OSDN Git Service

164d611214e6267fa7a92548751bc5f8b89418af
[hengbandforosx/hengbandosx.git] / src / world / world-turn-processor.cpp
1 #include "world/world-turn-processor.h"
2 #include "cmd-building/cmd-building.h"
3 #include "cmd-io/cmd-save.h"
4 #include "core/disturbance.h"
5 #include "core/magic-effects-timeout-reducer.h"
6 #include "dungeon/dungeon.h"
7 #include "floor/floor-events.h"
8 #include "floor/floor-mode-changer.h"
9 #include "floor/wild.h"
10 #include "game-option/birth-options.h"
11 #include "game-option/cheat-options.h"
12 #include "game-option/special-options.h"
13 #include "game-option/text-display-options.h"
14 #include "grid/feature.h"
15 #include "hpmp/hp-mp-processor.h"
16 #include "hpmp/hp-mp-regenerator.h"
17 #include "inventory/inventory-curse.h"
18 #include "inventory/recharge-processor.h"
19 #include "io/write-diary.h"
20 #include "market/arena.h"
21 #include "market/bounty.h"
22 #include "monster-floor/monster-generator.h"
23 #include "monster-floor/monster-summon.h"
24 #include "monster/monster-describer.h"
25 #include "monster/monster-status.h"
26 #include "mutation/mutation-processor.h"
27 #include "object/lite-processor.h"
28 #include "perception/simple-perception.h"
29 #include "player-status/player-energy.h"
30 #include "player/digestion-processor.h"
31 #include "store/store-owners.h"
32 #include "store/store-util.h"
33 #include "store/store.h"
34 #include "system/floor-type-definition.h"
35 #include "system/grid-type-definition.h"
36 #include "system/monster-type-definition.h"
37 #include "system/player-type-definition.h"
38 #include "term/screen-processor.h"
39 #include "term/term-color-types.h"
40 #include "util/bit-flags-calculator.h"
41 #include "view/display-messages.h"
42 #include "window/main-window-row-column.h"
43 #include "world/world-movement-processor.h"
44 #include "world/world.h"
45
46 WorldTurnProcessor::WorldTurnProcessor(PlayerType *player_ptr)
47     : player_ptr(player_ptr)
48 {
49 }
50
51 /*!
52  * @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。
53  * / Handle certain things once every 10 game turns
54  * @param player_ptr プレイヤーへの参照ポインタ
55  */
56 void WorldTurnProcessor::process_world()
57 {
58     const int32_t a_day = TURNS_PER_TICK * TOWN_DAWN;
59     int32_t prev_turn_in_today = ((w_ptr->game_turn - TURNS_PER_TICK) % a_day + a_day / 4) % a_day;
60     int prev_min = (1440 * prev_turn_in_today / a_day) % 60;
61
62     int dummy_day;
63     extract_day_hour_min(this->player_ptr, &dummy_day, &this->hour, &this->min);
64     update_dungeon_feeling(this->player_ptr);
65     process_downward();
66     process_monster_arena();
67     if (w_ptr->game_turn % TURNS_PER_TICK) {
68         return;
69     }
70
71     decide_auto_save();
72     auto *floor_ptr = this->player_ptr->current_floor_ptr;
73     if (floor_ptr->monster_noise && !ignore_unview) {
74         msg_print(_("何かが聞こえた。", "You hear noise."));
75     }
76
77     process_change_daytime_night();
78     process_world_monsters();
79     if (!this->hour && !this->min) {
80         if (this->min != prev_min) {
81             exe_write_diary(this->player_ptr, DIARY_DIALY, 0, nullptr);
82             determine_daily_bounty(this->player_ptr, false);
83         }
84     }
85
86     ring_nightmare_bell(prev_min);
87     starve_player(this->player_ptr);
88     process_player_hp_mp(this->player_ptr);
89     reduce_magic_effects_timeout(this->player_ptr);
90     reduce_lite_life(this->player_ptr);
91     process_world_aux_mutation(this->player_ptr);
92     execute_cursed_items_effect(this->player_ptr);
93     recharge_magic_items(this->player_ptr);
94     sense_inventory1(this->player_ptr);
95     sense_inventory2(this->player_ptr);
96     execute_recall(this->player_ptr);
97     execute_floor_reset(this->player_ptr);
98 }
99
100 /*!
101  * @brief ゲーム時刻を表示する /
102  * Print time
103  */
104 void WorldTurnProcessor::print_time()
105 {
106     int day;
107     c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
108     extract_day_hour_min(this->player_ptr, &day, &this->hour, &this->min);
109     if (day < 1000)
110         c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
111     else
112         c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
113
114     c_put_str(TERM_WHITE, format("%2d:%02d", this->hour, this->min), ROW_DAY, COL_DAY + 7);
115 }
116
117 void WorldTurnProcessor::process_downward()
118 {
119     /* 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.*/
120     if (!ironman_downward || (this->player_ptr->dungeon_idx == DUNGEON_ANGBAND) || (this->player_ptr->dungeon_idx == 0)) {
121         return;
122     }
123
124     auto *floor_ptr = this->player_ptr->current_floor_ptr;
125     floor_ptr->dun_level = 0;
126     this->player_ptr->dungeon_idx = 0;
127     prepare_change_floor_mode(this->player_ptr, CFM_FIRST_FLOOR | CFM_RAND_PLACE);
128     floor_ptr->inside_arena = false;
129     this->player_ptr->wild_mode = false;
130     this->player_ptr->leaving = true;
131 }
132
133 void WorldTurnProcessor::process_monster_arena()
134 {
135     if (!this->player_ptr->phase_out || this->player_ptr->leaving) {
136         return;
137     }
138
139     auto win_m_idx = 0;
140     auto number_mon = 0;
141     auto *floor_ptr = this->player_ptr->current_floor_ptr;
142     for (auto x = 0; x < floor_ptr->width; ++x) {
143         for (auto y = 0; y < floor_ptr->height; y++) {
144             auto *g_ptr = &floor_ptr->grid_array[y][x];
145             if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != this->player_ptr->riding)) {
146                 number_mon++;
147                 win_m_idx = g_ptr->m_idx;
148             }
149         }
150     }
151
152     if (number_mon == 0) {
153         msg_print(_("相打ちに終わりました。", "Nothing survived."));
154         msg_print(nullptr);
155         this->player_ptr->energy_need = 0;
156         update_gambling_monsters(this->player_ptr);
157         return;
158     }
159
160     if (number_mon == 1) {
161         process_monster_arena_winner(win_m_idx);
162         return;
163     }
164
165     process_monster_arena_draw();
166 }
167
168 void WorldTurnProcessor::process_monster_arena_winner(int win_m_idx)
169 {
170     GAME_TEXT m_name[MAX_NLEN];
171     auto *wm_ptr = &this->player_ptr->current_floor_ptr->m_list[win_m_idx];
172     monster_desc(this->player_ptr, m_name, wm_ptr, 0);
173     msg_format(_("%sが勝利した!", "%s won!"), m_name);
174     msg_print(nullptr);
175
176     if (win_m_idx == (sel_monster + 1)) {
177         msg_print(_("おめでとうございます。", "Congratulations."));
178         msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
179         this->player_ptr->au += battle_odds;
180     } else {
181         msg_print(_("残念でした。", "You lost gold."));
182     }
183
184     msg_print(nullptr);
185     this->player_ptr->energy_need = 0;
186     update_gambling_monsters(this->player_ptr);
187 }
188
189 void WorldTurnProcessor::process_monster_arena_draw()
190 {
191     auto turn = this->player_ptr->current_floor_ptr->generated_turn;
192     if (w_ptr->game_turn - turn != 150 * TURNS_PER_TICK) {
193         return;
194     }
195
196     msg_print(_("申し訳ありませんが、この勝負は引き分けとさせていただきます。", "Sorry, but this battle ended in a draw."));
197     this->player_ptr->au += kakekin;
198     msg_print(nullptr);
199     this->player_ptr->energy_need = 0;
200     update_gambling_monsters(this->player_ptr);
201 }
202
203 void WorldTurnProcessor::decide_auto_save()
204 {
205     if (autosave_freq == 0) {
206         return;
207     }
208
209     auto should_save = autosave_t;
210     should_save &= !this->player_ptr->phase_out;
211     should_save &= w_ptr->game_turn % ((int32_t)autosave_freq * TURNS_PER_TICK) == 0;
212     if (should_save) {
213         do_cmd_save_game(this->player_ptr, true);
214     }
215 }
216
217 void WorldTurnProcessor::process_change_daytime_night()
218 {
219     auto *floor_ptr = this->player_ptr->current_floor_ptr;
220     if (!floor_ptr->dun_level && !floor_ptr->quest_number && !this->player_ptr->phase_out && !floor_ptr->inside_arena) {
221         if (!(w_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2))) {
222             auto dawn = w_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN) == 0;
223             if (dawn) {
224                 day_break(this->player_ptr);
225             } else {
226                 night_falls(this->player_ptr);
227             }
228         }
229
230         return;
231     }
232
233     auto is_in_dungeon = vanilla_town;
234     is_in_dungeon |= lite_town && (floor_ptr->quest_number == 0) && !this->player_ptr->phase_out && !floor_ptr->inside_arena;
235     is_in_dungeon &= floor_ptr->dun_level != 0;
236     if (!is_in_dungeon) {
237         return;
238     }
239
240     if ((w_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)) != 0) {
241         return;
242     }
243
244     shuffle_shopkeeper();
245 }
246
247 void WorldTurnProcessor::process_world_monsters()
248 {
249     decide_alloc_monster();
250     if (!(w_ptr->game_turn % (TURNS_PER_TICK * 10)) && !this->player_ptr->phase_out) {
251         regenerate_monsters(this->player_ptr);
252     }
253
254     if (!(w_ptr->game_turn % (TURNS_PER_TICK * 3))) {
255         regenerate_captured_monsters(this->player_ptr);
256     }
257
258     if (this->player_ptr->leaving) {
259         return;
260     }
261
262     for (auto i = 0; i < MAX_MTIMED; i++) {
263         if (this->player_ptr->current_floor_ptr->mproc_max[i] > 0) {
264             process_monsters_mtimed(this->player_ptr, i);
265         }
266     }
267 }
268
269 void WorldTurnProcessor::shuffle_shopkeeper()
270 {
271     if (!one_in_(STORE_SHUFFLE)) {
272         return;
273     }
274
275     int n;
276     do {
277         n = randint0(MAX_STORES);
278         if ((n == enum2i(StoreSaleType::HOME)) || (n == enum2i(StoreSaleType::MUSEUM))) {
279             break;
280         }
281     } while (true);
282
283     for (const auto &f_ref : f_info) {
284         if (f_ref.name.empty() || f_ref.flags.has_not(FloorFeatureType::STORE))
285             continue;
286
287         if (f_ref.subtype != n) {
288             continue;
289         }
290
291         if (cheat_xtra) {
292             msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_ref.name.c_str());
293         }
294
295         store_shuffle(this->player_ptr, i2enum<StoreSaleType>(n));
296         break;
297     }
298 }
299
300 void WorldTurnProcessor::decide_alloc_monster()
301 {
302     auto *floor_ptr = this->player_ptr->current_floor_ptr;
303     auto should_alloc = one_in_(d_info[this->player_ptr->dungeon_idx].max_m_alloc_chance);
304     should_alloc &= !floor_ptr->inside_arena;
305     should_alloc &= floor_ptr->quest_number == 0;
306     should_alloc &= !this->player_ptr->phase_out;
307     if (should_alloc) {
308         (void)alloc_monster(this->player_ptr, MAX_SIGHT + 5, 0, summon_specific);
309     }
310 }
311
312 /*
313  * Nightmare mode activates the TY_CURSE at midnight
314  * Require exact minute -- Don't activate multiple times in a minute
315  */
316 void WorldTurnProcessor::ring_nightmare_bell(int prev_min)
317 {
318     if (!ironman_nightmare || (this->min == prev_min)) {
319         return;
320     }
321
322     if ((this->hour == 23) && !(this->min % 15)) {
323         disturb(this->player_ptr, false, true);
324         switch (this->min / 15) {
325         case 0:
326             msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
327             break;
328
329         case 1:
330             msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
331             break;
332
333         case 2:
334             msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
335             break;
336
337         case 3:
338             msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
339             break;
340         }
341     }
342
343     if ((this->hour > 0) || (this->min > 0)) {
344         return;
345     }
346
347     disturb(this->player_ptr, true, true);
348     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."));
349     if (this->player_ptr->wild_mode) {
350         this->player_ptr->oldpy = randint1(MAX_HGT - 2);
351         this->player_ptr->oldpx = randint1(MAX_WID - 2);
352         change_wild_mode(this->player_ptr, true);
353         PlayerEnergy(this->player_ptr).set_player_turn_energy(100);
354     }
355
356     this->player_ptr->invoking_midnight_curse = true;
357 }