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[Refactor] #3650 Grid::feat から地形特性を得ていた箇所をget_terrain() に置換した
[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/angband-system.h"
59 #include "system/building-type-definition.h"
60 #include "system/floor-type-definition.h"
61 #include "system/grid-type-definition.h"
62 #include "system/item-entity.h"
63 #include "system/player-type-definition.h"
64 #include "system/redrawing-flags-updater.h"
65 #include "system/terrain-type-definition.h"
66 #include "term/gameterm.h"
67 #include "term/screen-processor.h"
68 #include "util/bit-flags-calculator.h"
69 #include "util/int-char-converter.h"
70 #include "view/display-messages.h"
71 #include "world/world.h"
72
73 uint32_t mon_odds[4];
74 int battle_odds;
75 PRICE kakekin;
76 int sel_monster;
77
78 bool reinit_wilderness = false;
79
80 /*!
81  * @brief 町に関するヘルプを表示する / Display town history
82  * @param player_ptr プレイヤーへの参照ポインタ
83  */
84 static void town_history(PlayerType *player_ptr)
85 {
86     screen_save();
87     (void)show_file(player_ptr, true, _("jbldg.txt", "bldg.txt"), 0, 0);
88     screen_load();
89 }
90
91 /*!
92  * @brief 施設の処理実行メインルーチン / Execute a building command
93  * @param player_ptr プレイヤーへの参照ポインタ
94  * @param bldg 施設構造体の参照ポインタ
95  * @param i 実行したい施設のサービステーブルの添字
96  */
97 static void bldg_process_command(PlayerType *player_ptr, building_type *bldg, int i)
98 {
99     msg_flag = false;
100     msg_erase();
101
102     PRICE bcost;
103     if (is_owner(player_ptr, bldg)) {
104         bcost = bldg->member_costs[i];
105     } else {
106         bcost = bldg->other_costs[i];
107     }
108
109     /* action restrictions */
110     const auto can_be_owner = is_owner(player_ptr, bldg);
111     if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) || ((bldg->action_restr[i] == 2) && !can_be_owner)) {
112         msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
113         return;
114     }
115
116     auto bact = bldg->actions[i];
117     if ((bact != BACT_RECHARGE) && (((bldg->member_costs[i] > player_ptr->au) && can_be_owner) || ((bldg->other_costs[i] > player_ptr->au) && !can_be_owner))) {
118         msg_print(_("お金が足りません!", "You do not have the gold!"));
119         return;
120     }
121
122     bool paid = false;
123     switch (bact) {
124     case BACT_NOTHING:
125         /* Do nothing */
126         break;
127     case BACT_RESEARCH_ITEM:
128         paid = identify_fully(player_ptr, false);
129         break;
130     case BACT_TOWN_HISTORY:
131         town_history(player_ptr);
132         break;
133     case BACT_RACE_LEGENDS:
134         race_legends(player_ptr);
135         break;
136     case BACT_QUEST:
137         castle_quest(player_ptr);
138         break;
139     case BACT_KING_LEGENDS:
140     case BACT_ARENA_LEGENDS:
141     case BACT_LEGENDS:
142         show_highclass(player_ptr);
143         break;
144     case BACT_POSTER:
145     case BACT_ARENA_RULES:
146     case BACT_ARENA:
147         arena_comm(player_ptr, bact);
148         break;
149     case BACT_IN_BETWEEN:
150     case BACT_CRAPS:
151     case BACT_SPIN_WHEEL:
152     case BACT_DICE_SLOTS:
153     case BACT_GAMBLE_RULES:
154     case BACT_POKER:
155         gamble_comm(player_ptr, bact);
156         break;
157     case BACT_REST:
158     case BACT_RUMORS:
159     case BACT_FOOD:
160         paid = inn_comm(player_ptr, bact);
161         break;
162     case BACT_RESEARCH_MONSTER:
163         paid = research_mon(player_ptr);
164         break;
165     case BACT_COMPARE_WEAPONS:
166         paid = true;
167         bcost = compare_weapons(player_ptr, bcost);
168         break;
169     case BACT_ENCHANT_WEAPON:
170         enchant_item(player_ptr, bcost, 1, 1, 0, FuncItemTester(&ItemEntity::allow_enchant_melee_weapon));
171         break;
172     case BACT_ENCHANT_ARMOR:
173         enchant_item(player_ptr, bcost, 0, 0, 1, FuncItemTester(&ItemEntity::is_protector));
174         break;
175     case BACT_RECHARGE:
176         building_recharge(player_ptr);
177         break;
178     case BACT_RECHARGE_ALL:
179         building_recharge_all(player_ptr);
180         break;
181     case BACT_IDENTS:
182         if (!input_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? "))) {
183             break;
184         }
185         identify_pack(player_ptr);
186         msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
187         paid = true;
188         break;
189     case BACT_IDENT_ONE:
190         paid = ident_spell(player_ptr, false);
191         break;
192     case BACT_LEARN:
193         do_cmd_study(player_ptr);
194         break;
195     case BACT_HEALING:
196         paid = cure_critical_wounds(player_ptr, 200);
197         break;
198     case BACT_RESTORE:
199         paid = restore_all_status(player_ptr);
200         break;
201     case BACT_ENCHANT_ARROWS:
202         enchant_item(player_ptr, bcost, 1, 1, 0, FuncItemTester(&ItemEntity::is_ammo));
203         break;
204     case BACT_ENCHANT_BOW:
205         enchant_item(player_ptr, bcost, 1, 1, 0, TvalItemTester(ItemKindType::BOW));
206         break;
207
208     case BACT_RECALL:
209         if (recall_player(player_ptr, 1)) {
210             paid = true;
211         }
212         break;
213
214     case BACT_TELEPORT_LEVEL:
215         screen_save();
216         clear_bldg(4, 20);
217         paid = free_level_recall(player_ptr);
218         screen_load();
219         break;
220
221     case BACT_LOSE_MUTATION: {
222         auto muta = player_ptr->muta;
223         if (player_ptr->ppersonality == PERSONALITY_LUCKY) {
224             // ラッキーマンの白オーラは突然変異治療の対象外
225             muta.reset(PlayerMutationType::GOOD_LUCK);
226         }
227         if (muta.any()) {
228             while (!lose_mutation(player_ptr, 0)) {
229                 ;
230             }
231             paid = true;
232             break;
233         }
234
235         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
236         msg_print(nullptr);
237         break;
238     }
239
240     case BACT_BATTLE:
241         monster_arena_comm(player_ptr);
242         break;
243
244     case BACT_TSUCHINOKO:
245         tsuchinoko();
246         break;
247
248     case BACT_BOUNTY:
249         show_bounty();
250         break;
251
252     case BACT_TARGET:
253         today_target(player_ptr);
254         break;
255
256     case BACT_KANKIN:
257         exchange_cash(player_ptr);
258         break;
259
260     case BACT_HEIKOUKA:
261         msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
262         set_virtue(player_ptr, Virtue::COMPASSION, 0);
263         set_virtue(player_ptr, Virtue::HONOUR, 0);
264         set_virtue(player_ptr, Virtue::JUSTICE, 0);
265         set_virtue(player_ptr, Virtue::SACRIFICE, 0);
266         set_virtue(player_ptr, Virtue::KNOWLEDGE, 0);
267         set_virtue(player_ptr, Virtue::FAITH, 0);
268         set_virtue(player_ptr, Virtue::ENLIGHTEN, 0);
269         set_virtue(player_ptr, Virtue::ENCHANT, 0);
270         set_virtue(player_ptr, Virtue::CHANCE, 0);
271         set_virtue(player_ptr, Virtue::NATURE, 0);
272         set_virtue(player_ptr, Virtue::HARMONY, 0);
273         set_virtue(player_ptr, Virtue::VITALITY, 0);
274         set_virtue(player_ptr, Virtue::UNLIFE, 0);
275         set_virtue(player_ptr, Virtue::PATIENCE, 0);
276         set_virtue(player_ptr, Virtue::TEMPERANCE, 0);
277         set_virtue(player_ptr, Virtue::DILIGENCE, 0);
278         set_virtue(player_ptr, Virtue::VALOUR, 0);
279         set_virtue(player_ptr, Virtue::INDIVIDUALISM, 0);
280         initialize_virtues(player_ptr);
281         paid = true;
282         break;
283
284     case BACT_TELE_TOWN:
285         paid = tele_town(player_ptr);
286         break;
287
288     case BACT_EVAL_AC:
289         paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
290         break;
291
292     case BACT_BROKEN_WEAPON:
293         paid = true;
294         bcost = repair_broken_weapon(player_ptr, bcost);
295         break;
296     }
297
298     if (paid) {
299         player_ptr->au -= bcost;
300     }
301 }
302
303 /*!
304  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
305  * @param プレイヤーへの参照ポインタ
306  */
307 void do_cmd_building(PlayerType *player_ptr)
308 {
309     if (player_ptr->wild_mode) {
310         return;
311     }
312
313     PlayerEnergy energy(player_ptr);
314     energy.set_player_turn_energy(100);
315     const auto p_pos = player_ptr->get_position();
316     if (!cave_has_flag_bold(player_ptr->current_floor_ptr, p_pos.y, p_pos.x, TerrainCharacteristics::BLDG)) {
317         msg_print(_("ここには建物はない。", "You see no building here."));
318         return;
319     }
320
321     TermCenteredOffsetSetter tcos(MAIN_TERM_MIN_COLS, MAIN_TERM_MIN_ROWS);
322
323     int which = player_ptr->current_floor_ptr->get_grid(p_pos).get_terrain().subtype;
324
325     building_type *bldg;
326     bldg = &buildings[which];
327
328     reinit_wilderness = false;
329
330     if ((which == 2) && (player_ptr->arena_number < 0)) {
331         msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
332         return;
333     }
334
335     if ((which == 2) && player_ptr->current_floor_ptr->inside_arena) {
336         if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0) {
337             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);
338         } else {
339             prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
340             player_ptr->current_floor_ptr->inside_arena = false;
341             player_ptr->leaving = true;
342             command_new = SPECIAL_KEY_BUILDING;
343             energy.reset_player_turn();
344         }
345
346         return;
347     }
348
349     auto &system = AngbandSystem::get_instance();
350     if (system.is_phase_out()) {
351         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
352         player_ptr->leaving = true;
353         system.set_phase_out(false);
354         command_new = SPECIAL_KEY_BUILDING;
355         energy.reset_player_turn();
356         return;
357     }
358
359     player_ptr->oldpy = player_ptr->y;
360     player_ptr->oldpx = player_ptr->x;
361     forget_lite(player_ptr->current_floor_ptr);
362     forget_view(player_ptr->current_floor_ptr);
363     w_ptr->character_icky_depth++;
364
365     command_arg = 0;
366     command_rep = 0;
367     command_new = 0;
368
369     display_buikding_service(player_ptr, bldg);
370     player_ptr->leave_bldg = false;
371     play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
372
373     bool validcmd;
374     while (!player_ptr->leave_bldg) {
375         validcmd = false;
376         prt("", 1, 0);
377
378         building_prt_gold(player_ptr);
379
380         char command = inkey();
381
382         if (command == ESCAPE) {
383             player_ptr->leave_bldg = true;
384             player_ptr->current_floor_ptr->inside_arena = false;
385             system.set_phase_out(false);
386             break;
387         }
388
389         int i;
390         for (i = 0; i < 8; i++) {
391             if (bldg->letters[i] && (bldg->letters[i] == command)) {
392                 validcmd = true;
393                 break;
394             }
395         }
396
397         if (validcmd) {
398             bldg_process_command(player_ptr, bldg, i);
399         }
400
401         handle_stuff(player_ptr);
402     }
403
404     select_floor_music(player_ptr);
405
406     msg_flag = false;
407     msg_erase();
408
409     if (reinit_wilderness) {
410         player_ptr->leaving = true;
411     }
412
413     w_ptr->character_icky_depth--;
414     term_clear();
415
416     auto &rfu = RedrawingFlagsUpdater::get_instance();
417     static constexpr auto flags_srf = {
418         StatusRecalculatingFlag::VIEW,
419         StatusRecalculatingFlag::MONSTER_STATUSES,
420         StatusRecalculatingFlag::BONUS,
421         StatusRecalculatingFlag::LITE,
422         StatusRecalculatingFlag::MONSTER_LITE,
423     };
424     rfu.set_flags(flags_srf);
425     static constexpr auto flags_mwrf = {
426         MainWindowRedrawingFlag::BASIC,
427         MainWindowRedrawingFlag::EXTRA,
428         MainWindowRedrawingFlag::EQUIPPY,
429         MainWindowRedrawingFlag::MAP,
430     };
431     rfu.set_flags(flags_mwrf);
432     static constexpr auto flags_swrf = {
433         SubWindowRedrawingFlag::OVERHEAD,
434         SubWindowRedrawingFlag::DUNGEON,
435     };
436     rfu.set_flags(flags_swrf);
437 }