1 #include "cmd-item/cmd-equipment.h"
2 #include "action/weapon-shield.h"
3 #include "artifact/fixed-art-types.h"
4 #include "autopick/autopick.h"
5 #include "avatar/avatar.h"
6 #include "core/asking-player.h"
7 #include "core/window-redrawer.h"
8 #include "dungeon/quest.h" //!< @todo 違和感、何故アイテムを装備するとクエストの成功判定が走るのか?.
9 #include "flavor/flavor-describer.h"
10 #include "flavor/object-flavor-types.h"
11 #include "floor/floor-object.h"
12 #include "game-option/birth-options.h"
13 #include "game-option/input-options.h"
14 #include "inventory/inventory-describer.h"
15 #include "inventory/inventory-object.h"
16 #include "inventory/inventory-slot-types.h"
17 #include "io/input-key-acceptor.h"
18 #include "io/input-key-requester.h"
19 #include "locale/japanese.h"
20 #include "main/sound-definitions-table.h"
21 #include "main/sound-of-music.h"
22 #include "object-enchant/item-feeling.h"
23 #include "object-enchant/special-object-flags.h"
24 #include "object-enchant/trc-types.h"
25 #include "object-hook/hook-armor.h"
26 #include "object-hook/hook-weapon.h"
27 #include "object/item-tester-hooker.h"
28 #include "object/item-use-flags.h"
29 #include "object/object-flags.h"
30 #include "object/object-info.h"
31 #include "object/object-mark-types.h"
32 #include "perception/object-perception.h"
33 #include "player-base/player-class.h"
34 #include "player-base/player-race.h"
35 #include "player-info/equipment-info.h"
36 #include "player-info/samurai-data-type.h"
37 #include "player-status/player-energy.h"
38 #include "player-status/player-hand-types.h"
39 #include "player/attack-defense-types.h"
40 #include "player/player-status.h"
41 #include "player/special-defense-types.h"
42 #include "racial/racial-android.h"
43 #include "spell-kind/spells-perception.h"
44 #include "status/action-setter.h"
45 #include "status/shape-changer.h"
46 #include "system/item-entity.h"
47 #include "system/player-type-definition.h"
48 #include "system/redrawing-flags-updater.h"
49 #include "term/screen-processor.h"
50 #include "term/z-form.h"
51 #include "util/bit-flags-calculator.h"
52 #include "util/int-char-converter.h"
53 #include "view/display-inventory.h"
54 #include "view/display-messages.h"
57 * @brief 装備時にアイテムを呪う処理
59 static void do_curse_on_equip(OBJECT_IDX slot, ItemEntity *o_ptr, PlayerType *player_ptr)
61 auto &rfu = RedrawingFlagsUpdater::get_instance();
62 if (set_anubis_and_chariot(player_ptr) && ((slot == INVEN_MAIN_HAND) || (slot == INVEN_SUB_HAND))) {
64 ItemEntity *anubis = &(player_ptr->inventory_list[INVEN_MAIN_HAND]);
65 ItemEntity *chariot = &(player_ptr->inventory_list[INVEN_SUB_HAND]);
67 anubis->curse_flags.set(CurseTraitType::PERSISTENT_CURSE);
68 anubis->curse_flags.set(CurseTraitType::HEAVY_CURSE);
69 chariot->curse_flags.set(CurseTraitType::PERSISTENT_CURSE);
70 chariot->curse_flags.set(CurseTraitType::HEAVY_CURSE);
71 chariot->curse_flags.set(CurseTraitType::BERS_RAGE);
72 chariot->curse_flags.set(CurseTraitType::VUL_CURSE);
74 msg_format(_("『銀の戦車』プラス『アヌビス神』二刀流ッ!", "*Silver Chariot* plus *Anubis God* Two Swords!"));
75 rfu.set_flag(StatusRedrawingFlag::BONUS);
79 auto should_curse = object_flags(o_ptr).has(TR_PERSISTENT_CURSE) || o_ptr->curse_flags.has(CurseTraitType::PERSISTENT_CURSE);
80 should_curse &= o_ptr->curse_flags.has_not(CurseTraitType::HEAVY_CURSE);
85 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
86 o_ptr->curse_flags.set(CurseTraitType::HEAVY_CURSE);
87 msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), item_name.data());
88 o_ptr->feeling = FEEL_NONE;
89 rfu.set_flag(StatusRedrawingFlag::BONUS);
93 * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
95 void do_cmd_equip(PlayerType *player_ptr)
99 command_wrk = USE_EQUIP;
103 (void)show_equipment(player_ptr, 0, USE_FULL, AllMatchItemTester());
104 auto weight = calc_inventory_weight(player_ptr);
105 auto weight_lim = calc_weight_limit(player_ptr);
106 const auto mes = _("装備: 合計 %3d.%1d kg (限界の%d%%) コマンド: ", "Equipment: carrying %d.%d pounds (%d%% of capacity). Command: ");
108 const auto out_val = format(mes, lb_to_kg_integer(weight), lb_to_kg_fraction(weight), weight * 100 / weight_lim);
110 const auto out_val = format(mes, weight / 10, weight % 10, weight * 100 / weight_lim);
114 command_new = inkey();
117 if (command_new != ESCAPE) {
123 term_get_size(&wid, &hgt);
125 command_gap = wid - 30;
129 * @brief 装備するコマンドのメインルーチン / Wield or wear a single item from the pack or floor
130 * @param player_ptr プレイヤーへの参照ポインタ
132 void do_cmd_wield(PlayerType *player_ptr)
134 OBJECT_IDX item, slot;
139 OBJECT_IDX need_switch_wielding = 0;
140 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
142 concptr q = _("どれを装備しますか? ", "Wear/Wield which item? ");
143 concptr s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
144 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), FuncItemTester(item_tester_hook_wear, player_ptr));
149 slot = wield_slot(player_ptr, o_ptr);
151 const auto o_ptr_mh = &player_ptr->inventory_list[INVEN_MAIN_HAND];
152 const auto o_ptr_sh = &player_ptr->inventory_list[INVEN_SUB_HAND];
153 const auto tval = o_ptr->bi_key.tval();
155 case ItemKindType::CAPTURE:
156 case ItemKindType::SHIELD:
157 case ItemKindType::CARD:
158 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
159 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
160 s = _("おっと。", "Oops.");
161 if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), FuncItemTester(&ItemEntity::is_melee_weapon))) {
165 if (slot == INVEN_MAIN_HAND) {
166 need_switch_wielding = INVEN_SUB_HAND;
168 } else if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
169 slot = INVEN_MAIN_HAND;
170 } else if (o_ptr_mh->is_valid() && o_ptr_sh->is_valid() &&
171 ((tval == ItemKindType::CAPTURE) || (!o_ptr_mh->is_melee_weapon() && !o_ptr_sh->is_melee_weapon()))) {
172 q = _("どちらの手に装備しますか?", "Equip which hand? ");
173 s = _("おっと。", "Oops.");
174 if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP), FuncItemTester(&ItemEntity::is_wieldable_in_etheir_hand))) {
180 case ItemKindType::DIGGING:
181 case ItemKindType::HAFTED:
182 case ItemKindType::POLEARM:
183 case ItemKindType::SWORD:
184 if (slot == INVEN_SUB_HAND) {
185 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) {
186 slot = INVEN_MAIN_HAND;
188 } else if (!o_ptr_mh->is_valid() && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
189 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) {
190 slot = INVEN_SUB_HAND;
192 } else if (o_ptr_mh->is_valid() && o_ptr_sh->is_valid()) {
193 q = _("どちらの手に装備しますか?", "Equip which hand? ");
194 s = _("おっと。", "Oops.");
195 if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP), FuncItemTester(&ItemEntity::is_wieldable_in_etheir_hand))) {
199 if ((slot == INVEN_SUB_HAND) && !has_melee_weapon(player_ptr, INVEN_MAIN_HAND)) {
200 need_switch_wielding = INVEN_MAIN_HAND;
205 case ItemKindType::RING:
206 if (player_ptr->inventory_list[INVEN_SUB_RING].is_valid() && player_ptr->inventory_list[INVEN_MAIN_RING].is_valid()) {
207 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
209 q = _("どちらの手に装備しますか?", "Equip which hand? ");
212 s = _("おっと。", "Oops.");
213 player_ptr->select_ring_slot = true;
214 if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) {
215 player_ptr->select_ring_slot = false;
219 player_ptr->select_ring_slot = false;
226 if (player_ptr->inventory_list[slot].is_cursed()) {
227 const auto item_name = describe_flavor(player_ptr, &player_ptr->inventory_list[slot], OD_OMIT_PREFIX | OD_NAME_ONLY);
229 msg_format("%s%sは呪われているようだ。", describe_use(player_ptr, slot), item_name.data());
231 msg_format("The %s you are %s appears to be cursed.", item_name.data(), describe_use(player_ptr, slot));
236 auto should_equip_cursed = o_ptr->is_cursed() && o_ptr->is_known();
237 should_equip_cursed |= any_bits(o_ptr->ident, IDENT_SENSE) && (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED);
238 should_equip_cursed &= confirm_wear;
239 if (should_equip_cursed) {
240 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
241 if (!get_check(format(_("本当に%s{呪われている}を使いますか?", "Really use the %s {cursed}? "), item_name.data()))) {
246 PlayerRace pr(player_ptr);
247 auto should_change_vampire = o_ptr->is_specific_artifact(FixedArtifactId::STONEMASK);
248 should_change_vampire &= o_ptr->is_known();
249 should_change_vampire &= !pr.equals(PlayerRaceType::VAMPIRE);
250 should_change_vampire &= !pr.equals(PlayerRaceType::ANDROID);
251 if (should_change_vampire) {
252 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
253 constexpr auto mes = _("%sを装備すると吸血鬼になります。よろしいですか?",
254 "%s will transform you into a vampire permanently when equipped. Do you become a vampire? ");
255 if (!get_check(format(mes, item_name.data()))) {
261 if (need_switch_wielding && !player_ptr->inventory_list[need_switch_wielding].is_cursed()) {
262 ItemEntity *slot_o_ptr = &player_ptr->inventory_list[slot];
263 ItemEntity *switch_o_ptr = &player_ptr->inventory_list[need_switch_wielding];
264 ItemEntity object_tmp;
265 ItemEntity *otmp_ptr = &object_tmp;
266 const auto item_name = describe_flavor(player_ptr, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
267 otmp_ptr->copy_from(switch_o_ptr);
268 switch_o_ptr->copy_from(slot_o_ptr);
269 slot_o_ptr->copy_from(otmp_ptr);
270 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), item_name.data(),
271 (slot == INVEN_MAIN_HAND) ? (left_hander ? _("左手", "left") : _("右手", "right")) : (left_hander ? _("右手", "right") : _("左手", "left")));
272 slot = need_switch_wielding;
275 check_find_art_quest_completion(player_ptr, o_ptr);
276 if (player_ptr->ppersonality == PERSONALITY_MUNCHKIN) {
277 identify_item(player_ptr, o_ptr);
278 autopick_alter_item(player_ptr, item, false);
281 PlayerEnergy(player_ptr).set_player_turn_energy(100);
283 q_ptr->copy_from(o_ptr);
286 inven_item_increase(player_ptr, item, -1);
287 inven_item_optimize(player_ptr, item);
289 floor_item_increase(player_ptr, 0 - item, -1);
290 floor_item_optimize(player_ptr, 0 - item);
293 o_ptr = &player_ptr->inventory_list[slot];
294 if (o_ptr->is_valid()) {
295 (void)inven_takeoff(player_ptr, slot, 255);
298 o_ptr->copy_from(q_ptr);
299 o_ptr->marked.set(OmType::TOUCHED);
300 player_ptr->equip_cnt++;
302 #define STR_WIELD_HAND_RIGHT _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
303 #define STR_WIELD_HAND_LEFT _("%s(%c)を左手に装備した。", "You are wielding %s (%c) in your left hand.")
304 #define STR_WIELD_HANDS_TWO _("%s(%c)を両手で構えた。", "You are wielding %s (%c) with both hands.")
307 case INVEN_MAIN_HAND:
308 if (o_ptr->allow_two_hands_wielding() && (empty_hands(player_ptr, false) == EMPTY_HAND_SUB) && can_two_hands_wielding(player_ptr)) {
309 act = STR_WIELD_HANDS_TWO;
311 act = (left_hander ? STR_WIELD_HAND_LEFT : STR_WIELD_HAND_RIGHT);
316 if (o_ptr->allow_two_hands_wielding() && (empty_hands(player_ptr, false) == EMPTY_HAND_MAIN) && can_two_hands_wielding(player_ptr)) {
317 act = STR_WIELD_HANDS_TWO;
319 act = (left_hander ? STR_WIELD_HAND_RIGHT : STR_WIELD_HAND_LEFT);
324 act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
327 act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
330 act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
334 const auto item_name = describe_flavor(player_ptr, o_ptr, 0);
335 msg_format(act, item_name.data(), index_to_label(slot));
336 if (o_ptr->is_cursed()) {
337 msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
338 chg_virtue(player_ptr, Virtue::HARMONY, -1);
339 o_ptr->ident |= (IDENT_SENSE);
342 do_curse_on_equip(slot, o_ptr, player_ptr);
343 if (o_ptr->is_specific_artifact(FixedArtifactId::STONEMASK)) {
344 auto is_specific_race = pr.equals(PlayerRaceType::VAMPIRE);
345 is_specific_race |= pr.equals(PlayerRaceType::ANDROID);
346 if (!is_specific_race) {
347 change_race(player_ptr, PlayerRaceType::VAMPIRE, "");
351 calc_android_exp(player_ptr);
352 const auto flags_srf = {
353 StatusRedrawingFlag::BONUS,
354 StatusRedrawingFlag::TORCH,
355 StatusRedrawingFlag::MP,
357 auto &rfu = RedrawingFlagsUpdater::get_instance();
358 rfu.set_flags(flags_srf);
359 rfu.set_flag(MainWindowRedrawingFlag::EQUIPPY);
360 player_ptr->window_flags |= PW_INVENTORY | PW_EQUIPMENT | PW_PLAYER;
364 * @brief 装備を外すコマンドのメインルーチン / Take off an item
366 void do_cmd_takeoff(PlayerType *player_ptr)
370 PlayerClass pc(player_ptr);
371 pc.break_samurai_stance({ SamuraiStanceType::MUSOU });
373 concptr q = _("どれを装備からはずしますか? ", "Take off which item? ");
374 concptr s = _("はずせる装備がない。", "You are not wearing anything to take off.");
375 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
380 PlayerEnergy energy(player_ptr);
381 auto &rfu = RedrawingFlagsUpdater::get_instance();
382 if (o_ptr->is_cursed()) {
383 if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE) || !pc.equals(PlayerClassType::BERSERKER)) {
384 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
388 if ((o_ptr->curse_flags.has(CurseTraitType::HEAVY_CURSE) && one_in_(7)) || one_in_(4)) {
389 msg_print(_("呪われた装備を力づくで剥がした!", "You tore off a piece of cursed equipment by sheer strength!"));
390 o_ptr->ident |= (IDENT_SENSE);
391 o_ptr->curse_flags.clear();
392 o_ptr->feeling = FEEL_NONE;
393 rfu.set_flag(StatusRedrawingFlag::BONUS);
394 player_ptr->window_flags |= PW_EQUIPMENT;
395 msg_print(_("呪いを打ち破った。", "You break the curse."));
397 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
398 energy.set_player_turn_energy(50);
403 sound(SOUND_TAKE_OFF);
404 energy.set_player_turn_energy(50);
405 (void)inven_takeoff(player_ptr, item, 255);
406 verify_equip_slot(player_ptr, item);
407 calc_android_exp(player_ptr);
408 const auto flags_srf = {
409 StatusRedrawingFlag::BONUS,
410 StatusRedrawingFlag::TORCH,
411 StatusRedrawingFlag::MP,
413 rfu.set_flags(flags_srf);
414 rfu.set_flag(MainWindowRedrawingFlag::EQUIPPY);
415 player_ptr->window_flags |= PW_INVENTORY | PW_EQUIPMENT | PW_PLAYER;