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/bounty.h"
7 #include "market/building-actions-table.h"
8 #include "player-info/race-info.h"
9 #include "player-info/race-types.h"
10 #include "player/digestion-processor.h"
11 #include "player/eldritch-horror.h"
12 #include "status/bad-status-setter.h"
13 #include "store/rumor.h"
14 #include "system/player-type-definition.h"
15 #include "view/display-messages.h"
16 #include "world/world.h"
20 * @param customer_ptr プレーヤーへの参照ポインタ
21 * @return 満腹ならFALSE、そうでないならTRUE
23 static bool buy_food(player_type *customer_ptr)
25 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);
36 * @brief 健康体しか宿屋に泊めない処理
37 * @param customer_ptr プレーヤーへの参照ポインタ
38 * @return 毒でも切り傷でもないならTRUE、そうでないならFALSE
40 static bool is_healthy_stay(player_type *customer_ptr)
42 if (!customer_ptr->poisoned && !customer_ptr->cut)
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 return player_race_life(customer_ptr, true) == PlayerRaceLife::UNDEAD;
59 * @brief 宿屋に泊まったことを日記に残す
60 * @param customer_ptr プレーヤーへの参照ポインタ
61 * @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)) {
66 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.");
67 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
71 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.");
72 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
76 * @brief 宿泊によってゲーム内ターンを経過させる
79 static void pass_game_turn_by_stay(void)
81 int32_t oldturn = current_world_ptr->game_turn;
82 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
83 if (current_world_ptr->dungeon_turn >= current_world_ptr->dungeon_turn_limit)
86 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
87 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit)
88 current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
92 * @brief 悪夢モードなら悪夢を見せる
93 * @param customer_ptr プレーヤーへの参照ポインタ
94 * @return 悪夢モードならばTRUE
96 static bool has_a_nightmare(player_type *customer_ptr)
98 if (!ironman_nightmare)
101 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."));
104 sanity_blast(customer_ptr, nullptr, false);
109 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
110 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."));
116 * @param customer_ptr プレーヤーへの参照ポインタ
118 static void back_to_health(player_type *customer_ptr)
120 set_blind(customer_ptr, 0);
121 set_confused(customer_ptr, 0);
122 customer_ptr->stun = 0;
123 customer_ptr->chp = customer_ptr->mhp;
124 customer_ptr->csp = customer_ptr->msp;
128 * @brief 魔力喰いの残り回数回復(本当? 要調査)
129 * @param customer_ptr プレーヤーへの参照ポインタ
131 static void charge_magic_eating_energy(player_type *customer_ptr)
133 if (customer_ptr->pclass != CLASS_MAGIC_EATER)
137 for (i = 0; i < 72; i++) {
138 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
141 for (; i < MAX_SPELLS; i++) {
142 customer_ptr->magic_num1[i] = 0;
147 * @brief リフレッシュ結果を画面に表示する
148 * @param customer_ptr プレーヤーへの参照ポインタ
149 * @param prev_hour 宿屋に入った直後のゲーム内時刻
151 static void display_stay_result(player_type *customer_ptr, int prev_hour)
153 if ((prev_hour >= 6) && (prev_hour < 18)) {
155 char refresh_message_jp[50];
156 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。");
157 msg_print(refresh_message_jp);
159 msg_print("You awake refreshed for the evening.");
161 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.");
162 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
166 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."));
167 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.");
168 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
173 * @param customer_ptr プレーヤーへの参照ポインタ
176 static bool stay_inn(player_type *customer_ptr)
178 if (!is_healthy_stay(customer_ptr))
181 int prev_day, prev_hour, prev_min;
182 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
183 write_diary_stay_inn(customer_ptr, prev_hour);
185 pass_game_turn_by_stay();
186 prevent_turn_overflow(customer_ptr);
188 if ((prev_hour >= 18) && (prev_hour <= 23)) {
189 determine_daily_bounty(customer_ptr, false); /* Update daily bounty */
190 exe_write_diary(customer_ptr, DIARY_DIALY, 0, nullptr);
193 customer_ptr->chp = customer_ptr->mhp;
194 if (has_a_nightmare(customer_ptr))
197 back_to_health(customer_ptr);
198 charge_magic_eating_energy(customer_ptr);
200 display_stay_result(customer_ptr, prev_hour);
206 * @param customer_ptr プレーヤーへの参照ポインタ
207 * @param cmd 宿屋の利用施設ID
208 * @return 施設の利用が実際に行われたらTRUE
209 * @details inn commands
210 * Note that resting for the night was a perfect way to avoid player
211 * ghosts in the town *if* you could only make it to the inn in time (-:
212 * Now that the ghosts are temporarily disabled in 2.8.X, this function
213 * will not be that useful. I will keep it in the hopes the player
214 * ghost code does become a reality again. Does help to avoid filthy urchins.
215 * Resting at night is also a quick way to restock stores -KMW-
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 bool inn_comm(player_type *customer_ptr, int cmd)
222 return buy_food(customer_ptr);
224 return stay_inn(customer_ptr);
226 display_rumor(customer_ptr, true);
229 //!< @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.