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Merge pull request #1862 from sikabane-works/feature/refactor-player-class
[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/player-redraw-types.h"
21 #include "core/player-update-types.h"
22 #include "core/scores.h"
23 #include "core/show-file.h"
24 #include "core/special-internal-keys.h"
25 #include "core/stuff-handler.h"
26 #include "core/window-redrawer.h"
27 #include "floor/cave.h"
28 #include "floor/floor-events.h"
29 #include "floor/floor-mode-changer.h"
30 #include "floor/wild.h"
31 #include "grid/feature.h"
32 #include "io/input-key-acceptor.h"
33 #include "io/input-key-requester.h"
34 #include "main/music-definitions-table.h"
35 #include "main/sound-of-music.h"
36 #include "market/arena.h"
37 #include "market/bounty.h"
38 #include "market/building-actions-table.h"
39 #include "market/building-craft-armor.h"
40 #include "market/building-craft-fix.h"
41 #include "market/building-craft-weapon.h"
42 #include "market/building-enchanter.h"
43 #include "market/building-monster.h"
44 #include "market/building-quest.h"
45 #include "market/building-recharger.h"
46 #include "market/building-service.h"
47 #include "market/building-util.h"
48 #include "market/play-gamble.h"
49 #include "market/poker.h"
50 #include "monster-race/monster-race.h"
51 #include "mutation/mutation-flag-types.h"
52 #include "mutation/mutation-investor-remover.h"
53 #include "object-hook/hook-armor.h"
54 #include "object-hook/hook-weapon.h"
55 #include "object/item-tester-hooker.h"
56 #include "player-status/player-energy.h"
57 #include "player/player-personality-types.h"
58 #include "spell-kind/spells-perception.h"
59 #include "spell-kind/spells-world.h"
60 #include "spell/spells-status.h"
61 #include "system/building-type-definition.h"
62 #include "system/floor-type-definition.h"
63 #include "system/grid-type-definition.h"
64 #include "system/object-type-definition.h"
65 #include "system/player-type-definition.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     /* action restrictions */
108     if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) || ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg))) {
109         msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
110         return;
111     }
112
113     auto bact = bldg->actions[i];
114     if ((bact != BACT_RECHARGE)
115         && (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg))
116             || ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg)))) {
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(&object_type::allow_enchant_melee_weapon));
170         break;
171     case BACT_ENCHANT_ARMOR:
172         enchant_item(player_ptr, bcost, 0, 0, 1, FuncItemTester(&object_type::is_armour));
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         identify_pack(player_ptr);
184         msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
185         paid = true;
186         break;
187     case BACT_IDENT_ONE:
188         paid = ident_spell(player_ptr, false);
189         break;
190     case BACT_LEARN:
191         do_cmd_study(player_ptr);
192         break;
193     case BACT_HEALING:
194         paid = cure_critical_wounds(player_ptr, 200);
195         break;
196     case BACT_RESTORE:
197         paid = restore_all_status(player_ptr);
198         break;
199     case BACT_ENCHANT_ARROWS:
200         enchant_item(player_ptr, bcost, 1, 1, 0, FuncItemTester(&object_type::is_ammo));
201         break;
202     case BACT_ENCHANT_BOW:
203         enchant_item(player_ptr, bcost, 1, 1, 0, TvalItemTester(ItemKindType::BOW));
204         break;
205
206     case BACT_RECALL:
207         if (recall_player(player_ptr, 1))
208             paid = true;
209         break;
210
211     case BACT_TELEPORT_LEVEL:
212         clear_bldg(4, 20);
213         paid = free_level_recall(player_ptr);
214         break;
215
216     case BACT_LOSE_MUTATION: {
217         auto muta = player_ptr->muta;
218         if (player_ptr->ppersonality == PERSONALITY_LUCKY) {
219             // ラッキーマンの白オーラは突然変異治療の対象外
220             muta.reset(PlayerMutationType::GOOD_LUCK);
221         }
222         if (muta.any()) {
223             while (!lose_mutation(player_ptr, 0))
224                 ;
225             paid = true;
226             break;
227         }
228
229         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
230         msg_print(nullptr);
231         break;
232     }
233
234     case BACT_BATTLE:
235         monster_arena_comm(player_ptr);
236         break;
237
238     case BACT_TSUCHINOKO:
239         tsuchinoko();
240         break;
241
242     case BACT_BOUNTY:
243         show_bounty();
244         break;
245
246     case BACT_TARGET:
247         today_target(player_ptr);
248         break;
249
250     case BACT_KANKIN:
251         exchange_cash(player_ptr);
252         break;
253
254     case BACT_HEIKOUKA:
255         msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
256         set_virtue(player_ptr, V_COMPASSION, 0);
257         set_virtue(player_ptr, V_HONOUR, 0);
258         set_virtue(player_ptr, V_JUSTICE, 0);
259         set_virtue(player_ptr, V_SACRIFICE, 0);
260         set_virtue(player_ptr, V_KNOWLEDGE, 0);
261         set_virtue(player_ptr, V_FAITH, 0);
262         set_virtue(player_ptr, V_ENLIGHTEN, 0);
263         set_virtue(player_ptr, V_ENCHANT, 0);
264         set_virtue(player_ptr, V_CHANCE, 0);
265         set_virtue(player_ptr, V_NATURE, 0);
266         set_virtue(player_ptr, V_HARMONY, 0);
267         set_virtue(player_ptr, V_VITALITY, 0);
268         set_virtue(player_ptr, V_UNLIFE, 0);
269         set_virtue(player_ptr, V_PATIENCE, 0);
270         set_virtue(player_ptr, V_TEMPERANCE, 0);
271         set_virtue(player_ptr, V_DILIGENCE, 0);
272         set_virtue(player_ptr, V_VALOUR, 0);
273         set_virtue(player_ptr, V_INDIVIDUALISM, 0);
274         initialize_virtues(player_ptr);
275         paid = true;
276         break;
277
278     case BACT_TELE_TOWN:
279         paid = tele_town(player_ptr);
280         break;
281
282     case BACT_EVAL_AC:
283         paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
284         break;
285
286     case BACT_BROKEN_WEAPON:
287         paid = true;
288         bcost = repair_broken_weapon(player_ptr, bcost);
289         break;
290     }
291
292     if (paid)
293         player_ptr->au -= bcost;
294 }
295
296 /*!
297  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
298  * @param プレイヤーへの参照ポインタ
299  */
300 void do_cmd_building(PlayerType *player_ptr)
301 {
302     if (player_ptr->wild_mode)
303         return;
304
305     PlayerEnergy energy(player_ptr);
306     energy.set_player_turn_energy(100);
307
308     if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FloorFeatureType::BLDG)) {
309         msg_print(_("ここには建物はない。", "You see no building here."));
310         return;
311     }
312
313     int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
314
315     building_type *bldg;
316     bldg = &building[which];
317
318     reinit_wilderness = false;
319
320     if ((which == 2) && (player_ptr->arena_number < 0)) {
321         msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
322         return;
323     } else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena) {
324         if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0) {
325             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);
326         } else {
327             prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
328             player_ptr->current_floor_ptr->inside_arena = false;
329             player_ptr->leaving = true;
330             command_new = SPECIAL_KEY_BUILDING;
331             energy.reset_player_turn();
332         }
333
334         return;
335     } else if (player_ptr->phase_out) {
336         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
337         player_ptr->leaving = true;
338         player_ptr->phase_out = false;
339         command_new = SPECIAL_KEY_BUILDING;
340         energy.reset_player_turn();
341         return;
342     } else {
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     w_ptr->character_icky_depth++;
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         validcmd = false;
362         prt("", 1, 0);
363
364         building_prt_gold(player_ptr);
365
366         char command = inkey();
367
368         if (command == ESCAPE) {
369             player_ptr->leave_bldg = true;
370             player_ptr->current_floor_ptr->inside_arena = false;
371             player_ptr->phase_out = false;
372             break;
373         }
374
375         int i;
376         for (i = 0; i < 8; i++) {
377             if (bldg->letters[i] && (bldg->letters[i] == command)) {
378                 validcmd = true;
379                 break;
380             }
381         }
382
383         if (validcmd)
384             bldg_process_command(player_ptr, bldg, i);
385
386         handle_stuff(player_ptr);
387     }
388
389     select_floor_music(player_ptr);
390
391     msg_flag = false;
392     msg_erase();
393
394     if (reinit_wilderness)
395         player_ptr->leaving = true;
396
397     w_ptr->character_icky_depth--;
398     term_clear();
399
400     player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
401     player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
402     player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
403 }