OSDN Git Service

[Refactor] #969 Reshaped process_change_daytime_night()
[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     process_downward();
66     process_monster_arena();
67     if (current_world_ptr->game_turn % TURNS_PER_TICK)
68         return;
69
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);
73     }
74
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."));
78     }
79
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);
83     }
84
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);
89
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);
94         }
95     }
96
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);
101         }
102     }
103
104     /*
105      * Nightmare mode activates the TY_CURSE at midnight
106      * Require exact minute -- Don't activate multiple times in a minute
107      */
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) {
112             case 0:
113                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
114                 break;
115
116             case 1:
117                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
118                 break;
119
120             case 2:
121                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
122                 break;
123
124             case 3:
125                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
126                 break;
127             }
128         }
129
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);
138             }
139
140             this->player_ptr->invoking_midnight_curse = true;
141         }
142     }
143
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);
155 }
156
157 /*!
158  * @brief ゲーム時刻を表示する /
159  * Print time
160  */
161 void WorldTurnProcessor::print_time()
162 {
163     int day;
164     c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
165     extract_day_hour_min(this->player_ptr, &day, &this->hour, &this->min);
166     if (day < 1000)
167         c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
168     else
169         c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
170
171     c_put_str(TERM_WHITE, format("%2d:%02d", this->hour, this->min), ROW_DAY, COL_DAY + 7);
172 }
173
174 void WorldTurnProcessor::process_downward()
175 {
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)) {
178         return;    
179     }
180
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;
188 }
189
190 void WorldTurnProcessor::process_monster_arena()
191 {
192     if (!this->player_ptr->phase_out || this->player_ptr->leaving) {
193         return;
194     }
195
196     auto win_m_idx = 0;
197     auto number_mon = 0;
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)) {
203                 number_mon++;
204                 win_m_idx = g_ptr->m_idx;
205             }
206         }
207     }
208
209     if (number_mon == 0) {
210         msg_print(_("相打ちに終わりました。", "Nothing survived."));
211         msg_print(NULL);
212         this->player_ptr->energy_need = 0;
213         update_gambling_monsters(this->player_ptr);
214         return;
215     }
216     
217     if (number_mon == 1) {
218         process_monster_arena_winner(win_m_idx);
219         return;
220     }
221
222     process_monster_arena_draw();
223 }
224
225 void WorldTurnProcessor::process_monster_arena_winner(int win_m_idx)
226 {
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);
231     msg_print(NULL);
232
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;
237     } else {
238         msg_print(_("残念でした。", "You lost gold."));
239     }
240
241     msg_print(NULL);
242     this->player_ptr->energy_need = 0;
243     update_gambling_monsters(this->player_ptr);
244 }
245
246 void WorldTurnProcessor::process_monster_arena_draw()
247 {
248     auto turn = this->player_ptr->current_floor_ptr->generated_turn;
249     if (current_world_ptr->game_turn - turn != 150 * TURNS_PER_TICK) {
250         return;
251     }
252
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;
255     msg_print(NULL);
256     this->player_ptr->energy_need = 0;
257     update_gambling_monsters(this->player_ptr);
258 }
259
260 void WorldTurnProcessor::process_change_daytime_night()
261 {
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) == 0;
266             if (dawn) {
267                 day_break(this->player_ptr);
268             } else {
269                 night_falls(this->player_ptr);
270             }
271         }
272
273         return;
274     }
275     
276     auto is_in_dungeon = vanilla_town;
277     is_in_dungeon |= lite_town && (floor_ptr->inside_quest == 0) && !this->player_ptr->phase_out && !floor_ptr->inside_arena;
278     is_in_dungeon &= floor_ptr->dun_level != 0;
279     if (!is_in_dungeon) {
280         return;    
281     }
282
283     if ((current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)) != 0) {
284         return;    
285     }
286
287     if (!one_in_(STORE_SHUFFLE)) {
288         return;    
289     }
290
291     int n;
292     do {
293         n = randint0(MAX_STORES);
294         if ((n == STORE_HOME) || (n == STORE_MUSEUM)) {
295             break;
296         }
297     } while (true);
298
299     for (auto i = 1; i < max_f_idx; i++) {
300         auto *f_ptr = &f_info[i];
301         if (f_ptr->name.empty() || !has_flag(f_ptr->flags, FF_STORE))
302             continue;
303
304         if (f_ptr->subtype != n) {
305             continue;        
306         }
307
308         if (cheat_xtra) {
309             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());
310         }
311         
312         store_shuffle(this->player_ptr, n);
313         break;
314     }
315 }