1 #include "cmd-building/cmd-inn.h"
2 #include "cmd-item/cmd-magiceat.h"
3 #include "core/turn-compensator.h"
4 #include "game-option/birth-options.h"
5 #include "io/write-diary.h"
6 #include "market/bounty.h"
7 #include "market/building-actions-table.h"
8 #include "player-base/player-class.h"
9 #include "player-base/player-race.h"
10 #include "player-info/magic-eater-data-type.h"
11 #include "player-info/race-info.h"
12 #include "player-info/race-types.h"
13 #include "player/digestion-processor.h"
14 #include "player/eldritch-horror.h"
15 #include "status/bad-status-setter.h"
16 #include "store/rumor.h"
17 #include "system/player-type-definition.h"
18 #include "timed-effect/player-cut.h"
19 #include "timed-effect/player-poison.h"
20 #include "timed-effect/player-stun.h"
21 #include "timed-effect/timed-effects.h"
22 #include "view/display-messages.h"
23 #include "world/world.h"
27 * @param player_ptr プレイヤーへの参照ポインタ
28 * @return 満腹ならFALSE、そうでないならTRUE
30 static bool buy_food(PlayerType *player_ptr)
32 if (player_ptr->food >= PY_FOOD_FULL) {
33 msg_print(_("今は満腹だ。", "You are full now."));
37 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."));
38 (void)set_food(player_ptr, PY_FOOD_MAX - 1);
43 * @brief 健康体しか宿屋に泊めない処理
44 * @param player_ptr プレイヤーへの参照ポインタ
45 * @return 毒でも切り傷でもないならTRUE、そうでないならFALSE
47 static bool is_healthy_stay(PlayerType *player_ptr)
49 const auto effects = player_ptr->effects();
50 if (!effects->poison()->is_poisoned() && !effects->cut()->is_cut()) {
54 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."));
56 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."));
61 static bool is_player_undead(PlayerType *player_ptr)
63 return PlayerRace(player_ptr, true).life() == PlayerRaceLifeType::UNDEAD;
68 * @brief 宿屋に泊まったことを日記に残す
69 * @param player_ptr プレイヤーへの参照ポインタ
70 * @param prev_hour 宿屋に入った直後のゲーム内時刻
72 static void write_diary_stay_inn(PlayerType *player_ptr, int prev_hour)
74 if ((prev_hour >= 6) && (prev_hour < 18)) {
75 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.");
76 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, stay_message);
80 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.");
81 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, stay_message);
85 * @brief 宿泊によってゲーム内ターンを経過させる
88 static void pass_game_turn_by_stay(void)
90 int32_t oldturn = w_ptr->game_turn;
91 w_ptr->game_turn = (w_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
92 if (w_ptr->dungeon_turn >= w_ptr->dungeon_turn_limit) {
96 w_ptr->dungeon_turn += std::min<int>((w_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
97 if (w_ptr->dungeon_turn > w_ptr->dungeon_turn_limit) {
98 w_ptr->dungeon_turn = w_ptr->dungeon_turn_limit;
103 * @brief 悪夢モードなら悪夢を見せる
104 * @param player_ptr プレイヤーへの参照ポインタ
105 * @return 悪夢モードならばTRUE
107 static bool has_a_nightmare(PlayerType *player_ptr)
109 if (!ironman_nightmare) {
113 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."));
116 sanity_blast(player_ptr, nullptr, false);
122 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
123 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."));
129 * @param player_ptr プレイヤーへの参照ポインタ
131 static void back_to_health(PlayerType *player_ptr)
133 BadStatusSetter bss(player_ptr);
134 (void)bss.blindness(0);
135 (void)bss.confusion(0);
136 player_ptr->effects()->stun()->reset();
137 player_ptr->chp = player_ptr->mhp;
138 player_ptr->csp = player_ptr->msp;
142 * @brief 魔道具術師の取り込んだ魔法をすべて完全に回復した状態にする
143 * @param player_ptr プレイヤーへの参照ポインタ
145 static void charge_magic_eating_energy(PlayerType *player_ptr)
147 auto magic_eater_data = PlayerClass(player_ptr).get_specific_data<magic_eater_data_type>();
148 if (!magic_eater_data) {
152 for (auto tval : { ItemKindType::STAFF, ItemKindType::WAND }) {
153 for (auto &item : magic_eater_data->get_item_group(tval)) {
154 item.charge = item.count * EATER_CHARGE;
157 for (auto &item : magic_eater_data->get_item_group(ItemKindType::ROD)) {
163 * @brief リフレッシュ結果を画面に表示する
164 * @param player_ptr プレイヤーへの参照ポインタ
165 * @param prev_hour 宿屋に入った直後のゲーム内時刻
167 static void display_stay_result(PlayerType *player_ptr, int prev_hour)
169 if ((prev_hour >= 6) && (prev_hour < 18)) {
171 char refresh_message_jp[50];
172 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。");
173 msg_print(refresh_message_jp);
175 msg_print("You awake refreshed for the evening.");
177 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.");
178 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, awake_message);
182 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."));
183 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.");
184 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, awake_message);
189 * @param player_ptr プレイヤーへの参照ポインタ
192 static bool stay_inn(PlayerType *player_ptr)
194 if (!is_healthy_stay(player_ptr)) {
198 int prev_day, prev_hour, prev_min;
199 extract_day_hour_min(player_ptr, &prev_day, &prev_hour, &prev_min);
200 write_diary_stay_inn(player_ptr, prev_hour);
202 pass_game_turn_by_stay();
203 prevent_turn_overflow(player_ptr);
205 if ((prev_hour >= 18) && (prev_hour <= 23)) {
206 determine_daily_bounty(player_ptr, false); /* Update daily bounty */
207 exe_write_diary(player_ptr, DIARY_DIALY, 0, nullptr);
210 player_ptr->chp = player_ptr->mhp;
211 if (has_a_nightmare(player_ptr)) {
215 back_to_health(player_ptr);
216 charge_magic_eating_energy(player_ptr);
218 display_stay_result(player_ptr, prev_hour);
224 * @param player_ptr プレイヤーへの参照ポインタ
225 * @param cmd 宿屋の利用施設ID
226 * @return 施設の利用が実際に行われたらTRUE
227 * @details inn commands
228 * Note that resting for the night was a perfect way to avoid player
229 * ghosts in the town *if* you could only make it to the inn in time (-:
230 * Now that the ghosts are temporarily disabled in 2.8.X, this function
231 * will not be that useful. I will keep it in the hopes the player
232 * ghost code does become a reality again. Does help to avoid filthy urchins.
233 * Resting at night is also a quick way to restock stores -KMW-
234 * @todo 悪夢を見る前後に全回復しているが、何か意図がある?
236 bool inn_comm(PlayerType *player_ptr, int cmd)
240 return buy_food(player_ptr);
242 return stay_inn(player_ptr);
244 display_rumor(player_ptr, true);
247 //!< @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.