1 #include "spell-kind/spells-enchant.h"
2 #include "artifact/random-art-generator.h"
3 #include "avatar/avatar.h"
4 #include "flavor/flavor-describer.h"
5 #include "flavor/object-flavor-types.h"
6 #include "floor/floor-object.h"
7 #include "game-option/disturbance-options.h"
8 #include "game-option/play-record-options.h"
9 #include "inventory/inventory-object.h"
10 #include "io/write-diary.h"
11 #include "object-hook/hook-perception.h"
12 #include "object-hook/hook-weapon.h"
13 #include "object/item-tester-hooker.h"
14 #include "object/item-use-flags.h"
15 #include "racial/racial-android.h"
16 #include "system/item-entity.h"
17 #include "system/player-type-definition.h"
18 #include "term/screen-processor.h"
19 #include "view/display-messages.h"
23 * @brief アーティファクト生成の巻物処理 /
24 * @param player_ptr プレイヤーへの参照ポインタ
25 * @return 生成が実際に試みられたらTRUEを返す
27 bool artifact_scroll(PlayerType *player_ptr)
29 concptr q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
30 concptr s = _("強化できるアイテムがない。", "You have nothing to enchant.");
33 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), FuncItemTester(object_is_nameless_weapon_armour));
38 const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
40 msg_format("%s は眩い光を発した!", item_name.data());
42 msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), item_name.data(), ((o_ptr->number > 1) ? "" : "s"));
46 if (o_ptr->is_fixed_or_random_artifact()) {
48 msg_format("%sは既に伝説のアイテムです!", item_name.data());
50 msg_format("The %s %s already %s!", item_name.data(), ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
53 } else if (o_ptr->is_ego()) {
55 msg_format("%sは既に名のあるアイテムです!", item_name.data());
57 msg_format("The %s %s already %s!", item_name.data(), ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "ego items" : "an ego item"));
60 } else if (o_ptr->is_smith()) {
62 msg_format("%sは既に強化されています!", item_name.data());
64 msg_format("The %s %s already %s!", item_name.data(), ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "customized items" : "a customized item"));
67 if (o_ptr->number > 1) {
68 msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
70 msg_format("%d 個の%sが壊れた!", (o_ptr->number) - 1, item_name.data());
72 msg_format("%d of your %s %s destroyed!", (o_ptr->number) - 1, item_name.data(), (o_ptr->number > 2 ? "were" : "was"));
76 inven_item_increase(player_ptr, item, 1 - (o_ptr->number));
78 floor_item_increase(player_ptr, 0 - item, 1 - (o_ptr->number));
82 okay = become_random_artifact(player_ptr, o_ptr, true);
90 msg_print(_("強化に失敗した。", "The enchantment failed."));
92 chg_virtue(player_ptr, Virtue::ENCHANT, -1);
95 calc_android_exp(player_ptr);
99 if (record_rand_art) {
100 const auto diary_item_name = describe_flavor(player_ptr, o_ptr, OD_NAME_ONLY);
101 exe_write_diary(player_ptr, DiaryKind::ART_SCROLL, 0, diary_item_name);
104 chg_virtue(player_ptr, Virtue::ENCHANT, 1);
105 calc_android_exp(player_ptr);
110 * @brief アイテム凡庸化のメインルーチン処理 /
111 * Identify an object in the inventory (or on the floor)
112 * @param player_ptr プレイヤーへの参照ポインタ
113 * @param only_equip 装備品のみを対象とするならばTRUEを返す
114 * @return 実際に凡庸化をを行ったならばTRUEを返す
117 * Mundanify an object in the inventory (or on the floor)
118 * This routine does *not* automatically combine objects.
119 * Returns TRUE if something was mundanified, else FALSE.
122 bool mundane_spell(PlayerType *player_ptr, bool only_equip)
124 std::unique_ptr<ItemTester> item_tester = std::make_unique<AllMatchItemTester>();
126 item_tester = std::make_unique<FuncItemTester>(&ItemEntity::is_weapon_armour_ammo);
131 concptr q = _("どのアイテムを凡庸化しますか?", "Mundanify which item? ");
132 concptr s = _("凡庸化できるアイテムがない。", "You have nothing to mundanify.");
134 o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), *item_tester);
139 msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
140 POSITION iy = o_ptr->iy;
141 POSITION ix = o_ptr->ix;
142 auto marked = o_ptr->marked;
143 auto inscription = std::move(o_ptr->inscription);
145 o_ptr->prep(o_ptr->bi_id);
149 o_ptr->marked = marked;
150 o_ptr->inscription = std::move(inscription);
152 calc_android_exp(player_ptr);