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[hengband/hengband.git] / src / cmd-building / cmd-building.c
1 /*!
2  * @brief 町の施設処理 / Building commands
3  * @date 2013/12/23
4  * @author
5  * Created by Ken Wigle for Kangband - a variant of Angband 2.8.3
6  * -KMW-
7  *
8  * Rewritten for Kangband 2.8.3i using Kamband's version of
9  * building.c as written by Ivan Tkatchev
10  *
11  * Changed for ZAngband by Robert Ruehlmann
12  */
13
14 #include "cmd-building/cmd-building.h"
15 #include "cmd-action/cmd-spell.h"
16 #include "cmd-building/cmd-inn.h"
17 #include "cmd-io/cmd-dump.h"
18 #include "core/asking-player.h"
19 #include "core/player-redraw-types.h"
20 #include "core/player-update-types.h"
21 #include "core/scores.h"
22 #include "core/show-file.h"
23 #include "core/special-internal-keys.h"
24 #include "core/stuff-handler.h"
25 #include "core/window-redrawer.h"
26 #include "floor/cave.h"
27 #include "floor/floor-mode-changer.h"
28 #include "floor/floor-events.h"
29 #include "floor/wild.h"
30 #include "grid/feature.h"
31 #include "grid/grid.h"
32 #include "io/input-key-acceptor.h"
33 #include "io/input-key-requester.h"
34 #include "main/music-definitions-table.h"
35 #include "main/sound-of-music.h"
36 #include "market/arena.h"
37 #include "market/bounty.h"
38 #include "market/building-actions-table.h"
39 #include "market/building-craft-armor.h"
40 #include "market/building-craft-fix.h"
41 #include "market/building-craft-weapon.h"
42 #include "market/building-enchanter.h"
43 #include "market/building-monster.h"
44 #include "market/building-quest.h"
45 #include "market/building-recharger.h"
46 #include "market/building-service.h"
47 #include "market/building-util.h"
48 #include "market/play-gamble.h"
49 #include "market/poker.h"
50 #include "monster-race/monster-race.h"
51 #include "mutation/mutation-flag-types.h"
52 #include "mutation/mutation-investor-remover.h"
53 #include "object-hook/hook-armor.h"
54 #include "object-hook/hook-bow.h"
55 #include "object-hook/hook-weapon.h"
56 #include "object/item-tester-hooker.h"
57 #include "player-info/avatar.h"
58 #include "player/player-personalities-types.h"
59 #include "player/player-status.h"
60 #include "spell-kind/spells-perception.h"
61 #include "spell-kind/spells-world.h"
62 #include "spell/spells-status.h"
63 #include "system/building-type-definition.h"
64 #include "system/floor-type-definition.h"
65 #include "term/screen-processor.h"
66 #include "util/bit-flags-calculator.h"
67 #include "util/int-char-converter.h"
68 #include "view/display-messages.h"
69 #include "world/world.h"
70
71 u32b mon_odds[4];
72 int battle_odds;
73 PRICE kakekin;
74 int sel_monster;
75
76 bool reinit_wilderness = FALSE;
77 MONSTER_IDX today_mon;
78
79 /*!
80  * @brief 町に関するヘルプを表示する / Display town history
81  * @param player_ptr プレーヤーへの参照ポインタ
82  * @return なし
83  */
84 static void town_history(player_type *player_ptr)
85 {
86         screen_save();
87         (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
88         screen_load();
89 }
90
91 /*!
92  * @brief 施設の処理実行メインルーチン / Execute a building command
93  * @param player_ptr プレーヤーへの参照ポインタ
94  * @param bldg 施設構造体の参照ポインタ
95  * @param i 実行したい施設のサービステーブルの添字
96  * @return なし
97  */
98 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
99 {
100         msg_flag = FALSE;
101         msg_erase();
102
103         PRICE bcost;
104         if (is_owner(player_ptr, bldg))
105                 bcost = bldg->member_costs[i];
106         else
107                 bcost = bldg->other_costs[i];
108
109         /* action restrictions */
110         if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
111                 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
112         {
113                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
114                 return;
115         }
116
117         BACT_IDX bact = bldg->actions[i];
118         if ((bact != BACT_RECHARGE) &&
119                 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
120                 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
121         {
122                 msg_print(_("お金が足りません!", "You do not have the gold!"));
123                 return;
124         }
125
126         bool paid = FALSE;
127         switch (bact)
128         {
129         case BACT_NOTHING:
130                 /* Do nothing */
131                 break;
132         case BACT_RESEARCH_ITEM:
133                 paid = identify_fully(player_ptr, FALSE, 0);
134                 break;
135         case BACT_TOWN_HISTORY:
136                 town_history(player_ptr);
137                 break;
138         case BACT_RACE_LEGENDS:
139                 race_legends(player_ptr);
140                 break;
141         case BACT_QUEST:
142                 castle_quest(player_ptr);
143                 break;
144         case BACT_KING_LEGENDS:
145         case BACT_ARENA_LEGENDS:
146         case BACT_LEGENDS:
147                 show_highclass(player_ptr);
148                 break;
149         case BACT_POSTER:
150         case BACT_ARENA_RULES:
151         case BACT_ARENA:
152                 arena_comm(player_ptr, bact);
153                 break;
154         case BACT_IN_BETWEEN:
155         case BACT_CRAPS:
156         case BACT_SPIN_WHEEL:
157         case BACT_DICE_SLOTS:
158         case BACT_GAMBLE_RULES:
159         case BACT_POKER:
160                 gamble_comm(player_ptr, bact);
161                 break;
162         case BACT_REST:
163         case BACT_RUMORS:
164         case BACT_FOOD:
165                 paid = inn_comm(player_ptr, bact);
166                 break;
167         case BACT_RESEARCH_MONSTER:
168                 paid = research_mon(player_ptr);
169                 break;
170         case BACT_COMPARE_WEAPONS:
171                 paid = TRUE;
172                 bcost = compare_weapons(player_ptr, bcost);
173                 break;
174         case BACT_ENCHANT_WEAPON:
175                 item_tester_hook = object_allow_enchant_melee_weapon;
176                 enchant_item(player_ptr, bcost, 1, 1, 0, 0);
177                 break;
178         case BACT_ENCHANT_ARMOR:
179                 item_tester_hook = object_is_armour;
180                 enchant_item(player_ptr, bcost, 0, 0, 1, 0);
181                 break;
182         case BACT_RECHARGE:
183                 building_recharge(player_ptr);
184                 break;
185         case BACT_RECHARGE_ALL:
186                 building_recharge_all(player_ptr);
187                 break;
188         case BACT_IDENTS:
189                 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
190                 identify_pack(player_ptr);
191                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
192                 paid = TRUE;
193                 break;
194         case BACT_IDENT_ONE:
195                 paid = ident_spell(player_ptr, FALSE, 0);
196                 break;
197         case BACT_LEARN:
198                 do_cmd_study(player_ptr);
199                 break;
200         case BACT_HEALING:
201                 paid = cure_critical_wounds(player_ptr, 200);
202                 break;
203         case BACT_RESTORE:
204                 paid = restore_all_status(player_ptr);
205                 break;
206         case BACT_ENCHANT_ARROWS:
207                 item_tester_hook = item_tester_hook_ammo;
208                 enchant_item(player_ptr, bcost, 1, 1, 0, 0);
209                 break;
210         case BACT_ENCHANT_BOW:
211                 enchant_item(player_ptr, bcost, 1, 1, 0, TV_BOW);
212                 break;
213
214         case BACT_RECALL:
215                 if (recall_player(player_ptr, 1)) paid = TRUE;
216                 break;
217
218         case BACT_TELEPORT_LEVEL:
219                 clear_bldg(4, 20);
220                 paid = free_level_recall(player_ptr);
221                 break;
222
223         case BACT_LOSE_MUTATION:
224                 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
225                         (player_ptr->pseikaku != PERSONALITY_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
226                 {
227                         while (!lose_mutation(player_ptr, 0));
228                         paid = TRUE;
229                         break;
230                 }
231
232                 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
233                 msg_print(NULL);
234                 break;
235
236         case BACT_BATTLE:
237                 monster_arena_comm(player_ptr);
238                 break;
239
240         case BACT_TSUCHINOKO:
241                 tsuchinoko();
242                 break;
243
244         case BACT_BOUNTY:
245                 show_bounty();
246                 break;
247
248         case BACT_TARGET:
249                 today_target(player_ptr);
250                 break;
251
252         case BACT_KANKIN:
253                 exchange_cash(player_ptr);
254                 break;
255
256         case BACT_HEIKOUKA:
257                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
258                 set_virtue(player_ptr, V_COMPASSION, 0);
259                 set_virtue(player_ptr, V_HONOUR, 0);
260                 set_virtue(player_ptr, V_JUSTICE, 0);
261                 set_virtue(player_ptr, V_SACRIFICE, 0);
262                 set_virtue(player_ptr, V_KNOWLEDGE, 0);
263                 set_virtue(player_ptr, V_FAITH, 0);
264                 set_virtue(player_ptr, V_ENLIGHTEN, 0);
265                 set_virtue(player_ptr, V_ENCHANT, 0);
266                 set_virtue(player_ptr, V_CHANCE, 0);
267                 set_virtue(player_ptr, V_NATURE, 0);
268                 set_virtue(player_ptr, V_HARMONY, 0);
269                 set_virtue(player_ptr, V_VITALITY, 0);
270                 set_virtue(player_ptr, V_UNLIFE, 0);
271                 set_virtue(player_ptr, V_PATIENCE, 0);
272                 set_virtue(player_ptr, V_TEMPERANCE, 0);
273                 set_virtue(player_ptr, V_DILIGENCE, 0);
274                 set_virtue(player_ptr, V_VALOUR, 0);
275                 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
276                 get_virtues(player_ptr);
277                 paid = TRUE;
278                 break;
279
280         case BACT_TELE_TOWN:
281                 paid = tele_town(player_ptr);
282                 break;
283
284         case BACT_EVAL_AC:
285                 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
286                 break;
287
288         case BACT_BROKEN_WEAPON:
289                 paid = TRUE;
290                 bcost = repair_broken_weapon(player_ptr, bcost);
291                 break;
292         }
293
294         if (paid) player_ptr->au -= bcost;
295 }
296
297
298 /*!
299  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
300  * @param プレーヤーへの参照ポインタ
301  * @return なし
302  */
303 void do_cmd_building(player_type *player_ptr)
304 {
305         if (player_ptr->wild_mode) return;
306
307         take_turn(player_ptr, 100);
308
309         if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
310         {
311                 msg_print(_("ここには建物はない。", "You see no building here."));
312                 return;
313         }
314
315         int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
316
317         building_type *bldg;
318         bldg = &building[which];
319
320         reinit_wilderness = FALSE;
321
322         if ((which == 2) && (player_ptr->arena_number < 0))
323         {
324                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
325                 return;
326         }
327         else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
328         {
329                 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
330                 {
331                         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);
332                 }
333                 else
334                 {
335                         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
336                         player_ptr->current_floor_ptr->inside_arena = FALSE;
337                         player_ptr->leaving = TRUE;
338                         command_new = SPECIAL_KEY_BUILDING;
339                         free_turn(player_ptr);
340                 }
341
342                 return;
343         }
344         else if (player_ptr->phase_out)
345         {
346                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
347                 player_ptr->leaving = TRUE;
348                 player_ptr->phase_out = FALSE;
349                 command_new = SPECIAL_KEY_BUILDING;
350                 free_turn(player_ptr);
351                 return;
352         }
353         else
354         {
355                 player_ptr->oldpy = player_ptr->y;
356                 player_ptr->oldpx = player_ptr->x;
357         }
358
359         forget_lite(player_ptr->current_floor_ptr);
360         forget_view(player_ptr->current_floor_ptr);
361         current_world_ptr->character_icky++;
362
363         command_arg = 0;
364         command_rep = 0;
365         command_new = 0;
366
367         display_buikding_service(player_ptr, bldg);
368         player_ptr->leave_bldg = FALSE;
369         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
370
371         bool validcmd;
372         while (!player_ptr->leave_bldg)
373         {
374                 validcmd = FALSE;
375                 prt("", 1, 0);
376
377                 building_prt_gold(player_ptr);
378
379                 char command = inkey();
380
381                 if (command == ESCAPE)
382                 {
383                         player_ptr->leave_bldg = TRUE;
384                         player_ptr->current_floor_ptr->inside_arena = FALSE;
385                         player_ptr->phase_out = FALSE;
386                         break;
387                 }
388
389                 int i;
390                 for (i = 0; i < 8; i++)
391                 {
392                         if (bldg->letters[i] && (bldg->letters[i] == command))
393                         {
394                                 validcmd = TRUE;
395                                 break;
396                         }
397                 }
398
399                 if (validcmd) bldg_process_command(player_ptr, bldg, i);
400
401                 handle_stuff(player_ptr);
402         }
403
404         select_floor_music(player_ptr);
405
406         msg_flag = FALSE;
407         msg_erase();
408
409         if (reinit_wilderness) player_ptr->leaving = TRUE;
410
411         current_world_ptr->character_icky--;
412         term_clear();
413
414         player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
415         player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
416         player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
417 }