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[Refactor] #969 Made world-turn-processor.cpp/h class
[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 day, hour, min;
63     extract_day_hour_min(this->player_ptr, &day, &hour, &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     if (this->player_ptr->phase_out && !this->player_ptr->leaving) {
78         int win_m_idx = 0;
79         int number_mon = 0;
80         for (int i2 = 0; i2 < floor_ptr->width; ++i2) {
81             for (int j2 = 0; j2 < floor_ptr->height; j2++) {
82                 grid_type *g_ptr = &floor_ptr->grid_array[j2][i2];
83                 if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != this->player_ptr->riding)) {
84                     number_mon++;
85                     win_m_idx = g_ptr->m_idx;
86                 }
87             }
88         }
89
90         if (number_mon == 0) {
91             msg_print(_("相打ちに終わりました。", "Nothing survived."));
92             msg_print(NULL);
93             this->player_ptr->energy_need = 0;
94             update_gambling_monsters(this->player_ptr);
95         } else if ((number_mon - 1) == 0) {
96             GAME_TEXT m_name[MAX_NLEN];
97             monster_type *wm_ptr;
98             wm_ptr = &floor_ptr->m_list[win_m_idx];
99             monster_desc(this->player_ptr, m_name, wm_ptr, 0);
100             msg_format(_("%sが勝利した!", "%s won!"), m_name);
101             msg_print(NULL);
102
103             if (win_m_idx == (sel_monster + 1)) {
104                 msg_print(_("おめでとうございます。", "Congratulations."));
105                 msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
106                 this->player_ptr->au += battle_odds;
107             } else {
108                 msg_print(_("残念でした。", "You lost gold."));
109             }
110
111             msg_print(NULL);
112             this->player_ptr->energy_need = 0;
113             update_gambling_monsters(this->player_ptr);
114         } else if (current_world_ptr->game_turn - floor_ptr->generated_turn == 150 * TURNS_PER_TICK) {
115             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."));
116             this->player_ptr->au += kakekin;
117             msg_print(NULL);
118             this->player_ptr->energy_need = 0;
119             update_gambling_monsters(this->player_ptr);
120         }
121     }
122
123     if (current_world_ptr->game_turn % TURNS_PER_TICK)
124         return;
125
126     if (autosave_t && autosave_freq && !this->player_ptr->phase_out) {
127         if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
128             do_cmd_save_game(this->player_ptr, TRUE);
129     }
130
131     if (floor_ptr->monster_noise && !ignore_unview) {
132         msg_print(_("何かが聞こえた。", "You hear noise."));
133     }
134
135     if (!floor_ptr->dun_level && !floor_ptr->inside_quest && !this->player_ptr->phase_out && !floor_ptr->inside_arena) {
136         if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2))) {
137             bool dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
138             if (dawn)
139                 day_break(this->player_ptr);
140             else
141                 night_falls(this->player_ptr);
142         }
143     } else if ((vanilla_town || (lite_town && !floor_ptr->inside_quest && !this->player_ptr->phase_out && !floor_ptr->inside_arena)) && floor_ptr->dun_level) {
144         if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS))) {
145             if (one_in_(STORE_SHUFFLE)) {
146                 int n;
147                 do {
148                     n = randint0(MAX_STORES);
149                 } while ((n == STORE_HOME) || (n == STORE_MUSEUM));
150
151                 for (FEAT_IDX i = 1; i < max_f_idx; i++) {
152                     feature_type *f_ptr = &f_info[i];
153                     if (f_ptr->name.empty())
154                         continue;
155                     if (!has_flag(f_ptr->flags, FF_STORE))
156                         continue;
157
158                     if (f_ptr->subtype == n) {
159                         if (cheat_xtra)
160                             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());
161
162                         store_shuffle(this->player_ptr, n);
163                         break;
164                     }
165                 }
166             }
167         }
168     }
169
170     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) {
171         (void)alloc_monster(this->player_ptr, MAX_SIGHT + 5, 0, summon_specific);
172     }
173
174     if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !this->player_ptr->phase_out)
175         regenerate_monsters(this->player_ptr);
176     if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3)))
177         regenerate_captured_monsters(this->player_ptr);
178
179     if (!this->player_ptr->leaving) {
180         for (int i = 0; i < MAX_MTIMED; i++) {
181             if (floor_ptr->mproc_max[i] > 0)
182                 process_monsters_mtimed(this->player_ptr, i);
183         }
184     }
185
186     if (!hour && !min) {
187         if (min != prev_min) {
188             exe_write_diary(this->player_ptr, DIARY_DIALY, 0, NULL);
189             determine_daily_bounty(this->player_ptr, FALSE);
190         }
191     }
192
193     /*
194      * Nightmare mode activates the TY_CURSE at midnight
195      * Require exact minute -- Don't activate multiple times in a minute
196      */
197     if (ironman_nightmare && (min != prev_min)) {
198         if ((hour == 23) && !(min % 15)) {
199             disturb(this->player_ptr, FALSE, TRUE);
200             switch (min / 15) {
201             case 0:
202                 msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
203                 break;
204
205             case 1:
206                 msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
207                 break;
208
209             case 2:
210                 msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
211                 break;
212
213             case 3:
214                 msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
215                 break;
216             }
217         }
218
219         if (!hour && !min) {
220             disturb(this->player_ptr, TRUE, TRUE);
221             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."));
222             if (this->player_ptr->wild_mode) {
223                 this->player_ptr->oldpy = randint1(MAX_HGT - 2);
224                 this->player_ptr->oldpx = randint1(MAX_WID - 2);
225                 change_wild_mode(this->player_ptr, TRUE);
226                 PlayerEnergy(this->player_ptr).set_player_turn_energy(100);
227             }
228
229             this->player_ptr->invoking_midnight_curse = TRUE;
230         }
231     }
232
233     starve_player(this->player_ptr);
234     process_player_hp_mp(this->player_ptr);
235     reduce_magic_effects_timeout(this->player_ptr);
236     reduce_lite_life(this->player_ptr);
237     process_world_aux_mutation(this->player_ptr);
238     execute_cursed_items_effect(this->player_ptr);
239     recharge_magic_items(this->player_ptr);
240     sense_inventory1(this->player_ptr);
241     sense_inventory2(this->player_ptr);
242     execute_recall(this->player_ptr);
243     execute_floor_reset(this->player_ptr);
244 }
245
246 /*!
247  * @brief ゲーム時刻を表示する /
248  * Print time
249  */
250 void WorldTurnProcessor::print_time()
251 {
252     int day, hour, min;
253     c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
254     extract_day_hour_min(this->player_ptr, &day, &hour, &min);
255     if (day < 1000)
256         c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
257     else
258         c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
259
260     c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY + 7);
261 }