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Merge pull request #2716 from Hourier/Move-Dungeon-to-System
[hengbandforosx/hengbandosx.git] / src / core / player-processor.cpp
1 #include "core/player-processor.h"
2 #include "action/run-execution.h"
3 #include "action/travel-execution.h"
4 #include "core/disturbance.h"
5 #include "core/player-redraw-types.h"
6 #include "core/player-update-types.h"
7 #include "core/special-internal-keys.h"
8 #include "core/speed-table.h"
9 #include "core/stuff-handler.h"
10 #include "core/window-redrawer.h"
11 #include "floor/floor-save-util.h"
12 #include "floor/floor-util.h"
13 #include "floor/geometry.h"
14 #include "floor/wild.h"
15 #include "game-option/cheat-options.h"
16 #include "game-option/disturbance-options.h"
17 #include "game-option/map-screen-options.h"
18 #include "grid/grid.h"
19 #include "inventory/pack-overflow.h"
20 #include "io/cursor.h"
21 #include "io/input-key-acceptor.h"
22 #include "io/input-key-processor.h"
23 #include "io/input-key-requester.h"
24 #include "mind/mind-force-trainer.h"
25 #include "mind/mind-sniper.h"
26 #include "monster-floor/monster-generator.h"
27 #include "monster-floor/place-monster-types.h"
28 #include "monster-race/monster-race-hook.h"
29 #include "monster-race/monster-race.h"
30 #include "monster-race/race-flags1.h"
31 #include "monster/monster-describer.h"
32 #include "monster/monster-flag-types.h"
33 #include "monster/monster-list.h"
34 #include "monster/monster-status-setter.h"
35 #include "monster/monster-status.h"
36 #include "monster/monster-update.h"
37 #include "monster/monster-util.h"
38 #include "mutation/mutation-investor-remover.h"
39 #include "player-base/player-class.h"
40 #include "player-info/bluemage-data-type.h"
41 #include "player-info/mane-data-type.h"
42 #include "player-info/samurai-data-type.h"
43 #include "player-info/sniper-data-type.h"
44 #include "player-status/player-energy.h"
45 #include "player/attack-defense-types.h"
46 #include "player/eldritch-horror.h"
47 #include "player/player-skill.h"
48 #include "player/special-defense-types.h"
49 #include "spell-kind/spells-random.h"
50 #include "spell-realm/spells-hex.h"
51 #include "spell-realm/spells-song.h"
52 #include "status/action-setter.h"
53 #include "system/dungeon-info.h"
54 #include "system/floor-type-definition.h"
55 #include "system/grid-type-definition.h"
56 #include "system/monster-race-definition.h"
57 #include "system/player-type-definition.h"
58 #include "term/screen-processor.h"
59 #include "timed-effect/player-blindness.h"
60 #include "timed-effect/player-confusion.h"
61 #include "timed-effect/player-cut.h"
62 #include "timed-effect/player-hallucination.h"
63 #include "timed-effect/player-paralysis.h"
64 #include "timed-effect/player-stun.h"
65 #include "timed-effect/timed-effects.h"
66 #include "util/bit-flags-calculator.h"
67 #include "view/display-messages.h"
68 #include "window/display-sub-windows.h"
69 #include "world/world-turn-processor.h"
70
71 bool load = true;
72 bool can_save = false;
73
74 static void process_fishing(PlayerType *player_ptr)
75 {
76     term_xtra(TERM_XTRA_DELAY, 10);
77     if (one_in_(1000)) {
78         bool success = false;
79         get_mon_num_prep(player_ptr, monster_is_fishing_target, nullptr);
80         auto *floor_ptr = player_ptr->current_floor_ptr;
81         const auto wild_level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
82         const auto level = floor_ptr->is_in_dungeon() ? floor_ptr->dun_level : wild_level;
83         const auto r_idx = get_mon_num(player_ptr, 0, level, 0);
84         msg_print(nullptr);
85         if (MonsterRace(r_idx).is_valid() && one_in_(2)) {
86             POSITION y, x;
87             y = player_ptr->y + ddy[player_ptr->fishing_dir];
88             x = player_ptr->x + ddx[player_ptr->fishing_dir];
89             if (place_monster_aux(player_ptr, 0, y, x, r_idx, PM_NO_KAGE)) {
90                 GAME_TEXT m_name[MAX_NLEN];
91                 monster_desc(player_ptr, m_name, &floor_ptr->m_list[floor_ptr->grid_array[y][x].m_idx], 0);
92                 msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
93                 success = true;
94             }
95         }
96
97         if (!success) {
98             msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn!  The fish stole your bait!"));
99         }
100
101         disturb(player_ptr, false, true);
102     }
103 }
104
105 bool continuous_action_running(PlayerType *player_ptr)
106 {
107     return player_ptr->running || travel.run || command_rep || (player_ptr->action == ACTION_REST) || (player_ptr->action == ACTION_FISH);
108 }
109
110 /*!
111  * @brief プレイヤーの行動処理 / Process the player
112  * @note
113  * Notice the annoying code to handle "pack overflow", which\n
114  * must come first just in case somebody manages to corrupt\n
115  * the savefiles by clever use of menu commands or something.\n
116  */
117 void process_player(PlayerType *player_ptr)
118 {
119     if (player_ptr->hack_mutation) {
120         msg_print(_("何か変わった気がする!", "You feel different!"));
121         (void)gain_mutation(player_ptr, 0);
122         player_ptr->hack_mutation = false;
123     }
124
125     if (player_ptr->invoking_midnight_curse) {
126         int count = 0;
127         activate_ty_curse(player_ptr, false, &count);
128         player_ptr->invoking_midnight_curse = false;
129     }
130
131     if (player_ptr->phase_out) {
132         for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
133             auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
134             if (!m_ptr->is_valid()) {
135                 continue;
136             }
137
138             m_ptr->mflag2.set({ MonsterConstantFlagType::MARK, MonsterConstantFlagType::SHOW });
139             update_monster(player_ptr, m_idx, false);
140         }
141
142         WorldTurnProcessor(player_ptr).print_time();
143     } else if (!(load && player_ptr->energy_need <= 0)) {
144         player_ptr->energy_need -= speed_to_energy(player_ptr->pspeed);
145     }
146
147     if (player_ptr->energy_need > 0) {
148         return;
149     }
150     if (!command_rep) {
151         WorldTurnProcessor(player_ptr).print_time();
152     }
153
154     if (fresh_once && (continuous_action_running(player_ptr) || !command_rep)) {
155         stop_term_fresh();
156     }
157
158     if (player_ptr->resting < 0) {
159         if (player_ptr->resting == COMMAND_ARG_REST_FULL_HEALING) {
160             if ((player_ptr->chp == player_ptr->mhp) && (player_ptr->csp >= player_ptr->msp)) {
161                 set_action(player_ptr, ACTION_NONE);
162             }
163         } else if (player_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE) {
164             if (player_ptr->is_fully_healthy()) {
165                 set_action(player_ptr, ACTION_NONE);
166             }
167         }
168     }
169
170     if (player_ptr->action == ACTION_FISH) {
171         process_fishing(player_ptr);
172     }
173
174     if (check_abort) {
175         if (continuous_action_running(player_ptr)) {
176             inkey_scan = true;
177             if (inkey()) {
178                 flush();
179                 disturb(player_ptr, false, true);
180                 msg_print(_("中断しました。", "Canceled."));
181             }
182         }
183     }
184
185     const auto effects = player_ptr->effects();
186     if (player_ptr->riding && !effects->confusion()->is_confused() && !effects->blindness()->is_blind()) {
187         auto *m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->riding];
188         auto *r_ptr = &monraces_info[m_ptr->r_idx];
189         if (m_ptr->is_asleep()) {
190             GAME_TEXT m_name[MAX_NLEN];
191             (void)set_monster_csleep(player_ptr, player_ptr->riding, 0);
192             monster_desc(player_ptr, m_name, m_ptr, 0);
193             msg_format(_("%^sを起こした。", "You have woken %s up."), m_name);
194         }
195
196         if (m_ptr->is_stunned()) {
197             if (set_monster_stunned(player_ptr, player_ptr->riding,
198                     (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (m_ptr->get_remaining_stun() - 1))) {
199                 GAME_TEXT m_name[MAX_NLEN];
200                 monster_desc(player_ptr, m_name, m_ptr, 0);
201                 msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
202             }
203         }
204
205         if (m_ptr->is_confused()) {
206             if (set_monster_confused(player_ptr, player_ptr->riding,
207                     (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (m_ptr->get_remaining_confusion() - 1))) {
208                 GAME_TEXT m_name[MAX_NLEN];
209                 monster_desc(player_ptr, m_name, m_ptr, 0);
210                 msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
211             }
212         }
213
214         if (m_ptr->is_fearful()) {
215             if (set_monster_monfear(player_ptr, player_ptr->riding,
216                     (randint0(r_ptr->level) < player_ptr->skill_exp[PlayerSkillKindType::RIDING]) ? 0 : (m_ptr->get_remaining_fear() - 1))) {
217                 GAME_TEXT m_name[MAX_NLEN];
218                 monster_desc(player_ptr, m_name, m_ptr, 0);
219                 msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fearful."), m_name);
220             }
221         }
222
223         handle_stuff(player_ptr);
224     }
225
226     load = false;
227     if (player_ptr->lightspeed) {
228         set_lightspeed(player_ptr, player_ptr->lightspeed - 1, true);
229     }
230
231     if (PlayerClass(player_ptr).equals(PlayerClassType::FORCETRAINER) && get_current_ki(player_ptr)) {
232         if (get_current_ki(player_ptr) < 40) {
233             set_current_ki(player_ptr, true, 0);
234         } else {
235             set_current_ki(player_ptr, false, -40);
236         }
237         player_ptr->update |= (PU_BONUS);
238     }
239
240     if (player_ptr->action == ACTION_LEARN) {
241         int32_t cost = 0L;
242         uint32_t cost_frac = (player_ptr->msp + 30L) * 256L;
243         s64b_lshift(&cost, &cost_frac, 16);
244         if (s64b_cmp(player_ptr->csp, player_ptr->csp_frac, cost, cost_frac) < 0) {
245             player_ptr->csp = 0;
246             player_ptr->csp_frac = 0;
247             set_action(player_ptr, ACTION_NONE);
248         } else {
249             s64b_sub(&(player_ptr->csp), &(player_ptr->csp_frac), cost, cost_frac);
250         }
251
252         player_ptr->redraw |= PR_MANA;
253     }
254
255     if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStanceType::MUSOU)) {
256         if (player_ptr->csp < 3) {
257             set_action(player_ptr, ACTION_NONE);
258         } else {
259             player_ptr->csp -= 2;
260             player_ptr->redraw |= (PR_MANA);
261         }
262     }
263
264     /*** Handle actual user input ***/
265     while (player_ptr->energy_need <= 0) {
266         player_ptr->window_flags |= PW_PLAYER;
267         player_ptr->sutemi = false;
268         player_ptr->counter = false;
269         player_ptr->now_damaged = false;
270
271         update_monsters(player_ptr, false);
272         handle_stuff(player_ptr);
273         move_cursor_relative(player_ptr->y, player_ptr->x);
274         if (fresh_before) {
275             term_fresh_force();
276         }
277
278         pack_overflow(player_ptr);
279         if (!command_new) {
280             command_see = false;
281         }
282
283         PlayerEnergy energy(player_ptr);
284         energy.reset_player_turn();
285         auto is_knocked_out = effects->stun()->is_knocked_out();
286         auto is_paralyzed = effects->paralysis()->is_paralyzed();
287         if (player_ptr->phase_out) {
288             move_cursor_relative(player_ptr->y, player_ptr->x);
289             command_cmd = SPECIAL_KEY_BUILDING;
290             process_command(player_ptr);
291         } else if ((is_paralyzed || is_knocked_out) && !cheat_immortal) {
292             energy.set_player_turn_energy(100);
293         } else if (player_ptr->action == ACTION_REST) {
294             if (player_ptr->resting > 0) {
295                 player_ptr->resting--;
296                 if (!player_ptr->resting) {
297                     set_action(player_ptr, ACTION_NONE);
298                 }
299                 player_ptr->redraw |= (PR_STATE);
300             }
301
302             energy.set_player_turn_energy(100);
303         } else if (player_ptr->action == ACTION_FISH) {
304             energy.set_player_turn_energy(100);
305         } else if (player_ptr->running) {
306             run_step(player_ptr, 0);
307         } else if (travel.run) {
308             travel_step(player_ptr);
309         } else if (command_rep) {
310             command_rep--;
311             player_ptr->redraw |= (PR_STATE);
312             handle_stuff(player_ptr);
313             msg_flag = false;
314             prt("", 0, 0);
315             process_command(player_ptr);
316         } else {
317             move_cursor_relative(player_ptr->y, player_ptr->x);
318
319             player_ptr->window_flags |= PW_MONSTER_LIST;
320             window_stuff(player_ptr);
321
322             can_save = true;
323             InputKeyRequestor(player_ptr, false).request_command();
324             can_save = false;
325             process_command(player_ptr);
326         }
327
328         pack_overflow(player_ptr);
329         if (player_ptr->energy_use) {
330             if (player_ptr->timewalk || player_ptr->energy_use > 400) {
331                 player_ptr->energy_need += player_ptr->energy_use * TURNS_PER_TICK / 10;
332             } else {
333                 player_ptr->energy_need += (int16_t)((int32_t)player_ptr->energy_use * ENERGY_NEED() / 100L);
334             }
335
336             if (effects->hallucination()->is_hallucinated()) {
337                 player_ptr->redraw |= (PR_MAP);
338             }
339
340             for (MONSTER_IDX m_idx = 1; m_idx < player_ptr->current_floor_ptr->m_max; m_idx++) {
341                 monster_type *m_ptr;
342                 monster_race *r_ptr;
343                 m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
344                 if (!m_ptr->is_valid()) {
345                     continue;
346                 }
347
348                 r_ptr = &monraces_info[m_ptr->ap_r_idx];
349
350                 // モンスターのシンボル/カラーの更新
351                 if (m_ptr->ml && r_ptr->visual_flags.has_any_of({ MonsterVisualType::MULTI_COLOR, MonsterVisualType::SHAPECHANGER })) {
352                     lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
353                 }
354
355                 // 出現して即魔法を使わないようにするフラグを落とす処理
356                 if (m_ptr->mflag.has(MonsterTemporaryFlagType::PREVENT_MAGIC)) {
357                     m_ptr->mflag.reset(MonsterTemporaryFlagType::PREVENT_MAGIC);
358                 }
359
360                 if (m_ptr->mflag.has(MonsterTemporaryFlagType::SANITY_BLAST)) {
361                     m_ptr->mflag.reset(MonsterTemporaryFlagType::SANITY_BLAST);
362                     sanity_blast(player_ptr, m_ptr, false);
363                 }
364
365                 // 感知中のモンスターのフラグを落とす処理
366                 // 感知したターンはMFLAG2_SHOWを落とし、次のターンに感知中フラグのMFLAG2_MARKを落とす
367                 if (m_ptr->mflag2.has(MonsterConstantFlagType::MARK)) {
368                     if (m_ptr->mflag2.has(MonsterConstantFlagType::SHOW)) {
369                         m_ptr->mflag2.reset(MonsterConstantFlagType::SHOW);
370                     } else {
371                         m_ptr->mflag2.reset(MonsterConstantFlagType::MARK);
372                         m_ptr->ml = false;
373                         update_monster(player_ptr, m_idx, false);
374                         if (player_ptr->health_who == m_idx) {
375                             player_ptr->redraw |= (PR_HEALTH);
376                         }
377                         if (player_ptr->riding == m_idx) {
378                             player_ptr->redraw |= (PR_UHEALTH);
379                         }
380
381                         lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
382                     }
383                 }
384             }
385
386             if (PlayerClass(player_ptr).equals(PlayerClassType::IMITATOR)) {
387                 auto mane_data = PlayerClass(player_ptr).get_specific_data<mane_data_type>();
388                 if (static_cast<int>(mane_data->mane_list.size()) > (player_ptr->lev > 44 ? 3 : player_ptr->lev > 29 ? 2
389                                                                                                                      : 1)) {
390                     mane_data->mane_list.pop_front();
391                 }
392
393                 mane_data->new_mane = false;
394                 player_ptr->redraw |= (PR_IMITATION);
395             }
396
397             if (player_ptr->action == ACTION_LEARN) {
398                 auto mane_data = PlayerClass(player_ptr).get_specific_data<bluemage_data_type>();
399                 mane_data->new_magic_learned = false;
400                 player_ptr->redraw |= (PR_STATE);
401             }
402
403             if (player_ptr->timewalk && (player_ptr->energy_need > -1000)) {
404                 player_ptr->redraw |= (PR_MAP);
405                 player_ptr->update |= (PU_MONSTERS);
406                 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
407
408                 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
409                 msg_print(nullptr);
410                 player_ptr->timewalk = false;
411                 player_ptr->energy_need = ENERGY_NEED();
412
413                 handle_stuff(player_ptr);
414             }
415         }
416
417         if (!player_ptr->playing || player_ptr->is_dead) {
418             player_ptr->timewalk = false;
419             break;
420         }
421
422         auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
423         if (player_ptr->energy_use && sniper_data && sniper_data->reset_concent) {
424             reset_concentration(player_ptr, true);
425         }
426
427         if (player_ptr->leaving) {
428             break;
429         }
430     }
431
432     update_smell(player_ptr->current_floor_ptr, player_ptr);
433 }
434
435 /*!
436  * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理  / process the effects per 100 energy at player speed.
437  */
438 void process_upkeep_with_speed(PlayerType *player_ptr)
439 {
440     if (!load && player_ptr->enchant_energy_need > 0 && !player_ptr->leaving) {
441         player_ptr->enchant_energy_need -= speed_to_energy(player_ptr->pspeed);
442     }
443
444     if (player_ptr->enchant_energy_need > 0) {
445         return;
446     }
447
448     while (player_ptr->enchant_energy_need <= 0) {
449         if (!load) {
450             check_music(player_ptr);
451         }
452
453         SpellHex spell_hex(player_ptr);
454         if (!load) {
455             spell_hex.decrease_mana();
456         }
457
458         if (!load) {
459             spell_hex.continue_revenge();
460         }
461
462         player_ptr->enchant_energy_need += ENERGY_NEED();
463     }
464 }