1 #include "cmd-building/cmd-inn.h"
2 #include "cmd-item/cmd-magiceat.h"
3 #include "core/turn-compensator.h"
4 #include "game-option/birth-options.h"
5 #include "io/write-diary.h"
6 #include "market/building-actions-table.h"
7 #include "market/bounty.h"
8 #include "status/bad-status-setter.h"
9 #include "player/digestion-processor.h"
10 #include "player/eldritch-horror.h"
11 #include "player/player-race-types.h"
12 #include "player/player-race.h"
13 #include "store/rumor.h"
14 #include "view/display-messages.h"
15 #include "world/world.h"
19 * @param customer_ptr プレーヤーへの参照ポインタ
20 * @return 満腹ならFALSE、そうでないならTRUE
22 static bool buy_food(player_type *customer_ptr)
24 if (customer_ptr->food >= PY_FOOD_FULL)
26 msg_print(_("今は満腹だ。", "You are full now."));
30 msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
31 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
37 * @brief 健康体しか宿屋に泊めない処理
38 * @param customer_ptr プレーヤーへの参照ポインタ
39 * @return 毒でも切り傷でもないならTRUE、そうでないならFALSE
41 static bool is_healthy_stay(player_type *customer_ptr)
43 if (!customer_ptr->poisoned && !customer_ptr->cut) return TRUE;
45 msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
47 msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but I don't want anyone dying in here."));
52 static bool is_player_undead(player_type *customer_ptr)
54 bool is_player_undead = is_specific_player_race(customer_ptr, RACE_SKELETON) ||
55 is_specific_player_race(customer_ptr, RACE_ZOMBIE) ||
56 is_specific_player_race(customer_ptr, RACE_VAMPIRE) ||
57 is_specific_player_race(customer_ptr, RACE_SPECTRE);
58 return is_player_undead;
63 * @brief 宿屋に泊まったことを日記に残す
64 * @param customer_ptr プレーヤーへの参照ポインタ
65 * @param prev_hour 宿屋に入った直後のゲーム内時刻
68 static void write_diary_stay_inn(player_type *customer_ptr, int prev_hour)
70 if ((prev_hour >= 6) && (prev_hour < 18))
72 concptr stay_message = _(is_player_undead(customer_ptr) ? "宿屋に泊まった。" : "日が暮れるまで宿屋で過ごした。", "stayed during the day at the inn.");
73 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
77 concptr stay_message = _(is_player_undead(customer_ptr) ? "夜が明けるまで宿屋で過ごした。" : "宿屋に泊まった。", "stayed overnight at the inn.");
78 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
83 * @brief 宿泊によってゲーム内ターンを経過させる
87 static void pass_game_turn_by_stay(void)
89 s32b oldturn = current_world_ptr->game_turn;
90 current_world_ptr->game_turn =
91 (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) *
92 (TURNS_PER_TICK * TOWN_DAWN / 2);
93 if (current_world_ptr->dungeon_turn >= current_world_ptr->dungeon_turn_limit)
96 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
97 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit)
98 current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
103 * @brief 悪夢モードなら悪夢を見せる
104 * @param customer_ptr プレーヤーへの参照ポインタ
105 * @return 悪夢モードならばTRUE
107 static bool has_a_nightmare(player_type *customer_ptr)
109 if (!ironman_nightmare) return FALSE;
111 msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
115 sanity_blast(customer_ptr, NULL, FALSE);
116 if (!one_in_(3)) break;
119 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
120 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "had a nightmare."));
127 * @param customer_ptr プレーヤーへの参照ポインタ
130 static void back_to_health(player_type *customer_ptr)
132 set_blind(customer_ptr, 0);
133 set_confused(customer_ptr, 0);
134 customer_ptr->stun = 0;
135 customer_ptr->chp = customer_ptr->mhp;
136 customer_ptr->csp = customer_ptr->msp;
141 * @brief 魔力喰いの残り回数回復(本当? 要調査)
142 * @param customer_ptr プレーヤーへの参照ポインタ
145 static void charge_magic_eating_energy(player_type *customer_ptr)
147 if (customer_ptr->pclass != CLASS_MAGIC_EATER)
151 for (i = 0; i < 72; i++)
153 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
156 for (; i < MAX_SPELLS; i++)
158 customer_ptr->magic_num1[i] = 0;
164 * @brief リフレッシュ結果を画面に表示する
165 * @param customer_ptr プレーヤーへの参照ポインタ
166 * @param prev_hour 宿屋に入った直後のゲーム内時刻
168 static void display_stay_result(player_type *customer_ptr, int prev_hour)
170 if ((prev_hour >= 6) && (prev_hour < 18))
173 char refresh_message_jp[50];
174 sprintf(refresh_message_jp, "%s%s%s", "あなたはリフレッシュして目覚め、", is_player_undead(customer_ptr) ? "夜" : "夕方", "を迎えた。");
175 msg_print(refresh_message_jp);
177 msg_print("You awake refreshed for the evening.");
179 concptr awake_message = _(is_player_undead(customer_ptr) ? "すがすがしい夜を迎えた。" : "夕方を迎えた。", "awoke refreshed.");
180 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
184 msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
185 concptr awake_message = _(is_player_undead(customer_ptr) ? "すがすがしい朝を迎えた。" : "朝を迎えた。", "awoke refreshed.");
186 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
192 * @param customer_ptr プレーヤーへの参照ポインタ
195 static bool stay_inn(player_type *customer_ptr)
197 if (!is_healthy_stay(customer_ptr)) return FALSE;
199 int prev_day, prev_hour, prev_min;
200 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
201 write_diary_stay_inn(customer_ptr, prev_hour);
203 pass_game_turn_by_stay();
204 prevent_turn_overflow(customer_ptr);
206 if ((prev_hour >= 18) && (prev_hour <= 23)) {
207 determine_daily_bounty(customer_ptr, FALSE); /* Update daily bounty */
208 exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
211 customer_ptr->chp = customer_ptr->mhp;
212 if (has_a_nightmare(customer_ptr)) return TRUE;
214 back_to_health(customer_ptr);
215 charge_magic_eating_energy(customer_ptr);
217 display_stay_result(customer_ptr, prev_hour);
223 * todo 悪夢を見る前後に全回復しているが、何か意図がある?
225 * @param customer_ptr プレーヤーへの参照ポインタ
226 * @param cmd 宿屋の利用施設ID
227 * @return 施設の利用が実際に行われたらTRUE
228 * @details inn commands
229 * Note that resting for the night was a perfect way to avoid player
230 * ghosts in the town *if* you could only make it to the inn in time (-:
231 * Now that the ghosts are temporarily disabled in 2.8.X, this function
232 * will not be that useful. I will keep it in the hopes the player
233 * ghost code does become a reality again. Does help to avoid filthy urchins.
234 * Resting at night is also a quick way to restock stores -KMW-
236 bool inn_comm(player_type *customer_ptr, int cmd)
241 return buy_food(customer_ptr);
243 return stay_inn(customer_ptr);
245 display_rumor(customer_ptr, TRUE);
248 // todo リファクタリング前のコードもTRUEだった、FALSEにすべきでは.