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"
48 GAME_TEXT o_name[MAX_NLEN];
49 char out_val[MAX_NLEN + 40];
52 static destroy_type *initialize_destroy_type(destroy_type *destroy_ptr, ItemEntity *o_ptr)
55 destroy_ptr->force = false;
56 destroy_ptr->q_ptr = o_ptr;
60 static bool check_destory_item(PlayerType *player_ptr, destroy_type *destroy_ptr)
62 if (destroy_ptr->force || (!confirm_destroy && (destroy_ptr->o_ptr->get_price() <= 0))) {
66 describe_flavor(player_ptr, destroy_ptr->o_name, destroy_ptr->o_ptr, OD_OMIT_PREFIX);
67 strnfmt(destroy_ptr->out_val, sizeof(destroy_ptr->out_val), _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), destroy_ptr->o_name);
69 message_add(destroy_ptr->out_val);
70 player_ptr->window_flags |= PW_MESSAGE;
71 handle_stuff(player_ptr);
73 prt(destroy_ptr->out_val, 0, 0);
76 if (i == 'y' || i == 'Y') {
80 if (i == ESCAPE || i == 'n' || i == 'N') {
88 if (autopick_autoregister(player_ptr, destroy_ptr->o_ptr)) {
89 autopick_alter_item(player_ptr, destroy_ptr->item, true);
96 static bool select_destroying_item(PlayerType *player_ptr, destroy_type *destroy_ptr)
98 concptr q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
99 concptr s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
100 destroy_ptr->o_ptr = choose_object(player_ptr, &destroy_ptr->item, q, s, USE_INVEN | USE_FLOOR);
101 if (destroy_ptr->o_ptr == nullptr) {
105 if (!check_destory_item(player_ptr, destroy_ptr)) {
109 if (destroy_ptr->o_ptr->number <= 1) {
113 destroy_ptr->amt = get_quantity(nullptr, destroy_ptr->o_ptr->number);
114 return destroy_ptr->amt > 0;
118 * @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
119 * @param player_ptr プレイヤーへの参照ポインタ
120 * @param destory_ptr アイテム破壊構造体への参照ポインタ
121 * return 魔法書の破壊によって経験値が入るならばTRUE
123 static bool decide_magic_book_exp(PlayerType *player_ptr, destroy_type *destroy_ptr)
125 if (PlayerRace(player_ptr).equals(PlayerRaceType::ANDROID)) {
129 PlayerClass pc(player_ptr);
130 const auto tval = destroy_ptr->o_ptr->bi_key.tval();
131 if (pc.equals(PlayerClassType::WARRIOR) || pc.equals(PlayerClassType::BERSERKER)) {
132 return tval != ItemKindType::HISSATSU_BOOK;
135 if (!pc.equals(PlayerClassType::PALADIN)) {
139 auto is_good_magic_realm = (tval == ItemKindType::LIFE_BOOK) || (tval == ItemKindType::CRUSADE_BOOK);
140 if (is_good_realm(player_ptr->realm1)) {
141 return !is_good_magic_realm;
143 return is_good_magic_realm;
147 static void gain_exp_by_destroying_magic_book(PlayerType *player_ptr, destroy_type *destroy_ptr)
149 const auto gain_expr = decide_magic_book_exp(player_ptr, destroy_ptr);
150 if (!gain_expr || (player_ptr->exp >= PY_MAX_EXP)) {
154 auto tester_exp = player_ptr->max_exp / 20;
155 if (tester_exp > 10000) {
159 if (destroy_ptr->q_ptr->bi_key.sval() < 3) {
163 if (tester_exp < 1) {
167 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
168 gain_exp(player_ptr, tester_exp * destroy_ptr->amt);
171 static void process_destroy_magic_book(PlayerType *player_ptr, destroy_type *destroy_ptr)
173 const auto *q_ptr = destroy_ptr->q_ptr;
174 const BaseitemKey &bi_key = q_ptr->bi_key;
175 if (!bi_key.is_high_level_book()) {
179 const auto tval = bi_key.tval();
180 gain_exp_by_destroying_magic_book(player_ptr, destroy_ptr);
181 if (tval == ItemKindType::LIFE_BOOK) {
182 chg_virtue(player_ptr, V_UNLIFE, 1);
183 chg_virtue(player_ptr, V_VITALITY, -1);
184 } else if (tval == ItemKindType::DEATH_BOOK) {
185 chg_virtue(player_ptr, V_UNLIFE, -1);
186 chg_virtue(player_ptr, V_VITALITY, 1);
189 if ((destroy_ptr->q_ptr->to_a != 0) || (destroy_ptr->q_ptr->to_h != 0) || (destroy_ptr->q_ptr->to_d != 0)) {
190 chg_virtue(player_ptr, V_ENCHANT, -1);
193 if (object_value_real(destroy_ptr->q_ptr) > 30000) {
194 chg_virtue(player_ptr, V_SACRIFICE, 2);
195 } else if (object_value_real(destroy_ptr->q_ptr) > 10000) {
196 chg_virtue(player_ptr, V_SACRIFICE, 1);
200 static void exe_destroy_item(PlayerType *player_ptr, destroy_type *destroy_ptr)
202 destroy_ptr->q_ptr->copy_from(destroy_ptr->o_ptr);
203 msg_format(_("%sを壊した。", "You destroy %s."), destroy_ptr->o_name);
204 sound(SOUND_DESTITEM);
205 reduce_charges(destroy_ptr->o_ptr, destroy_ptr->amt);
206 vary_item(player_ptr, destroy_ptr->item, -destroy_ptr->amt);
207 process_destroy_magic_book(player_ptr, destroy_ptr);
208 if ((destroy_ptr->q_ptr->to_a != 0) || (destroy_ptr->q_ptr->to_d != 0) || (destroy_ptr->q_ptr->to_h != 0)) {
209 chg_virtue(player_ptr, V_HARMONY, 1);
212 if (destroy_ptr->item >= INVEN_MAIN_HAND) {
213 calc_android_exp(player_ptr);
218 * @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
219 * @param player_ptr プレイヤーへの参照ポインタ
221 void do_cmd_destroy(PlayerType *player_ptr)
223 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
226 destroy_type tmp_destroy;
227 destroy_type *destroy_ptr = initialize_destroy_type(&tmp_destroy, &forge);
228 if (command_arg > 0) {
229 destroy_ptr->force = true;
232 if (!select_destroying_item(player_ptr, destroy_ptr)) {
236 destroy_ptr->old_number = destroy_ptr->o_ptr->number;
237 destroy_ptr->o_ptr->number = destroy_ptr->amt;
238 describe_flavor(player_ptr, destroy_ptr->o_name, destroy_ptr->o_ptr, 0);
239 destroy_ptr->o_ptr->number = destroy_ptr->old_number;
240 PlayerEnergy energy(player_ptr);
241 energy.set_player_turn_energy(100);
242 if (!can_player_destroy_object(player_ptr, destroy_ptr->o_ptr)) {
243 energy.reset_player_turn();
244 msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), destroy_ptr->o_name);
248 exe_destroy_item(player_ptr, destroy_ptr);