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 "core/player-redraw-types.h"
7 #include "floor/geometry.h"
8 #include "game-option/disturbance-options.h"
9 #include "game-option/input-options.h"
10 #include "grid/feature.h"
11 #include "grid/grid.h"
12 #include "inventory/inventory-object.h"
13 #include "inventory/inventory-slot-types.h"
14 #include "io/input-key-requester.h"
15 #include "object/tval-types.h"
16 #include "player-base/player-class.h"
17 #include "player-info/samurai-data-type.h"
18 #include "player-status/player-energy.h"
19 #include "player/attack-defense-types.h"
20 #include "player/special-defense-types.h"
21 #include "specific-object/chest.h"
22 #include "status/action-setter.h"
23 #include "status/experience.h"
24 #include "system/floor-type-definition.h"
25 #include "system/grid-type-definition.h"
26 #include "system/object-type-definition.h"
27 #include "system/player-type-definition.h"
28 #include "target/target-getter.h"
29 #include "term/screen-processor.h"
30 #include "timed-effect/player-blindness.h"
31 #include "timed-effect/player-confusion.h"
32 #include "timed-effect/player-hallucination.h"
33 #include "timed-effect/timed-effects.h"
34 #include "util/bit-flags-calculator.h"
35 #include "view/display-messages.h"
39 * Attempt to open the given chest at the given location
40 * @param y 箱の存在するマスのY座標
41 * @param x 箱の存在するマスのX座標
42 * @param o_idx 箱のオブジェクトID
43 * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
45 * Assume there is no monster blocking the destination
47 static bool exe_open_chest(PlayerType *player_ptr, POSITION y, POSITION x, OBJECT_IDX o_idx)
51 auto *o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
52 PlayerEnergy(player_ptr).set_player_turn_energy(100);
53 if (o_ptr->pval > 0) {
55 int i = player_ptr->skill_dis;
56 const auto effects = player_ptr->effects();
57 if (effects->blindness()->is_blind() || no_lite(player_ptr)) {
61 if (effects->confusion()->is_confused() || effects->hallucination()->is_hallucinated()) {
65 int j = i - o_ptr->pval;
70 if (randint0(100) < j) {
71 msg_print(_("鍵をはずした。", "You have picked the lock."));
72 gain_exp(player_ptr, 1);
80 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
85 Chest chest(player_ptr);
86 chest.chest_trap(y, x, o_idx);
87 chest.chest_death(false, y, x, o_idx);
94 * @brief 「開ける」コマンドのメインルーチン /
95 * Open a closed/locked/jammed door or a closed/locked chest.
97 * Unlocking a locked door/chest is worth one experience point.
99 void do_cmd_open(PlayerType *player_ptr)
105 if (player_ptr->wild_mode) {
109 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
112 int num_doors = count_dt(player_ptr, &y, &x, is_closed_door, false);
113 int num_chests = count_chests(player_ptr, &y, &x, false);
114 if (num_doors || num_chests) {
115 bool too_many = (num_doors && num_chests) || (num_doors > 1) || (num_chests > 1);
117 command_dir = coords_to_dir(player_ptr, y, x);
123 command_rep = command_arg - 1;
124 player_ptr->redraw |= PR_STATE;
128 if (get_rep_dir(player_ptr, &dir, true)) {
131 y = player_ptr->y + ddy[dir];
132 x = player_ptr->x + ddx[dir];
133 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
134 feat = g_ptr->get_feat_mimic();
135 o_idx = chest_check(player_ptr->current_floor_ptr, y, x, false);
136 if (f_info[feat].flags.has_not(FloorFeatureType::OPEN) && !o_idx) {
137 msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
138 } else if (g_ptr->m_idx && player_ptr->riding != g_ptr->m_idx) {
139 PlayerEnergy(player_ptr).set_player_turn_energy(100);
140 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
141 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
143 more = exe_open_chest(player_ptr, y, x, o_idx);
145 more = exe_open(player_ptr, y, x);
150 disturb(player_ptr, false, false);
155 * @brief 「閉じる」コマンドのメインルーチン /
156 * Close an open door.
158 * Unlocking a locked door/chest is worth one experience point.
160 void do_cmd_close(PlayerType *player_ptr)
165 if (player_ptr->wild_mode) {
169 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
171 if (easy_open && (count_dt(player_ptr, &y, &x, is_open, false) == 1)) {
172 command_dir = coords_to_dir(player_ptr, y, x);
176 command_rep = command_arg - 1;
177 player_ptr->redraw |= (PR_STATE);
181 if (get_rep_dir(player_ptr, &dir, false)) {
184 y = player_ptr->y + ddy[dir];
185 x = player_ptr->x + ddx[dir];
186 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
187 feat = g_ptr->get_feat_mimic();
188 if (f_info[feat].flags.has_not(FloorFeatureType::CLOSE)) {
189 msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
190 } else if (g_ptr->m_idx) {
191 PlayerEnergy(player_ptr).set_player_turn_energy(100);
192 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
193 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
195 more = exe_close(player_ptr, y, x);
200 disturb(player_ptr, false, false);
205 * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
206 * Disarms a trap, or chest
208 void do_cmd_disarm(PlayerType *player_ptr)
214 if (player_ptr->wild_mode) {
218 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
221 int num_traps = count_dt(player_ptr, &y, &x, is_trap, true);
222 int num_chests = count_chests(player_ptr, &y, &x, true);
223 if (num_traps || num_chests) {
224 bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
226 command_dir = coords_to_dir(player_ptr, y, x);
232 command_rep = command_arg - 1;
233 player_ptr->redraw |= (PR_STATE);
237 if (get_rep_dir(player_ptr, &dir, true)) {
240 y = player_ptr->y + ddy[dir];
241 x = player_ptr->x + ddx[dir];
242 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
243 feat = g_ptr->get_feat_mimic();
244 o_idx = chest_check(player_ptr->current_floor_ptr, y, x, true);
245 if (!is_trap(player_ptr, feat) && !o_idx) {
246 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."));
247 } else if (g_ptr->m_idx && player_ptr->riding != g_ptr->m_idx) {
248 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
249 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
251 more = exe_disarm_chest(player_ptr, y, x, o_idx);
253 more = exe_disarm(player_ptr, y, x, dir);
258 disturb(player_ptr, false, false);
263 * @brief 「打ち破る」動作コマンドのメインルーチン /
264 * Bash open a door, success based on character strength
267 * For a closed door, pval is positive if locked; negative if stuck.
269 * For an open door, pval is positive for a broken door.
271 * A closed door can be opened - harder if locked. Any door might be
272 * bashed open (and thereby broken). Bashing a door is (potentially)
273 * faster! You move into the door way. To open a stuck door, it must
274 * be bashed. A closed door can be jammed (see do_cmd_spike()).
276 * Creatures can also open or bash doors, see elsewhere.
279 void do_cmd_bash(PlayerType *player_ptr)
285 if (player_ptr->wild_mode) {
289 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
292 command_rep = command_arg - 1;
293 player_ptr->redraw |= (PR_STATE);
297 if (get_rep_dir(player_ptr, &dir, false)) {
299 y = player_ptr->y + ddy[dir];
300 x = player_ptr->x + ddx[dir];
301 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
302 feat = g_ptr->get_feat_mimic();
303 if (f_info[feat].flags.has_not(FloorFeatureType::BASH)) {
304 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."));
305 } else if (g_ptr->m_idx) {
306 PlayerEnergy(player_ptr).set_player_turn_energy(100);
307 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
308 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
310 more = exe_bash(player_ptr, y, x, dir);
315 disturb(player_ptr, false, false);
320 * @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 /
321 * Find the index of some "spikes", if possible.
322 * @param ip くさびとして打てるオブジェクトのID
323 * @return オブジェクトがある場合TRUEを返す
326 * Let user choose a pile of spikes, perhaps?
329 static bool get_spike(PlayerType *player_ptr, INVENTORY_IDX *ip)
331 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
332 auto *o_ptr = &player_ptr->inventory_list[i];
337 if (o_ptr->tval == ItemKindType::SPIKE) {
347 * @brief 「くさびを打つ」動作コマンドのメインルーチン /
348 * Jam a closed door with a spike
349 * @param player_ptr プレイヤーへの参照ポインタ
352 * This command may NOT be repeated
355 void do_cmd_spike(PlayerType *player_ptr)
358 if (player_ptr->wild_mode) {
362 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
364 if (!get_rep_dir(player_ptr, &dir, false)) {
368 POSITION y = player_ptr->y + ddy[dir];
369 POSITION x = player_ptr->x + ddx[dir];
371 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
372 FEAT_IDX feat = g_ptr->get_feat_mimic();
374 if (f_info[feat].flags.has_not(FloorFeatureType::SPIKE)) {
375 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."));
376 } else if (!get_spike(player_ptr, &item)) {
377 msg_print(_("くさびを持っていない!", "You have no spikes!"));
378 } else if (g_ptr->m_idx) {
379 PlayerEnergy(player_ptr).set_player_turn_energy(100);
380 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
381 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
383 PlayerEnergy(player_ptr).set_player_turn_energy(100);
384 msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_info[feat].name.c_str());
385 cave_alter_feat(player_ptr, y, x, FloorFeatureType::SPIKE);
386 vary_item(player_ptr, item, -1);