#include "autopick/autopick.h"
#include "avatar/avatar.h"
#include "core/asking-player.h"
-#include "core/player-redraw-types.h"
-#include "core/player-update-types.h"
#include "core/window-redrawer.h"
#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?.
#include "flavor/flavor-describer.h"
#include "spell-kind/spells-perception.h"
#include "status/action-setter.h"
#include "status/shape-changer.h"
-#include "system/object-type-definition.h"
+#include "system/item-entity.h"
#include "system/player-type-definition.h"
+#include "system/redrawing-flags-updater.h"
#include "term/screen-processor.h"
+#include "term/z-form.h"
+#include "util/bit-flags-calculator.h"
#include "util/int-char-converter.h"
#include "view/display-inventory.h"
#include "view/display-messages.h"
/*!
* @brief 装備時にアイテムを呪う処理
*/
-static void do_curse_on_equip(OBJECT_IDX slot, ObjectType *o_ptr, PlayerType *player_ptr)
+static void do_curse_on_equip(OBJECT_IDX slot, ItemEntity *o_ptr, PlayerType *player_ptr)
{
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
if (set_anubis_and_chariot(player_ptr) && ((slot == INVEN_MAIN_HAND) || (slot == INVEN_SUB_HAND))) {
- ObjectType *anubis = &(player_ptr->inventory_list[INVEN_MAIN_HAND]);
- ObjectType *chariot = &(player_ptr->inventory_list[INVEN_SUB_HAND]);
+ ItemEntity *anubis = &(player_ptr->inventory_list[INVEN_MAIN_HAND]);
+ ItemEntity *chariot = &(player_ptr->inventory_list[INVEN_SUB_HAND]);
anubis->curse_flags.set(CurseTraitType::PERSISTENT_CURSE);
anubis->curse_flags.set(CurseTraitType::HEAVY_CURSE);
chariot->curse_flags.set(CurseTraitType::HEAVY_CURSE);
chariot->curse_flags.set(CurseTraitType::BERS_RAGE);
chariot->curse_flags.set(CurseTraitType::VUL_CURSE);
-
+
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!"));
- player_ptr->update |= (PU_BONUS);
+ rfu.set_flag(StatusRedrawingFlag::BONUS);
return;
}
- if ((object_flags(o_ptr).has(TR_PERSISTENT_CURSE) || o_ptr->curse_flags.has(CurseTraitType::PERSISTENT_CURSE))
- && o_ptr->curse_flags.has_not(CurseTraitType::HEAVY_CURSE)) {
-
- GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- o_ptr->curse_flags.set(CurseTraitType::HEAVY_CURSE);
- 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..."), o_name);
- o_ptr->feeling = FEEL_NONE;
- player_ptr->update |= (PU_BONUS);
+ auto should_curse = object_flags(o_ptr).has(TR_PERSISTENT_CURSE) || o_ptr->curse_flags.has(CurseTraitType::PERSISTENT_CURSE);
+ should_curse &= o_ptr->curse_flags.has_not(CurseTraitType::HEAVY_CURSE);
+ if (!should_curse) {
+ return;
}
+
+ const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ o_ptr->curse_flags.set(CurseTraitType::HEAVY_CURSE);
+ 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());
+ o_ptr->feeling = FEEL_NONE;
+ rfu.set_flag(StatusRedrawingFlag::BONUS);
}
/*!
*/
void do_cmd_equip(PlayerType *player_ptr)
{
- char out_val[160];
command_wrk = true;
- if (easy_floor)
+ if (easy_floor) {
command_wrk = USE_EQUIP;
+ }
screen_save();
(void)show_equipment(player_ptr, 0, USE_FULL, AllMatchItemTester());
auto weight = calc_inventory_weight(player_ptr);
auto weight_lim = calc_weight_limit(player_ptr);
+ 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: ");
#ifdef JP
- sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%d%%) コマンド: ", lb_to_kg_integer(weight), lb_to_kg_fraction(weight), weight * 100 / weight_lim);
+ const auto out_val = format(mes, lb_to_kg_integer(weight), lb_to_kg_fraction(weight), weight * 100 / weight_lim);
#else
- sprintf(out_val, "Equipment: carrying %d.%d pounds (%d%% of capacity). Command: ", weight / 10, weight % 10, weight * 100 / weight_lim);
+ const auto out_val = format(mes, weight / 10, weight % 10, weight * 100 / weight_lim);
#endif
prt(out_val, 0, 0);
void do_cmd_wield(PlayerType *player_ptr)
{
OBJECT_IDX item, slot;
- ObjectType forge;
- ObjectType *q_ptr;
- ObjectType *o_ptr;
+ ItemEntity forge;
+ ItemEntity *q_ptr;
+ ItemEntity *o_ptr;
concptr act;
- GAME_TEXT o_name[MAX_NLEN];
OBJECT_IDX need_switch_wielding = 0;
PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
concptr q = _("どれを装備しますか? ", "Wear/Wield which item? ");
concptr s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), FuncItemTester(item_tester_hook_wear, player_ptr));
- if (!o_ptr)
+ if (!o_ptr) {
return;
+ }
slot = wield_slot(player_ptr, o_ptr);
const auto o_ptr_mh = &player_ptr->inventory_list[INVEN_MAIN_HAND];
const auto o_ptr_sh = &player_ptr->inventory_list[INVEN_SUB_HAND];
-
- switch (o_ptr->tval) {
+ const auto tval = o_ptr->bi_key.tval();
+ switch (tval) {
case ItemKindType::CAPTURE:
case ItemKindType::SHIELD:
case ItemKindType::CARD:
if (has_melee_weapon(player_ptr, INVEN_MAIN_HAND) && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
s = _("おっと。", "Oops.");
- if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), FuncItemTester(&ObjectType::is_melee_weapon)))
+ if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), FuncItemTester(&ItemEntity::is_melee_weapon))) {
return;
+ }
- if (slot == INVEN_MAIN_HAND)
+ if (slot == INVEN_MAIN_HAND) {
need_switch_wielding = INVEN_SUB_HAND;
- } else if (has_melee_weapon(player_ptr, INVEN_SUB_HAND))
+ }
+ } else if (has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
slot = INVEN_MAIN_HAND;
- else if (o_ptr_mh->k_idx && o_ptr_sh->k_idx &&
- ((o_ptr->tval == ItemKindType::CAPTURE) || (!o_ptr_mh->is_melee_weapon() && !o_ptr_sh->is_melee_weapon()))) {
+ } else if (o_ptr_mh->is_valid() && o_ptr_sh->is_valid() &&
+ ((tval == ItemKindType::CAPTURE) || (!o_ptr_mh->is_melee_weapon() && !o_ptr_sh->is_melee_weapon()))) {
q = _("どちらの手に装備しますか?", "Equip which hand? ");
s = _("おっと。", "Oops.");
- if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP), FuncItemTester(&ObjectType::is_wieldable_in_etheir_hand)))
+ if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP), FuncItemTester(&ItemEntity::is_wieldable_in_etheir_hand))) {
return;
+ }
}
break;
case ItemKindType::POLEARM:
case ItemKindType::SWORD:
if (slot == INVEN_SUB_HAND) {
- if (!get_check(_("二刀流で戦いますか?", "Dual wielding? ")))
+ if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) {
slot = INVEN_MAIN_HAND;
- } else if (!o_ptr_mh->k_idx && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
- if (!get_check(_("二刀流で戦いますか?", "Dual wielding? ")))
+ }
+ } else if (!o_ptr_mh->is_valid() && has_melee_weapon(player_ptr, INVEN_SUB_HAND)) {
+ if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) {
slot = INVEN_SUB_HAND;
- } else if (o_ptr_mh->k_idx && o_ptr_sh->k_idx) {
+ }
+ } else if (o_ptr_mh->is_valid() && o_ptr_sh->is_valid()) {
q = _("どちらの手に装備しますか?", "Equip which hand? ");
s = _("おっと。", "Oops.");
- if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP), FuncItemTester(&ObjectType::is_wieldable_in_etheir_hand)))
+ if (!choose_object(player_ptr, &slot, q, s, (USE_EQUIP), FuncItemTester(&ItemEntity::is_wieldable_in_etheir_hand))) {
return;
+ }
- if ((slot == INVEN_SUB_HAND) && !has_melee_weapon(player_ptr, INVEN_MAIN_HAND))
+ if ((slot == INVEN_SUB_HAND) && !has_melee_weapon(player_ptr, INVEN_MAIN_HAND)) {
need_switch_wielding = INVEN_MAIN_HAND;
+ }
}
break;
case ItemKindType::RING:
- if (player_ptr->inventory_list[INVEN_SUB_RING].k_idx && player_ptr->inventory_list[INVEN_MAIN_RING].k_idx)
+ if (player_ptr->inventory_list[INVEN_SUB_RING].is_valid() && player_ptr->inventory_list[INVEN_MAIN_RING].is_valid()) {
q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
- else
+ } else {
q = _("どちらの手に装備しますか?", "Equip which hand? ");
+ }
s = _("おっと。", "Oops.");
player_ptr->select_ring_slot = true;
}
if (player_ptr->inventory_list[slot].is_cursed()) {
- describe_flavor(player_ptr, o_name, &player_ptr->inventory_list[slot], OD_OMIT_PREFIX | OD_NAME_ONLY);
+ const auto item_name = describe_flavor(player_ptr, &player_ptr->inventory_list[slot], OD_OMIT_PREFIX | OD_NAME_ONLY);
#ifdef JP
- msg_format("%s%sは呪われているようだ。", describe_use(player_ptr, slot), o_name);
+ msg_format("%s%sは呪われているようだ。", describe_use(player_ptr, slot), item_name.data());
#else
- msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(player_ptr, slot));
+ msg_format("The %s you are %s appears to be cursed.", item_name.data(), describe_use(player_ptr, slot));
#endif
return;
}
- if (confirm_wear && ((o_ptr->is_cursed() && o_ptr->is_known()) || ((o_ptr->ident & IDENT_SENSE) && (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED)))) {
- char dummy[MAX_NLEN + 80];
- describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- 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);
-
- if (!get_check(dummy))
+ auto should_equip_cursed = o_ptr->is_cursed() && o_ptr->is_known();
+ should_equip_cursed |= any_bits(o_ptr->ident, IDENT_SENSE) && (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED);
+ should_equip_cursed &= confirm_wear;
+ if (should_equip_cursed) {
+ const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ 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()))) {
return;
+ }
}
PlayerRace pr(player_ptr);
- if ((o_ptr->name1 == ART_STONEMASK) && o_ptr->is_known() && !pr.equals(PlayerRaceType::VAMPIRE) && !pr.equals(PlayerRaceType::ANDROID)) {
- char dummy[MAX_NLEN + 100];
- describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- sprintf(dummy,
- _("%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? "),
- o_name);
-
- if (!get_check(dummy))
+ auto should_change_vampire = o_ptr->is_specific_artifact(FixedArtifactId::STONEMASK);
+ should_change_vampire &= o_ptr->is_known();
+ should_change_vampire &= !pr.equals(PlayerRaceType::VAMPIRE);
+ should_change_vampire &= !pr.equals(PlayerRaceType::ANDROID);
+ if (should_change_vampire) {
+ const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ 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?",
+ "%s will transform you into a vampire permanently when equipped. Do you become a vampire? ");
+ if (!get_check(format(mes, item_name.data()))) {
return;
+ }
}
sound(SOUND_WIELD);
if (need_switch_wielding && !player_ptr->inventory_list[need_switch_wielding].is_cursed()) {
- ObjectType *slot_o_ptr = &player_ptr->inventory_list[slot];
- ObjectType *switch_o_ptr = &player_ptr->inventory_list[need_switch_wielding];
- ObjectType object_tmp;
- ObjectType *otmp_ptr = &object_tmp;
- GAME_TEXT switch_name[MAX_NLEN];
- describe_flavor(player_ptr, switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ ItemEntity *slot_o_ptr = &player_ptr->inventory_list[slot];
+ ItemEntity *switch_o_ptr = &player_ptr->inventory_list[need_switch_wielding];
+ ItemEntity object_tmp;
+ ItemEntity *otmp_ptr = &object_tmp;
+ const auto item_name = describe_flavor(player_ptr, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
otmp_ptr->copy_from(switch_o_ptr);
switch_o_ptr->copy_from(slot_o_ptr);
slot_o_ptr->copy_from(otmp_ptr);
- msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
+ msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), item_name.data(),
(slot == INVEN_MAIN_HAND) ? (left_hander ? _("左手", "left") : _("右手", "right")) : (left_hander ? _("右手", "right") : _("左手", "left")));
slot = need_switch_wielding;
}
}
o_ptr = &player_ptr->inventory_list[slot];
- if (o_ptr->k_idx)
+ if (o_ptr->is_valid()) {
(void)inven_takeoff(player_ptr, slot, 255);
+ }
o_ptr->copy_from(q_ptr);
- o_ptr->marked |= OM_TOUCHED;
+ o_ptr->marked.set(OmType::TOUCHED);
player_ptr->equip_cnt++;
#define STR_WIELD_HAND_RIGHT _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
switch (slot) {
case INVEN_MAIN_HAND:
- if (o_ptr->allow_two_hands_wielding() && (empty_hands(player_ptr, false) == EMPTY_HAND_SUB) && can_two_hands_wielding(player_ptr))
+ if (o_ptr->allow_two_hands_wielding() && (empty_hands(player_ptr, false) == EMPTY_HAND_SUB) && can_two_hands_wielding(player_ptr)) {
act = STR_WIELD_HANDS_TWO;
- else
+ } else {
act = (left_hander ? STR_WIELD_HAND_LEFT : STR_WIELD_HAND_RIGHT);
+ }
break;
case INVEN_SUB_HAND:
- if (o_ptr->allow_two_hands_wielding() && (empty_hands(player_ptr, false) == EMPTY_HAND_MAIN) && can_two_hands_wielding(player_ptr))
+ if (o_ptr->allow_two_hands_wielding() && (empty_hands(player_ptr, false) == EMPTY_HAND_MAIN) && can_two_hands_wielding(player_ptr)) {
act = STR_WIELD_HANDS_TWO;
- else
+ } else {
act = (left_hander ? STR_WIELD_HAND_RIGHT : STR_WIELD_HAND_LEFT);
+ }
break;
case INVEN_BOW:
break;
}
- describe_flavor(player_ptr, o_name, o_ptr, 0);
- msg_format(act, o_name, index_to_label(slot));
+ const auto item_name = describe_flavor(player_ptr, o_ptr, 0);
+ msg_format(act, item_name.data(), index_to_label(slot));
if (o_ptr->is_cursed()) {
msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
- chg_virtue(player_ptr, V_HARMONY, -1);
+ chg_virtue(player_ptr, Virtue::HARMONY, -1);
o_ptr->ident |= (IDENT_SENSE);
}
do_curse_on_equip(slot, o_ptr, player_ptr);
-
- if ((o_ptr->name1 == ART_STONEMASK) && !pr.equals(PlayerRaceType::VAMPIRE) && !pr.equals(PlayerRaceType::ANDROID))
- change_race(player_ptr, PlayerRaceType::VAMPIRE, "");
+ if (o_ptr->is_specific_artifact(FixedArtifactId::STONEMASK)) {
+ auto is_specific_race = pr.equals(PlayerRaceType::VAMPIRE);
+ is_specific_race |= pr.equals(PlayerRaceType::ANDROID);
+ if (!is_specific_race) {
+ change_race(player_ptr, PlayerRaceType::VAMPIRE, "");
+ }
+ }
calc_android_exp(player_ptr);
- player_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
- player_ptr->redraw |= PR_EQUIPPY;
- player_ptr->window_flags |= PW_INVEN | PW_EQUIP | PW_PLAYER;
+ const auto flags_srf = {
+ StatusRedrawingFlag::BONUS,
+ StatusRedrawingFlag::TORCH,
+ StatusRedrawingFlag::MP,
+ };
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
+ rfu.set_flags(flags_srf);
+ rfu.set_flag(MainWindowRedrawingFlag::EQUIPPY);
+ player_ptr->window_flags |= PW_INVENTORY | PW_EQUIPMENT | PW_PLAYER;
}
/*!
void do_cmd_takeoff(PlayerType *player_ptr)
{
OBJECT_IDX item;
- ObjectType *o_ptr;
+ ItemEntity *o_ptr;
PlayerClass pc(player_ptr);
pc.break_samurai_stance({ SamuraiStanceType::MUSOU });
concptr q = _("どれを装備からはずしますか? ", "Take off which item? ");
concptr s = _("はずせる装備がない。", "You are not wearing anything to take off.");
o_ptr = choose_object(player_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
- if (!o_ptr)
+ if (!o_ptr) {
return;
+ }
PlayerEnergy energy(player_ptr);
+ auto &rfu = RedrawingFlagsUpdater::get_instance();
if (o_ptr->is_cursed()) {
if (o_ptr->curse_flags.has(CurseTraitType::PERMA_CURSE) || !pc.equals(PlayerClassType::BERSERKER)) {
msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
o_ptr->ident |= (IDENT_SENSE);
o_ptr->curse_flags.clear();
o_ptr->feeling = FEEL_NONE;
- player_ptr->update |= PU_BONUS;
- player_ptr->window_flags |= PW_EQUIP;
+ rfu.set_flag(StatusRedrawingFlag::BONUS);
+ player_ptr->window_flags |= PW_EQUIPMENT;
msg_print(_("呪いを打ち破った。", "You break the curse."));
} else {
msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
(void)inven_takeoff(player_ptr, item, 255);
verify_equip_slot(player_ptr, item);
calc_android_exp(player_ptr);
- player_ptr->update |= PU_BONUS | PU_TORCH | PU_MANA;
- player_ptr->redraw |= PR_EQUIPPY;
- player_ptr->window_flags |= PW_INVEN | PW_EQUIP | PW_PLAYER;
+ const auto flags_srf = {
+ StatusRedrawingFlag::BONUS,
+ StatusRedrawingFlag::TORCH,
+ StatusRedrawingFlag::MP,
+ };
+ rfu.set_flags(flags_srf);
+ rfu.set_flag(MainWindowRedrawingFlag::EQUIPPY);
+ player_ptr->window_flags |= PW_INVENTORY | PW_EQUIPMENT | PW_PLAYER;
}