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[Refactor] #40413 Separated input-key-acceptor.c/h from util.c/h
[hengbandforosx/hengbandosx.git] / src / cmd-building / cmd-building.c
1 /*!
2  * @brief 町の施設処理 / Building commands
3  * @date 2013/12/23
4  * @author
5  * Created by Ken Wigle for Kangband - a variant of Angband 2.8.3
6  * -KMW-
7  *
8  * Rewritten for Kangband 2.8.3i using Kamband's version of
9  * building.c as written by Ivan Tkatchev
10  *
11  * Changed for ZAngband by Robert Ruehlmann
12  */
13
14 #include "system/angband.h"
15 #include "cmd-building/cmd-building.h"
16 #include "cmd-action/cmd-spell.h"
17 #include "cmd-io/cmd-dump.h"
18 #include "cmd-building/cmd-inn.h"
19 #include "core/scores.h"
20 #include "core/show-file.h"
21 #include "core/special-internal-keys.h"
22 #include "core/stuff-handler.h"
23 #include "floor/floor-events.h"
24 #include "floor/floor-save.h"
25 #include "floor/floor.h"
26 #include "floor/wild.h"
27 #include "io/files-util.h"
28 #include "io/input-key-acceptor.h"
29 #include "main/music-definitions-table.h"
30 #include "main/sound-of-music.h"
31 #include "market/arena.h"
32 #include "market/bounty.h"
33 #include "market/building-actions-table.h"
34 #include "market/building-craft-armor.h"
35 #include "market/building-craft-fix.h"
36 #include "market/building-craft-weapon.h"
37 #include "market/building-enchanter.h"
38 #include "market/building-monster.h"
39 #include "market/building-quest.h"
40 #include "market/building-recharger.h"
41 #include "market/building-service.h"
42 #include "market/building-util.h"
43 #include "market/play-gamble.h"
44 #include "market/poker.h"
45 #include "monster-race/monster-race.h"
46 #include "mutation/mutation.h"
47 #include "object/object-flavor.h"
48 #include "object/object-hook.h"
49 #include "player/avatar.h"
50 #include "player/player-personalities-types.h"
51 #include "player/player-status.h"
52 #include "spell/spells-status.h"
53 #include "spell-kind/spells-teleport.h"
54 #include "spell/spells3.h"
55 #include "system/building-type-definition.h"
56 #include "world/world.h"
57
58 MONRACE_IDX battle_mon[4];
59 u32b mon_odds[4];
60 int battle_odds;
61 PRICE kakekin;
62 int sel_monster;
63
64 bool reinit_wilderness = FALSE;
65 MONSTER_IDX today_mon;
66
67 /*!
68  * @brief 町に関するヘルプを表示する / Display town history
69  * @param player_ptr プレーヤーへの参照ポインタ
70  * @return なし
71  */
72 static void town_history(player_type *player_ptr)
73 {
74         screen_save();
75         (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
76         screen_load();
77 }
78
79 /*!
80  * @brief 施設の処理実行メインルーチン / Execute a building command
81  * @param player_ptr プレーヤーへの参照ポインタ
82  * @param bldg 施設構造体の参照ポインタ
83  * @param i 実行したい施設のサービステーブルの添字
84  * @return なし
85  */
86 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
87 {
88         msg_flag = FALSE;
89         msg_erase();
90
91         PRICE bcost;
92         if (is_owner(player_ptr, bldg))
93                 bcost = bldg->member_costs[i];
94         else
95                 bcost = bldg->other_costs[i];
96
97         /* action restrictions */
98         if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
99                 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
100         {
101                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
102                 return;
103         }
104
105         BACT_IDX bact = bldg->actions[i];
106         if ((bact != BACT_RECHARGE) &&
107                 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
108                 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
109         {
110                 msg_print(_("お金が足りません!", "You do not have the gold!"));
111                 return;
112         }
113
114         bool paid = FALSE;
115         switch (bact)
116         {
117         case BACT_NOTHING:
118                 /* Do nothing */
119                 break;
120         case BACT_RESEARCH_ITEM:
121                 paid = identify_fully(player_ptr, FALSE, 0);
122                 break;
123         case BACT_TOWN_HISTORY:
124                 town_history(player_ptr);
125                 break;
126         case BACT_RACE_LEGENDS:
127                 race_legends(player_ptr);
128                 break;
129         case BACT_QUEST:
130                 castle_quest(player_ptr);
131                 break;
132         case BACT_KING_LEGENDS:
133         case BACT_ARENA_LEGENDS:
134         case BACT_LEGENDS:
135                 show_highclass(player_ptr);
136                 break;
137         case BACT_POSTER:
138         case BACT_ARENA_RULES:
139         case BACT_ARENA:
140                 arena_comm(player_ptr, bact);
141                 break;
142         case BACT_IN_BETWEEN:
143         case BACT_CRAPS:
144         case BACT_SPIN_WHEEL:
145         case BACT_DICE_SLOTS:
146         case BACT_GAMBLE_RULES:
147         case BACT_POKER:
148                 gamble_comm(player_ptr, bact);
149                 break;
150         case BACT_REST:
151         case BACT_RUMORS:
152         case BACT_FOOD:
153                 paid = inn_comm(player_ptr, bact);
154                 break;
155         case BACT_RESEARCH_MONSTER:
156                 paid = research_mon(player_ptr);
157                 break;
158         case BACT_COMPARE_WEAPONS:
159                 paid = TRUE;
160                 bcost = compare_weapons(player_ptr, bcost);
161                 break;
162         case BACT_ENCHANT_WEAPON:
163                 item_tester_hook = object_allow_enchant_melee_weapon;
164                 enchant_item(player_ptr, bcost, 1, 1, 0, 0);
165                 break;
166         case BACT_ENCHANT_ARMOR:
167                 item_tester_hook = object_is_armour;
168                 enchant_item(player_ptr, bcost, 0, 0, 1, 0);
169                 break;
170         case BACT_RECHARGE:
171                 building_recharge(player_ptr);
172                 break;
173         case BACT_RECHARGE_ALL:
174                 building_recharge_all(player_ptr);
175                 break;
176         case BACT_IDENTS:
177                 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
178                 identify_pack(player_ptr);
179                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
180                 paid = TRUE;
181                 break;
182         case BACT_IDENT_ONE:
183                 paid = ident_spell(player_ptr, FALSE, 0);
184                 break;
185         case BACT_LEARN:
186                 do_cmd_study(player_ptr);
187                 break;
188         case BACT_HEALING:
189                 paid = cure_critical_wounds(player_ptr, 200);
190                 break;
191         case BACT_RESTORE:
192                 paid = restore_all_status(player_ptr);
193                 break;
194         case BACT_ENCHANT_ARROWS:
195                 item_tester_hook = item_tester_hook_ammo;
196                 enchant_item(player_ptr, bcost, 1, 1, 0, 0);
197                 break;
198         case BACT_ENCHANT_BOW:
199                 enchant_item(player_ptr, bcost, 1, 1, 0, TV_BOW);
200                 break;
201
202         case BACT_RECALL:
203                 if (recall_player(player_ptr, 1)) paid = TRUE;
204                 break;
205
206         case BACT_TELEPORT_LEVEL:
207                 clear_bldg(4, 20);
208                 paid = free_level_recall(player_ptr);
209                 break;
210
211         case BACT_LOSE_MUTATION:
212                 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
213                         (player_ptr->pseikaku != PERSONALITY_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
214                 {
215                         while (!lose_mutation(player_ptr, 0));
216                         paid = TRUE;
217                         break;
218                 }
219
220                 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
221                 msg_print(NULL);
222                 break;
223
224         case BACT_BATTLE:
225                 monster_arena_comm(player_ptr);
226                 break;
227
228         case BACT_TSUCHINOKO:
229                 tsuchinoko();
230                 break;
231
232         case BACT_BOUNTY:
233                 show_bounty();
234                 break;
235
236         case BACT_TARGET:
237                 today_target(player_ptr);
238                 break;
239
240         case BACT_KANKIN:
241                 exchange_cash(player_ptr);
242                 break;
243
244         case BACT_HEIKOUKA:
245                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
246                 set_virtue(player_ptr, V_COMPASSION, 0);
247                 set_virtue(player_ptr, V_HONOUR, 0);
248                 set_virtue(player_ptr, V_JUSTICE, 0);
249                 set_virtue(player_ptr, V_SACRIFICE, 0);
250                 set_virtue(player_ptr, V_KNOWLEDGE, 0);
251                 set_virtue(player_ptr, V_FAITH, 0);
252                 set_virtue(player_ptr, V_ENLIGHTEN, 0);
253                 set_virtue(player_ptr, V_ENCHANT, 0);
254                 set_virtue(player_ptr, V_CHANCE, 0);
255                 set_virtue(player_ptr, V_NATURE, 0);
256                 set_virtue(player_ptr, V_HARMONY, 0);
257                 set_virtue(player_ptr, V_VITALITY, 0);
258                 set_virtue(player_ptr, V_UNLIFE, 0);
259                 set_virtue(player_ptr, V_PATIENCE, 0);
260                 set_virtue(player_ptr, V_TEMPERANCE, 0);
261                 set_virtue(player_ptr, V_DILIGENCE, 0);
262                 set_virtue(player_ptr, V_VALOUR, 0);
263                 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
264                 get_virtues(player_ptr);
265                 paid = TRUE;
266                 break;
267
268         case BACT_TELE_TOWN:
269                 paid = tele_town(player_ptr);
270                 break;
271
272         case BACT_EVAL_AC:
273                 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
274                 break;
275
276         case BACT_BROKEN_WEAPON:
277                 paid = TRUE;
278                 bcost = repair_broken_weapon(player_ptr, bcost);
279                 break;
280         }
281
282         if (paid) player_ptr->au -= bcost;
283 }
284
285
286 /*!
287  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
288  * @param プレーヤーへの参照ポインタ
289  * @return なし
290  */
291 void do_cmd_building(player_type *player_ptr)
292 {
293         if (player_ptr->wild_mode) return;
294
295         take_turn(player_ptr, 100);
296
297         if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
298         {
299                 msg_print(_("ここには建物はない。", "You see no building here."));
300                 return;
301         }
302
303         int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
304
305         building_type *bldg;
306         bldg = &building[which];
307
308         reinit_wilderness = FALSE;
309
310         if ((which == 2) && (player_ptr->arena_number < 0))
311         {
312                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
313                 return;
314         }
315         else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
316         {
317                 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
318                 {
319                         prt(_("ゲートは閉まっている。モンスターがあなたを待っている!", "The gates are closed.  The monster awaits!"), 0, 0);
320                 }
321                 else
322                 {
323                         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
324                         player_ptr->current_floor_ptr->inside_arena = FALSE;
325                         player_ptr->leaving = TRUE;
326                         command_new = SPECIAL_KEY_BUILDING;
327                         free_turn(player_ptr);
328                 }
329
330                 return;
331         }
332         else if (player_ptr->phase_out)
333         {
334                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
335                 player_ptr->leaving = TRUE;
336                 player_ptr->phase_out = FALSE;
337                 command_new = SPECIAL_KEY_BUILDING;
338                 free_turn(player_ptr);
339                 return;
340         }
341         else
342         {
343                 player_ptr->oldpy = player_ptr->y;
344                 player_ptr->oldpx = player_ptr->x;
345         }
346
347         forget_lite(player_ptr->current_floor_ptr);
348         forget_view(player_ptr->current_floor_ptr);
349         current_world_ptr->character_icky++;
350
351         command_arg = 0;
352         command_rep = 0;
353         command_new = 0;
354
355         display_buikding_service(player_ptr, bldg);
356         player_ptr->leave_bldg = FALSE;
357         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
358
359         bool validcmd;
360         while (!player_ptr->leave_bldg)
361         {
362                 validcmd = FALSE;
363                 prt("", 1, 0);
364
365                 building_prt_gold(player_ptr);
366
367                 char command = inkey();
368
369                 if (command == ESCAPE)
370                 {
371                         player_ptr->leave_bldg = TRUE;
372                         player_ptr->current_floor_ptr->inside_arena = FALSE;
373                         player_ptr->phase_out = FALSE;
374                         break;
375                 }
376
377                 int i;
378                 for (i = 0; i < 8; i++)
379                 {
380                         if (bldg->letters[i] && (bldg->letters[i] == command))
381                         {
382                                 validcmd = TRUE;
383                                 break;
384                         }
385                 }
386
387                 if (validcmd) bldg_process_command(player_ptr, bldg, i);
388
389                 handle_stuff(player_ptr);
390         }
391
392         select_floor_music(player_ptr);
393
394         msg_flag = FALSE;
395         msg_erase();
396
397         if (reinit_wilderness) player_ptr->leaving = TRUE;
398
399         current_world_ptr->character_icky--;
400         Term_clear();
401
402         player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
403         player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
404         player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
405 }