1 #include "cmd-action/cmd-open-close.h"
2 #include "action/open-close-execution.h"
3 #include "action/open-util.h"
4 #include "cmd-action/cmd-attack.h"
5 #include "core/disturbance.h"
6 #include "floor/geometry.h"
7 #include "game-option/disturbance-options.h"
8 #include "game-option/input-options.h"
9 #include "grid/feature.h"
10 #include "grid/grid.h"
11 #include "inventory/inventory-object.h"
12 #include "inventory/inventory-slot-types.h"
13 #include "io/input-key-requester.h"
14 #include "object/tval-types.h"
15 #include "player-base/player-class.h"
16 #include "player-info/samurai-data-type.h"
17 #include "player-status/player-energy.h"
18 #include "player/attack-defense-types.h"
19 #include "player/special-defense-types.h"
20 #include "specific-object/chest.h"
21 #include "status/action-setter.h"
22 #include "status/experience.h"
23 #include "system/floor-type-definition.h"
24 #include "system/grid-type-definition.h"
25 #include "system/item-entity.h"
26 #include "system/player-type-definition.h"
27 #include "system/redrawing-flags-updater.h"
28 #include "system/terrain-type-definition.h"
29 #include "target/target-getter.h"
30 #include "term/screen-processor.h"
31 #include "timed-effect/player-blindness.h"
32 #include "timed-effect/player-confusion.h"
33 #include "timed-effect/player-hallucination.h"
34 #include "timed-effect/timed-effects.h"
35 #include "util/bit-flags-calculator.h"
36 #include "view/display-messages.h"
40 * Attempt to open the given chest at the given location
41 * @param y 箱の存在するマスのY座標
42 * @param x 箱の存在するマスのX座標
43 * @param o_idx 箱のオブジェクトID
44 * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
46 * Assume there is no monster blocking the destination
48 static bool exe_open_chest(PlayerType *player_ptr, POSITION y, POSITION x, OBJECT_IDX o_idx)
52 auto *o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
53 PlayerEnergy(player_ptr).set_player_turn_energy(100);
54 if (o_ptr->pval > 0) {
56 int i = player_ptr->skill_dis;
57 const auto effects = player_ptr->effects();
58 if (effects->blindness()->is_blind() || no_lite(player_ptr)) {
62 if (effects->confusion()->is_confused() || effects->hallucination()->is_hallucinated()) {
66 int j = i - o_ptr->pval;
71 if (randint0(100) < j) {
72 msg_print(_("鍵をはずした。", "You have picked the lock."));
73 gain_exp(player_ptr, 1);
81 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
86 Chest chest(player_ptr);
87 chest.chest_trap(y, x, o_idx);
88 chest.chest_death(false, y, x, o_idx);
95 * @brief 「開ける」コマンドのメインルーチン /
96 * Open a closed/locked/jammed door or a closed/locked chest.
98 * Unlocking a locked door/chest is worth one experience point.
100 void do_cmd_open(PlayerType *player_ptr)
106 if (player_ptr->wild_mode) {
110 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
113 int num_doors = count_dt(player_ptr, &y, &x, is_closed_door, false);
114 int num_chests = count_chests(player_ptr, &y, &x, false);
115 if (num_doors || num_chests) {
116 bool too_many = (num_doors && num_chests) || (num_doors > 1) || (num_chests > 1);
118 command_dir = coords_to_dir(player_ptr, y, x);
124 command_rep = command_arg - 1;
125 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
129 if (get_rep_dir(player_ptr, &dir, true)) {
132 y = player_ptr->y + ddy[dir];
133 x = player_ptr->x + ddx[dir];
134 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
135 feat = g_ptr->get_feat_mimic();
136 o_idx = chest_check(player_ptr->current_floor_ptr, y, x, false);
137 if (terrains_info[feat].flags.has_not(TerrainCharacteristics::OPEN) && !o_idx) {
138 msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
139 } else if (g_ptr->m_idx && player_ptr->riding != g_ptr->m_idx) {
140 PlayerEnergy(player_ptr).set_player_turn_energy(100);
141 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
142 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
144 more = exe_open_chest(player_ptr, y, x, o_idx);
146 more = exe_open(player_ptr, y, x);
151 disturb(player_ptr, false, false);
156 * @brief 「閉じる」コマンドのメインルーチン /
157 * Close an open door.
159 * Unlocking a locked door/chest is worth one experience point.
161 void do_cmd_close(PlayerType *player_ptr)
166 if (player_ptr->wild_mode) {
170 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
172 if (easy_open && (count_dt(player_ptr, &y, &x, is_open, false) == 1)) {
173 command_dir = coords_to_dir(player_ptr, y, x);
177 command_rep = command_arg - 1;
178 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
182 if (get_rep_dir(player_ptr, &dir)) {
185 y = player_ptr->y + ddy[dir];
186 x = player_ptr->x + ddx[dir];
187 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
188 feat = g_ptr->get_feat_mimic();
189 if (terrains_info[feat].flags.has_not(TerrainCharacteristics::CLOSE)) {
190 msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
191 } else if (g_ptr->m_idx) {
192 PlayerEnergy(player_ptr).set_player_turn_energy(100);
193 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
194 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
196 more = exe_close(player_ptr, y, x);
201 disturb(player_ptr, false, false);
206 * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
207 * Disarms a trap, or chest
209 void do_cmd_disarm(PlayerType *player_ptr)
215 if (player_ptr->wild_mode) {
219 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
222 int num_traps = count_dt(player_ptr, &y, &x, is_trap, true);
223 int num_chests = count_chests(player_ptr, &y, &x, true);
224 if (num_traps || num_chests) {
225 bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
227 command_dir = coords_to_dir(player_ptr, y, x);
233 command_rep = command_arg - 1;
234 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
238 if (get_rep_dir(player_ptr, &dir, true)) {
241 y = player_ptr->y + ddy[dir];
242 x = player_ptr->x + ddx[dir];
243 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
244 feat = g_ptr->get_feat_mimic();
245 o_idx = chest_check(player_ptr->current_floor_ptr, y, x, true);
246 if (!is_trap(player_ptr, feat) && !o_idx) {
247 msg_print(_("そこには解除するものが見当たらない。", "You see nothing there to disarm."));
248 } else if (g_ptr->m_idx && player_ptr->riding != g_ptr->m_idx) {
249 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
250 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
252 more = exe_disarm_chest(player_ptr, y, x, o_idx);
254 more = exe_disarm(player_ptr, y, x, dir);
259 disturb(player_ptr, false, false);
264 * @brief 「打ち破る」動作コマンドのメインルーチン /
265 * Bash open a door, success based on character strength
268 * For a closed door, pval is positive if locked; negative if stuck.
270 * For an open door, pval is positive for a broken door.
272 * A closed door can be opened - harder if locked. Any door might be
273 * bashed open (and thereby broken). Bashing a door is (potentially)
274 * faster! You move into the door way. To open a stuck door, it must
275 * be bashed. A closed door can be jammed (see do_cmd_spike()).
277 * Creatures can also open or bash doors, see elsewhere.
280 void do_cmd_bash(PlayerType *player_ptr)
286 if (player_ptr->wild_mode) {
290 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
293 command_rep = command_arg - 1;
294 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
298 if (get_rep_dir(player_ptr, &dir)) {
300 y = player_ptr->y + ddy[dir];
301 x = player_ptr->x + ddx[dir];
302 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
303 feat = g_ptr->get_feat_mimic();
304 if (terrains_info[feat].flags.has_not(TerrainCharacteristics::BASH)) {
305 msg_print(_("そこには体当たりするものが見当たらない。", "You see nothing there to bash."));
306 } else if (g_ptr->m_idx) {
307 PlayerEnergy(player_ptr).set_player_turn_energy(100);
308 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
309 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
311 more = exe_bash(player_ptr, y, x, dir);
316 disturb(player_ptr, false, false);
321 * @brief 「くさびを打つ」ために必要なオブジェクトを所持しているかどうかの判定を返す /
322 * Find the index of some "spikes", if possible.
323 * @param ip くさびとして打てるオブジェクトのID
324 * @return オブジェクトがある場合TRUEを返す
327 * Let user choose a pile of spikes, perhaps?
330 static bool get_spike(PlayerType *player_ptr, INVENTORY_IDX *ip)
332 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
333 auto *o_ptr = &player_ptr->inventory_list[i];
334 if (!o_ptr->is_valid()) {
338 if (o_ptr->bi_key.tval() == ItemKindType::SPIKE) {
348 * @brief 「くさびを打つ」動作コマンドのメインルーチン /
349 * Jam a closed door with a spike
350 * @param player_ptr プレイヤーへの参照ポインタ
353 * This command may NOT be repeated
356 void do_cmd_spike(PlayerType *player_ptr)
359 if (player_ptr->wild_mode) {
363 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
365 if (!get_rep_dir(player_ptr, &dir)) {
369 POSITION y = player_ptr->y + ddy[dir];
370 POSITION x = player_ptr->x + ddx[dir];
372 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
373 FEAT_IDX feat = g_ptr->get_feat_mimic();
375 if (terrains_info[feat].flags.has_not(TerrainCharacteristics::SPIKE)) {
376 msg_print(_("そこにはくさびを打てるものが見当たらない。", "You see nothing there to spike."));
377 } else if (!get_spike(player_ptr, &item)) {
378 msg_print(_("くさびを持っていない!", "You have no spikes!"));
379 } else if (g_ptr->m_idx) {
380 PlayerEnergy(player_ptr).set_player_turn_energy(100);
381 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
382 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
384 PlayerEnergy(player_ptr).set_player_turn_energy(100);
385 msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), terrains_info[feat].name.data());
386 cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::SPIKE);
387 vary_item(player_ptr, item, -1);