2 #include "cmd/cmd-inn.h"
3 #include "cmd/cmd-magiceat.h"
4 #include "io/write-diary.h"
6 #include "player-effects.h"
7 #include "core.h" // 暫定、後で消す.
12 * @param customer_ptr プレーヤーへの参照ポインタ
13 * @return 満腹ならFALSE、そうでないならTRUE
15 static bool buy_food(player_type *customer_ptr)
17 if (customer_ptr->food >= PY_FOOD_FULL)
19 msg_print(_("今は満腹だ。", "You are full now."));
23 msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
24 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
30 * @brief 健康体しか宿屋に泊めない処理
31 * @param customer_ptr プレーヤーへの参照ポインタ
32 * @return 毒でも切り傷でもないならTRUE、そうでないならFALSE
34 static bool is_healthy_stay(player_type *customer_ptr)
36 if (!customer_ptr->poisoned && !customer_ptr->cut) return TRUE;
38 msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
40 msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but don't want anyone dying in here."));
45 static bool is_player_undead(player_type *customer_ptr)
47 bool is_player_undead = PRACE_IS_(customer_ptr, RACE_SKELETON) ||
48 PRACE_IS_(customer_ptr, RACE_ZOMBIE) ||
49 PRACE_IS_(customer_ptr, RACE_VAMPIRE) ||
50 PRACE_IS_(customer_ptr, RACE_SPECTRE);
51 return is_player_undead;
56 * @brief 宿屋に泊まったことを日記に残す
57 * @param customer_ptr プレーヤーへの参照ポインタ
58 * @param prev_hour 宿屋に入った直後のゲーム内時刻
61 static void write_diary_stay_inn(player_type *customer_ptr, int prev_hour)
63 if ((prev_hour >= 6) && (prev_hour < 18))
65 concptr stay_message_jp = is_player_undead(customer_ptr) ? "宿屋に泊まった。" : "日が暮れるまで宿屋で過ごした。";
66 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _(stay_message_jp, "stayed during the day at the inn."));
70 concptr stay_message_jp = is_player_undead(customer_ptr) ? "夜が明けるまで宿屋で過ごした。" : "宿屋に泊まった。";
71 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _(stay_message_jp, "stayed overnight at the inn."));
76 * @brief 宿泊によってゲーム内ターンを経過させる
80 static void pass_game_turn_by_stay(void)
82 s32b oldturn = current_world_ptr->game_turn;
83 current_world_ptr->game_turn =
84 (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) *
85 (TURNS_PER_TICK * TOWN_DAWN / 2);
86 if (current_world_ptr->dungeon_turn >= current_world_ptr->dungeon_turn_limit)
89 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
90 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit)
91 current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
96 * @brief 悪夢モードなら悪夢を見せる
97 * @param customer_ptr プレーヤーへの参照ポインタ
98 * @return 悪夢モードならばTRUE
100 static bool have_a_nightmare(player_type *customer_ptr)
102 if (!ironman_nightmare) return FALSE;
104 msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
108 sanity_blast(customer_ptr, NULL, FALSE);
109 if (!one_in_(3)) break;
112 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
113 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "had a nightmare."));
120 * @param customer_ptr プレーヤーへの参照ポインタ
123 static void back_to_health(player_type *customer_ptr)
125 set_blind(customer_ptr, 0);
126 set_confused(customer_ptr, 0);
127 customer_ptr->stun = 0;
128 customer_ptr->chp = customer_ptr->mhp;
129 customer_ptr->csp = customer_ptr->msp;
134 * @brief 魔力喰いの残り回数回復(本当? 要調査)
135 * @param customer_ptr プレーヤーへの参照ポインタ
138 static void charge_magic_eating_energy(player_type *customer_ptr)
140 if (customer_ptr->pclass != CLASS_MAGIC_EATER)
144 for (i = 0; i < 72; i++)
146 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
151 customer_ptr->magic_num1[i] = 0;
157 * @brief リフレッシュ結果を画面に表示する
158 * @param customer_ptr プレーヤーへの参照ポインタ
159 * @param prev_hour 宿屋に入った直後のゲーム内時刻
161 static void display_stay_result(player_type *customer_ptr, int prev_hour)
163 if ((prev_hour >= 6) && (prev_hour < 18))
165 char refresh_message_jp[50];
166 sprintf(refresh_message_jp, "%s%s%s", "あなたはリフレッシュして目覚め、", is_player_undead(customer_ptr) ? "夜" : "夕方", "を迎えた。");
167 msg_print(_(refresh_message_jp, "You awake refreshed for the evening."));
168 concptr awake_message_jp = is_player_undead(customer_ptr) ? "すがすがしい夜を迎えた。" : "夕方を迎えた。";
169 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _(awake_message_jp, "awoke refreshed."));
173 msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
174 concptr awake_message_jp = is_player_undead(customer_ptr) ? "すがすがしい朝を迎えた。" : "朝を迎えた。";
175 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _(awake_message_jp, "awoke refreshed."));
181 * @param customer_ptr プレーヤーへの参照ポインタ
184 static bool stay_inn(player_type *customer_ptr)
186 if (!is_healthy_stay(customer_ptr)) return FALSE;
188 int prev_day, prev_hour, prev_min;
189 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
190 write_diary_stay_inn(customer_ptr, prev_hour);
192 pass_game_turn_by_stay();
193 prevent_turn_overflow(customer_ptr);
195 if ((prev_hour >= 18) && (prev_hour <= 23))
196 exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
198 customer_ptr->chp = customer_ptr->mhp;
199 if (have_a_nightmare(customer_ptr)) return TRUE;
201 back_to_health(customer_ptr);
202 charge_magic_eating_energy(customer_ptr);
204 display_stay_result(customer_ptr, prev_hour);
210 * todo 悪夢を見る前後に全回復しているが、何か意図がある?
212 * @param customer_ptr プレーヤーへの参照ポインタ
213 * @param cmd 宿屋の利用施設ID
214 * @return 施設の利用が実際に行われたらTRUE
215 * @details inn commands
216 * Note that resting for the night was a perfect way to avoid player
217 * ghosts in the town *if* you could only make it to the inn in time (-:
218 * Now that the ghosts are temporarily disabled in 2.8.X, this function
219 * will not be that useful. I will keep it in the hopes the player
220 * ghost code does become a reality again. Does help to avoid filthy urchins.
221 * Resting at night is also a quick way to restock stores -KMW-
223 bool inn_comm(player_type *customer_ptr, int cmd)
228 return buy_food(customer_ptr);
230 return stay_inn(customer_ptr);
232 display_rumor(customer_ptr, TRUE);
235 // todo リファクタリング前のコードもTRUEだった、FALSEにすべきでは.