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/player-redraw-types.h"
8 #include "core/player-update-types.h"
9 #include "core/window-redrawer.h"
10 #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?.
11 #include "flavor/flavor-describer.h"
12 #include "flavor/object-flavor-types.h"
13 #include "floor/floor-object.h"
14 #include "game-option/birth-options.h"
15 #include "game-option/input-options.h"
16 #include "inventory/inventory-describer.h"
17 #include "inventory/inventory-object.h"
18 #include "inventory/inventory-slot-types.h"
19 #include "io/input-key-acceptor.h"
20 #include "io/input-key-requester.h"
21 #include "main/sound-definitions-table.h"
22 #include "main/sound-of-music.h"
23 #include "object-enchant/item-feeling.h"
24 #include "object-enchant/special-object-flags.h"
25 #include "object-enchant/trc-types.h"
26 #include "object-hook/hook-armor.h"
27 #include "object-hook/hook-weapon.h"
28 #include "object/item-tester-hooker.h"
29 #include "object/item-use-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-info/samurai-data-type.h"
35 #include "player-info/equipment-info.h"
36 #include "player-status/player-energy.h"
37 #include "player-status/player-hand-types.h"
38 #include "player/attack-defense-types.h"
39 #include "player/player-status.h"
40 #include "player/special-defense-types.h"
41 #include "racial/racial-android.h"
42 #include "spell-kind/spells-perception.h"
43 #include "status/action-setter.h"
44 #include "status/shape-changer.h"
45 #include "system/object-type-definition.h"
46 #include "system/player-type-definition.h"
47 #include "term/screen-processor.h"
48 #include "util/int-char-converter.h"
49 #include "view/display-inventory.h"
50 #include "view/display-messages.h"
53 * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
55 void do_cmd_equip(player_type *player_ptr)
60 command_wrk = USE_EQUIP;
63 (void)show_equipment(player_ptr, 0, USE_FULL, AllMatchItemTester());
64 WEIGHT weight = calc_inventory_weight(player_ptr);
65 WEIGHT weight_lim = calc_weight_limit(player_ptr);
67 sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ", (int)lbtokg1(weight), (int)lbtokg2(weight), (long int)((weight * 100) / weight_lim));
69 sprintf(out_val, "Equipment: carrying %d.%d pounds (%ld%% of capacity). Command: ", (int)(weight / 10), (int)(weight % 10),
70 (long int)((weight * 100) / weight_lim));
74 command_new = inkey();
77 if (command_new != ESCAPE) {
83 term_get_size(&wid, &hgt);
85 command_gap = wid - 30;
89 * @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
90 * @param player_ptr プレイヤーへの参照ポインタ
92 void do_cmd_wield(player_type *player_ptr)
94 OBJECT_IDX item, slot;
99 GAME_TEXT o_name[MAX_NLEN];
100 OBJECT_IDX need_switch_wielding = 0;
101 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStance::MUSOU });
103 concptr q = _("どれを装備しますか? ", "Wear/Wield which item? ");
104 concptr s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
105 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), FuncItemTester(item_tester_hook_wear, player_ptr));
109 slot = wield_slot(player_ptr, o_ptr);
111 const auto o_ptr_mh = &player_ptr->inventory_list[INVEN_MAIN_HAND];
112 const auto o_ptr_sh = &player_ptr->inventory_list[INVEN_SUB_HAND];
114 switch (o_ptr->tval) {
115 case ItemKindType::CAPTURE:
116 case ItemKindType::SHIELD:
117 case ItemKindType::CARD:
118 if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
119 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
120 s = _("おっと。", "Oops.");
121 if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), FuncItemTester(&object_type::is_melee_weapon)))
124 if (slot == INVEN_MAIN_HAND)
125 need_switch_wielding = INVEN_SUB_HAND;
126 } else if (has_melee_weapon(player_ptr, INVEN_SUB_HAND))
127 slot = INVEN_MAIN_HAND;
128 else if (o_ptr_mh->k_idx && o_ptr_sh->k_idx &&
129 ((o_ptr->tval == ItemKindType::CAPTURE) || (!o_ptr_mh->is_melee_weapon() && !o_ptr_sh->is_melee_weapon()))) {
130 q = _("どちらの手に装備しますか?", "Equip which hand? ");
131 s = _("おっと。", "Oops.");
132 if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP), FuncItemTester(&object_type::is_wieldable_in_etheir_hand)))
137 case ItemKindType::DIGGING:
138 case ItemKindType::HAFTED:
139 case ItemKindType::POLEARM:
140 case ItemKindType::SWORD:
141 if (slot == INVEN_SUB_HAND) {
142 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? ")))
143 slot = INVEN_MAIN_HAND;
144 } else if (!o_ptr_mh->k_idx && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
145 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? ")))
146 slot = INVEN_SUB_HAND;
147 } else if (o_ptr_mh->k_idx && o_ptr_sh->k_idx) {
148 q = _("どちらの手に装備しますか?", "Equip which hand? ");
149 s = _("おっと。", "Oops.");
150 if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP), FuncItemTester(&object_type::is_wieldable_in_etheir_hand)))
153 if ((slot == INVEN_SUB_HAND) && !has_melee_weapon(player_ptr, INVEN_MAIN_HAND))
154 need_switch_wielding = INVEN_MAIN_HAND;
158 case ItemKindType::RING:
159 if (player_ptr->inventory_list[INVEN_SUB_RING].k_idx && player_ptr->inventory_list[INVEN_MAIN_RING].k_idx)
160 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
162 q = _("どちらの手に装備しますか?", "Equip which hand? ");
164 s = _("おっと。", "Oops.");
165 player_ptr->select_ring_slot = true;
166 if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) {
167 player_ptr->select_ring_slot = false;
171 player_ptr->select_ring_slot = false;
178 if (player_ptr->inventory_list[slot].is_cursed()) {
179 describe_flavor(player_ptr, o_name, &player_ptr->inventory_list[slot], OD_OMIT_PREFIX | OD_NAME_ONLY);
181 msg_format("%s%sは呪われているようだ。", describe_use(player_ptr, slot), o_name);
183 msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(player_ptr, slot));
189 && ((o_ptr->is_cursed() && o_ptr->is_known())
190 || ((o_ptr->ident & IDENT_SENSE) && (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED)))) {
191 char dummy[MAX_NLEN + 80];
192 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
193 sprintf(dummy, _("本当に%s{呪われている}を使いますか?", "Really use the %s {cursed}? "), o_name);
195 if (!get_check(dummy))
199 if ((o_ptr->name1 == ART_STONEMASK) && o_ptr->is_known() && (player_ptr->prace != PlayerRaceType::VAMPIRE)
200 && (player_ptr->prace != PlayerRaceType::ANDROID)) {
201 char dummy[MAX_NLEN + 100];
202 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
204 _("%sを装備すると吸血鬼になります。よろしいですか?", "%s will transform you into a vampire permanently when equipped. Do you become a vampire? "),
207 if (!get_check(dummy))
212 if (need_switch_wielding && !player_ptr->inventory_list[need_switch_wielding].is_cursed()) {
213 object_type *slot_o_ptr = &player_ptr->inventory_list[slot];
214 object_type *switch_o_ptr = &player_ptr->inventory_list[need_switch_wielding];
215 object_type object_tmp;
216 object_type *otmp_ptr = &object_tmp;
217 GAME_TEXT switch_name[MAX_NLEN];
218 describe_flavor(player_ptr, switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
219 otmp_ptr->copy_from(switch_o_ptr);
220 switch_o_ptr->copy_from(slot_o_ptr);
221 slot_o_ptr->copy_from(otmp_ptr);
222 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
223 (slot == INVEN_MAIN_HAND) ? (left_hander ? _("左手", "left") : _("右手", "right")) : (left_hander ? _("右手", "right") : _("左手", "left")));
224 slot = need_switch_wielding;
227 check_find_art_quest_completion(player_ptr, o_ptr);
228 if (player_ptr->ppersonality == PERSONALITY_MUNCHKIN) {
229 identify_item(player_ptr, o_ptr);
230 autopick_alter_item(player_ptr, item, false);
233 PlayerEnergy(player_ptr).set_player_turn_energy(100);
235 q_ptr->copy_from(o_ptr);
238 inven_item_increase(player_ptr, item, -1);
239 inven_item_optimize(player_ptr, item);
241 floor_item_increase(player_ptr, 0 - item, -1);
242 floor_item_optimize(player_ptr, 0 - item);
245 o_ptr = &player_ptr->inventory_list[slot];
247 (void)inven_takeoff(player_ptr, slot, 255);
249 o_ptr->copy_from(q_ptr);
250 o_ptr->marked |= OM_TOUCHED;
251 player_ptr->equip_cnt++;
253 #define STR_WIELD_HAND_RIGHT _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
254 #define STR_WIELD_HAND_LEFT _("%s(%c)を左手に装備した。", "You are wielding %s (%c) in your left hand.")
255 #define STR_WIELD_HANDS_TWO _("%s(%c)を両手で構えた。", "You are wielding %s (%c) with both hands.")
258 case INVEN_MAIN_HAND:
259 if (o_ptr->allow_two_hands_wielding() && (empty_hands(player_ptr, false) == EMPTY_HAND_SUB) && can_two_hands_wielding(player_ptr))
260 act = STR_WIELD_HANDS_TWO;
262 act = (left_hander ? STR_WIELD_HAND_LEFT : STR_WIELD_HAND_RIGHT);
266 if (o_ptr->allow_two_hands_wielding() && (empty_hands(player_ptr, false) == EMPTY_HAND_MAIN) && can_two_hands_wielding(player_ptr))
267 act = STR_WIELD_HANDS_TWO;
269 act = (left_hander ? STR_WIELD_HAND_RIGHT : STR_WIELD_HAND_LEFT);
273 act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
276 act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
279 act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
283 describe_flavor(player_ptr, o_name, o_ptr, 0);
284 msg_format(act, o_name, index_to_label(slot));
285 if (o_ptr->is_cursed()) {
286 msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
287 chg_virtue(player_ptr, V_HARMONY, -1);
288 o_ptr->ident |= (IDENT_SENSE);
291 if ((o_ptr->name1 == ART_STONEMASK) && (player_ptr->prace != PlayerRaceType::VAMPIRE) && (player_ptr->prace != PlayerRaceType::ANDROID))
292 change_race(player_ptr, PlayerRaceType::VAMPIRE, "");
294 calc_android_exp(player_ptr);
295 player_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
296 player_ptr->redraw |= PR_EQUIPPY;
297 player_ptr->window_flags |= PW_INVEN | PW_EQUIP | PW_PLAYER;
301 * @brief 装備を外すコマンドのメインルーチン / Take off an item
303 void do_cmd_takeoff(player_type *player_ptr)
307 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStance::MUSOU });
309 concptr q = _("どれを装備からはずしますか? ", "Take off which item? ");
310 concptr s = _("はずせる装備がない。", "You are not wearing anything to take off.");
311 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
315 PlayerEnergy energy(player_ptr);
316 if (o_ptr->is_cursed()) {
317 if (o_ptr->curse_flags.has(TRC::PERMA_CURSE) || (player_ptr->pclass != PlayerClassType::BERSERKER)) {
318 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
322 if ((o_ptr->curse_flags.has(TRC::HEAVY_CURSE) && one_in_(7)) || one_in_(4)) {
323 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!"));
324 o_ptr->ident |= (IDENT_SENSE);
325 o_ptr->curse_flags.clear();
326 o_ptr->feeling = FEEL_NONE;
327 player_ptr->update |= PU_BONUS;
328 player_ptr->window_flags |= PW_EQUIP;
329 msg_print(_("呪いを打ち破った。", "You break the curse."));
331 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
332 energy.set_player_turn_energy(50);
337 sound(SOUND_TAKE_OFF);
338 energy.set_player_turn_energy(50);
339 (void)inven_takeoff(player_ptr, item, 255);
340 verify_equip_slot(player_ptr, item);
341 calc_android_exp(player_ptr);
342 player_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
343 player_ptr->redraw |= PR_EQUIPPY;
344 player_ptr->window_flags |= PW_INVEN | PW_EQUIP | PW_PLAYER;