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[Refactor] #864 Separated player_type struct from player-type.h to player-type-defini...
[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/hp-mp-processor.h"
6 #include "core/hp-mp-regenerator.h"
7 #include "core/magic-effects-timeout-reducer.h"
8 #include "dungeon/dungeon.h"
9 #include "floor/floor-events.h"
10 #include "floor/floor-mode-changer.h"
11 #include "floor/wild.h"
12 #include "game-option/birth-options.h"
13 #include "game-option/cheat-options.h"
14 #include "game-option/special-options.h"
15 #include "game-option/text-display-options.h"
16 #include "grid/feature.h"
17 #include "grid/grid.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/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/monster-type-definition.h"
36 #include "system/player-type-definition.h"
37 #include "term/screen-processor.h"
38 #include "term/term-color-types.h"
39 #include "util/bit-flags-calculator.h"
40 #include "view/display-messages.h"
41 #include "window/main-window-row-column.h"
42 #include "world/world-movement-processor.h"
43 #include "world/world.h"
44
45 /*!
46  * @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。
47  * / Handle certain things once every 10 game turns
48  * @param player_ptr プレーヤーへの参照ポインタ
49  * @return なし
50  */
51 void process_world(player_type *player_ptr)
52 {
53     const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
54     s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
55     int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
56
57     int day, hour, min;
58     extract_day_hour_min(player_ptr, &day, &hour, &min);
59     update_dungeon_feeling(player_ptr);
60
61     /* 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.*/
62     floor_type *floor_ptr = player_ptr->current_floor_ptr;
63     if (ironman_downward && (player_ptr->dungeon_idx != DUNGEON_ANGBAND && player_ptr->dungeon_idx != 0)) {
64         floor_ptr->dun_level = 0;
65         player_ptr->dungeon_idx = 0;
66         prepare_change_floor_mode(player_ptr, CFM_FIRST_FLOOR | CFM_RAND_PLACE);
67         floor_ptr->inside_arena = FALSE;
68         player_ptr->wild_mode = FALSE;
69         player_ptr->leaving = TRUE;
70     }
71
72     if (player_ptr->phase_out && !player_ptr->leaving) {
73         int win_m_idx = 0;
74         int number_mon = 0;
75         for (int i2 = 0; i2 < floor_ptr->width; ++i2) {
76             for (int j2 = 0; j2 < floor_ptr->height; j2++) {
77                 grid_type *g_ptr = &floor_ptr->grid_array[j2][i2];
78                 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != player_ptr->riding)) {
79                     number_mon++;
80                     win_m_idx = g_ptr->m_idx;
81                 }
82             }
83         }
84
85         if (number_mon == 0) {
86             msg_print(_("相打ちに終わりました。", "Nothing survived."));
87             msg_print(NULL);
88             player_ptr->energy_need = 0;
89             update_gambling_monsters(player_ptr);
90         } else if ((number_mon - 1) == 0) {
91             GAME_TEXT m_name[MAX_NLEN];
92             monster_type *wm_ptr;
93             wm_ptr = &floor_ptr->m_list[win_m_idx];
94             monster_desc(player_ptr, m_name, wm_ptr, 0);
95             msg_format(_("%sが勝利した!", "%s won!"), m_name);
96             msg_print(NULL);
97
98             if (win_m_idx == (sel_monster + 1)) {
99                 msg_print(_("おめでとうございます。", "Congratulations."));
100                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
101                 player_ptr->au += battle_odds;
102             } else {
103                 msg_print(_("残念でした。", "You lost gold."));
104             }
105
106             msg_print(NULL);
107             player_ptr->energy_need = 0;
108             update_gambling_monsters(player_ptr);
109         } else if (current_world_ptr->game_turn - floor_ptr->generated_turn == 150 * TURNS_PER_TICK) {
110             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."));
111             player_ptr->au += kakekin;
112             msg_print(NULL);
113             player_ptr->energy_need = 0;
114             update_gambling_monsters(player_ptr);
115         }
116     }
117
118     if (current_world_ptr->game_turn % TURNS_PER_TICK)
119         return;
120
121     if (autosave_t && autosave_freq && !player_ptr->phase_out) {
122         if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
123             do_cmd_save_game(player_ptr, TRUE);
124     }
125
126     if (floor_ptr->monster_noise && !ignore_unview) {
127         msg_print(_("何かが聞こえた。", "You hear noise."));
128     }
129
130     if (!floor_ptr->dun_level && !floor_ptr->inside_quest && !player_ptr->phase_out && !floor_ptr->inside_arena) {
131         if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2))) {
132             bool dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
133             if (dawn)
134                 day_break(player_ptr);
135             else
136                 night_falls(player_ptr);
137         }
138     } else if ((vanilla_town || (lite_town && !floor_ptr->inside_quest && !player_ptr->phase_out && !floor_ptr->inside_arena)) && floor_ptr->dun_level) {
139         if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS))) {
140             if (one_in_(STORE_SHUFFLE)) {
141                 int n;
142                 do {
143                     n = randint0(MAX_STORES);
144                 } while ((n == STORE_HOME) || (n == STORE_MUSEUM));
145
146                 for (FEAT_IDX i = 1; i < max_f_idx; i++) {
147                     feature_type *f_ptr = &f_info[i];
148                     if (f_ptr->name.empty())
149                         continue;
150                     if (!has_flag(f_ptr->flags, FF_STORE))
151                         continue;
152
153                     if (f_ptr->subtype == n) {
154                         if (cheat_xtra)
155                             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());
156
157                         store_shuffle(player_ptr, n);
158                         break;
159                     }
160                 }
161             }
162         }
163     }
164
165     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) {
166         (void)alloc_monster(player_ptr, MAX_SIGHT + 5, 0, summon_specific);
167     }
168
169     if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !player_ptr->phase_out)
170         regenerate_monsters(player_ptr);
171     if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3)))
172         regenerate_captured_monsters(player_ptr);
173
174     if (!player_ptr->leaving) {
175         for (int i = 0; i < MAX_MTIMED; i++) {
176             if (floor_ptr->mproc_max[i] > 0)
177                 process_monsters_mtimed(player_ptr, i);
178         }
179     }
180
181     if (!hour && !min) {
182         if (min != prev_min) {
183             exe_write_diary(player_ptr, DIARY_DIALY, 0, NULL);
184             determine_daily_bounty(player_ptr, FALSE);
185         }
186     }
187
188     /*
189      * Nightmare mode activates the TY_CURSE at midnight
190      * Require exact minute -- Don't activate multiple times in a minute
191      */
192     if (ironman_nightmare && (min != prev_min)) {
193         if ((hour == 23) && !(min % 15)) {
194             disturb(player_ptr, FALSE, TRUE);
195             switch (min / 15) {
196             case 0:
197                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
198                 break;
199
200             case 1:
201                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
202                 break;
203
204             case 2:
205                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
206                 break;
207
208             case 3:
209                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
210                 break;
211             }
212         }
213
214         if (!hour && !min) {
215             disturb(player_ptr, TRUE, TRUE);
216             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."));
217             if (player_ptr->wild_mode) {
218                 player_ptr->oldpy = randint1(MAX_HGT - 2);
219                 player_ptr->oldpx = randint1(MAX_WID - 2);
220                 change_wild_mode(player_ptr, TRUE);
221                 take_turn(player_ptr, 100);
222             }
223
224             player_ptr->invoking_midnight_curse = TRUE;
225         }
226     }
227
228     starve_player(player_ptr);
229     process_player_hp_mp(player_ptr);
230     reduce_magic_effects_timeout(player_ptr);
231     reduce_lite_life(player_ptr);
232     process_world_aux_mutation(player_ptr);
233     execute_cursed_items_effect(player_ptr);
234     recharge_magic_items(player_ptr);
235     sense_inventory1(player_ptr);
236     sense_inventory2(player_ptr);
237     execute_recall(player_ptr);
238     execute_floor_reset(player_ptr);
239 }
240
241 /*!
242  * @brief ゲーム時刻を表示する /
243  * Print time
244  * @return なし
245  */
246 void print_time(player_type *player_ptr)
247 {
248     int day, hour, min;
249     c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
250     extract_day_hour_min(player_ptr, &day, &hour, &min);
251     if (day < 1000)
252         c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
253     else
254         c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
255
256     c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY + 7);
257 }