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[Fix]アリーナの出口が開く条件がおかしいのを修正
[hengbandforosx/hengbandosx.git] / src / cmd-building / cmd-building.cpp
index 163dd69..617ef99 100644 (file)
@@ -55,6 +55,7 @@
 #include "spell-kind/spells-perception.h"
 #include "spell-kind/spells-world.h"
 #include "spell/spells-status.h"
+#include "system/angband-exceptions.h"
 #include "system/angband-system.h"
 #include "system/building-type-definition.h"
 #include "system/floor-type-definition.h"
@@ -89,12 +90,13 @@ static void town_history(PlayerType *player_ptr)
 }
 
 /*!
- * @brief 施設の処理実行メインルーチン / Execute a building command
+ * @brief 施設の処理実行メインルーチン
  * @param player_ptr プレイヤーへの参照ポインタ
  * @param bldg 施設構造体の参照ポインタ
  * @param i 実行したい施設のサービステーブルの添字
+ * @return 施設から別フロアへ移動するか否か (アリーナ/モンスター闘技場のみtrue)
  */
-static void bldg_process_command(PlayerType *player_ptr, building_type *bldg, int i)
+static bool bldg_process_command(PlayerType *player_ptr, building_type *bldg, int i)
 {
     msg_flag = false;
     msg_erase();
@@ -102,44 +104,43 @@ static void bldg_process_command(PlayerType *player_ptr, building_type *bldg, in
     const auto building_cost = can_be_owner ? bldg->member_costs[i] : bldg->other_costs[i];
     if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) || ((bldg->action_restr[i] == 2) && !can_be_owner)) {
         msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
-        return;
+        return false;
     }
 
     const auto building_action = bldg->actions[i];
     if ((building_action != BACT_RECHARGE) && (((bldg->member_costs[i] > player_ptr->au) && can_be_owner) || ((bldg->other_costs[i] > player_ptr->au) && !can_be_owner))) {
         msg_print(_("お金が足りません!", "You do not have the gold!"));
-        return;
+        return false;
     }
 
     switch (building_action) {
     case BACT_NOTHING:
         /* Do nothing */
-        return;
+        return false;
     case BACT_RESEARCH_ITEM:
         if (identify_fully(player_ptr, false)) {
             player_ptr->au -= building_cost;
         }
 
-        return;
+        return false;
     case BACT_TOWN_HISTORY:
         town_history(player_ptr);
-        return;
+        return false;
     case BACT_RACE_LEGENDS:
         race_legends(player_ptr);
-        return;
+        return false;
     case BACT_QUEST:
         castle_quest(player_ptr);
-        return;
+        return false;
     case BACT_KING_LEGENDS:
     case BACT_ARENA_LEGENDS:
     case BACT_LEGENDS:
         show_highclass(player_ptr);
-        return;
+        return false;
     case BACT_POSTER:
     case BACT_ARENA_RULES:
     case BACT_ARENA:
-        arena_comm(player_ptr, building_action);
-        return;
+        return arena_comm(player_ptr, building_action);
     case BACT_IN_BETWEEN:
     case BACT_CRAPS:
     case BACT_SPIN_WHEEL:
@@ -147,7 +148,7 @@ static void bldg_process_command(PlayerType *player_ptr, building_type *bldg, in
     case BACT_GAMBLE_RULES:
     case BACT_POKER:
         gamble_comm(player_ptr, building_action);
-        return;
+        return false;
     case BACT_REST:
     case BACT_RUMORS:
     case BACT_FOOD:
@@ -155,70 +156,70 @@ static void bldg_process_command(PlayerType *player_ptr, building_type *bldg, in
             player_ptr->au -= building_cost;
         }
 
-        return;
+        return false;
     case BACT_RESEARCH_MONSTER:
         if (research_mon(player_ptr)) {
             player_ptr->au -= building_cost;
         }
 
-        return;
+        return false;
     case BACT_COMPARE_WEAPONS:
         player_ptr->au -= compare_weapons(player_ptr, building_cost);
-        return;
+        return false;
     case BACT_ENCHANT_WEAPON:
         enchant_item(player_ptr, building_cost, 1, 1, 0, FuncItemTester(&ItemEntity::allow_enchant_melee_weapon));
-        return;
+        return false;
     case BACT_ENCHANT_ARMOR:
         enchant_item(player_ptr, building_cost, 0, 0, 1, FuncItemTester(&ItemEntity::is_protector));
-        return;
+        return false;
     case BACT_RECHARGE:
         building_recharge(player_ptr);
-        return;
+        return false;
     case BACT_RECHARGE_ALL:
         building_recharge_all(player_ptr);
-        return;
+        return false;
     case BACT_IDENTS:
         if (!input_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay to identify all your possession? "))) {
-            return;
+            return false;
         }
 
         identify_pack(player_ptr);
         msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
         player_ptr->au -= building_cost;
-        return;
+        return false;
     case BACT_IDENT_ONE:
         if (ident_spell(player_ptr, false)) {
             player_ptr->au -= building_cost;
         }
 
-        return;
+        return false;
     case BACT_LEARN:
         do_cmd_study(player_ptr);
-        return;
+        return false;
     case BACT_HEALING:
         if (cure_critical_wounds(player_ptr, 200)) {
             player_ptr->au -= building_cost;
         }
 
-        return;
+        return false;
     case BACT_RESTORE:
         if (restore_all_status(player_ptr)) {
             player_ptr->au -= building_cost;
         }
 
-        return;
+        return false;
     case BACT_ENCHANT_ARROWS:
         enchant_item(player_ptr, building_cost, 1, 1, 0, FuncItemTester(&ItemEntity::is_ammo));
-        return;
+        return false;
     case BACT_ENCHANT_BOW:
         enchant_item(player_ptr, building_cost, 1, 1, 0, TvalItemTester(ItemKindType::BOW));
-        return;
+        return false;
     case BACT_RECALL:
         if (recall_player(player_ptr, 1)) {
             player_ptr->au -= building_cost;
         }
 
-        return;
+        return false;
     case BACT_TELEPORT_LEVEL:
         screen_save();
         clear_bldg(4, 20);
@@ -227,7 +228,7 @@ static void bldg_process_command(PlayerType *player_ptr, building_type *bldg, in
         }
 
         screen_load();
-        return;
+        return false;
     case BACT_LOSE_MUTATION: {
         auto muta = player_ptr->muta;
         if (player_ptr->ppersonality == PERSONALITY_LUCKY) {
@@ -241,28 +242,27 @@ static void bldg_process_command(PlayerType *player_ptr, building_type *bldg, in
             }
 
             player_ptr->au -= building_cost;
-            return;
+            return false;
         }
 
         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
         msg_print(nullptr);
-        return;
+        return false;
     }
     case BACT_BATTLE:
-        monster_arena_comm(player_ptr);
-        return;
+        return monster_arena_comm(player_ptr);
     case BACT_TSUCHINOKO:
         tsuchinoko();
-        return;
+        return false;
     case BACT_BOUNTY:
         show_bounty();
-        return;
+        return false;
     case BACT_TARGET:
         today_target(player_ptr);
-        return;
+        return false;
     case BACT_KANKIN:
         exchange_cash(player_ptr);
-        return;
+        return false;
     case BACT_HEIKOUKA:
         msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
         set_virtue(player_ptr, Virtue::COMPASSION, 0);
@@ -285,22 +285,25 @@ static void bldg_process_command(PlayerType *player_ptr, building_type *bldg, in
         set_virtue(player_ptr, Virtue::INDIVIDUALISM, 0);
         initialize_virtues(player_ptr);
         player_ptr->au -= building_cost;
-        return;
+        return false;
     case BACT_TELE_TOWN:
-        if (tele_town(player_ptr)) {
-            player_ptr->au -= building_cost;
+        if (!tele_town(player_ptr)) {
+            return false;
         }
 
-        return;
+        player_ptr->au -= building_cost;
+        return true;
     case BACT_EVAL_AC:
         if (eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a)) {
             player_ptr->au -= building_cost;
         }
 
-        return;
+        return false;
     case BACT_BROKEN_WEAPON:
         player_ptr->au -= repair_broken_weapon(player_ptr, building_cost);
-        return;
+        return false;
+    default:
+        THROW_EXCEPTION(std::logic_error, "Invalid building action is specified!");
     }
 }
 
@@ -335,7 +338,7 @@ void do_cmd_building(PlayerType *player_ptr)
     }
 
     if ((which == 2) && player_ptr->current_floor_ptr->inside_arena) {
-        if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0) {
+        if (!w_ptr->get_arena() && player_ptr->current_floor_ptr->m_cnt > 0) {
             prt(_("ゲートは閉まっている。モンスターがあなたを待っている!", "The gates are closed.  The monster awaits!"), 0, 0);
         } else {
             prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
@@ -371,38 +374,32 @@ void do_cmd_building(PlayerType *player_ptr)
     command_new = 0;
 
     display_buikding_service(player_ptr, bldg);
-    player_ptr->leave_bldg = false;
     play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
 
-    bool validcmd;
-    while (!player_ptr->leave_bldg) {
-        validcmd = false;
+    while (true) {
         prt("", 1, 0);
-
         building_prt_gold(player_ptr);
-
-        char command = inkey();
-
+        const auto command = inkey();
         if (command == ESCAPE) {
-            player_ptr->leave_bldg = true;
             player_ptr->current_floor_ptr->inside_arena = false;
             system.set_phase_out(false);
             break;
         }
 
+        auto is_valid_command = false;
         int i;
         for (i = 0; i < 8; i++) {
             if (bldg->letters[i] && (bldg->letters[i] == command)) {
-                validcmd = true;
+                is_valid_command = true;
                 break;
             }
         }
 
-        if (validcmd) {
-            bldg_process_command(player_ptr, bldg, i);
-        }
-
+        const auto should_leave = is_valid_command ? bldg_process_command(player_ptr, bldg, i) : false;
         handle_stuff(player_ptr);
+        if (should_leave) {
+            break;
+        }
     }
 
     select_floor_music(player_ptr);