#include "core/turn-compensator.h"
#include "game-option/birth-options.h"
#include "io/write-diary.h"
-#include "market/building-actions-table.h"
#include "market/bounty.h"
-#include "status/bad-status-setter.h"
+#include "market/building-actions-table.h"
+#include "player-info/race-info.h"
+#include "player-info/race-types.h"
#include "player/digestion-processor.h"
#include "player/eldritch-horror.h"
-#include "player/player-race-types.h"
-#include "player/player-race.h"
+#include "status/bad-status-setter.h"
#include "store/rumor.h"
#include "system/player-type-definition.h"
#include "view/display-messages.h"
/*!
* @brief 宿屋で食事を摂る
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @return 満腹ならFALSE、そうでないならTRUE
*/
-static bool buy_food(player_type *customer_ptr)
+static bool buy_food(player_type *player_ptr)
{
- if (customer_ptr->food >= PY_FOOD_FULL)
- {
- msg_print(_("今は満腹だ。", "You are full now."));
- return FALSE;
- }
-
- msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
- (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
- return TRUE;
+ if (player_ptr->food >= PY_FOOD_FULL) {
+ msg_print(_("今は満腹だ。", "You are full now."));
+ return false;
+ }
+
+ msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
+ (void)set_food(player_ptr, PY_FOOD_MAX - 1);
+ return true;
}
-
/*!
* @brief 健康体しか宿屋に泊めない処理
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @return 毒でも切り傷でもないならTRUE、そうでないならFALSE
*/
-static bool is_healthy_stay(player_type *customer_ptr)
+static bool is_healthy_stay(player_type *player_ptr)
{
- if (!customer_ptr->poisoned && !customer_ptr->cut) return TRUE;
+ if (!player_ptr->poisoned && !player_ptr->cut)
+ return true;
- msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
- msg_print(NULL);
- msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but I don't want anyone dying in here."));
- return FALSE;
+ msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
+ msg_print(nullptr);
+ msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but I don't want anyone dying in here."));
+ return false;
}
-
#ifdef JP
-static bool is_player_undead(player_type *customer_ptr)
+static bool is_player_undead(player_type *player_ptr)
{
- return player_race_life(customer_ptr, true) == PlayerRaceLife::UNDEAD;
+ return player_race_life(player_ptr, true) == PlayerRaceLife::UNDEAD;
}
#endif
-
/*!
* @brief 宿屋に泊まったことを日記に残す
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param prev_hour 宿屋に入った直後のゲーム内時刻
- * @return なし
*/
-static void write_diary_stay_inn(player_type *customer_ptr, int prev_hour)
+static void write_diary_stay_inn(player_type *player_ptr, int prev_hour)
{
- if ((prev_hour >= 6) && (prev_hour < 18))
- {
- concptr stay_message = _(is_player_undead(customer_ptr) ? "宿屋に泊まった。" : "日が暮れるまで宿屋で過ごした。", "stayed during the day at the inn.");
- exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
- return;
- }
-
- concptr stay_message = _(is_player_undead(customer_ptr) ? "夜が明けるまで宿屋で過ごした。" : "宿屋に泊まった。", "stayed overnight at the inn.");
- exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
+ if ((prev_hour >= 6) && (prev_hour < 18)) {
+ concptr stay_message = _(is_player_undead(player_ptr) ? "宿屋に泊まった。" : "日が暮れるまで宿屋で過ごした。", "stayed during the day at the inn.");
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, stay_message);
+ return;
+ }
+
+ concptr stay_message = _(is_player_undead(player_ptr) ? "夜が明けるまで宿屋で過ごした。" : "宿屋に泊まった。", "stayed overnight at the inn.");
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, stay_message);
}
-
/*!
* @brief 宿泊によってゲーム内ターンを経過させる
* @param なし
- * @return なし
*/
static void pass_game_turn_by_stay(void)
{
- s32b oldturn = current_world_ptr->game_turn;
- current_world_ptr->game_turn =
- (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) *
- (TURNS_PER_TICK * TOWN_DAWN / 2);
- if (current_world_ptr->dungeon_turn >= current_world_ptr->dungeon_turn_limit)
- return;
-
- current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
- if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit)
- current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
+ int32_t oldturn = current_world_ptr->game_turn;
+ current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
+ if (current_world_ptr->dungeon_turn >= current_world_ptr->dungeon_turn_limit)
+ return;
+
+ current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
+ if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit)
+ current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
}
-
/*!
* @brief 悪夢モードなら悪夢を見せる
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @return 悪夢モードならばTRUE
*/
-static bool has_a_nightmare(player_type *customer_ptr)
+static bool has_a_nightmare(player_type *player_ptr)
{
- if (!ironman_nightmare) return FALSE;
+ if (!ironman_nightmare)
+ return false;
- msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
+ msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
- while (TRUE)
- {
- sanity_blast(customer_ptr, NULL, FALSE);
- if (!one_in_(3)) break;
- }
+ while (true) {
+ sanity_blast(player_ptr, nullptr, false);
+ if (!one_in_(3))
+ break;
+ }
- msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
- exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "had a nightmare."));
- return TRUE;
+ msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "had a nightmare."));
+ return true;
}
-
/*!
* @brief 体調を元に戻す
- * @param customer_ptr プレーヤーへの参照ポインタ
- * @return なし
+ * @param player_ptr プレイヤーへの参照ポインタ
*/
-static void back_to_health(player_type *customer_ptr)
+static void back_to_health(player_type *player_ptr)
{
- set_blind(customer_ptr, 0);
- set_confused(customer_ptr, 0);
- customer_ptr->stun = 0;
- customer_ptr->chp = customer_ptr->mhp;
- customer_ptr->csp = customer_ptr->msp;
+ set_blind(player_ptr, 0);
+ set_confused(player_ptr, 0);
+ player_ptr->stun = 0;
+ player_ptr->chp = player_ptr->mhp;
+ player_ptr->csp = player_ptr->msp;
}
-
/*!
* @brief 魔力喰いの残り回数回復(本当? 要調査)
- * @param customer_ptr プレーヤーへの参照ポインタ
- * @return なし
+ * @param player_ptr プレイヤーへの参照ポインタ
*/
-static void charge_magic_eating_energy(player_type *customer_ptr)
+static void charge_magic_eating_energy(player_type *player_ptr)
{
- if (customer_ptr->pclass != CLASS_MAGIC_EATER)
- return;
-
- int i;
- for (i = 0; i < 72; i++)
- {
- customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
- }
-
- for (; i < MAX_SPELLS; i++)
- {
- customer_ptr->magic_num1[i] = 0;
- }
-}
+ if (player_ptr->pclass != CLASS_MAGIC_EATER)
+ return;
+ int i;
+ for (i = 0; i < 72; i++) {
+ player_ptr->magic_num1[i] = player_ptr->magic_num2[i] * EATER_CHARGE;
+ }
+
+ for (; i < MAX_SPELLS; i++) {
+ player_ptr->magic_num1[i] = 0;
+ }
+}
/*!
* @brief リフレッシュ結果を画面に表示する
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param prev_hour 宿屋に入った直後のゲーム内時刻
*/
-static void display_stay_result(player_type *customer_ptr, int prev_hour)
+static void display_stay_result(player_type *player_ptr, int prev_hour)
{
- if ((prev_hour >= 6) && (prev_hour < 18))
- {
+ if ((prev_hour >= 6) && (prev_hour < 18)) {
#if JP
- char refresh_message_jp[50];
- sprintf(refresh_message_jp, "%s%s%s", "あなたはリフレッシュして目覚め、", is_player_undead(customer_ptr) ? "夜" : "夕方", "を迎えた。");
- msg_print(refresh_message_jp);
+ char refresh_message_jp[50];
+ sprintf(refresh_message_jp, "%s%s%s", "あなたはリフレッシュして目覚め、", is_player_undead(player_ptr) ? "夜" : "夕方", "を迎えた。");
+ msg_print(refresh_message_jp);
#else
- msg_print("You awake refreshed for the evening.");
+ msg_print("You awake refreshed for the evening.");
#endif
- concptr awake_message = _(is_player_undead(customer_ptr) ? "すがすがしい夜を迎えた。" : "夕方を迎えた。", "awoke refreshed.");
- exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
- return;
- }
-
- msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
- concptr awake_message = _(is_player_undead(customer_ptr) ? "すがすがしい朝を迎えた。" : "朝を迎えた。", "awoke refreshed.");
- exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
+ concptr awake_message = _(is_player_undead(player_ptr) ? "すがすがしい夜を迎えた。" : "夕方を迎えた。", "awoke refreshed.");
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, awake_message);
+ return;
+ }
+
+ msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
+ concptr awake_message = _(is_player_undead(player_ptr) ? "すがすがしい朝を迎えた。" : "朝を迎えた。", "awoke refreshed.");
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, awake_message);
}
-
/*!
* @brief 宿屋への宿泊実行処理
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @return 泊まれたらTRUE
*/
-static bool stay_inn(player_type *customer_ptr)
+static bool stay_inn(player_type *player_ptr)
{
- if (!is_healthy_stay(customer_ptr)) return FALSE;
+ if (!is_healthy_stay(player_ptr))
+ return false;
- int prev_day, prev_hour, prev_min;
- extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
- write_diary_stay_inn(customer_ptr, prev_hour);
+ int prev_day, prev_hour, prev_min;
+ extract_day_hour_min(player_ptr, &prev_day, &prev_hour, &prev_min);
+ write_diary_stay_inn(player_ptr, prev_hour);
- pass_game_turn_by_stay();
- prevent_turn_overflow(customer_ptr);
+ pass_game_turn_by_stay();
+ prevent_turn_overflow(player_ptr);
- if ((prev_hour >= 18) && (prev_hour <= 23)) {
- determine_daily_bounty(customer_ptr, FALSE); /* Update daily bounty */
- exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
- }
+ if ((prev_hour >= 18) && (prev_hour <= 23)) {
+ determine_daily_bounty(player_ptr, false); /* Update daily bounty */
+ exe_write_diary(player_ptr, DIARY_DIALY, 0, nullptr);
+ }
- customer_ptr->chp = customer_ptr->mhp;
- if (has_a_nightmare(customer_ptr)) return TRUE;
+ player_ptr->chp = player_ptr->mhp;
+ if (has_a_nightmare(player_ptr))
+ return true;
- back_to_health(customer_ptr);
- charge_magic_eating_energy(customer_ptr);
+ back_to_health(player_ptr);
+ charge_magic_eating_energy(player_ptr);
- display_stay_result(customer_ptr, prev_hour);
- return TRUE;
+ display_stay_result(player_ptr, prev_hour);
+ return true;
}
-
/*!
* @brief 宿屋を利用する
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param cmd 宿屋の利用施設ID
* @return 施設の利用が実際に行われたらTRUE
* @details inn commands
* Resting at night is also a quick way to restock stores -KMW-
* @todo 悪夢を見る前後に全回復しているが、何か意図がある?
*/
-bool inn_comm(player_type *customer_ptr, int cmd)
+bool inn_comm(player_type *player_ptr, int cmd)
{
- switch (cmd)
- {
- case BACT_FOOD:
- return buy_food(customer_ptr);
- case BACT_REST:
- return stay_inn(customer_ptr);
- case BACT_RUMORS:
- display_rumor(customer_ptr, TRUE);
- return TRUE;
- default:
- //!< @todo リファクタリング前のコードもTRUEだった、FALSEにすべきでは.
- return TRUE;
- }
+ switch (cmd) {
+ case BACT_FOOD:
+ return buy_food(player_ptr);
+ case BACT_REST:
+ return stay_inn(player_ptr);
+ case BACT_RUMORS:
+ display_rumor(player_ptr, true);
+ return true;
+ default:
+ //!< @todo リファクタリング前のコードもTRUEだった、FALSEにすべきでは.
+ return true;
+ }
}