1 #include "system/angband.h"
2 #include "cmd/cmd-inn.h"
3 #include "cmd-item/cmd-magiceat.h"
4 #include "io/write-diary.h"
5 #include "world/world.h"
6 #include "player/player-effects.h"
7 #include "core/turn-compensator.h"
8 #include "store/rumor.h"
9 #include "player/player-races-table.h"
10 #include "market/building-actions-table.h"
14 * @param customer_ptr プレーヤーへの参照ポインタ
15 * @return 満腹ならFALSE、そうでないならTRUE
17 static bool buy_food(player_type *customer_ptr)
19 if (customer_ptr->food >= PY_FOOD_FULL)
21 msg_print(_("今は満腹だ。", "You are full now."));
25 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."));
26 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
32 * @brief 健康体しか宿屋に泊めない処理
33 * @param customer_ptr プレーヤーへの参照ポインタ
34 * @return 毒でも切り傷でもないならTRUE、そうでないならFALSE
36 static bool is_healthy_stay(player_type *customer_ptr)
38 if (!customer_ptr->poisoned && !customer_ptr->cut) return TRUE;
40 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."));
42 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 don't want anyone dying in here."));
47 static bool is_player_undead(player_type *customer_ptr)
49 bool is_player_undead = PRACE_IS_(customer_ptr, RACE_SKELETON) ||
50 PRACE_IS_(customer_ptr, RACE_ZOMBIE) ||
51 PRACE_IS_(customer_ptr, RACE_VAMPIRE) ||
52 PRACE_IS_(customer_ptr, RACE_SPECTRE);
53 return is_player_undead;
58 * @brief 宿屋に泊まったことを日記に残す
59 * @param customer_ptr プレーヤーへの参照ポインタ
60 * @param prev_hour 宿屋に入った直後のゲーム内時刻
63 static void write_diary_stay_inn(player_type *customer_ptr, int prev_hour)
65 if ((prev_hour >= 6) && (prev_hour < 18))
67 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.");
68 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
72 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.");
73 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
78 * @brief 宿泊によってゲーム内ターンを経過させる
82 static void pass_game_turn_by_stay(void)
84 s32b oldturn = current_world_ptr->game_turn;
85 current_world_ptr->game_turn =
86 (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) *
87 (TURNS_PER_TICK * TOWN_DAWN / 2);
88 if (current_world_ptr->dungeon_turn >= current_world_ptr->dungeon_turn_limit)
91 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
92 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit)
93 current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
98 * @brief 悪夢モードなら悪夢を見せる
99 * @param customer_ptr プレーヤーへの参照ポインタ
100 * @return 悪夢モードならばTRUE
102 static bool have_a_nightmare(player_type *customer_ptr)
104 if (!ironman_nightmare) return FALSE;
106 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."));
110 sanity_blast(customer_ptr, NULL, FALSE);
111 if (!one_in_(3)) break;
114 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
115 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."));
122 * @param customer_ptr プレーヤーへの参照ポインタ
125 static void back_to_health(player_type *customer_ptr)
127 set_blind(customer_ptr, 0);
128 set_confused(customer_ptr, 0);
129 customer_ptr->stun = 0;
130 customer_ptr->chp = customer_ptr->mhp;
131 customer_ptr->csp = customer_ptr->msp;
136 * @brief 魔力喰いの残り回数回復(本当? 要調査)
137 * @param customer_ptr プレーヤーへの参照ポインタ
140 static void charge_magic_eating_energy(player_type *customer_ptr)
142 if (customer_ptr->pclass != CLASS_MAGIC_EATER)
146 for (i = 0; i < 72; i++)
148 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
153 customer_ptr->magic_num1[i] = 0;
159 * @brief リフレッシュ結果を画面に表示する
160 * @param customer_ptr プレーヤーへの参照ポインタ
161 * @param prev_hour 宿屋に入った直後のゲーム内時刻
163 static void display_stay_result(player_type *customer_ptr, int prev_hour)
165 if ((prev_hour >= 6) && (prev_hour < 18))
168 char refresh_message_jp[50];
169 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。");
170 msg_print(refresh_message_jp);
172 msg_print("You awake refreshed for the evening.");
174 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.");
175 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
179 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."));
180 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.");
181 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
187 * @param customer_ptr プレーヤーへの参照ポインタ
190 static bool stay_inn(player_type *customer_ptr)
192 if (!is_healthy_stay(customer_ptr)) return FALSE;
194 int prev_day, prev_hour, prev_min;
195 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
196 write_diary_stay_inn(customer_ptr, prev_hour);
198 pass_game_turn_by_stay();
199 prevent_turn_overflow(customer_ptr);
201 if ((prev_hour >= 18) && (prev_hour <= 23))
202 exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
204 customer_ptr->chp = customer_ptr->mhp;
205 if (have_a_nightmare(customer_ptr)) return TRUE;
207 back_to_health(customer_ptr);
208 charge_magic_eating_energy(customer_ptr);
210 display_stay_result(customer_ptr, prev_hour);
216 * todo 悪夢を見る前後に全回復しているが、何か意図がある?
218 * @param customer_ptr プレーヤーへの参照ポインタ
219 * @param cmd 宿屋の利用施設ID
220 * @return 施設の利用が実際に行われたらTRUE
221 * @details inn commands
222 * Note that resting for the night was a perfect way to avoid player
223 * ghosts in the town *if* you could only make it to the inn in time (-:
224 * Now that the ghosts are temporarily disabled in 2.8.X, this function
225 * will not be that useful. I will keep it in the hopes the player
226 * ghost code does become a reality again. Does help to avoid filthy urchins.
227 * Resting at night is also a quick way to restock stores -KMW-
229 bool inn_comm(player_type *customer_ptr, int cmd)
234 return buy_food(customer_ptr);
236 return stay_inn(customer_ptr);
238 display_rumor(customer_ptr, TRUE);
241 // 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.