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[Refactor] #3194 Virtue をenum からenum class へ差し替えた
[hengbandforosx/hengbandosx.git] / src / cmd-item / cmd-destroy.cpp
1 #include "cmd-item/cmd-destroy.h"
2 #include "autopick/autopick-registry.h"
3 #include "autopick/autopick.h"
4 #include "avatar/avatar.h"
5 #include "core/asking-player.h"
6 #include "core/stuff-handler.h"
7 #include "core/window-redrawer.h"
8 #include "flavor/flavor-describer.h"
9 #include "flavor/object-flavor-types.h"
10 #include "floor/floor-object.h"
11 #include "game-option/input-options.h"
12 #include "inventory/inventory-object.h"
13 #include "inventory/inventory-slot-types.h"
14 #include "io/input-key-acceptor.h"
15 #include "io/input-key-requester.h"
16 #include "main/sound-definitions-table.h"
17 #include "main/sound-of-music.h"
18 #include "object-hook/hook-expendable.h"
19 #include "object-hook/hook-magic.h"
20 #include "object/item-use-flags.h"
21 #include "object/object-stack.h"
22 #include "object/object-value.h"
23 #include "player-base/player-class.h"
24 #include "player-base/player-race.h"
25 #include "player-info/samurai-data-type.h"
26 #include "player-status/player-energy.h"
27 #include "player/attack-defense-types.h"
28 #include "player/special-defense-types.h"
29 #include "racial/racial-android.h"
30 #include "realm/realm-names-table.h"
31 #include "status/action-setter.h"
32 #include "status/experience.h"
33 #include "system/baseitem-info.h"
34 #include "system/item-entity.h"
35 #include "system/player-type-definition.h"
36 #include "term/screen-processor.h"
37 #include "term/z-form.h"
38 #include "util/int-char-converter.h"
39 #include "view/display-messages.h"
40
41 struct destroy_type {
42     OBJECT_IDX item;
43     QUANTITY amt;
44     QUANTITY old_number;
45     bool force;
46     ItemEntity *o_ptr;
47     ItemEntity *q_ptr;
48     std::string item_name;
49     char out_val[MAX_NLEN + 40];
50 };
51
52 static destroy_type *initialize_destroy_type(destroy_type *destroy_ptr, ItemEntity *o_ptr)
53 {
54     destroy_ptr->amt = 1;
55     destroy_ptr->force = false;
56     destroy_ptr->q_ptr = o_ptr;
57     return destroy_ptr;
58 }
59
60 static bool check_destory_item(PlayerType *player_ptr, destroy_type *destroy_ptr)
61 {
62     if (destroy_ptr->force || (!confirm_destroy && (destroy_ptr->o_ptr->get_price() <= 0))) {
63         return true;
64     }
65
66     destroy_ptr->item_name = describe_flavor(player_ptr, destroy_ptr->o_ptr, OD_OMIT_PREFIX);
67     const auto mes = _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]");
68     strnfmt(destroy_ptr->out_val, sizeof(destroy_ptr->out_val), mes, destroy_ptr->item_name.data());
69     msg_print(nullptr);
70     message_add(destroy_ptr->out_val);
71     player_ptr->window_flags |= PW_MESSAGE;
72     handle_stuff(player_ptr);
73     while (true) {
74         prt(destroy_ptr->out_val, 0, 0);
75         char i = inkey();
76         prt("", 0, 0);
77         if (i == 'y' || i == 'Y') {
78             return true;
79         }
80
81         if (i == ESCAPE || i == 'n' || i == 'N') {
82             return false;
83         }
84
85         if (i != 'A') {
86             continue;
87         }
88
89         if (autopick_autoregister(player_ptr, destroy_ptr->o_ptr)) {
90             autopick_alter_item(player_ptr, destroy_ptr->item, true);
91         }
92
93         return false;
94     }
95 }
96
97 static bool select_destroying_item(PlayerType *player_ptr, destroy_type *destroy_ptr)
98 {
99     concptr q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
100     concptr s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
101     destroy_ptr->o_ptr = choose_object(player_ptr, &destroy_ptr->item, q, s, USE_INVEN | USE_FLOOR);
102     if (destroy_ptr->o_ptr == nullptr) {
103         return false;
104     }
105
106     if (!check_destory_item(player_ptr, destroy_ptr)) {
107         return false;
108     }
109
110     if (destroy_ptr->o_ptr->number <= 1) {
111         return true;
112     }
113
114     destroy_ptr->amt = get_quantity(std::nullopt, destroy_ptr->o_ptr->number);
115     return destroy_ptr->amt > 0;
116 }
117
118 /*!
119  * @brief 一部職業で高位魔法書の破壊による経験値上昇の判定
120  * @param player_ptr プレイヤーへの参照ポインタ
121  * @param destory_ptr アイテム破壊構造体への参照ポインタ
122  * return 魔法書の破壊によって経験値が入るならばTRUE
123  */
124 static bool decide_magic_book_exp(PlayerType *player_ptr, destroy_type *destroy_ptr)
125 {
126     if (PlayerRace(player_ptr).equals(PlayerRaceType::ANDROID)) {
127         return false;
128     }
129
130     PlayerClass pc(player_ptr);
131     const auto tval = destroy_ptr->o_ptr->bi_key.tval();
132     if (pc.equals(PlayerClassType::WARRIOR) || pc.equals(PlayerClassType::BERSERKER)) {
133         return tval != ItemKindType::HISSATSU_BOOK;
134     }
135
136     if (!pc.equals(PlayerClassType::PALADIN)) {
137         return false;
138     }
139
140     auto is_good_magic_realm = (tval == ItemKindType::LIFE_BOOK) || (tval == ItemKindType::CRUSADE_BOOK);
141     if (is_good_realm(player_ptr->realm1)) {
142         return !is_good_magic_realm;
143     } else {
144         return is_good_magic_realm;
145     }
146 }
147
148 static void gain_exp_by_destroying_magic_book(PlayerType *player_ptr, destroy_type *destroy_ptr)
149 {
150     const auto gain_expr = decide_magic_book_exp(player_ptr, destroy_ptr);
151     if (!gain_expr || (player_ptr->exp >= PY_MAX_EXP)) {
152         return;
153     }
154
155     auto tester_exp = player_ptr->max_exp / 20;
156     if (tester_exp > 10000) {
157         tester_exp = 10000;
158     }
159
160     if (destroy_ptr->q_ptr->bi_key.sval() < 3) {
161         tester_exp /= 4;
162     }
163
164     if (tester_exp < 1) {
165         tester_exp = 1;
166     }
167
168     msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
169     gain_exp(player_ptr, tester_exp * destroy_ptr->amt);
170 }
171
172 static void process_destroy_magic_book(PlayerType *player_ptr, destroy_type *destroy_ptr)
173 {
174     const auto *q_ptr = destroy_ptr->q_ptr;
175     const BaseitemKey &bi_key = q_ptr->bi_key;
176     if (!bi_key.is_high_level_book()) {
177         return;
178     }
179
180     const auto tval = bi_key.tval();
181     gain_exp_by_destroying_magic_book(player_ptr, destroy_ptr);
182     if (tval == ItemKindType::LIFE_BOOK) {
183         chg_virtue(player_ptr, Virtue::UNLIFE, 1);
184         chg_virtue(player_ptr, Virtue::VITALITY, -1);
185     } else if (tval == ItemKindType::DEATH_BOOK) {
186         chg_virtue(player_ptr, Virtue::UNLIFE, -1);
187         chg_virtue(player_ptr, Virtue::VITALITY, 1);
188     }
189
190     if ((destroy_ptr->q_ptr->to_a != 0) || (destroy_ptr->q_ptr->to_h != 0) || (destroy_ptr->q_ptr->to_d != 0)) {
191         chg_virtue(player_ptr, Virtue::ENCHANT, -1);
192     }
193
194     if (object_value_real(destroy_ptr->q_ptr) > 30000) {
195         chg_virtue(player_ptr, Virtue::SACRIFICE, 2);
196     } else if (object_value_real(destroy_ptr->q_ptr) > 10000) {
197         chg_virtue(player_ptr, Virtue::SACRIFICE, 1);
198     }
199 }
200
201 static void exe_destroy_item(PlayerType *player_ptr, destroy_type *destroy_ptr)
202 {
203     destroy_ptr->q_ptr->copy_from(destroy_ptr->o_ptr);
204     msg_format(_("%sを壊した。", "You destroy %s."), destroy_ptr->item_name.data());
205     sound(SOUND_DESTITEM);
206     reduce_charges(destroy_ptr->o_ptr, destroy_ptr->amt);
207     vary_item(player_ptr, destroy_ptr->item, -destroy_ptr->amt);
208     process_destroy_magic_book(player_ptr, destroy_ptr);
209     if ((destroy_ptr->q_ptr->to_a != 0) || (destroy_ptr->q_ptr->to_d != 0) || (destroy_ptr->q_ptr->to_h != 0)) {
210         chg_virtue(player_ptr, Virtue::HARMONY, 1);
211     }
212
213     if (destroy_ptr->item >= INVEN_MAIN_HAND) {
214         calc_android_exp(player_ptr);
215     }
216 }
217
218 /*!
219  * @brief アイテムを破壊するコマンドのメインルーチン / Destroy an item
220  * @param player_ptr プレイヤーへの参照ポインタ
221  */
222 void do_cmd_destroy(PlayerType *player_ptr)
223 {
224     PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
225
226     ItemEntity forge;
227     destroy_type tmp_destroy;
228     destroy_type *destroy_ptr = initialize_destroy_type(&tmp_destroy, &forge);
229     if (command_arg > 0) {
230         destroy_ptr->force = true;
231     }
232
233     if (!select_destroying_item(player_ptr, destroy_ptr)) {
234         return;
235     }
236
237     destroy_ptr->old_number = destroy_ptr->o_ptr->number;
238     destroy_ptr->o_ptr->number = destroy_ptr->amt;
239     destroy_ptr->item_name = describe_flavor(player_ptr, destroy_ptr->o_ptr, 0);
240     destroy_ptr->o_ptr->number = destroy_ptr->old_number;
241     PlayerEnergy energy(player_ptr);
242     energy.set_player_turn_energy(100);
243     if (!can_player_destroy_object(player_ptr, destroy_ptr->o_ptr)) {
244         energy.reset_player_turn();
245         msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), destroy_ptr->item_name.data());
246         return;
247     }
248
249     exe_destroy_item(player_ptr, destroy_ptr);
250 }