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[Refactor] #3230 PlayerType::update に関わる処理を、RedrawingFlagsUpdaterに集約した
[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/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 "io/input-key-acceptor.h"
32 #include "io/input-key-requester.h"
33 #include "main/music-definitions-table.h"
34 #include "main/sound-of-music.h"
35 #include "market/arena.h"
36 #include "market/bounty.h"
37 #include "market/building-actions-table.h"
38 #include "market/building-craft-armor.h"
39 #include "market/building-craft-fix.h"
40 #include "market/building-craft-weapon.h"
41 #include "market/building-enchanter.h"
42 #include "market/building-monster.h"
43 #include "market/building-quest.h"
44 #include "market/building-recharger.h"
45 #include "market/building-service.h"
46 #include "market/building-util.h"
47 #include "market/play-gamble.h"
48 #include "market/poker.h"
49 #include "monster-race/monster-race.h"
50 #include "mutation/mutation-flag-types.h"
51 #include "mutation/mutation-investor-remover.h"
52 #include "object-hook/hook-armor.h"
53 #include "object-hook/hook-weapon.h"
54 #include "object/item-tester-hooker.h"
55 #include "player-status/player-energy.h"
56 #include "player/player-personality-types.h"
57 #include "spell-kind/spells-perception.h"
58 #include "spell-kind/spells-world.h"
59 #include "spell/spells-status.h"
60 #include "system/building-type-definition.h"
61 #include "system/floor-type-definition.h"
62 #include "system/grid-type-definition.h"
63 #include "system/item-entity.h"
64 #include "system/player-type-definition.h"
65 #include "system/redrawing-flags-updater.h"
66 #include "system/terrain-type-definition.h"
67 #include "term/gameterm.h"
68 #include "term/screen-processor.h"
69 #include "util/bit-flags-calculator.h"
70 #include "util/int-char-converter.h"
71 #include "view/display-messages.h"
72 #include "world/world.h"
73
74 uint32_t mon_odds[4];
75 int battle_odds;
76 PRICE kakekin;
77 int sel_monster;
78
79 bool reinit_wilderness = false;
80
81 /*!
82  * @brief 町に関するヘルプを表示する / Display town history
83  * @param player_ptr プレイヤーへの参照ポインタ
84  */
85 static void town_history(PlayerType *player_ptr)
86 {
87     screen_save();
88     (void)show_file(player_ptr, true, _("jbldg.txt", "bldg.txt"), nullptr, 0, 0);
89     screen_load();
90 }
91
92 /*!
93  * @brief 施設の処理実行メインルーチン / Execute a building command
94  * @param player_ptr プレイヤーへの参照ポインタ
95  * @param bldg 施設構造体の参照ポインタ
96  * @param i 実行したい施設のサービステーブルの添字
97  */
98 static void bldg_process_command(PlayerType *player_ptr, building_type *bldg, int i)
99 {
100     msg_flag = false;
101     msg_erase();
102
103     PRICE bcost;
104     if (is_owner(player_ptr, bldg)) {
105         bcost = bldg->member_costs[i];
106     } else {
107         bcost = bldg->other_costs[i];
108     }
109
110     /* action restrictions */
111     const auto can_be_owner = is_owner(player_ptr, bldg);
112     if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) || ((bldg->action_restr[i] == 2) && !can_be_owner)) {
113         msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
114         return;
115     }
116
117     auto bact = bldg->actions[i];
118     if ((bact != BACT_RECHARGE) && (((bldg->member_costs[i] > player_ptr->au) && can_be_owner) || ((bldg->other_costs[i] > player_ptr->au) && !can_be_owner))) {
119         msg_print(_("お金が足りません!", "You do not have the gold!"));
120         return;
121     }
122
123     bool paid = false;
124     switch (bact) {
125     case BACT_NOTHING:
126         /* Do nothing */
127         break;
128     case BACT_RESEARCH_ITEM:
129         paid = identify_fully(player_ptr, false);
130         break;
131     case BACT_TOWN_HISTORY:
132         town_history(player_ptr);
133         break;
134     case BACT_RACE_LEGENDS:
135         race_legends(player_ptr);
136         break;
137     case BACT_QUEST:
138         castle_quest(player_ptr);
139         break;
140     case BACT_KING_LEGENDS:
141     case BACT_ARENA_LEGENDS:
142     case BACT_LEGENDS:
143         show_highclass(player_ptr);
144         break;
145     case BACT_POSTER:
146     case BACT_ARENA_RULES:
147     case BACT_ARENA:
148         arena_comm(player_ptr, bact);
149         break;
150     case BACT_IN_BETWEEN:
151     case BACT_CRAPS:
152     case BACT_SPIN_WHEEL:
153     case BACT_DICE_SLOTS:
154     case BACT_GAMBLE_RULES:
155     case BACT_POKER:
156         gamble_comm(player_ptr, bact);
157         break;
158     case BACT_REST:
159     case BACT_RUMORS:
160     case BACT_FOOD:
161         paid = inn_comm(player_ptr, bact);
162         break;
163     case BACT_RESEARCH_MONSTER:
164         paid = research_mon(player_ptr);
165         break;
166     case BACT_COMPARE_WEAPONS:
167         paid = true;
168         bcost = compare_weapons(player_ptr, bcost);
169         break;
170     case BACT_ENCHANT_WEAPON:
171         enchant_item(player_ptr, bcost, 1, 1, 0, FuncItemTester(&ItemEntity::allow_enchant_melee_weapon));
172         break;
173     case BACT_ENCHANT_ARMOR:
174         enchant_item(player_ptr, bcost, 0, 0, 1, FuncItemTester(&ItemEntity::is_protector));
175         break;
176     case BACT_RECHARGE:
177         building_recharge(player_ptr);
178         break;
179     case BACT_RECHARGE_ALL:
180         building_recharge_all(player_ptr);
181         break;
182     case BACT_IDENTS:
183         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? "))) {
184             break;
185         }
186         identify_pack(player_ptr);
187         msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
188         paid = true;
189         break;
190     case BACT_IDENT_ONE:
191         paid = ident_spell(player_ptr, false);
192         break;
193     case BACT_LEARN:
194         do_cmd_study(player_ptr);
195         break;
196     case BACT_HEALING:
197         paid = cure_critical_wounds(player_ptr, 200);
198         break;
199     case BACT_RESTORE:
200         paid = restore_all_status(player_ptr);
201         break;
202     case BACT_ENCHANT_ARROWS:
203         enchant_item(player_ptr, bcost, 1, 1, 0, FuncItemTester(&ItemEntity::is_ammo));
204         break;
205     case BACT_ENCHANT_BOW:
206         enchant_item(player_ptr, bcost, 1, 1, 0, TvalItemTester(ItemKindType::BOW));
207         break;
208
209     case BACT_RECALL:
210         if (recall_player(player_ptr, 1)) {
211             paid = true;
212         }
213         break;
214
215     case BACT_TELEPORT_LEVEL:
216         screen_save();
217         clear_bldg(4, 20);
218         paid = free_level_recall(player_ptr);
219         screen_load();
220         break;
221
222     case BACT_LOSE_MUTATION: {
223         auto muta = player_ptr->muta;
224         if (player_ptr->ppersonality == PERSONALITY_LUCKY) {
225             // ラッキーマンの白オーラは突然変異治療の対象外
226             muta.reset(PlayerMutationType::GOOD_LUCK);
227         }
228         if (muta.any()) {
229             while (!lose_mutation(player_ptr, 0)) {
230                 ;
231             }
232             paid = true;
233             break;
234         }
235
236         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
237         msg_print(nullptr);
238         break;
239     }
240
241     case BACT_BATTLE:
242         monster_arena_comm(player_ptr);
243         break;
244
245     case BACT_TSUCHINOKO:
246         tsuchinoko();
247         break;
248
249     case BACT_BOUNTY:
250         show_bounty();
251         break;
252
253     case BACT_TARGET:
254         today_target(player_ptr);
255         break;
256
257     case BACT_KANKIN:
258         exchange_cash(player_ptr);
259         break;
260
261     case BACT_HEIKOUKA:
262         msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
263         set_virtue(player_ptr, Virtue::COMPASSION, 0);
264         set_virtue(player_ptr, Virtue::HONOUR, 0);
265         set_virtue(player_ptr, Virtue::JUSTICE, 0);
266         set_virtue(player_ptr, Virtue::SACRIFICE, 0);
267         set_virtue(player_ptr, Virtue::KNOWLEDGE, 0);
268         set_virtue(player_ptr, Virtue::FAITH, 0);
269         set_virtue(player_ptr, Virtue::ENLIGHTEN, 0);
270         set_virtue(player_ptr, Virtue::ENCHANT, 0);
271         set_virtue(player_ptr, Virtue::CHANCE, 0);
272         set_virtue(player_ptr, Virtue::NATURE, 0);
273         set_virtue(player_ptr, Virtue::HARMONY, 0);
274         set_virtue(player_ptr, Virtue::VITALITY, 0);
275         set_virtue(player_ptr, Virtue::UNLIFE, 0);
276         set_virtue(player_ptr, Virtue::PATIENCE, 0);
277         set_virtue(player_ptr, Virtue::TEMPERANCE, 0);
278         set_virtue(player_ptr, Virtue::DILIGENCE, 0);
279         set_virtue(player_ptr, Virtue::VALOUR, 0);
280         set_virtue(player_ptr, Virtue::INDIVIDUALISM, 0);
281         initialize_virtues(player_ptr);
282         paid = true;
283         break;
284
285     case BACT_TELE_TOWN:
286         paid = tele_town(player_ptr);
287         break;
288
289     case BACT_EVAL_AC:
290         paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
291         break;
292
293     case BACT_BROKEN_WEAPON:
294         paid = true;
295         bcost = repair_broken_weapon(player_ptr, bcost);
296         break;
297     }
298
299     if (paid) {
300         player_ptr->au -= bcost;
301     }
302 }
303
304 /*!
305  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
306  * @param プレイヤーへの参照ポインタ
307  */
308 void do_cmd_building(PlayerType *player_ptr)
309 {
310     if (player_ptr->wild_mode) {
311         return;
312     }
313
314     PlayerEnergy energy(player_ptr);
315     energy.set_player_turn_energy(100);
316
317     if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, TerrainCharacteristics::BLDG)) {
318         msg_print(_("ここには建物はない。", "You see no building here."));
319         return;
320     }
321
322     TermCenteredOffsetSetter tcos(MAIN_TERM_MIN_COLS, MAIN_TERM_MIN_ROWS);
323
324     int which = terrains_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
325
326     building_type *bldg;
327     bldg = &buildings[which];
328
329     reinit_wilderness = false;
330
331     if ((which == 2) && (player_ptr->arena_number < 0)) {
332         msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
333         return;
334     } else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena) {
335         if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0) {
336             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);
337         } else {
338             prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
339             player_ptr->current_floor_ptr->inside_arena = false;
340             player_ptr->leaving = true;
341             command_new = SPECIAL_KEY_BUILDING;
342             energy.reset_player_turn();
343         }
344
345         return;
346     } else if (player_ptr->phase_out) {
347         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
348         player_ptr->leaving = true;
349         player_ptr->phase_out = false;
350         command_new = SPECIAL_KEY_BUILDING;
351         energy.reset_player_turn();
352         return;
353     } else {
354         player_ptr->oldpy = player_ptr->y;
355         player_ptr->oldpx = player_ptr->x;
356     }
357
358     forget_lite(player_ptr->current_floor_ptr);
359     forget_view(player_ptr->current_floor_ptr);
360     w_ptr->character_icky_depth++;
361
362     command_arg = 0;
363     command_rep = 0;
364     command_new = 0;
365
366     display_buikding_service(player_ptr, bldg);
367     player_ptr->leave_bldg = false;
368     play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
369
370     bool validcmd;
371     while (!player_ptr->leave_bldg) {
372         validcmd = false;
373         prt("", 1, 0);
374
375         building_prt_gold(player_ptr);
376
377         char command = inkey();
378
379         if (command == ESCAPE) {
380             player_ptr->leave_bldg = true;
381             player_ptr->current_floor_ptr->inside_arena = false;
382             player_ptr->phase_out = false;
383             break;
384         }
385
386         int i;
387         for (i = 0; i < 8; i++) {
388             if (bldg->letters[i] && (bldg->letters[i] == command)) {
389                 validcmd = true;
390                 break;
391             }
392         }
393
394         if (validcmd) {
395             bldg_process_command(player_ptr, bldg, i);
396         }
397
398         handle_stuff(player_ptr);
399     }
400
401     select_floor_music(player_ptr);
402
403     msg_flag = false;
404     msg_erase();
405
406     if (reinit_wilderness) {
407         player_ptr->leaving = true;
408     }
409
410     w_ptr->character_icky_depth--;
411     term_clear();
412
413     auto &rfu = RedrawingFlagsUpdater::get_instance();
414     const auto flags = {
415         StatusRedrawingFlag::VIEW,
416         StatusRedrawingFlag::MONSTER_STATUSES,
417         StatusRedrawingFlag::BONUS,
418         StatusRedrawingFlag::LITE,
419         StatusRedrawingFlag::MONSTER_LITE,
420     };
421     rfu.set_flags(flags);
422     player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
423     player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
424 }