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-race/race-flags1.h"
25 #include "monster-race/race-flags2.h"
26 #include "monster-race/race-flags7.h"
27 #include "monster/monster-describer.h"
28 #include "monster/monster-description-types.h"
29 #include "monster/monster-flag-types.h"
30 #include "monster/monster-info.h"
31 #include "monster/monster-list.h"
32 #include "monster/monster-status-setter.h"
33 #include "monster/monster-status.h"
34 #include "monster/monster-update.h"
35 #include "player-base/player-class.h"
36 #include "spell-kind/spells-floor.h"
37 #include "system/artifact-type-definition.h"
38 #include "system/dungeon-info.h"
39 #include "system/floor-type-definition.h"
40 #include "system/grid-type-definition.h"
41 #include "system/item-entity.h"
42 #include "system/monster-race-info.h"
43 #include "system/player-type-definition.h"
44 #include "system/terrain-type-definition.h"
45 #include "timed-effect/player-blindness.h"
46 #include "timed-effect/timed-effects.h"
47 #include "util/bit-flags-calculator.h"
48 #include "view/display-messages.h"
49 #include "window/main-window-util.h"
50 #include "world/world.h"
55 * @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
57 static void build_dead_end(PlayerType *player_ptr, saved_floor_type *sf_ptr)
59 msg_print(_("階段は行き止まりだった。", "The staircases come to a dead end..."));
60 clear_cave(player_ptr);
61 player_ptr->x = player_ptr->y = 0;
62 set_floor_and_wall(0);
63 player_ptr->current_floor_ptr->height = SCREEN_HGT;
64 player_ptr->current_floor_ptr->width = SCREEN_WID;
65 for (POSITION y = 0; y < MAX_HGT; y++) {
66 for (POSITION x = 0; x < MAX_WID; x++) {
67 place_bold(player_ptr, y, x, GB_SOLID_PERM);
71 player_ptr->y = player_ptr->current_floor_ptr->height / 2;
72 player_ptr->x = player_ptr->current_floor_ptr->width / 2;
73 place_bold(player_ptr, player_ptr->y, player_ptr->x, GB_FLOOR);
74 wipe_generate_random_floor_flags(player_ptr->current_floor_ptr);
76 if (player_ptr->change_floor_mode & CFM_UP) {
77 sf_ptr->upper_floor_id = 0;
78 } else if (player_ptr->change_floor_mode & CFM_DOWN) {
79 sf_ptr->lower_floor_id = 0;
83 static MONSTER_IDX decide_pet_index(PlayerType *player_ptr, const int current_monster, POSITION *cy, POSITION *cx)
85 auto *floor_ptr = player_ptr->current_floor_ptr;
86 if (current_monster == 0) {
87 MONSTER_IDX m_idx = m_pop(floor_ptr);
88 player_ptr->riding = m_idx;
98 for (d = 1; d < A_MAX; d++) {
100 for (j = 1000; j > 0; j--) {
101 scatter(player_ptr, cy, cx, player_ptr->y, player_ptr->x, d, PROJECT_NONE);
102 if (monster_can_enter(player_ptr, *cy, *cx, &monraces_info[party_mon[current_monster].r_idx], 0)) {
112 return (d == 6) ? 0 : m_pop(floor_ptr);
115 static MonsterRaceInfo &set_pet_params(PlayerType *player_ptr, const int current_monster, MONSTER_IDX m_idx, const POSITION cy, const POSITION cx)
117 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
118 player_ptr->current_floor_ptr->grid_array[cy][cx].m_idx = m_idx;
119 m_ptr->r_idx = party_mon[current_monster].r_idx;
120 *m_ptr = party_mon[current_monster];
123 m_ptr->current_floor_ptr = player_ptr->current_floor_ptr;
125 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
126 m_ptr->hold_o_idx_list.clear();
128 auto &r_ref = m_ptr->get_real_monrace();
129 if (r_ref.behavior_flags.has(MonsterBehaviorType::PREVENT_SUDDEN_MAGIC) && !ironman_nightmare) {
130 m_ptr->mflag.set(MonsterTemporaryFlagType::PREVENT_MAGIC);
137 * @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
138 * @param player_ptr プレイヤーへの参照ポインタ
140 static void place_pet(PlayerType *player_ptr)
142 int max_num = player_ptr->wild_mode ? 1 : MAX_PARTY_MON;
143 for (int current_monster = 0; current_monster < max_num; current_monster++) {
146 if (!MonsterRace(party_mon[current_monster].r_idx).is_valid()) {
150 MONSTER_IDX m_idx = decide_pet_index(player_ptr, current_monster, &cy, &cx);
152 auto &r_ref = set_pet_params(player_ptr, current_monster, m_idx, cy, cx);
153 update_monster(player_ptr, m_idx, true);
154 lite_spot(player_ptr, cy, cx);
155 if (any_bits(r_ref.flags2, RF2_MULTIPLY)) {
156 player_ptr->current_floor_ptr->num_repro++;
159 auto *m_ptr = &party_mon[current_monster];
160 auto &r_ref = m_ptr->get_real_monrace();
161 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());
162 if (record_named_pet && m_ptr->is_named()) {
163 exe_write_diary(player_ptr, DiaryKind::NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, monster_desc(player_ptr, m_ptr, MD_INDEF_VISIBLE));
172 std::fill(std::begin(party_mon), std::end(party_mon), MonsterEntity{});
176 * @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
177 * @param floor_ptr 現在フロアへのポインタ
178 * @param cur_floor_id 現在のフロアID
180 * The floor_id and floor_id are not updated correctly
181 * while new floor creation since dungeons may be re-created by
184 static void update_unique_artifact(FloorType *floor_ptr, int16_t cur_floor_id)
186 for (int i = 1; i < floor_ptr->m_max; i++) {
187 const auto &m_ref = floor_ptr->m_list[i];
188 if (!m_ref.is_valid()) {
192 auto &r_ref = m_ref.get_real_monrace();
193 if (r_ref.kind_flags.has(MonsterKindType::UNIQUE) || (r_ref.population_flags.has(MonsterPopulationType::NAZGUL))) {
194 r_ref.floor_id = cur_floor_id;
198 for (int i = 1; i < floor_ptr->o_max; i++) {
199 const auto &o_ref = floor_ptr->o_list[i];
200 if (!o_ref.is_valid()) {
204 if (o_ref.is_fixed_artifact()) {
205 o_ref.get_fixed_artifact().floor_id = cur_floor_id;
210 static bool is_visited_floor(saved_floor_type *sf_ptr)
212 return sf_ptr->last_visit != 0;
215 static void check_visited_floor(PlayerType *player_ptr, saved_floor_type *sf_ptr, bool *loaded)
217 if (!is_visited_floor(sf_ptr) || !load_floor(player_ptr, sf_ptr, 0)) {
222 if ((player_ptr->change_floor_mode & CFM_NO_RETURN) == 0) {
226 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
227 if (feat_uses_special(g_ptr->feat)) {
231 if (player_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)) {
232 g_ptr->feat = rand_choice(feat_ground_type);
238 static void update_floor_id(PlayerType *player_ptr, saved_floor_type *sf_ptr)
240 if (!player_ptr->in_saved_floor()) {
241 if (player_ptr->change_floor_mode & CFM_UP) {
242 sf_ptr->lower_floor_id = 0;
243 } else if (player_ptr->change_floor_mode & CFM_DOWN) {
244 sf_ptr->upper_floor_id = 0;
250 saved_floor_type *cur_sf_ptr = get_sf_ptr(player_ptr->floor_id);
251 if (player_ptr->change_floor_mode & CFM_UP) {
252 if (cur_sf_ptr->upper_floor_id == new_floor_id) {
253 sf_ptr->lower_floor_id = player_ptr->floor_id;
259 if (((player_ptr->change_floor_mode & CFM_DOWN) != 0) && (cur_sf_ptr->lower_floor_id == new_floor_id)) {
260 sf_ptr->upper_floor_id = player_ptr->floor_id;
264 static void reset_unique_by_floor_change(PlayerType *player_ptr)
266 auto *floor_ptr = player_ptr->current_floor_ptr;
267 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
268 auto *m_ptr = &floor_ptr->m_list[i];
269 if (!m_ptr->is_valid()) {
273 if (!m_ptr->is_pet()) {
274 m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;
275 (void)set_monster_fast(player_ptr, i, 0);
276 (void)set_monster_slow(player_ptr, i, 0);
277 (void)set_monster_stunned(player_ptr, i, 0);
278 (void)set_monster_confused(player_ptr, i, 0);
279 (void)set_monster_monfear(player_ptr, i, 0);
280 (void)set_monster_invulner(player_ptr, i, 0, false);
283 const auto &r_ref = m_ptr->get_real_monrace();
284 if (r_ref.kind_flags.has_not(MonsterKindType::UNIQUE) && r_ref.population_flags.has_not(MonsterPopulationType::NAZGUL)) {
288 if (r_ref.floor_id != new_floor_id) {
289 delete_monster_idx(player_ptr, i);
294 static void new_floor_allocation(PlayerType *player_ptr, saved_floor_type *sf_ptr)
296 GAME_TURN tmp_last_visit = sf_ptr->last_visit;
297 const auto &floor = *player_ptr->current_floor_ptr;
298 auto alloc_chance = floor.get_dungeon_definition().max_m_alloc_chance;
299 while (tmp_last_visit > w_ptr->game_turn) {
300 tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
303 GAME_TURN absence_ticks = (w_ptr->game_turn - tmp_last_visit) / TURNS_PER_TICK;
304 reset_unique_by_floor_change(player_ptr);
305 for (MONSTER_IDX i = 1; i < floor.o_max; i++) {
306 const auto *o_ptr = &floor.o_list[i];
307 if (!o_ptr->is_valid() || !o_ptr->is_fixed_artifact()) {
311 auto &artifact = o_ptr->get_fixed_artifact();
312 if (artifact.floor_id == new_floor_id) {
313 artifact.is_generated = true;
315 delete_object_idx(player_ptr, i);
319 (void)place_quest_monsters(player_ptr);
320 GAME_TURN alloc_times = absence_ticks / alloc_chance;
321 if (randint0(alloc_chance) < (absence_ticks % alloc_chance)) {
325 for (MONSTER_IDX i = 0; i < alloc_times; i++) {
326 (void)alloc_monster(player_ptr, 0, 0, summon_specific);
331 * @brief プレイヤー足元に階段を設置する
332 * @param player_ptr プレイヤーへの参照ポインタ
334 static void set_stairs(PlayerType *player_ptr)
336 auto &floor = *player_ptr->current_floor_ptr;
337 auto *g_ptr = &floor.grid_array[player_ptr->y][player_ptr->x];
338 if ((player_ptr->change_floor_mode & CFM_UP) && !inside_quest(floor.get_quest_id())) {
339 g_ptr->feat = (player_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(&floor, feat_down_stair, TerrainCharacteristics::SHAFT) : feat_down_stair;
340 } else if ((player_ptr->change_floor_mode & CFM_DOWN) && !ironman_downward) {
341 g_ptr->feat = (player_ptr->change_floor_mode & CFM_SHAFT) ? feat_state(&floor, feat_up_stair, TerrainCharacteristics::SHAFT) : feat_up_stair;
345 g_ptr->special = player_ptr->floor_id;
348 static void update_new_floor_feature(PlayerType *player_ptr, saved_floor_type *sf_ptr, const bool loaded)
351 new_floor_allocation(player_ptr, sf_ptr);
355 if (!is_visited_floor(sf_ptr)) {
356 generate_floor(player_ptr);
358 build_dead_end(player_ptr, sf_ptr);
361 sf_ptr->last_visit = w_ptr->game_turn;
362 auto &floor = *player_ptr->current_floor_ptr;
363 sf_ptr->dun_level = floor.dun_level;
364 if ((player_ptr->change_floor_mode & CFM_NO_RETURN) != 0) {
368 set_stairs(player_ptr);
371 static void cut_off_the_upstair(PlayerType *player_ptr)
373 if (player_ptr->change_floor_mode & CFM_RAND_PLACE) {
374 (void)new_player_spot(player_ptr);
378 if (((player_ptr->change_floor_mode & CFM_NO_RETURN) == 0) || ((player_ptr->change_floor_mode & (CFM_DOWN | CFM_UP)) == 0)) {
382 if (!player_ptr->effects()->blindness()->is_blind()) {
383 msg_print(_("突然階段が塞がれてしまった。", "Suddenly the stairs is blocked!"));
385 msg_print(_("ゴトゴトと何か音がした。", "You hear some noises."));
389 static void update_floor(PlayerType *player_ptr)
391 if (!(player_ptr->change_floor_mode & CFM_SAVE_FLOORS) && !(player_ptr->change_floor_mode & CFM_FIRST_FLOOR)) {
392 generate_floor(player_ptr);
397 if (new_floor_id == 0) {
398 new_floor_id = get_unused_floor_id(player_ptr);
401 saved_floor_type *sf_ptr;
403 sf_ptr = get_sf_ptr(new_floor_id);
404 check_visited_floor(player_ptr, sf_ptr, &loaded);
405 update_floor_id(player_ptr, sf_ptr);
406 update_new_floor_feature(player_ptr, sf_ptr, loaded);
407 cut_off_the_upstair(player_ptr);
408 sf_ptr->visit_mark = latest_visit_mark++;
412 * @brief フロアの切り替え処理 / Enter new floor.
413 * @param player_ptr プレイヤーへの参照ポインタ
415 * If the floor is an old saved floor, it will be\n
416 * restored from the temporary file. If the floor is new one, new floor\n
417 * will be generated.\n
419 void change_floor(PlayerType *player_ptr)
421 w_ptr->character_dungeon = false;
422 player_ptr->dtrap = false;
427 player_ptr->ambush_flag = false;
428 update_floor(player_ptr);
429 place_pet(player_ptr);
430 forget_travel_flow(player_ptr->current_floor_ptr);
431 update_unique_artifact(player_ptr->current_floor_ptr, new_floor_id);
432 player_ptr->floor_id = new_floor_id;
433 w_ptr->character_dungeon = true;
434 if (player_ptr->ppersonality == PERSONALITY_MUNCHKIN) {
435 wiz_lite(player_ptr, PlayerClass(player_ptr).equals(PlayerClassType::NINJA));
438 player_ptr->current_floor_ptr->generated_turn = w_ptr->game_turn;
439 player_ptr->feeling_turn = player_ptr->current_floor_ptr->generated_turn;
440 player_ptr->feeling = 0;
441 player_ptr->change_floor_mode = 0L;
442 select_floor_music(player_ptr);
443 player_ptr->change_floor_mode = 0;