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Merge branch 'master' into For2.2.2-Refactoring
[hengband/hengband.git] / src / cmd / cmd-usestaff.c
1 #include "angband.h"
2 #include "util.h"
3
4 #include "player-race.h"
5 #include "spells-summon.h"
6 #include "avatar.h"
7 #include "player-status.h"
8 #include "player-effects.h"
9 #include "player-class.h"
10 #include "player-inventory.h"
11 #include "spells.h"
12 #include "spells-status.h"
13 #include "spells-floor.h"
14 #include "object-hook.h"
15 #include "cmd-basic.h"
16 #include "floor.h"
17 #include "objectkind.h"
18 #include "view-mainwindow.h"
19
20
21
22 /*!
23 * @brief 杖の効果を発動する
24 * @param sval オブジェクトのsval
25 * @param use_charge 使用回数を消費したかどうかを返す参照ポインタ
26 * @param powerful 強力発動上の処理ならばTRUE
27 * @param magic 魔道具術上の処理ならばTRUE
28 * @param known 判明済ならばTRUE
29 * @return 発動により効果内容が確定したならばTRUEを返す
30 */
31 int staff_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
32 {
33         int k;
34         int ident = FALSE;
35         PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
36         POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
37
38         /* Analyze the staff */
39         switch (sval)
40         {
41                 case SV_STAFF_DARKNESS:
42                 {
43                         if (!(creature_ptr->resist_blind) && !(creature_ptr->resist_dark))
44                         {
45                                 if (set_blind(creature_ptr, creature_ptr->blind + 3 + randint1(5))) ident = TRUE;
46                         }
47                         if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
48                         break;
49                 }
50
51                 case SV_STAFF_SLOWNESS:
52                 {
53                         if (set_slow(creature_ptr, creature_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
54                         break;
55                 }
56
57                 case SV_STAFF_HASTE_MONSTERS:
58                 {
59                         if (speed_monsters()) ident = TRUE;
60                         break;
61                 }
62
63                 case SV_STAFF_SUMMONING:
64                 {
65                         const int times = randint1(powerful ? 8 : 4);
66                         for (k = 0; k < times; k++)
67                         {
68                                 if (summon_specific(0, creature_ptr->y, creature_ptr->x, p_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
69                                 {
70                                         ident = TRUE;
71                                 }
72                         }
73                         break;
74                 }
75
76                 case SV_STAFF_TELEPORTATION:
77                 {
78                         teleport_player((powerful ? 150 : 100), 0L);
79                         ident = TRUE;
80                         break;
81                 }
82
83                 case SV_STAFF_IDENTIFY:
84                 {
85                         if (powerful) {
86                                 if (!identify_fully(FALSE)) *use_charge = FALSE;
87                         }
88                         else {
89                                 if (!ident_spell(FALSE)) *use_charge = FALSE;
90                         }
91                         ident = TRUE;
92                         break;
93                 }
94
95                 case SV_STAFF_REMOVE_CURSE:
96                 {
97                         bool result = powerful ? remove_all_curse() : remove_curse();
98                         if (result)
99                         {
100                                 ident = TRUE;
101                         }
102                         break;
103                 }
104
105                 case SV_STAFF_STARLITE:
106                         ident = starlight(magic);
107                         break;
108
109                 case SV_STAFF_LITE:
110                 {
111                         if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
112                         break;
113                 }
114
115                 case SV_STAFF_MAPPING:
116                 {
117                         map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
118                         ident = TRUE;
119                         break;
120                 }
121
122                 case SV_STAFF_DETECT_GOLD:
123                 {
124                         if (detect_treasure(detect_rad)) ident = TRUE;
125                         if (detect_objects_gold(detect_rad)) ident = TRUE;
126                         break;
127                 }
128
129                 case SV_STAFF_DETECT_ITEM:
130                 {
131                         if (detect_objects_normal(detect_rad)) ident = TRUE;
132                         break;
133                 }
134
135                 case SV_STAFF_DETECT_TRAP:
136                 {
137                         if (detect_traps(detect_rad, known)) ident = TRUE;
138                         break;
139                 }
140
141                 case SV_STAFF_DETECT_DOOR:
142                 {
143                         if (detect_doors(detect_rad)) ident = TRUE;
144                         if (detect_stairs(detect_rad)) ident = TRUE;
145                         break;
146                 }
147
148                 case SV_STAFF_DETECT_INVIS:
149                 {
150                         if (detect_monsters_invis(detect_rad)) ident = TRUE;
151                         break;
152                 }
153
154                 case SV_STAFF_DETECT_EVIL:
155                 {
156                         if (detect_monsters_evil(detect_rad)) ident = TRUE;
157                         break;
158                 }
159
160                 case SV_STAFF_CURE_LIGHT:
161                 {
162                         ident = cure_light_wounds(creature_ptr, (powerful ? 4 : 2), 8);
163                         break;
164                 }
165
166                 case SV_STAFF_CURING:
167                 {
168                         ident = true_healing(creature_ptr, 0);
169                         if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
170                         break;
171                 }
172
173                 case SV_STAFF_HEALING:
174                 {
175                         if (cure_critical_wounds(creature_ptr, powerful ? 500 : 300)) ident = TRUE;
176                         break;
177                 }
178
179                 case SV_STAFF_THE_MAGI:
180                 {
181                         if (do_res_stat(creature_ptr, A_INT)) ident = TRUE;
182                         ident |= restore_mana(creature_ptr, FALSE);
183                         if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
184                         break;
185                 }
186
187                 case SV_STAFF_SLEEP_MONSTERS:
188                 {
189                         if (sleep_monsters(lev)) ident = TRUE;
190                         break;
191                 }
192
193                 case SV_STAFF_SLOW_MONSTERS:
194                 {
195                         if (slow_monsters(lev)) ident = TRUE;
196                         break;
197                 }
198
199                 case SV_STAFF_SPEED:
200                 {
201                         if (set_fast(creature_ptr, randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
202                         break;
203                 }
204
205                 case SV_STAFF_PROBING:
206                 {
207                         ident = probing();
208                         break;
209                 }
210
211                 case SV_STAFF_DISPEL_EVIL:
212                 {
213                         ident = dispel_evil(powerful ? 120 : 80);
214                         break;
215                 }
216
217                 case SV_STAFF_POWER:
218                 {
219                         ident = dispel_monsters(powerful ? 225 : 150) ;
220                         break;
221                 }
222
223                 case SV_STAFF_HOLINESS:
224                 {
225                         ident = cleansing_nova(creature_ptr, magic, powerful);
226                         break;
227                 }
228
229                 case SV_STAFF_GENOCIDE:
230                 {
231                         ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
232                         break;
233                 }
234
235                 case SV_STAFF_EARTHQUAKES:
236                 {
237                         if (earthquake(creature_ptr->y, creature_ptr->x, (powerful ? 15 : 10), 0))
238                                 ident = TRUE;
239                         else
240                                 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
241
242                         break;
243                 }
244
245                 case SV_STAFF_DESTRUCTION:
246                 {
247                         ident = destroy_area(creature_ptr->y, creature_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
248                         break;
249                 }
250
251                 case SV_STAFF_ANIMATE_DEAD:
252                 {
253                         ident = animate_dead(0, creature_ptr->y, creature_ptr->x);
254                         break;
255                 }
256
257                 case SV_STAFF_MSTORM:
258                 {
259                         ident = unleash_mana_storm(creature_ptr, powerful);
260                         break;
261                 }
262
263                 case SV_STAFF_NOTHING:
264                 {
265                         msg_print(_("何も起らなかった。", "Nothing happen."));
266                         if (PRACE_IS_(creature_ptr, RACE_SKELETON) || PRACE_IS_(creature_ptr, RACE_GOLEM) ||
267                                 PRACE_IS_(creature_ptr, RACE_ZOMBIE) || PRACE_IS_(creature_ptr, RACE_SPECTRE))
268                                 msg_print(_("もったいない事をしたような気がする。食べ物は大切にしなくては。", "What a waste.  It's your food!"));
269                         break;
270                 }
271         }
272         return ident;
273 }
274
275 /*!
276  * @brief 杖を使うコマンドのサブルーチン /
277  * Use a staff.                 -RAK-
278  * @param item 使うオブジェクトの所持品ID
279  * @return なし
280  * @details
281  * One charge of one staff disappears.
282  * Hack -- staffs of identify can be "cancelled".
283  */
284 void exe_use_staff(player_type *creature_ptr, INVENTORY_IDX item)
285 {
286         int         ident, chance, lev;
287         object_type *o_ptr;
288
289
290         /* Hack -- let staffs of identify get aborted */
291         bool use_charge = TRUE;
292
293         o_ptr = REF_ITEM(creature_ptr, p_ptr->current_floor_ptr, item);
294
295         /* Mega-Hack -- refuse to use a pile from the ground */
296         if ((item < 0) && (o_ptr->number > 1))
297         {
298                 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
299                 return;
300         }
301
302
303         take_turn(creature_ptr, 100);
304
305         lev = k_info[o_ptr->k_idx].level;
306         if (lev > 50) lev = 50 + (lev - 50) / 2;
307
308         /* Base chance of success */
309         chance = creature_ptr->skill_dev;
310
311         /* Confusion hurts skill */
312         if (creature_ptr->confused) chance = chance / 2;
313
314         /* Hight level objects are harder */
315         chance = chance - lev;
316
317         /* Give everyone a (slight) chance */
318         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
319         {
320                 chance = USE_DEVICE;
321         }
322
323         if (cmd_limit_time_walk(creature_ptr)) return;
324
325         /* Roll for usage */
326         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (creature_ptr->pclass == CLASS_BERSERKER))
327         {
328                 if (flush_failure) flush();
329                 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
330                 sound(SOUND_FAIL);
331                 return;
332         }
333
334         /* Notice empty staffs */
335         if (o_ptr->pval <= 0)
336         {
337                 if (flush_failure) flush();
338                 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
339                 o_ptr->ident |= (IDENT_EMPTY);
340                 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
341                 creature_ptr->window |= (PW_INVEN);
342
343                 return;
344         }
345
346
347         sound(SOUND_ZAP);
348
349         ident = staff_effect(creature_ptr, o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
350
351         if (!(object_is_aware(o_ptr)))
352         {
353                 chg_virtue(creature_ptr, V_PATIENCE, -1);
354                 chg_virtue(creature_ptr, V_CHANCE, 1);
355                 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
356         }
357         creature_ptr->update |= (PU_COMBINE | PU_REORDER);
358
359         /* Tried the item */
360         object_tried(o_ptr);
361
362         /* An identification was made */
363         if (ident && !object_is_aware(o_ptr))
364         {
365                 object_aware(o_ptr);
366                 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
367         }
368
369         creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
370
371
372         /* Hack -- some uses are "free" */
373         if (!use_charge) return;
374
375
376         /* Use a single charge */
377         o_ptr->pval--;
378
379         /* XXX Hack -- unstack if necessary */
380         if ((item >= 0) && (o_ptr->number > 1))
381         {
382                 object_type forge;
383                 object_type *q_ptr;
384                 q_ptr = &forge;
385                 object_copy(q_ptr, o_ptr);
386
387                 /* Modify quantity */
388                 q_ptr->number = 1;
389
390                 /* Restore the charges */
391                 o_ptr->pval++;
392
393                 /* Unstack the used item */
394                 o_ptr->number--;
395                 creature_ptr->total_weight -= q_ptr->weight;
396                 item = inven_carry(q_ptr);
397
398                 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
399         }
400
401         /* Describe charges in the pack */
402         if (item >= 0)
403         {
404                 inven_item_charges(item);
405         }
406
407         /* Describe charges on the floor */
408         else
409         {
410                 floor_item_charges(0 - item);
411         }
412 }
413
414 /*!
415 * @brief 杖を使うコマンドのメインルーチン /
416 * @return なし
417 */
418 void do_cmd_use_staff(player_type *creature_ptr)
419 {
420         OBJECT_IDX item;
421         concptr q, s;
422
423         if (creature_ptr->wild_mode)
424         {
425                 return;
426         }
427
428         if (cmd_limit_arena(creature_ptr)) return;
429
430         if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
431         {
432                 set_action(creature_ptr, ACTION_NONE);
433         }
434
435         q = _("どの杖を使いますか? ", "Use which staff? ");
436         s = _("使える杖がない。", "You have no staff to use.");
437         if (!choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_STAFF)) return;
438
439         exe_use_staff(creature_ptr, item);
440 }