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[Refactor] #3286 Removed player-redraw-types.h
[hengbandforosx/hengbandosx.git] / src / cmd-building / cmd-building.cpp
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 "cmd-building/cmd-building.h"
15 #include "avatar/avatar.h"
16 #include "cmd-action/cmd-spell.h"
17 #include "cmd-building/cmd-inn.h"
18 #include "cmd-io/cmd-dump.h"
19 #include "core/asking-player.h"
20 #include "core/scores.h"
21 #include "core/show-file.h"
22 #include "core/special-internal-keys.h"
23 #include "core/stuff-handler.h"
24 #include "core/window-redrawer.h"
25 #include "floor/cave.h"
26 #include "floor/floor-events.h"
27 #include "floor/floor-mode-changer.h"
28 #include "floor/wild.h"
29 #include "io/input-key-acceptor.h"
30 #include "io/input-key-requester.h"
31 #include "main/music-definitions-table.h"
32 #include "main/sound-of-music.h"
33 #include "market/arena.h"
34 #include "market/bounty.h"
35 #include "market/building-actions-table.h"
36 #include "market/building-craft-armor.h"
37 #include "market/building-craft-fix.h"
38 #include "market/building-craft-weapon.h"
39 #include "market/building-enchanter.h"
40 #include "market/building-monster.h"
41 #include "market/building-quest.h"
42 #include "market/building-recharger.h"
43 #include "market/building-service.h"
44 #include "market/building-util.h"
45 #include "market/play-gamble.h"
46 #include "market/poker.h"
47 #include "monster-race/monster-race.h"
48 #include "mutation/mutation-flag-types.h"
49 #include "mutation/mutation-investor-remover.h"
50 #include "object-hook/hook-armor.h"
51 #include "object-hook/hook-weapon.h"
52 #include "object/item-tester-hooker.h"
53 #include "player-status/player-energy.h"
54 #include "player/player-personality-types.h"
55 #include "spell-kind/spells-perception.h"
56 #include "spell-kind/spells-world.h"
57 #include "spell/spells-status.h"
58 #include "system/building-type-definition.h"
59 #include "system/floor-type-definition.h"
60 #include "system/grid-type-definition.h"
61 #include "system/item-entity.h"
62 #include "system/player-type-definition.h"
63 #include "system/redrawing-flags-updater.h"
64 #include "system/terrain-type-definition.h"
65 #include "term/gameterm.h"
66 #include "term/screen-processor.h"
67 #include "util/bit-flags-calculator.h"
68 #include "util/int-char-converter.h"
69 #include "view/display-messages.h"
70 #include "world/world.h"
71
72 uint32_t mon_odds[4];
73 int battle_odds;
74 PRICE kakekin;
75 int sel_monster;
76
77 bool reinit_wilderness = false;
78
79 /*!
80  * @brief 町に関するヘルプを表示する / Display town history
81  * @param player_ptr プレイヤーへの参照ポインタ
82  */
83 static void town_history(PlayerType *player_ptr)
84 {
85     screen_save();
86     (void)show_file(player_ptr, true, _("jbldg.txt", "bldg.txt"), nullptr, 0, 0);
87     screen_load();
88 }
89
90 /*!
91  * @brief 施設の処理実行メインルーチン / Execute a building command
92  * @param player_ptr プレイヤーへの参照ポインタ
93  * @param bldg 施設構造体の参照ポインタ
94  * @param i 実行したい施設のサービステーブルの添字
95  */
96 static void bldg_process_command(PlayerType *player_ptr, building_type *bldg, int i)
97 {
98     msg_flag = false;
99     msg_erase();
100
101     PRICE bcost;
102     if (is_owner(player_ptr, bldg)) {
103         bcost = bldg->member_costs[i];
104     } else {
105         bcost = bldg->other_costs[i];
106     }
107
108     /* action restrictions */
109     const auto can_be_owner = is_owner(player_ptr, bldg);
110     if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) || ((bldg->action_restr[i] == 2) && !can_be_owner)) {
111         msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
112         return;
113     }
114
115     auto bact = bldg->actions[i];
116     if ((bact != BACT_RECHARGE) && (((bldg->member_costs[i] > player_ptr->au) && can_be_owner) || ((bldg->other_costs[i] > player_ptr->au) && !can_be_owner))) {
117         msg_print(_("お金が足りません!", "You do not have the gold!"));
118         return;
119     }
120
121     bool paid = false;
122     switch (bact) {
123     case BACT_NOTHING:
124         /* Do nothing */
125         break;
126     case BACT_RESEARCH_ITEM:
127         paid = identify_fully(player_ptr, false);
128         break;
129     case BACT_TOWN_HISTORY:
130         town_history(player_ptr);
131         break;
132     case BACT_RACE_LEGENDS:
133         race_legends(player_ptr);
134         break;
135     case BACT_QUEST:
136         castle_quest(player_ptr);
137         break;
138     case BACT_KING_LEGENDS:
139     case BACT_ARENA_LEGENDS:
140     case BACT_LEGENDS:
141         show_highclass(player_ptr);
142         break;
143     case BACT_POSTER:
144     case BACT_ARENA_RULES:
145     case BACT_ARENA:
146         arena_comm(player_ptr, bact);
147         break;
148     case BACT_IN_BETWEEN:
149     case BACT_CRAPS:
150     case BACT_SPIN_WHEEL:
151     case BACT_DICE_SLOTS:
152     case BACT_GAMBLE_RULES:
153     case BACT_POKER:
154         gamble_comm(player_ptr, bact);
155         break;
156     case BACT_REST:
157     case BACT_RUMORS:
158     case BACT_FOOD:
159         paid = inn_comm(player_ptr, bact);
160         break;
161     case BACT_RESEARCH_MONSTER:
162         paid = research_mon(player_ptr);
163         break;
164     case BACT_COMPARE_WEAPONS:
165         paid = true;
166         bcost = compare_weapons(player_ptr, bcost);
167         break;
168     case BACT_ENCHANT_WEAPON:
169         enchant_item(player_ptr, bcost, 1, 1, 0, FuncItemTester(&ItemEntity::allow_enchant_melee_weapon));
170         break;
171     case BACT_ENCHANT_ARMOR:
172         enchant_item(player_ptr, bcost, 0, 0, 1, FuncItemTester(&ItemEntity::is_protector));
173         break;
174     case BACT_RECHARGE:
175         building_recharge(player_ptr);
176         break;
177     case BACT_RECHARGE_ALL:
178         building_recharge_all(player_ptr);
179         break;
180     case BACT_IDENTS:
181         if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay to identify all your possession? "))) {
182             break;
183         }
184         identify_pack(player_ptr);
185         msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
186         paid = true;
187         break;
188     case BACT_IDENT_ONE:
189         paid = ident_spell(player_ptr, false);
190         break;
191     case BACT_LEARN:
192         do_cmd_study(player_ptr);
193         break;
194     case BACT_HEALING:
195         paid = cure_critical_wounds(player_ptr, 200);
196         break;
197     case BACT_RESTORE:
198         paid = restore_all_status(player_ptr);
199         break;
200     case BACT_ENCHANT_ARROWS:
201         enchant_item(player_ptr, bcost, 1, 1, 0, FuncItemTester(&ItemEntity::is_ammo));
202         break;
203     case BACT_ENCHANT_BOW:
204         enchant_item(player_ptr, bcost, 1, 1, 0, TvalItemTester(ItemKindType::BOW));
205         break;
206
207     case BACT_RECALL:
208         if (recall_player(player_ptr, 1)) {
209             paid = true;
210         }
211         break;
212
213     case BACT_TELEPORT_LEVEL:
214         screen_save();
215         clear_bldg(4, 20);
216         paid = free_level_recall(player_ptr);
217         screen_load();
218         break;
219
220     case BACT_LOSE_MUTATION: {
221         auto muta = player_ptr->muta;
222         if (player_ptr->ppersonality == PERSONALITY_LUCKY) {
223             // ラッキーマンの白オーラは突然変異治療の対象外
224             muta.reset(PlayerMutationType::GOOD_LUCK);
225         }
226         if (muta.any()) {
227             while (!lose_mutation(player_ptr, 0)) {
228                 ;
229             }
230             paid = true;
231             break;
232         }
233
234         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
235         msg_print(nullptr);
236         break;
237     }
238
239     case BACT_BATTLE:
240         monster_arena_comm(player_ptr);
241         break;
242
243     case BACT_TSUCHINOKO:
244         tsuchinoko();
245         break;
246
247     case BACT_BOUNTY:
248         show_bounty();
249         break;
250
251     case BACT_TARGET:
252         today_target(player_ptr);
253         break;
254
255     case BACT_KANKIN:
256         exchange_cash(player_ptr);
257         break;
258
259     case BACT_HEIKOUKA:
260         msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
261         set_virtue(player_ptr, Virtue::COMPASSION, 0);
262         set_virtue(player_ptr, Virtue::HONOUR, 0);
263         set_virtue(player_ptr, Virtue::JUSTICE, 0);
264         set_virtue(player_ptr, Virtue::SACRIFICE, 0);
265         set_virtue(player_ptr, Virtue::KNOWLEDGE, 0);
266         set_virtue(player_ptr, Virtue::FAITH, 0);
267         set_virtue(player_ptr, Virtue::ENLIGHTEN, 0);
268         set_virtue(player_ptr, Virtue::ENCHANT, 0);
269         set_virtue(player_ptr, Virtue::CHANCE, 0);
270         set_virtue(player_ptr, Virtue::NATURE, 0);
271         set_virtue(player_ptr, Virtue::HARMONY, 0);
272         set_virtue(player_ptr, Virtue::VITALITY, 0);
273         set_virtue(player_ptr, Virtue::UNLIFE, 0);
274         set_virtue(player_ptr, Virtue::PATIENCE, 0);
275         set_virtue(player_ptr, Virtue::TEMPERANCE, 0);
276         set_virtue(player_ptr, Virtue::DILIGENCE, 0);
277         set_virtue(player_ptr, Virtue::VALOUR, 0);
278         set_virtue(player_ptr, Virtue::INDIVIDUALISM, 0);
279         initialize_virtues(player_ptr);
280         paid = true;
281         break;
282
283     case BACT_TELE_TOWN:
284         paid = tele_town(player_ptr);
285         break;
286
287     case BACT_EVAL_AC:
288         paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
289         break;
290
291     case BACT_BROKEN_WEAPON:
292         paid = true;
293         bcost = repair_broken_weapon(player_ptr, bcost);
294         break;
295     }
296
297     if (paid) {
298         player_ptr->au -= bcost;
299     }
300 }
301
302 /*!
303  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
304  * @param プレイヤーへの参照ポインタ
305  */
306 void do_cmd_building(PlayerType *player_ptr)
307 {
308     if (player_ptr->wild_mode) {
309         return;
310     }
311
312     PlayerEnergy energy(player_ptr);
313     energy.set_player_turn_energy(100);
314
315     if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, TerrainCharacteristics::BLDG)) {
316         msg_print(_("ここには建物はない。", "You see no building here."));
317         return;
318     }
319
320     TermCenteredOffsetSetter tcos(MAIN_TERM_MIN_COLS, MAIN_TERM_MIN_ROWS);
321
322     int which = terrains_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
323
324     building_type *bldg;
325     bldg = &buildings[which];
326
327     reinit_wilderness = false;
328
329     if ((which == 2) && (player_ptr->arena_number < 0)) {
330         msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
331         return;
332     } else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena) {
333         if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0) {
334             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);
335         } else {
336             prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
337             player_ptr->current_floor_ptr->inside_arena = false;
338             player_ptr->leaving = true;
339             command_new = SPECIAL_KEY_BUILDING;
340             energy.reset_player_turn();
341         }
342
343         return;
344     } else if (player_ptr->phase_out) {
345         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
346         player_ptr->leaving = true;
347         player_ptr->phase_out = false;
348         command_new = SPECIAL_KEY_BUILDING;
349         energy.reset_player_turn();
350         return;
351     } else {
352         player_ptr->oldpy = player_ptr->y;
353         player_ptr->oldpx = player_ptr->x;
354     }
355
356     forget_lite(player_ptr->current_floor_ptr);
357     forget_view(player_ptr->current_floor_ptr);
358     w_ptr->character_icky_depth++;
359
360     command_arg = 0;
361     command_rep = 0;
362     command_new = 0;
363
364     display_buikding_service(player_ptr, bldg);
365     player_ptr->leave_bldg = false;
366     play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
367
368     bool validcmd;
369     while (!player_ptr->leave_bldg) {
370         validcmd = false;
371         prt("", 1, 0);
372
373         building_prt_gold(player_ptr);
374
375         char command = inkey();
376
377         if (command == ESCAPE) {
378             player_ptr->leave_bldg = true;
379             player_ptr->current_floor_ptr->inside_arena = false;
380             player_ptr->phase_out = false;
381             break;
382         }
383
384         int i;
385         for (i = 0; i < 8; i++) {
386             if (bldg->letters[i] && (bldg->letters[i] == command)) {
387                 validcmd = true;
388                 break;
389             }
390         }
391
392         if (validcmd) {
393             bldg_process_command(player_ptr, bldg, i);
394         }
395
396         handle_stuff(player_ptr);
397     }
398
399     select_floor_music(player_ptr);
400
401     msg_flag = false;
402     msg_erase();
403
404     if (reinit_wilderness) {
405         player_ptr->leaving = true;
406     }
407
408     w_ptr->character_icky_depth--;
409     term_clear();
410
411     auto &rfu = RedrawingFlagsUpdater::get_instance();
412     const auto flags_srf = {
413         StatusRedrawingFlag::VIEW,
414         StatusRedrawingFlag::MONSTER_STATUSES,
415         StatusRedrawingFlag::BONUS,
416         StatusRedrawingFlag::LITE,
417         StatusRedrawingFlag::MONSTER_LITE,
418     };
419     rfu.set_flags(flags_srf);
420     const auto flags_mwrf = {
421         MainWindowRedrawingFlag::BASIC,
422         MainWindowRedrawingFlag::EXTRA,
423         MainWindowRedrawingFlag::EQUIPPY,
424         MainWindowRedrawingFlag::MAP,
425     };
426     rfu.set_flags(flags_mwrf);
427     player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
428 }