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[Refactor] #969 Separated process_monster_arena_draw() from process_monster_arena()
[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 "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"
45
46 WorldTurnProcessor::WorldTurnProcessor(player_type *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 プレーヤーへの参照ポインタ
55  */
56 void WorldTurnProcessor::process_world()
57 {
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;
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
66     /* 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.*/
67     floor_type *floor_ptr = this->player_ptr->current_floor_ptr;
68     if (ironman_downward && (this->player_ptr->dungeon_idx != DUNGEON_ANGBAND && this->player_ptr->dungeon_idx != 0)) {
69         floor_ptr->dun_level = 0;
70         this->player_ptr->dungeon_idx = 0;
71         prepare_change_floor_mode(this->player_ptr, CFM_FIRST_FLOOR | CFM_RAND_PLACE);
72         floor_ptr->inside_arena = FALSE;
73         this->player_ptr->wild_mode = FALSE;
74         this->player_ptr->leaving = TRUE;
75     }
76
77     process_monster_arena();
78     if (current_world_ptr->game_turn % TURNS_PER_TICK)
79         return;
80
81     if (autosave_t && autosave_freq && !this->player_ptr->phase_out) {
82         if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
83             do_cmd_save_game(this->player_ptr, TRUE);
84     }
85
86     if (floor_ptr->monster_noise && !ignore_unview) {
87         msg_print(_("何かが聞こえた。", "You hear noise."));
88     }
89
90     if (!floor_ptr->dun_level && !floor_ptr->inside_quest && !this->player_ptr->phase_out && !floor_ptr->inside_arena) {
91         if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2))) {
92             bool dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
93             if (dawn)
94                 day_break(this->player_ptr);
95             else
96                 night_falls(this->player_ptr);
97         }
98     } else if ((vanilla_town || (lite_town && !floor_ptr->inside_quest && !this->player_ptr->phase_out && !floor_ptr->inside_arena)) && floor_ptr->dun_level) {
99         if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS))) {
100             if (one_in_(STORE_SHUFFLE)) {
101                 int n;
102                 do {
103                     n = randint0(MAX_STORES);
104                 } while ((n == STORE_HOME) || (n == STORE_MUSEUM));
105
106                 for (FEAT_IDX i = 1; i < max_f_idx; i++) {
107                     feature_type *f_ptr = &f_info[i];
108                     if (f_ptr->name.empty())
109                         continue;
110                     if (!has_flag(f_ptr->flags, FF_STORE))
111                         continue;
112
113                     if (f_ptr->subtype == n) {
114                         if (cheat_xtra)
115                             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());
116
117                         store_shuffle(this->player_ptr, n);
118                         break;
119                     }
120                 }
121             }
122         }
123     }
124
125     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) {
126         (void)alloc_monster(this->player_ptr, MAX_SIGHT + 5, 0, summon_specific);
127     }
128
129     if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !this->player_ptr->phase_out)
130         regenerate_monsters(this->player_ptr);
131     if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3)))
132         regenerate_captured_monsters(this->player_ptr);
133
134     if (!this->player_ptr->leaving) {
135         for (int i = 0; i < MAX_MTIMED; i++) {
136             if (floor_ptr->mproc_max[i] > 0)
137                 process_monsters_mtimed(this->player_ptr, i);
138         }
139     }
140
141     if (!this->hour && !this->min) {
142         if (this->min != prev_min) {
143             exe_write_diary(this->player_ptr, DIARY_DIALY, 0, NULL);
144             determine_daily_bounty(this->player_ptr, FALSE);
145         }
146     }
147
148     /*
149      * Nightmare mode activates the TY_CURSE at midnight
150      * Require exact minute -- Don't activate multiple times in a minute
151      */
152     if (ironman_nightmare && (this->min != prev_min)) {
153         if ((this->hour == 23) && !(this->min % 15)) {
154             disturb(this->player_ptr, FALSE, TRUE);
155             switch (this->min / 15) {
156             case 0:
157                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
158                 break;
159
160             case 1:
161                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
162                 break;
163
164             case 2:
165                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
166                 break;
167
168             case 3:
169                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
170                 break;
171             }
172         }
173
174         if (!this->hour && !this->min) {
175             disturb(this->player_ptr, TRUE, TRUE);
176             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."));
177             if (this->player_ptr->wild_mode) {
178                 this->player_ptr->oldpy = randint1(MAX_HGT - 2);
179                 this->player_ptr->oldpx = randint1(MAX_WID - 2);
180                 change_wild_mode(this->player_ptr, TRUE);
181                 PlayerEnergy(this->player_ptr).set_player_turn_energy(100);
182             }
183
184             this->player_ptr->invoking_midnight_curse = TRUE;
185         }
186     }
187
188     starve_player(this->player_ptr);
189     process_player_hp_mp(this->player_ptr);
190     reduce_magic_effects_timeout(this->player_ptr);
191     reduce_lite_life(this->player_ptr);
192     process_world_aux_mutation(this->player_ptr);
193     execute_cursed_items_effect(this->player_ptr);
194     recharge_magic_items(this->player_ptr);
195     sense_inventory1(this->player_ptr);
196     sense_inventory2(this->player_ptr);
197     execute_recall(this->player_ptr);
198     execute_floor_reset(this->player_ptr);
199 }
200
201 /*!
202  * @brief ゲーム時刻を表示する /
203  * Print time
204  */
205 void WorldTurnProcessor::print_time()
206 {
207     int day;
208     c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
209     extract_day_hour_min(this->player_ptr, &day, &this->hour, &this->min);
210     if (day < 1000)
211         c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
212     else
213         c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
214
215     c_put_str(TERM_WHITE, format("%2d:%02d", this->hour, this->min), ROW_DAY, COL_DAY + 7);
216 }
217
218 void WorldTurnProcessor::process_monster_arena()
219 {
220     if (!this->player_ptr->phase_out || this->player_ptr->leaving) {
221         return;
222     }
223
224     auto win_m_idx = 0;
225     auto number_mon = 0;
226     auto *floor_ptr = this->player_ptr->current_floor_ptr;
227     for (auto x = 0; x < floor_ptr->width; ++x) {
228         for (auto y = 0; y < floor_ptr->height; y++) {
229             auto *g_ptr = &floor_ptr->grid_array[y][x];
230             if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != this->player_ptr->riding)) {
231                 number_mon++;
232                 win_m_idx = g_ptr->m_idx;
233             }
234         }
235     }
236
237     if (number_mon == 0) {
238         msg_print(_("相打ちに終わりました。", "Nothing survived."));
239         msg_print(NULL);
240         this->player_ptr->energy_need = 0;
241         update_gambling_monsters(this->player_ptr);
242         return;
243     }
244     
245     if (number_mon == 1) {
246         process_monster_arena_winner(win_m_idx);
247         return;
248     }
249
250     process_monster_arena_draw();
251 }
252
253 void WorldTurnProcessor::process_monster_arena_winner(int win_m_idx)
254 {
255     GAME_TEXT m_name[MAX_NLEN];
256     auto *wm_ptr = &this->player_ptr->current_floor_ptr->m_list[win_m_idx];
257     monster_desc(this->player_ptr, m_name, wm_ptr, 0);
258     msg_format(_("%sが勝利した!", "%s won!"), m_name);
259     msg_print(NULL);
260
261     if (win_m_idx == (sel_monster + 1)) {
262         msg_print(_("おめでとうございます。", "Congratulations."));
263         msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
264         this->player_ptr->au += battle_odds;
265     } else {
266         msg_print(_("残念でした。", "You lost gold."));
267     }
268
269     msg_print(NULL);
270     this->player_ptr->energy_need = 0;
271     update_gambling_monsters(this->player_ptr);
272 }
273
274 void WorldTurnProcessor::process_monster_arena_draw()
275 {
276     auto turn = this->player_ptr->current_floor_ptr->generated_turn;
277     if (current_world_ptr->game_turn - turn != 150 * TURNS_PER_TICK) {
278         return;
279     }
280
281     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."));
282     this->player_ptr->au += kakekin;
283     msg_print(NULL);
284     this->player_ptr->energy_need = 0;
285     update_gambling_monsters(this->player_ptr);
286 }