2 #include "world/world-turn-processor.h"
3 #include "world/world.h"
4 #include "dungeon/dungeon.h"
5 #include "market/store.h"
6 #include "market/store-util.h"
7 #include "io/write-diary.h"
8 #include "floor-events.h"
9 #include "core/hp-mp-regenerator.h"
10 #include "cmd/cmd-save.h"
11 #include "monster-status.h"
12 #include "player-move.h"
14 #include "player/digestion-processor.h"
15 #include "core/hp-mp-processor.h"
16 #include "core/magic-effects-timeout-reducer.h"
17 #include "object/lite-processor.h"
18 #include "mutation/mutation-processor.h"
19 #include "inventory/inventory-curse.h"
20 #include "inventory/recharge-processor.h"
21 #include "inventory/simple-appraiser.h"
22 #include "world/world-movement-processor.h"
25 * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
26 * / Handle certain things once every 10 game turns
27 * @param player_ptr プレーヤーへの参照ポインタ
30 void process_world(player_type* player_ptr)
32 const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
33 s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
34 int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
37 extract_day_hour_min(player_ptr, &day, &hour, &min);
38 update_dungeon_feeling(player_ptr);
40 /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
41 floor_type* floor_ptr = player_ptr->current_floor_ptr;
42 if (ironman_downward && (player_ptr->dungeon_idx != DUNGEON_ANGBAND && player_ptr->dungeon_idx != 0)) {
43 floor_ptr->dun_level = 0;
44 player_ptr->dungeon_idx = 0;
45 prepare_change_floor_mode(player_ptr, CFM_FIRST_FLOOR | CFM_RAND_PLACE);
46 floor_ptr->inside_arena = FALSE;
47 player_ptr->wild_mode = FALSE;
48 player_ptr->leaving = TRUE;
51 if (player_ptr->phase_out && !player_ptr->leaving) {
54 for (int i2 = 0; i2 < floor_ptr->width; ++i2) {
55 for (int j2 = 0; j2 < floor_ptr->height; j2++) {
56 grid_type* g_ptr = &floor_ptr->grid_array[j2][i2];
57 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != player_ptr->riding)) {
59 win_m_idx = g_ptr->m_idx;
64 if (number_mon == 0) {
65 msg_print(_("相打ちに終わりました。", "Nothing survived."));
67 player_ptr->energy_need = 0;
68 update_gambling_monsters(player_ptr);
69 } else if ((number_mon - 1) == 0) {
70 GAME_TEXT m_name[MAX_NLEN];
72 wm_ptr = &floor_ptr->m_list[win_m_idx];
73 monster_desc(player_ptr, m_name, wm_ptr, 0);
74 msg_format(_("%sが勝利した!", "%s won!"), m_name);
77 if (win_m_idx == (sel_monster + 1)) {
78 msg_print(_("おめでとうございます。", "Congratulations."));
79 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
80 player_ptr->au += battle_odds;
82 msg_print(_("残念でした。", "You lost gold."));
86 player_ptr->energy_need = 0;
87 update_gambling_monsters(player_ptr);
88 } else if (current_world_ptr->game_turn - floor_ptr->generated_turn == 150 * TURNS_PER_TICK) {
89 msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle ended in a draw."));
90 player_ptr->au += kakekin;
92 player_ptr->energy_need = 0;
93 update_gambling_monsters(player_ptr);
97 if (current_world_ptr->game_turn % TURNS_PER_TICK)
100 if (autosave_t && autosave_freq && !player_ptr->phase_out) {
101 if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
102 do_cmd_save_game(player_ptr, TRUE);
105 if (floor_ptr->monster_noise && !ignore_unview) {
106 msg_print(_("何かが聞こえた。", "You hear noise."));
109 if (!floor_ptr->dun_level && !floor_ptr->inside_quest && !player_ptr->phase_out && !floor_ptr->inside_arena) {
110 if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2))) {
111 bool dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
113 day_break(player_ptr);
115 night_falls(player_ptr);
117 } else if ((vanilla_town || (lite_town && !floor_ptr->inside_quest && !player_ptr->phase_out && !floor_ptr->inside_arena)) && floor_ptr->dun_level) {
118 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS))) {
119 if (one_in_(STORE_SHUFFLE)) {
122 n = randint0(MAX_STORES);
123 } while ((n == STORE_HOME) || (n == STORE_MUSEUM));
125 for (FEAT_IDX i = 1; i < max_f_idx; i++) {
126 feature_type* f_ptr = &f_info[i];
129 if (!have_flag(f_ptr->flags, FF_STORE))
132 if (f_ptr->subtype == n) {
134 msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
136 store_shuffle(player_ptr, n);
144 if (one_in_(d_info[player_ptr->dungeon_idx].max_m_alloc_chance) && !floor_ptr->inside_arena && !floor_ptr->inside_quest && !player_ptr->phase_out) {
145 (void)alloc_monster(player_ptr, MAX_SIGHT + 5, 0);
148 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !player_ptr->phase_out)
149 regenerate_monsters(player_ptr);
150 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3)))
151 regenerate_captured_monsters(player_ptr);
153 if (!player_ptr->leaving) {
154 for (int i = 0; i < MAX_MTIMED; i++) {
155 if (floor_ptr->mproc_max[i] > 0)
156 process_monsters_mtimed(player_ptr, i);
161 if (min != prev_min) {
162 exe_write_diary(player_ptr, DIARY_DIALY, 0, NULL);
163 determine_daily_bounty(player_ptr, FALSE);
168 * Nightmare mode activates the TY_CURSE at midnight
169 * Require exact minute -- Don't activate multiple times in a minute
171 if (ironman_nightmare && (min != prev_min)) {
172 if ((hour == 23) && !(min % 15)) {
173 disturb(player_ptr, FALSE, TRUE);
176 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
180 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
184 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
188 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
194 disturb(player_ptr, TRUE, TRUE);
195 msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
196 if (player_ptr->wild_mode) {
197 player_ptr->oldpy = randint1(MAX_HGT - 2);
198 player_ptr->oldpx = randint1(MAX_WID - 2);
199 change_wild_mode(player_ptr, TRUE);
200 take_turn(player_ptr, 100);
203 player_ptr->invoking_midnight_curse = TRUE;
207 starve_player(player_ptr);
208 process_player_hp_mp(player_ptr);
209 reduce_magic_effects_timeout(player_ptr);
210 reduce_lite_life(player_ptr);
211 process_world_aux_mutation(player_ptr);
212 execute_cursed_items_effect(player_ptr);
213 recharge_magic_items(player_ptr);
214 sense_inventory1(player_ptr);
215 sense_inventory2(player_ptr);
216 execute_recall(player_ptr);
217 execute_floor_reset(player_ptr);