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Merge branch 'develop' into feature/Divide-World-Turn-Processor
[hengbandforosx/hengbandosx.git] / src / world / world-turn-processor.cpp
index 1a461f5..0d9aebe 100644 (file)
@@ -27,8 +27,8 @@
 #include "mutation/mutation-processor.h"
 #include "object/lite-processor.h"
 #include "perception/simple-perception.h"
+#include "player-status/player-energy.h"
 #include "player/digestion-processor.h"
-#include "player/player-status.h"
 #include "store/store-owners.h"
 #include "store/store-util.h"
 #include "store/store.h"
 #include "world/world-movement-processor.h"
 #include "world/world.h"
 
+WorldTurnProcessor::WorldTurnProcessor(player_type *player_ptr)
+    : player_ptr(player_ptr)
+{
+}
+
 /*!
  * @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。
  * / Handle certain things once every 10 game turns
  * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
  */
-void process_world(player_type *player_ptr)
+void WorldTurnProcessor::process_world()
+{
+    const s32b a_day = TURNS_PER_TICK * TOWN_DAWN;
+    s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % a_day + a_day / 4) % a_day;
+    int prev_min = (1440 * prev_turn_in_today / a_day) % 60;
+
+    int dummy_day;
+    extract_day_hour_min(this->player_ptr, &dummy_day, &this->hour, &this->min);
+    update_dungeon_feeling(this->player_ptr);
+    process_downward();
+    process_monster_arena();
+    if (current_world_ptr->game_turn % TURNS_PER_TICK) {
+        return;
+    }
+
+    decide_auto_save();
+    auto *floor_ptr = this->player_ptr->current_floor_ptr;
+    if (floor_ptr->monster_noise && !ignore_unview) {
+        msg_print(_("何かが聞こえた。", "You hear noise."));
+    }
+
+    process_change_daytime_night();
+    process_world_monsters();
+    if (!this->hour && !this->min) {
+        if (this->min != prev_min) {
+            exe_write_diary(this->player_ptr, DIARY_DIALY, 0, NULL);
+            determine_daily_bounty(this->player_ptr, false);
+        }
+    }
+
+    ring_nightmare_bell(prev_min);
+    starve_player(this->player_ptr);
+    process_player_hp_mp(this->player_ptr);
+    reduce_magic_effects_timeout(this->player_ptr);
+    reduce_lite_life(this->player_ptr);
+    process_world_aux_mutation(this->player_ptr);
+    execute_cursed_items_effect(this->player_ptr);
+    recharge_magic_items(this->player_ptr);
+    sense_inventory1(this->player_ptr);
+    sense_inventory2(this->player_ptr);
+    execute_recall(this->player_ptr);
+    execute_floor_reset(this->player_ptr);
+}
+
+/*!
+ * @brief ゲーム時刻を表示する /
+ * Print time
+ */
+void WorldTurnProcessor::print_time()
 {
-    const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
-    s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
-    int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
+    int day;
+    c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
+    extract_day_hour_min(this->player_ptr, &day, &this->hour, &this->min);
+    if (day < 1000)
+        c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
+    else
+        c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
 
-    int day, hour, min;
-    extract_day_hour_min(player_ptr, &day, &hour, &min);
-    update_dungeon_feeling(player_ptr);
+    c_put_str(TERM_WHITE, format("%2d:%02d", this->hour, this->min), ROW_DAY, COL_DAY + 7);
+}
 
+void WorldTurnProcessor::process_downward()
+{
     /* 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.*/
-    floor_type *floor_ptr = player_ptr->current_floor_ptr;
-    if (ironman_downward && (player_ptr->dungeon_idx != DUNGEON_ANGBAND && player_ptr->dungeon_idx != 0)) {
-        floor_ptr->dun_level = 0;
-        player_ptr->dungeon_idx = 0;
-        prepare_change_floor_mode(player_ptr, CFM_FIRST_FLOOR | CFM_RAND_PLACE);
-        floor_ptr->inside_arena = FALSE;
-        player_ptr->wild_mode = FALSE;
-        player_ptr->leaving = TRUE;
+    if (!ironman_downward || (this->player_ptr->dungeon_idx == DUNGEON_ANGBAND) || (this->player_ptr->dungeon_idx == 0)) {
+        return;
+    }
+
+    auto *floor_ptr = this->player_ptr->current_floor_ptr;
+    floor_ptr->dun_level = 0;
+    this->player_ptr->dungeon_idx = 0;
+    prepare_change_floor_mode(this->player_ptr, CFM_FIRST_FLOOR | CFM_RAND_PLACE);
+    floor_ptr->inside_arena = false;
+    this->player_ptr->wild_mode = false;
+    this->player_ptr->leaving = true;
+}
+
+void WorldTurnProcessor::process_monster_arena()
+{
+    if (!this->player_ptr->phase_out || this->player_ptr->leaving) {
+        return;
     }
 
-    if (player_ptr->phase_out && !player_ptr->leaving) {
-        int win_m_idx = 0;
-        int number_mon = 0;
-        for (int i2 = 0; i2 < floor_ptr->width; ++i2) {
-            for (int j2 = 0; j2 < floor_ptr->height; j2++) {
-                grid_type *g_ptr = &floor_ptr->grid_array[j2][i2];
-                if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != player_ptr->riding)) {
-                    number_mon++;
-                    win_m_idx = g_ptr->m_idx;
-                }
+    auto win_m_idx = 0;
+    auto number_mon = 0;
+    auto *floor_ptr = this->player_ptr->current_floor_ptr;
+    for (auto x = 0; x < floor_ptr->width; ++x) {
+        for (auto y = 0; y < floor_ptr->height; y++) {
+            auto *g_ptr = &floor_ptr->grid_array[y][x];
+            if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != this->player_ptr->riding)) {
+                number_mon++;
+                win_m_idx = g_ptr->m_idx;
             }
         }
+    }
 
-        if (number_mon == 0) {
-            msg_print(_("相打ちに終わりました。", "Nothing survived."));
-            msg_print(NULL);
-            player_ptr->energy_need = 0;
-            update_gambling_monsters(player_ptr);
-        } else if ((number_mon - 1) == 0) {
-            GAME_TEXT m_name[MAX_NLEN];
-            monster_type *wm_ptr;
-            wm_ptr = &floor_ptr->m_list[win_m_idx];
-            monster_desc(player_ptr, m_name, wm_ptr, 0);
-            msg_format(_("%sが勝利した!", "%s won!"), m_name);
-            msg_print(NULL);
-
-            if (win_m_idx == (sel_monster + 1)) {
-                msg_print(_("おめでとうございます。", "Congratulations."));
-                msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
-                player_ptr->au += battle_odds;
-            } else {
-                msg_print(_("残念でした。", "You lost gold."));
-            }
+    if (number_mon == 0) {
+        msg_print(_("相打ちに終わりました。", "Nothing survived."));
+        msg_print(NULL);
+        this->player_ptr->energy_need = 0;
+        update_gambling_monsters(this->player_ptr);
+        return;
+    }
 
-            msg_print(NULL);
-            player_ptr->energy_need = 0;
-            update_gambling_monsters(player_ptr);
-        } else if (current_world_ptr->game_turn - floor_ptr->generated_turn == 150 * TURNS_PER_TICK) {
-            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."));
-            player_ptr->au += kakekin;
-            msg_print(NULL);
-            player_ptr->energy_need = 0;
-            update_gambling_monsters(player_ptr);
-        }
+    if (number_mon == 1) {
+        process_monster_arena_winner(win_m_idx);
+        return;
     }
 
-    if (current_world_ptr->game_turn % TURNS_PER_TICK)
+    process_monster_arena_draw();
+}
+
+void WorldTurnProcessor::process_monster_arena_winner(int win_m_idx)
+{
+    GAME_TEXT m_name[MAX_NLEN];
+    auto *wm_ptr = &this->player_ptr->current_floor_ptr->m_list[win_m_idx];
+    monster_desc(this->player_ptr, m_name, wm_ptr, 0);
+    msg_format(_("%sが勝利した!", "%s won!"), m_name);
+    msg_print(NULL);
+
+    if (win_m_idx == (sel_monster + 1)) {
+        msg_print(_("おめでとうございます。", "Congratulations."));
+        msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
+        this->player_ptr->au += battle_odds;
+    } else {
+        msg_print(_("残念でした。", "You lost gold."));
+    }
+
+    msg_print(NULL);
+    this->player_ptr->energy_need = 0;
+    update_gambling_monsters(this->player_ptr);
+}
+
+void WorldTurnProcessor::process_monster_arena_draw()
+{
+    auto turn = this->player_ptr->current_floor_ptr->generated_turn;
+    if (current_world_ptr->game_turn - turn != 150 * TURNS_PER_TICK) {
         return;
+    }
 
-    if (autosave_t && autosave_freq && !player_ptr->phase_out) {
-        if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
-            do_cmd_save_game(player_ptr, TRUE);
+    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."));
+    this->player_ptr->au += kakekin;
+    msg_print(NULL);
+    this->player_ptr->energy_need = 0;
+    update_gambling_monsters(this->player_ptr);
+}
+
+void WorldTurnProcessor::decide_auto_save()
+{
+    if (autosave_freq == 0) {
+        return;
     }
 
-    if (floor_ptr->monster_noise && !ignore_unview) {
-        msg_print(_("何かが聞こえた。", "You hear noise."));
+    auto should_save = autosave_t;
+    should_save &= !this->player_ptr->phase_out;
+    should_save &= current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK) == 0;
+    if (should_save) {
+        do_cmd_save_game(this->player_ptr, true);
     }
+}
 
-    if (!floor_ptr->dun_level && !floor_ptr->inside_quest && !player_ptr->phase_out && !floor_ptr->inside_arena) {
+void WorldTurnProcessor::process_change_daytime_night()
+{
+    auto *floor_ptr = this->player_ptr->current_floor_ptr;
+    if (!floor_ptr->dun_level && !floor_ptr->inside_quest && !this->player_ptr->phase_out && !floor_ptr->inside_arena) {
         if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2))) {
-            bool dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
-            if (dawn)
-                day_break(player_ptr);
-            else
-                night_falls(player_ptr);
-        }
-    } else if ((vanilla_town || (lite_town && !floor_ptr->inside_quest && !player_ptr->phase_out && !floor_ptr->inside_arena)) && floor_ptr->dun_level) {
-        if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS))) {
-            if (one_in_(STORE_SHUFFLE)) {
-                int n;
-                do {
-                    n = randint0(MAX_STORES);
-                } while ((n == STORE_HOME) || (n == STORE_MUSEUM));
-
-                for (FEAT_IDX i = 1; i < max_f_idx; i++) {
-                    feature_type *f_ptr = &f_info[i];
-                    if (f_ptr->name.empty())
-                        continue;
-                    if (!has_flag(f_ptr->flags, FF_STORE))
-                        continue;
-
-                    if (f_ptr->subtype == n) {
-                        if (cheat_xtra)
-                            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());
-
-                        store_shuffle(player_ptr, n);
-                        break;
-                    }
-                }
+            auto dawn = current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN) == 0;
+            if (dawn) {
+                day_break(this->player_ptr);
+            } else {
+                night_falls(this->player_ptr);
             }
         }
+
+        return;
     }
 
-    if (one_in_(d_info[player_ptr->dungeon_idx].max_m_alloc_chance) && !floor_ptr->inside_arena && !floor_ptr->inside_quest && !player_ptr->phase_out) {
-        (void)alloc_monster(player_ptr, MAX_SIGHT + 5, 0, summon_specific);
+    auto is_in_dungeon = vanilla_town;
+    is_in_dungeon |= lite_town && (floor_ptr->inside_quest == 0) && !this->player_ptr->phase_out && !floor_ptr->inside_arena;
+    is_in_dungeon &= floor_ptr->dun_level != 0;
+    if (!is_in_dungeon) {
+        return;
     }
 
-    if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !player_ptr->phase_out)
-        regenerate_monsters(player_ptr);
-    if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3)))
-        regenerate_captured_monsters(player_ptr);
+    if ((current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)) != 0) {
+        return;
+    }
 
-    if (!player_ptr->leaving) {
-        for (int i = 0; i < MAX_MTIMED; i++) {
-            if (floor_ptr->mproc_max[i] > 0)
-                process_monsters_mtimed(player_ptr, i);
-        }
+    shuffle_shopkeeper();
+}
+
+void WorldTurnProcessor::process_world_monsters()
+{
+    decide_alloc_monster();
+    if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !this->player_ptr->phase_out) {
+        regenerate_monsters(this->player_ptr);
+    }
+
+    if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3))) {
+        regenerate_captured_monsters(this->player_ptr);
+    }
+
+    if (this->player_ptr->leaving) {
+        return;
     }
 
-    if (!hour && !min) {
-        if (min != prev_min) {
-            exe_write_diary(player_ptr, DIARY_DIALY, 0, NULL);
-            determine_daily_bounty(player_ptr, FALSE);
+    for (auto i = 0; i < MAX_MTIMED; i++) {
+        if (this->player_ptr->current_floor_ptr->mproc_max[i] > 0) {
+            process_monsters_mtimed(this->player_ptr, i);
         }
     }
+}
 
-    /*
-     * Nightmare mode activates the TY_CURSE at midnight
-     * Require exact minute -- Don't activate multiple times in a minute
-     */
-    if (ironman_nightmare && (min != prev_min)) {
-        if ((hour == 23) && !(min % 15)) {
-            disturb(player_ptr, FALSE, TRUE);
-            switch (min / 15) {
-            case 0:
-                msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
-                break;
-
-            case 1:
-                msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
-                break;
-
-            case 2:
-                msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
-                break;
-
-            case 3:
-                msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
-                break;
-            }
+void WorldTurnProcessor::shuffle_shopkeeper()
+{
+    if (!one_in_(STORE_SHUFFLE)) {
+        return;
+    }
+
+    int n;
+    do {
+        n = randint0(MAX_STORES);
+        if ((n == STORE_HOME) || (n == STORE_MUSEUM)) {
+            break;
         }
+    } while (true);
 
-        if (!hour && !min) {
-            disturb(player_ptr, TRUE, TRUE);
-            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."));
-            if (player_ptr->wild_mode) {
-                player_ptr->oldpy = randint1(MAX_HGT - 2);
-                player_ptr->oldpx = randint1(MAX_WID - 2);
-                change_wild_mode(player_ptr, TRUE);
-                take_turn(player_ptr, 100);
-            }
+    for (auto i = 1; i < max_f_idx; i++) {
+        auto *f_ptr = &f_info[i];
+        if (f_ptr->name.empty() || !has_flag(f_ptr->flags, FF_STORE))
+            continue;
 
-            player_ptr->invoking_midnight_curse = TRUE;
+        if (f_ptr->subtype != n) {
+            continue;
         }
+
+        if (cheat_xtra) {
+            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());
+        }
+
+        store_shuffle(this->player_ptr, n);
+        break;
     }
+}
 
-    starve_player(player_ptr);
-    process_player_hp_mp(player_ptr);
-    reduce_magic_effects_timeout(player_ptr);
-    reduce_lite_life(player_ptr);
-    process_world_aux_mutation(player_ptr);
-    execute_cursed_items_effect(player_ptr);
-    recharge_magic_items(player_ptr);
-    sense_inventory1(player_ptr);
-    sense_inventory2(player_ptr);
-    execute_recall(player_ptr);
-    execute_floor_reset(player_ptr);
+void WorldTurnProcessor::decide_alloc_monster()
+{
+    auto *floor_ptr = this->player_ptr->current_floor_ptr;
+    auto should_alloc = one_in_(d_info[this->player_ptr->dungeon_idx].max_m_alloc_chance);
+    should_alloc &= !floor_ptr->inside_arena;
+    should_alloc &= floor_ptr->inside_quest == 0;
+    should_alloc &= !this->player_ptr->phase_out;
+    if (should_alloc) {
+        (void)alloc_monster(this->player_ptr, MAX_SIGHT + 5, 0, summon_specific);
+    }
 }
 
-/*!
- * @brief ゲーム時刻を表示する /
- * Print time
- * @return なし
+/*
+ * Nightmare mode activates the TY_CURSE at midnight
+ * Require exact minute -- Don't activate multiple times in a minute
  */
-void print_time(player_type *player_ptr)
+void WorldTurnProcessor::ring_nightmare_bell(int prev_min)
 {
-    int day, hour, min;
-    c_put_str(TERM_WHITE, "             ", ROW_DAY, COL_DAY);
-    extract_day_hour_min(player_ptr, &day, &hour, &min);
-    if (day < 1000)
-        c_put_str(TERM_WHITE, format(_("%2d日目", "Day%3d"), day), ROW_DAY, COL_DAY);
-    else
-        c_put_str(TERM_WHITE, _("***日目", "Day***"), ROW_DAY, COL_DAY);
+    if (!ironman_nightmare || (this->min == prev_min)) {
+        return;
+    }
+
+    if ((this->hour == 23) && !(this->min % 15)) {
+        disturb(this->player_ptr, false, true);
+        switch (this->min / 15) {
+        case 0:
+            msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
+            break;
+
+        case 1:
+            msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
+            break;
+
+        case 2:
+            msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
+            break;
+
+        case 3:
+            msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
+            break;
+        }
+    }
+
+    if ((this->hour > 0) || (this->min > 0)) {
+        return;
+    }
+
+    disturb(this->player_ptr, true, true);
+    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."));
+    if (this->player_ptr->wild_mode) {
+        this->player_ptr->oldpy = randint1(MAX_HGT - 2);
+        this->player_ptr->oldpx = randint1(MAX_WID - 2);
+        change_wild_mode(this->player_ptr, true);
+        PlayerEnergy(this->player_ptr).set_player_turn_energy(100);
+    }
 
-    c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY + 7);
+    this->player_ptr->invoking_midnight_curse = true;
 }