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)
71 auto *floor_ptr = this->player_ptr->current_floor_ptr;
72 if (floor_ptr->monster_noise && !ignore_unview) {
73 msg_print(_("何かが聞こえた。", "You hear noise."));
76 process_change_daytime_night();
77 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) {
78 (void)alloc_monster(this->player_ptr, MAX_SIGHT + 5, 0, summon_specific);
81 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !this->player_ptr->phase_out)
82 regenerate_monsters(this->player_ptr);
83 if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3)))
84 regenerate_captured_monsters(this->player_ptr);
86 if (!this->player_ptr->leaving) {
87 for (int i = 0; i < MAX_MTIMED; i++) {
88 if (floor_ptr->mproc_max[i] > 0)
89 process_monsters_mtimed(this->player_ptr, i);
93 if (!this->hour && !this->min) {
94 if (this->min != prev_min) {
95 exe_write_diary(this->player_ptr, DIARY_DIALY, 0, NULL);
96 determine_daily_bounty(this->player_ptr, false);
101 * Nightmare mode activates the TY_CURSE at midnight
102 * Require exact minute -- Don't activate multiple times in a minute
104 if (ironman_nightmare && (this->min != prev_min)) {
105 if ((this->hour == 23) && !(this->min % 15)) {
106 disturb(this->player_ptr, false, true);
107 switch (this->min / 15) {
109 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
113 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
117 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
121 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
126 if (!this->hour && !this->min) {
127 disturb(this->player_ptr, true, true);
128 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."));
129 if (this->player_ptr->wild_mode) {
130 this->player_ptr->oldpy = randint1(MAX_HGT - 2);
131 this->player_ptr->oldpx = randint1(MAX_WID - 2);
132 change_wild_mode(this->player_ptr, true);
133 PlayerEnergy(this->player_ptr).set_player_turn_energy(100);
136 this->player_ptr->invoking_midnight_curse = true;
140 starve_player(this->player_ptr);
141 process_player_hp_mp(this->player_ptr);
142 reduce_magic_effects_timeout(this->player_ptr);
143 reduce_lite_life(this->player_ptr);
144 process_world_aux_mutation(this->player_ptr);
145 execute_cursed_items_effect(this->player_ptr);
146 recharge_magic_items(this->player_ptr);
147 sense_inventory1(this->player_ptr);
148 sense_inventory2(this->player_ptr);
149 execute_recall(this->player_ptr);
150 execute_floor_reset(this->player_ptr);
154 * @brief ゲーム時刻を表示する /
157 void WorldTurnProcessor::print_time()
160 c_put_str(TERM_WHITE, " ", ROW_DAY, COL_DAY);
161 extract_day_hour_min(this->player_ptr, &day, &this->hour, &this->min);
163 c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
165 c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
167 c_put_str(TERM_WHITE, format("%2d:%02d", this->hour, this->min), ROW_DAY, COL_DAY + 7);
170 void WorldTurnProcessor::process_downward()
172 /* 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.*/
173 if (!ironman_downward || (this->player_ptr->dungeon_idx == DUNGEON_ANGBAND) || (this->player_ptr->dungeon_idx == 0)) {
177 auto *floor_ptr = this->player_ptr->current_floor_ptr;
178 floor_ptr->dun_level = 0;
179 this->player_ptr->dungeon_idx = 0;
180 prepare_change_floor_mode(this->player_ptr, CFM_FIRST_FLOOR | CFM_RAND_PLACE);
181 floor_ptr->inside_arena = false;
182 this->player_ptr->wild_mode = false;
183 this->player_ptr->leaving = true;
186 void WorldTurnProcessor::process_monster_arena()
188 if (!this->player_ptr->phase_out || this->player_ptr->leaving) {
194 auto *floor_ptr = this->player_ptr->current_floor_ptr;
195 for (auto x = 0; x < floor_ptr->width; ++x) {
196 for (auto y = 0; y < floor_ptr->height; y++) {
197 auto *g_ptr = &floor_ptr->grid_array[y][x];
198 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != this->player_ptr->riding)) {
200 win_m_idx = g_ptr->m_idx;
205 if (number_mon == 0) {
206 msg_print(_("相打ちに終わりました。", "Nothing survived."));
208 this->player_ptr->energy_need = 0;
209 update_gambling_monsters(this->player_ptr);
213 if (number_mon == 1) {
214 process_monster_arena_winner(win_m_idx);
218 process_monster_arena_draw();
221 void WorldTurnProcessor::process_monster_arena_winner(int win_m_idx)
223 GAME_TEXT m_name[MAX_NLEN];
224 auto *wm_ptr = &this->player_ptr->current_floor_ptr->m_list[win_m_idx];
225 monster_desc(this->player_ptr, m_name, wm_ptr, 0);
226 msg_format(_("%sが勝利した!", "%s won!"), m_name);
229 if (win_m_idx == (sel_monster + 1)) {
230 msg_print(_("おめでとうございます。", "Congratulations."));
231 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
232 this->player_ptr->au += battle_odds;
234 msg_print(_("残念でした。", "You lost gold."));
238 this->player_ptr->energy_need = 0;
239 update_gambling_monsters(this->player_ptr);
242 void WorldTurnProcessor::process_monster_arena_draw()
244 auto turn = this->player_ptr->current_floor_ptr->generated_turn;
245 if (current_world_ptr->game_turn - turn != 150 * TURNS_PER_TICK) {
249 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."));
250 this->player_ptr->au += kakekin;
252 this->player_ptr->energy_need = 0;
253 update_gambling_monsters(this->player_ptr);
256 void WorldTurnProcessor::decide_auto_save()
258 if (autosave_freq == 0) {
262 auto should_save = autosave_t;
263 should_save &= !this->player_ptr->phase_out;
264 should_save &= current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK) == 0;
266 do_cmd_save_game(this->player_ptr, true);
270 void WorldTurnProcessor::process_change_daytime_night()
272 auto *floor_ptr = this->player_ptr->current_floor_ptr;
273 if (!floor_ptr->dun_level && !floor_ptr->inside_quest && !this->player_ptr->phase_out && !floor_ptr->inside_arena) {
274 if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2))) {
275 auto dawn = current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN) == 0;
277 day_break(this->player_ptr);
279 night_falls(this->player_ptr);
286 auto is_in_dungeon = vanilla_town;
287 is_in_dungeon |= lite_town && (floor_ptr->inside_quest == 0) && !this->player_ptr->phase_out && !floor_ptr->inside_arena;
288 is_in_dungeon &= floor_ptr->dun_level != 0;
289 if (!is_in_dungeon) {
293 if ((current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)) != 0) {
297 shuffle_shopkeeper();
300 void WorldTurnProcessor::shuffle_shopkeeper()
302 if (!one_in_(STORE_SHUFFLE)) {
308 n = randint0(MAX_STORES);
309 if ((n == STORE_HOME) || (n == STORE_MUSEUM)) {
314 for (auto i = 1; i < max_f_idx; i++) {
315 auto *f_ptr = &f_info[i];
316 if (f_ptr->name.empty() || !has_flag(f_ptr->flags, FF_STORE))
319 if (f_ptr->subtype != n) {
324 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());
327 store_shuffle(this->player_ptr, n);