1 #include "floor/floor-changer.h"
2 #include "action/travel-execution.h"
3 #include "dungeon/quest-monster-placer.h"
4 #include "dungeon/quest.h"
5 #include "effect/effect-characteristics.h"
6 #include "floor/floor-generator.h"
7 #include "floor/floor-mode-changer.h"
8 #include "floor/floor-object.h"
9 #include "floor/floor-save-util.h"
10 #include "floor/floor-save.h"
11 #include "floor/floor-util.h"
12 #include "floor/wild.h"
13 #include "game-option/birth-options.h"
14 #include "game-option/play-record-options.h"
15 #include "grid/feature.h"
16 #include "grid/grid.h"
17 #include "io/write-diary.h"
18 #include "load/floor-loader.h"
19 #include "main/sound-of-music.h"
20 #include "monster-floor/monster-generator.h"
21 #include "monster-floor/monster-remover.h"
22 #include "monster-floor/monster-summon.h"
23 #include "monster-race/monster-race.h"
24 #include "monster/monster-describer.h"
25 #include "monster/monster-description-types.h"
26 #include "monster/monster-flag-types.h"
27 #include "monster/monster-info.h"
28 #include "monster/monster-list.h"
29 #include "monster/monster-status-setter.h"
30 #include "monster/monster-status.h"
31 #include "monster/monster-update.h"
32 #include "player-base/player-class.h"
33 #include "spell-kind/spells-floor.h"
34 #include "system/artifact-type-definition.h"
35 #include "system/dungeon-info.h"
36 #include "system/floor-type-definition.h"
37 #include "system/grid-type-definition.h"
38 #include "system/item-entity.h"
39 #include "system/monster-race-info.h"
40 #include "system/player-type-definition.h"
41 #include "system/terrain-type-definition.h"
42 #include "timed-effect/player-blindness.h"
43 #include "timed-effect/timed-effects.h"
44 #include "util/bit-flags-calculator.h"
45 #include "view/display-messages.h"
46 #include "window/main-window-util.h"
47 #include "world/world.h"
52 * @brief 階段移動先のフロアが生成できない時に簡単な行き止まりマップを作成する / Builds the dead end
54 static void build_dead_end(PlayerType *player_ptr, saved_floor_type *sf_ptr)
56 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
57 clear_cave(player_ptr);
58 player_ptr->x = player_ptr->y = 0;
59 set_floor_and_wall(0);
60 player_ptr->current_floor_ptr->height = SCREEN_HGT;
61 player_ptr->current_floor_ptr->width = SCREEN_WID;
62 for (POSITION y = 0; y < MAX_HGT; y++) {
63 for (POSITION x = 0; x < MAX_WID; x++) {
64 place_bold(player_ptr, y, x, GB_SOLID_PERM);
68 player_ptr->y = player_ptr->current_floor_ptr->height / 2;
69 player_ptr->x = player_ptr->current_floor_ptr->width / 2;
70 place_bold(player_ptr, player_ptr->y, player_ptr->x, GB_FLOOR);
71 wipe_generate_random_floor_flags(player_ptr->current_floor_ptr);
73 if (player_ptr->change_floor_mode & CFM_UP) {
74 sf_ptr->upper_floor_id = 0;
75 } else if (player_ptr->change_floor_mode & CFM_DOWN) {
76 sf_ptr->lower_floor_id = 0;
80 static MONSTER_IDX decide_pet_index(PlayerType *player_ptr, const int current_monster, POSITION *cy, POSITION *cx)
82 auto *floor_ptr = player_ptr->current_floor_ptr;
83 if (current_monster == 0) {
84 MONSTER_IDX m_idx = m_pop(floor_ptr);
85 player_ptr->riding = m_idx;
95 for (d = 1; d < A_MAX; d++) {
97 for (j = 1000; j > 0; j--) {
98 scatter(player_ptr, cy, cx, player_ptr->y, player_ptr->x, d, PROJECT_NONE);
99 if (monster_can_enter(player_ptr, *cy, *cx, &monraces_info[party_mon[current_monster].r_idx], 0)) {
109 return (d == 6) ? 0 : m_pop(floor_ptr);
112 static MonsterRaceInfo &set_pet_params(PlayerType *player_ptr, const int current_monster, MONSTER_IDX m_idx, const POSITION cy, const POSITION cx)
114 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
115 player_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
116 m_ptr->r_idx = party_mon[current_monster].r_idx;
117 *m_ptr = party_mon[current_monster];
120 m_ptr->current_floor_ptr = player_ptr->current_floor_ptr;
122 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
123 m_ptr->hold_o_idx_list.clear();
125 auto &r_ref = m_ptr->get_real_monrace();
126 if (r_ref.behavior_flags.has(MonsterBehaviorType::PREVENT_SUDDEN_MAGIC) && !ironman_nightmare) {
127 m_ptr->mflag.set(MonsterTemporaryFlagType::PREVENT_MAGIC);
134 * @brief 移動先のフロアに伴ったペットを配置する / Place preserved pet monsters on new floor
135 * @param player_ptr プレイヤーへの参照ポインタ
137 static void place_pet(PlayerType *player_ptr)
139 int max_num = player_ptr->wild_mode ? 1 : MAX_PARTY_MON;
140 for (int current_monster = 0; current_monster < max_num; current_monster++) {
143 if (!MonsterRace(party_mon[current_monster].r_idx).is_valid()) {
147 MONSTER_IDX m_idx = decide_pet_index(player_ptr, current_monster, &cy, &cx);
149 auto &r_ref = set_pet_params(player_ptr, current_monster, m_idx, cy, cx);
150 update_monster(player_ptr, m_idx, true);
151 lite_spot(player_ptr, cy, cx);
152 if (r_ref.misc_flags.has(MonsterMiscType::MULTIPLY)) {
153 player_ptr->current_floor_ptr->num_repro++;
156 auto *m_ptr = &party_mon[current_monster];
157 auto &r_ref = m_ptr->get_real_monrace();
158 msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), monster_desc(player_ptr, m_ptr, 0).data());
159 if (record_named_pet && m_ptr->is_named()) {
160 exe_write_diary(player_ptr, DiaryKind::NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, monster_desc(player_ptr, m_ptr, MD_INDEF_VISIBLE));
169 std::fill(std::begin(party_mon), std::end(party_mon), MonsterEntity{});
173 * @brief ユニークモンスターやアーティファクトの所在フロアを更新する
174 * @param floor_ptr 現在フロアへのポインタ
175 * @param cur_floor_id 現在のフロアID
177 * The floor_id and floor_id are not updated correctly
178 * while new floor creation since dungeons may be re-created by
181 static void update_unique_artifact(FloorType *floor_ptr, int16_t cur_floor_id)
183 for (int i = 1; i < floor_ptr->m_max; i++) {
184 const auto &m_ref = floor_ptr->m_list[i];
185 if (!m_ref.is_valid()) {
189 auto &r_ref = m_ref.get_real_monrace();
190 if (r_ref.kind_flags.has(MonsterKindType::UNIQUE) || (r_ref.population_flags.has(MonsterPopulationType::NAZGUL))) {
191 r_ref.floor_id = cur_floor_id;
195 for (int i = 1; i < floor_ptr->o_max; i++) {
196 const auto &o_ref = floor_ptr->o_list[i];
197 if (!o_ref.is_valid()) {
201 if (o_ref.is_fixed_artifact()) {
202 o_ref.get_fixed_artifact().floor_id = cur_floor_id;
207 static bool is_visited_floor(saved_floor_type *sf_ptr)
209 return sf_ptr->last_visit != 0;
213 * @brief フロア読込時にプレイヤー足元の地形に必要な情報を設定する
214 * @params player_ptr プレイヤーへの参照ポインタ
216 static void set_player_grid(PlayerType *player_ptr)
218 if ((player_ptr->change_floor_mode & CFM_NO_RETURN) == 0) {
222 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
223 if (feat_uses_special(g_ptr->feat)) {
227 if (player_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)) {
228 g_ptr->feat = rand_choice(feat_ground_type);
234 static void update_floor_id(PlayerType *player_ptr, saved_floor_type *sf_ptr)
236 if (!player_ptr->in_saved_floor()) {
237 if (player_ptr->change_floor_mode & CFM_UP) {
238 sf_ptr->lower_floor_id = 0;
239 } else if (player_ptr->change_floor_mode & CFM_DOWN) {
240 sf_ptr->upper_floor_id = 0;
246 saved_floor_type *cur_sf_ptr = get_sf_ptr(player_ptr->floor_id);
247 if (player_ptr->change_floor_mode & CFM_UP) {
248 if (cur_sf_ptr->upper_floor_id == new_floor_id) {
249 sf_ptr->lower_floor_id = player_ptr->floor_id;
255 if (((player_ptr->change_floor_mode & CFM_DOWN) != 0) && (cur_sf_ptr->lower_floor_id == new_floor_id)) {
256 sf_ptr->upper_floor_id = player_ptr->floor_id;
260 static void reset_unique_by_floor_change(PlayerType *player_ptr)
262 auto *floor_ptr = player_ptr->current_floor_ptr;
263 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
264 auto *m_ptr = &floor_ptr->m_list[i];
265 if (!m_ptr->is_valid()) {
269 if (!m_ptr->is_pet()) {
270 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
271 (void)set_monster_fast(player_ptr, i, 0);
272 (void)set_monster_slow(player_ptr, i, 0);
273 (void)set_monster_stunned(player_ptr, i, 0);
274 (void)set_monster_confused(player_ptr, i, 0);
275 (void)set_monster_monfear(player_ptr, i, 0);
276 (void)set_monster_invulner(player_ptr, i, 0, false);
279 const auto &r_ref = m_ptr->get_real_monrace();
280 if (r_ref.kind_flags.has_not(MonsterKindType::UNIQUE) && r_ref.population_flags.has_not(MonsterPopulationType::NAZGUL)) {
284 if (r_ref.floor_id != new_floor_id) {
285 delete_monster_idx(player_ptr, i);
290 static void allocate_loaded_floor(PlayerType *player_ptr, saved_floor_type *sf_ptr)
292 GAME_TURN tmp_last_visit = sf_ptr->last_visit;
293 const auto &floor = *player_ptr->current_floor_ptr;
294 auto alloc_chance = floor.get_dungeon_definition().max_m_alloc_chance;
295 while (tmp_last_visit > w_ptr->game_turn) {
296 tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
299 GAME_TURN absence_ticks = (w_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
300 reset_unique_by_floor_change(player_ptr);
301 for (MONSTER_IDX i = 1; i < floor.o_max; i++) {
302 const auto *o_ptr = &floor.o_list[i];
303 if (!o_ptr->is_valid() || !o_ptr->is_fixed_artifact()) {
307 auto &artifact = o_ptr->get_fixed_artifact();
308 if (artifact.floor_id == new_floor_id) {
309 artifact.is_generated = true;
311 delete_object_idx(player_ptr, i);
315 (void)place_quest_monsters(player_ptr);
316 GAME_TURN alloc_times = absence_ticks / alloc_chance;
317 if (randint0(alloc_chance) < (absence_ticks % alloc_chance)) {
321 for (MONSTER_IDX i = 0; i < alloc_times; i++) {
322 (void)alloc_monster(player_ptr, 0, 0, summon_specific);
327 * @brief プレイヤー足元に階段を設置する
328 * @param player_ptr プレイヤーへの参照ポインタ
330 static void set_stairs(PlayerType *player_ptr)
332 auto &floor = *player_ptr->current_floor_ptr;
333 auto *g_ptr = &floor.grid_array[player_ptr->y][player_ptr->x];
334 if ((player_ptr->change_floor_mode & CFM_UP) && !inside_quest(floor.get_quest_id())) {
335 g_ptr->feat = (player_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(&floor, feat_down_stair, TerrainCharacteristics::SHAFT) : feat_down_stair;
336 } else if ((player_ptr->change_floor_mode & CFM_DOWN) && !ironman_downward) {
337 g_ptr->feat = (player_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(&floor, feat_up_stair, TerrainCharacteristics::SHAFT) : feat_up_stair;
341 g_ptr->special = player_ptr->floor_id;
345 * @brief 保存済フロア読込不可時の新規フロア生成を行う。
346 * @param player_ptr プレイヤーへの参照ポインタ
347 * @params sf_ptr 保存済フロアへの参照ポインタ
349 static void generate_new_floor(PlayerType *player_ptr, saved_floor_type *sf_ptr)
351 if (!is_visited_floor(sf_ptr)) {
352 generate_floor(player_ptr);
354 build_dead_end(player_ptr, sf_ptr);
357 sf_ptr->last_visit = w_ptr->game_turn;
358 auto &floor = *player_ptr->current_floor_ptr;
359 sf_ptr->dun_level = floor.dun_level;
360 if ((player_ptr->change_floor_mode & CFM_NO_RETURN) != 0) {
364 set_stairs(player_ptr);
367 static void cut_off_the_upstair(PlayerType *player_ptr)
369 if (player_ptr->change_floor_mode & CFM_RAND_PLACE) {
370 (void)new_player_spot(player_ptr);
374 if (((player_ptr->change_floor_mode & CFM_NO_RETURN) == 0) || ((player_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)) == 0)) {
378 if (!player_ptr->effects()->blindness()->is_blind()) {
379 msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
381 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
385 static void update_floor(PlayerType *player_ptr)
387 if (!(player_ptr->change_floor_mode & CFM_SAVE_FLOORS) && !(player_ptr->change_floor_mode & CFM_FIRST_FLOOR)) {
388 generate_floor(player_ptr);
393 if (new_floor_id == 0) {
394 new_floor_id = get_unused_floor_id(player_ptr);
397 saved_floor_type *sf_ptr;
398 sf_ptr = get_sf_ptr(new_floor_id);
399 const bool loaded = is_visited_floor(sf_ptr) && load_floor(player_ptr, sf_ptr, 0);
400 set_player_grid(player_ptr);
401 update_floor_id(player_ptr, sf_ptr);
404 allocate_loaded_floor(player_ptr, sf_ptr);
406 generate_new_floor(player_ptr, sf_ptr);
409 cut_off_the_upstair(player_ptr);
410 sf_ptr->visit_mark = latest_visit_mark++;
414 * @brief フロアの切り替え処理 / Enter new floor.
415 * @param player_ptr プレイヤーへの参照ポインタ
417 * If the floor is an old saved floor, it will be\n
418 * restored from the temporary file. If the floor is new one, new floor\n
419 * will be generated.\n
421 void change_floor(PlayerType *player_ptr)
423 w_ptr->character_dungeon = false;
424 player_ptr->dtrap = false;
429 player_ptr->ambush_flag = false;
430 update_floor(player_ptr);
431 place_pet(player_ptr);
432 forget_travel_flow(player_ptr->current_floor_ptr);
433 update_unique_artifact(player_ptr->current_floor_ptr, new_floor_id);
434 player_ptr->floor_id = new_floor_id;
435 w_ptr->character_dungeon = true;
436 if (player_ptr->ppersonality == PERSONALITY_MUNCHKIN) {
437 wiz_lite(player_ptr, PlayerClass(player_ptr).equals(PlayerClassType::NINJA));
440 player_ptr->current_floor_ptr->generated_turn = w_ptr->game_turn;
441 player_ptr->feeling_turn = player_ptr->current_floor_ptr->generated_turn;
442 player_ptr->feeling = 0;
443 player_ptr->change_floor_mode = 0L;
444 select_floor_music(player_ptr);
445 player_ptr->change_floor_mode = 0;