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 "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)
27 msg_print(_("今は満腹だ。", "You are full now."));
31 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."));
32 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
38 * @brief 健康体しか宿屋に泊めない処理
39 * @param customer_ptr プレーヤーへの参照ポインタ
40 * @return 毒でも切り傷でもないならTRUE、そうでないならFALSE
42 static bool is_healthy_stay(player_type *customer_ptr)
44 if (!customer_ptr->poisoned && !customer_ptr->cut) return TRUE;
46 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."));
48 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."));
54 static bool is_player_undead(player_type *customer_ptr)
56 return player_race_life(customer_ptr, true) == PlayerRaceLife::UNDEAD;
62 * @brief 宿屋に泊まったことを日記に残す
63 * @param customer_ptr プレーヤーへの参照ポインタ
64 * @param prev_hour 宿屋に入った直後のゲーム内時刻
67 static void write_diary_stay_inn(player_type *customer_ptr, int prev_hour)
69 if ((prev_hour >= 6) && (prev_hour < 18))
71 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.");
72 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
76 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.");
77 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
82 * @brief 宿泊によってゲーム内ターンを経過させる
86 static void pass_game_turn_by_stay(void)
88 s32b oldturn = current_world_ptr->game_turn;
89 current_world_ptr->game_turn =
90 (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) *
91 (TURNS_PER_TICK * TOWN_DAWN / 2);
92 if (current_world_ptr->dungeon_turn >= current_world_ptr->dungeon_turn_limit)
95 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
96 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit)
97 current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
102 * @brief 悪夢モードなら悪夢を見せる
103 * @param customer_ptr プレーヤーへの参照ポインタ
104 * @return 悪夢モードならばTRUE
106 static bool has_a_nightmare(player_type *customer_ptr)
108 if (!ironman_nightmare) return FALSE;
110 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."));
114 sanity_blast(customer_ptr, NULL, FALSE);
115 if (!one_in_(3)) break;
118 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
119 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."));
126 * @param customer_ptr プレーヤーへの参照ポインタ
129 static void back_to_health(player_type *customer_ptr)
131 set_blind(customer_ptr, 0);
132 set_confused(customer_ptr, 0);
133 customer_ptr->stun = 0;
134 customer_ptr->chp = customer_ptr->mhp;
135 customer_ptr->csp = customer_ptr->msp;
140 * @brief 魔力喰いの残り回数回復(本当? 要調査)
141 * @param customer_ptr プレーヤーへの参照ポインタ
144 static void charge_magic_eating_energy(player_type *customer_ptr)
146 if (customer_ptr->pclass != CLASS_MAGIC_EATER)
150 for (i = 0; i < 72; i++)
152 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
155 for (; i < MAX_SPELLS; i++)
157 customer_ptr->magic_num1[i] = 0;
163 * @brief リフレッシュ結果を画面に表示する
164 * @param customer_ptr プレーヤーへの参照ポインタ
165 * @param prev_hour 宿屋に入った直後のゲーム内時刻
167 static void display_stay_result(player_type *customer_ptr, int prev_hour)
169 if ((prev_hour >= 6) && (prev_hour < 18))
172 char refresh_message_jp[50];
173 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。");
174 msg_print(refresh_message_jp);
176 msg_print("You awake refreshed for the evening.");
178 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.");
179 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
183 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."));
184 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.");
185 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
191 * @param customer_ptr プレーヤーへの参照ポインタ
194 static bool stay_inn(player_type *customer_ptr)
196 if (!is_healthy_stay(customer_ptr)) return FALSE;
198 int prev_day, prev_hour, prev_min;
199 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
200 write_diary_stay_inn(customer_ptr, prev_hour);
202 pass_game_turn_by_stay();
203 prevent_turn_overflow(customer_ptr);
205 if ((prev_hour >= 18) && (prev_hour <= 23)) {
206 determine_daily_bounty(customer_ptr, FALSE); /* Update daily bounty */
207 exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
210 customer_ptr->chp = customer_ptr->mhp;
211 if (has_a_nightmare(customer_ptr)) return TRUE;
213 back_to_health(customer_ptr);
214 charge_magic_eating_energy(customer_ptr);
216 display_stay_result(customer_ptr, prev_hour);
223 * @param customer_ptr プレーヤーへの参照ポインタ
224 * @param cmd 宿屋の利用施設ID
225 * @return 施設の利用が実際に行われたらTRUE
226 * @details inn commands
227 * Note that resting for the night was a perfect way to avoid player
228 * ghosts in the town *if* you could only make it to the inn in time (-:
229 * Now that the ghosts are temporarily disabled in 2.8.X, this function
230 * will not be that useful. I will keep it in the hopes the player
231 * ghost code does become a reality again. Does help to avoid filthy urchins.
232 * Resting at night is also a quick way to restock stores -KMW-
233 * @todo 悪夢を見る前後に全回復しているが、何か意図がある?
235 bool inn_comm(player_type *customer_ptr, int cmd)
240 return buy_food(customer_ptr);
242 return stay_inn(customer_ptr);
244 display_rumor(customer_ptr, TRUE);
247 //!< @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.