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, const Pos2D &pos, 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.fire_trap(pos, o_idx);
88 chest.open(false, pos, 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)
103 if (player_ptr->wild_mode) {
107 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
109 const auto &[num_doors, pos_door] = count_dt(player_ptr, is_closed_door, false);
110 const auto &[num_chests, pos_chest] = count_chests(player_ptr, false);
111 if ((num_doors > 0) || (num_chests > 0)) {
112 const auto pos = pos_chest == Pos2D(0, 0) ? pos_door : pos_chest;
113 const auto too_many = (num_doors && num_chests) || (num_doors > 1) || (num_chests > 1);
115 command_dir = coords_to_dir(player_ptr, pos.y, pos.x);
121 command_rep = command_arg - 1;
122 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
127 if (get_rep_dir(player_ptr, &dir, true)) {
128 const Pos2D pos(player_ptr->y + ddy[dir], player_ptr->x + ddx[dir]);
129 const auto &grid = player_ptr->current_floor_ptr->get_grid(pos);
130 const auto o_idx = chest_check(player_ptr->current_floor_ptr, pos, false);
131 if (grid.get_terrain_mimic().flags.has_not(TerrainCharacteristics::OPEN) && !o_idx) {
132 msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
133 } else if (grid.m_idx && player_ptr->riding != grid.m_idx) {
134 PlayerEnergy(player_ptr).set_player_turn_energy(100);
135 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
136 do_cmd_attack(player_ptr, pos.y, pos.x, HISSATSU_NONE);
138 more = exe_open_chest(player_ptr, pos, o_idx);
140 more = exe_open(player_ptr, pos.y, pos.x);
145 disturb(player_ptr, false, false);
150 * @brief 「閉じる」コマンドのメインルーチン /
151 * Close an open door.
153 * Unlocking a locked door/chest is worth one experience point.
155 void do_cmd_close(PlayerType *player_ptr)
157 if (player_ptr->wild_mode) {
161 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
163 const auto &[num_doors, pos] = count_dt(player_ptr, is_open, false);
164 if (num_doors == 1) {
165 command_dir = coords_to_dir(player_ptr, pos.y, pos.x);
170 command_rep = command_arg - 1;
171 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
177 if (get_rep_dir(player_ptr, &dir)) {
178 const Pos2D pos(player_ptr->y + ddy[dir], player_ptr->x + ddx[dir]);
179 const auto &grid = player_ptr->current_floor_ptr->get_grid(pos);
180 if (grid.get_terrain_mimic().flags.has_not(TerrainCharacteristics::CLOSE)) {
181 msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
182 } else if (grid.m_idx) {
183 PlayerEnergy(player_ptr).set_player_turn_energy(100);
184 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
185 do_cmd_attack(player_ptr, pos.y, pos.x, HISSATSU_NONE);
187 more = exe_close(player_ptr, pos.y, pos.x);
192 disturb(player_ptr, false, false);
197 * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
198 * Disarms a trap, or chest
200 void do_cmd_disarm(PlayerType *player_ptr)
202 if (player_ptr->wild_mode) {
206 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
208 const auto &[num_traps, pos_trap] = count_dt(player_ptr, is_trap, true);
209 const auto &[num_chests, pos_chest] = count_chests(player_ptr, true);
210 if ((num_traps > 0) || (num_chests > 0)) {
211 const auto pos = pos_chest == Pos2D(0, 0) ? pos_trap : pos_chest;
212 const auto too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
214 command_dir = coords_to_dir(player_ptr, pos.y, pos.x);
220 command_rep = command_arg - 1;
221 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
227 if (get_rep_dir(player_ptr, &dir, true)) {
228 const Pos2D pos(player_ptr->y + ddy[dir], player_ptr->x + ddx[dir]);
229 const auto &grid = player_ptr->current_floor_ptr->get_grid(pos);
230 const auto feat = grid.get_feat_mimic();
231 const auto o_idx = chest_check(player_ptr->current_floor_ptr, pos, true);
232 if (!is_trap(player_ptr, feat) && !o_idx) {
233 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."));
234 } else if (grid.m_idx && player_ptr->riding != grid.m_idx) {
235 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
236 do_cmd_attack(player_ptr, pos.y, pos.x, HISSATSU_NONE);
238 more = exe_disarm_chest(player_ptr, pos.y, pos.x, o_idx);
240 more = exe_disarm(player_ptr, pos.y, pos.x, dir);
245 disturb(player_ptr, false, false);
250 * @brief 「打ち破る」動作コマンドのメインルーチン /
251 * Bash open a door, success based on character strength
254 * For a closed door, pval is positive if locked; negative if stuck.
256 * For an open door, pval is positive for a broken door.
258 * A closed door can be opened - harder if locked. Any door might be
259 * bashed open (and thereby broken). Bashing a door is (potentially)
260 * faster! You move into the door way. To open a stuck door, it must
261 * be bashed. A closed door can be jammed (see do_cmd_spike()).
263 * Creatures can also open or bash doors, see elsewhere.
266 void do_cmd_bash(PlayerType *player_ptr)
269 if (player_ptr->wild_mode) {
273 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
276 command_rep = command_arg - 1;
277 RedrawingFlagsUpdater::get_instance().set_flag(MainWindowRedrawingFlag::ACTION);
282 if (get_rep_dir(player_ptr, &dir)) {
283 const Pos2D pos(player_ptr->y + ddy[dir], player_ptr->x + ddx[dir]);
284 const Grid &grid = player_ptr->current_floor_ptr->get_grid(pos);
285 if (grid.get_terrain_mimic().flags.has_not(TerrainCharacteristics::BASH)) {
286 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."));
287 } else if (grid.m_idx) {
288 PlayerEnergy(player_ptr).set_player_turn_energy(100);
289 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
290 do_cmd_attack(player_ptr, pos.y, pos.x, HISSATSU_NONE);
292 more = exe_bash(player_ptr, pos.y, pos.x, dir);
297 disturb(player_ptr, false, false);
302 * @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 /
303 * Find the index of some "spikes", if possible.
304 * @param ip くさびとして打てるオブジェクトのID
305 * @return オブジェクトがある場合TRUEを返す
308 * Let user choose a pile of spikes, perhaps?
311 static bool get_spike(PlayerType *player_ptr, INVENTORY_IDX *ip)
313 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
314 auto *o_ptr = &player_ptr->inventory_list[i];
315 if (!o_ptr->is_valid()) {
319 if (o_ptr->bi_key.tval() == ItemKindType::SPIKE) {
329 * @brief 「くさびを打つ」動作コマンドのメインルーチン /
330 * Jam a closed door with a spike
331 * @param player_ptr プレイヤーへの参照ポインタ
334 * This command may NOT be repeated
337 void do_cmd_spike(PlayerType *player_ptr)
340 if (player_ptr->wild_mode) {
344 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
346 if (!get_rep_dir(player_ptr, &dir)) {
350 const Pos2D pos(player_ptr->y + ddy[dir], player_ptr->x + ddx[dir]);
351 const auto &grid = player_ptr->current_floor_ptr->get_grid(pos);
352 const auto &terrain_mimic = grid.get_terrain_mimic();
354 if (terrain_mimic.flags.has_not(TerrainCharacteristics::SPIKE)) {
355 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."));
356 } else if (!get_spike(player_ptr, &i_idx)) {
357 msg_print(_("くさびを持っていない!", "You have no spikes!"));
358 } else if (grid.m_idx) {
359 PlayerEnergy(player_ptr).set_player_turn_energy(100);
360 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
361 do_cmd_attack(player_ptr, pos.y, pos.x, HISSATSU_NONE);
363 PlayerEnergy(player_ptr).set_player_turn_energy(100);
364 msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), terrain_mimic.name.data());
365 cave_alter_feat(player_ptr, pos.y, pos.x, TerrainCharacteristics::SPIKE);
366 vary_item(player_ptr, i_idx, -1);