature_ptr->leaving = TRUE;
58 msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
59 creature_ptr->dungeon_idx = creature_ptr->recall_dungeon;
61 exe_write_diary(creature_ptr, DIARY_RECALL, floor_ptr->dun_level, NULL);
63 floor_ptr->dun_level = max_dlv[creature_ptr->dungeon_idx];
64 if (floor_ptr->dun_level < 1)
65 floor_ptr->dun_level = 1;
66 if (ironman_nightmare && !randint0(666) && (creature_ptr->dungeon_idx == DUNGEON_ANGBAND)) {
67 if (floor_ptr->dun_level < 50) {
68 floor_ptr->dun_level *= 2;
69 } else if (floor_ptr->dun_level < 99) {
70 floor_ptr->dun_level = (floor_ptr->dun_level + 99) / 2;
71 } else if (floor_ptr->dun_level > 100) {
72 floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].maxdepth - 1;
76 if (creature_ptr->wild_mode) {
77 creature_ptr->wilderness_y = creature_ptr->y;
78 creature_ptr->wilderness_x = creature_ptr->x;
80 creature_ptr->oldpx = creature_ptr->x;
81 creature_ptr->oldpy = creature_ptr->y;
84 creature_ptr->wild_mode = FALSE;
87 * Clear all saved floors
88 * and create a first saved floor
90 prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
91 creature_ptr->leaving = TRUE;
93 if (creature_ptr->dungeon_idx != DUNGEON_ANGBAND) {
98 for (int i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++) {
99 quest_type *const q_ptr = &quest[i];
100 if ((q_ptr->type == QUEST_TYPE_RANDOM) && (q_ptr->status == QUEST_STATUS_TAKEN) && (q_ptr->level < floor_ptr->dun_level)) {
101 q_ptr->status = QUEST_STATUS_FAILED;
102 q_ptr->complev = (byte)creature_ptr->lev;
104 q_ptr->comptime = current_world_ptr->play_time;
105 r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
109 sound(SOUND_TPLEVEL);
113 * @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。
114 * / Handle involuntary movement once every 10 game turns
115 * @param creature_ptr プレーヤーへの参照ポインタ
118 void execute_floor_reset(player_type *creature_ptr)
120 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
121 if (creature_ptr->alter_reality == 0)
124 if (autosave_l && (creature_ptr->alter_reality == 1) && !creature_ptr->phase_out)
125 do_cmd_save_game(creature_ptr, TRUE);
127 creature_ptr->alter_reality--;
128 creature_ptr->redraw |= (PR_STATUS);
129 if (creature_ptr->alter_reality != 0)
132 disturb(creature_ptr, FALSE, TRUE);
133 if (!quest_number(creature_ptr, floor_ptr->dun_level) && floor_ptr->dun_level) {
134 msg_print(_("世界が変わった!", "The world changes!"));
137 * Clear all saved floors
138 * and create a first saved floor
140 prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
141 creature_ptr->leaving = TRUE;
143 msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
146 sound(SOUND_TPLEVEL);