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 "grid/grid.h"
16 #include "hpmp/hp-mp-processor.h"
17 #include "hpmp/hp-mp-regenerator.h"
18 #include "inventory/inventory-curse.h"
19 #include "inventory/recharge-processor.h"
20 #include "io/write-diary.h"
21 #include "market/arena.h"
22 #include "market/bounty.h"
23 #include "monster-floor/monster-generator.h"
24 #include "monster-floor/monster-summon.h"
25 #include "monster/monster-describer.h"
26 #include "monster/monster-status.h"
27 #include "mutation/mutation-processor.h"
28 #include "object/lite-processor.h"
29 #include "perception/simple-perception.h"
30 #include "player-status/player-energy.h"
31 #include "player/digestion-processor.h"
32 #include "store/store-owners.h"
33 #include "store/store-util.h"
34 #include "store/store.h"
35 #include "system/floor-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"
46 WorldTurnProcessor::WorldTurnProcessor(player_type *player_ptr)
47 : player_ptr(player_ptr)
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 プレーヤーへの参照ポインタ
56 void WorldTurnProcessor::process_world()
58 const s32b a_day = TURNS_PER_TICK * TOWN_DAWN;
59 s32b prev_turn_in_today = ((current_world_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;
63 extract_day_hour_min(this->player_ptr, &dummy_day, &this->hour, &this->min);
64 update_dungeon_feeling(this->player_ptr);
66 process_monster_arena();
67 if (current_world_ptr->game_turn % TURNS_PER_TICK)
70 if (autosave_t && autosave_freq && !this->player_ptr->phase_out) {
71 if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
72 do_cmd_save_game(this->player_ptr, true);
75 auto *floor_ptr = this->player_ptr->current_floor_ptr;
76 if (floor_ptr->monster_noise && !ignore_unview) {
77 msg_print(_("何かが聞こえた。", "You hear noise."));
80 process_change_daytime_night();
81 if (one_in_(d_info[this->player_ptr->dungeon_idx].max_m_alloc_chance) && !floor_ptr->inside_arena && !floor_ptr->inside_quest && !this->player_ptr->phase_out) {
82 (void)alloc_monster(this->player_ptr, MAX_SIGHT + 5, 0, summon_specific);
85 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !this->player_ptr->phase_out)
86 regenerate_monsters(this->player_ptr);
87 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3)))
88 regenerate_captured_monsters(this->player_ptr);
90 if (!this->player_ptr->leaving) {
91 for (int i = 0; i < MAX_MTIMED; i++) {
92 if (floor_ptr->mproc_max[i] > 0)
93 process_monsters_mtimed(this->player_ptr, i);
97 if (!this->hour && !this->min) {
98 if (this->min != prev_min) {
99 exe_write_diary(this->player_ptr, DIARY_DIALY, 0, NULL);
100 determine_daily_bounty(this->player_ptr, false);
105 * Nightmare mode activates the TY_CURSE at midnight
106 * Require exact minute -- Don't activate multiple times in a minute
108 if (ironman_nightmare && (this->min != prev_min)) {
109 if ((this->hour == 23) && !(this->min % 15)) {
110 disturb(this->player_ptr, false, true);
111 switch (this->min / 15) {
113 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
117 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
121 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
125 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
130 if (!this->hour && !this->min) {
131 disturb(this->player_ptr, true, true);
132 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."));
133 if (this->player_ptr->wild_mode) {
134 this->player_ptr->oldpy = randint1(MAX_HGT - 2);
135 this->player_ptr->oldpx = randint1(MAX_WID - 2);
136 change_wild_mode(this->player_ptr, true);
137 PlayerEnergy(this->player_ptr).set_player_turn_energy(100);
140 this->player_ptr->invoking_midnight_curse = true;
144 starve_player(this->player_ptr);
145 process_player_hp_mp(this->player_ptr);
146 reduce_magic_effects_timeout(this->player_ptr);
147 reduce_lite_life(this->player_ptr);
148 process_world_aux_mutation(this->player_ptr);
149 execute_cursed_items_effect(this->player_ptr);
150 recharge_magic_items(this->player_ptr);
151 sense_inventory1(this->player_ptr);
152 sense_inventory2(this->player_ptr);
153 execute_recall(this->player_ptr);
154 execute_floor_reset(this->player_ptr);
158 * @brief ゲーム時刻を表示する /
161 void WorldTurnProcessor::print_time()
164 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
165 extract_day_hour_min(this->player_ptr, &day, &this->hour, &this->min);
167 c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
169 c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
171 c_put_str(TERM_WHITE, format("%2d:%02d", this->hour, this->min), ROW_DAY, COL_DAY + 7);
174 void WorldTurnProcessor::process_downward()
176 /* 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.*/
177 if (!ironman_downward || (this->player_ptr->dungeon_idx == DUNGEON_ANGBAND) || (this->player_ptr->dungeon_idx == 0)) {
181 auto *floor_ptr = this->player_ptr->current_floor_ptr;
182 floor_ptr->dun_level = 0;
183 this->player_ptr->dungeon_idx = 0;
184 prepare_change_floor_mode(this->player_ptr, CFM_FIRST_FLOOR | CFM_RAND_PLACE);
185 floor_ptr->inside_arena = false;
186 this->player_ptr->wild_mode = false;
187 this->player_ptr->leaving = true;
190 void WorldTurnProcessor::process_monster_arena()
192 if (!this->player_ptr->phase_out || this->player_ptr->leaving) {
198 auto *floor_ptr = this->player_ptr->current_floor_ptr;
199 for (auto x = 0; x < floor_ptr->width; ++x) {
200 for (auto y = 0; y < floor_ptr->height; y++) {
201 auto *g_ptr = &floor_ptr->grid_array[y][x];
202 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != this->player_ptr->riding)) {
204 win_m_idx = g_ptr->m_idx;
209 if (number_mon == 0) {
210 msg_print(_("相打ちに終わりました。", "Nothing survived."));
212 this->player_ptr->energy_need = 0;
213 update_gambling_monsters(this->player_ptr);
217 if (number_mon == 1) {
218 process_monster_arena_winner(win_m_idx);
222 process_monster_arena_draw();
225 void WorldTurnProcessor::process_monster_arena_winner(int win_m_idx)
227 GAME_TEXT m_name[MAX_NLEN];
228 auto *wm_ptr = &this->player_ptr->current_floor_ptr->m_list[win_m_idx];
229 monster_desc(this->player_ptr, m_name, wm_ptr, 0);
230 msg_format(_("%sが勝利した!", "%s won!"), m_name);
233 if (win_m_idx == (sel_monster + 1)) {
234 msg_print(_("おめでとうございます。", "Congratulations."));
235 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
236 this->player_ptr->au += battle_odds;
238 msg_print(_("残念でした。", "You lost gold."));
242 this->player_ptr->energy_need = 0;
243 update_gambling_monsters(this->player_ptr);
246 void WorldTurnProcessor::process_monster_arena_draw()
248 auto turn = this->player_ptr->current_floor_ptr->generated_turn;
249 if (current_world_ptr->game_turn - turn != 150 * TURNS_PER_TICK) {
253 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."));
254 this->player_ptr->au += kakekin;
256 this->player_ptr->energy_need = 0;
257 update_gambling_monsters(this->player_ptr);
260 void WorldTurnProcessor::process_change_daytime_night()
262 auto *floor_ptr = this->player_ptr->current_floor_ptr;
263 if (!floor_ptr->dun_level && !floor_ptr->inside_quest && !this->player_ptr->phase_out && !floor_ptr->inside_arena) {
264 if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2))) {
265 auto dawn = !(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN));
267 day_break(this->player_ptr);
269 night_falls(this->player_ptr);
271 } else if ((vanilla_town || (lite_town && !floor_ptr->inside_quest && !this->player_ptr->phase_out && !floor_ptr->inside_arena)) && floor_ptr->dun_level) {
272 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS))) {
273 if (one_in_(STORE_SHUFFLE)) {
276 n = randint0(MAX_STORES);
277 } while ((n == STORE_HOME) || (n == STORE_MUSEUM));
279 for (auto i = 1; i < max_f_idx; i++) {
280 auto *f_ptr = &f_info[i];
281 if (f_ptr->name.empty())
283 if (!has_flag(f_ptr->flags, FF_STORE))
286 if (f_ptr->subtype == n) {
288 msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_ptr->name.c_str());
290 store_shuffle(this->player_ptr, n);