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-confusion.h"
31 #include "timed-effect/player-hallucination.h"
32 #include "timed-effect/timed-effects.h"
33 #include "util/bit-flags-calculator.h"
34 #include "view/display-messages.h"
38 * Attempt to open the given chest at the given location
39 * @param y 箱の存在するマスのY座標
40 * @param x 箱の存在するマスのX座標
41 * @param o_idx 箱のオブジェクトID
42 * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
44 * Assume there is no monster blocking the destination
46 static bool exe_open_chest(PlayerType *player_ptr, POSITION y, POSITION x, OBJECT_IDX o_idx)
50 auto *o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
51 PlayerEnergy(player_ptr).set_player_turn_energy(100);
52 if (o_ptr->pval > 0) {
54 int i = player_ptr->skill_dis;
55 if (player_ptr->blind || no_lite(player_ptr)) {
59 auto effects = player_ptr->effects();
60 if (effects->confusion()->is_confused() || effects->hallucination()->is_hallucinated()) {
64 int j = i - o_ptr->pval;
69 if (randint0(100) < j) {
70 msg_print(_("鍵をはずした。", "You have picked the lock."));
71 gain_exp(player_ptr, 1);
79 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
84 Chest chest(player_ptr);
85 chest.chest_trap(y, x, o_idx);
86 chest.chest_death(false, y, x, o_idx);
93 * @brief 「開ける」コマンドのメインルーチン /
94 * Open a closed/locked/jammed door or a closed/locked chest.
96 * Unlocking a locked door/chest is worth one experience point.
98 void do_cmd_open(PlayerType *player_ptr)
104 if (player_ptr->wild_mode) {
108 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
111 int num_doors = count_dt(player_ptr, &y, &x, is_closed_door, false);
112 int num_chests = count_chests(player_ptr, &y, &x, false);
113 if (num_doors || num_chests) {
114 bool too_many = (num_doors && num_chests) || (num_doors > 1) || (num_chests > 1);
116 command_dir = coords_to_dir(player_ptr, y, x);
122 command_rep = command_arg - 1;
123 player_ptr->redraw |= PR_STATE;
127 if (get_rep_dir(player_ptr, &dir, true)) {
130 y = player_ptr->y + ddy[dir];
131 x = player_ptr->x + ddx[dir];
132 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
133 feat = g_ptr->get_feat_mimic();
134 o_idx = chest_check(player_ptr->current_floor_ptr, y, x, false);
135 if (f_info[feat].flags.has_not(FloorFeatureType::OPEN) && !o_idx) {
136 msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
137 } else if (g_ptr->m_idx && player_ptr->riding != g_ptr->m_idx) {
138 PlayerEnergy(player_ptr).set_player_turn_energy(100);
139 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
140 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
142 more = exe_open_chest(player_ptr, y, x, o_idx);
144 more = exe_open(player_ptr, y, x);
149 disturb(player_ptr, false, false);
154 * @brief 「閉じる」コマンドのメインルーチン /
155 * Close an open door.
157 * Unlocking a locked door/chest is worth one experience point.
159 void do_cmd_close(PlayerType *player_ptr)
164 if (player_ptr->wild_mode) {
168 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
170 if (easy_open && (count_dt(player_ptr, &y, &x, is_open, false) == 1)) {
171 command_dir = coords_to_dir(player_ptr, y, x);
175 command_rep = command_arg - 1;
176 player_ptr->redraw |= (PR_STATE);
180 if (get_rep_dir(player_ptr, &dir, false)) {
183 y = player_ptr->y + ddy[dir];
184 x = player_ptr->x + ddx[dir];
185 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
186 feat = g_ptr->get_feat_mimic();
187 if (f_info[feat].flags.has_not(FloorFeatureType::CLOSE)) {
188 msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
189 } else if (g_ptr->m_idx) {
190 PlayerEnergy(player_ptr).set_player_turn_energy(100);
191 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
192 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
194 more = exe_close(player_ptr, y, x);
199 disturb(player_ptr, false, false);
204 * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
205 * Disarms a trap, or chest
207 void do_cmd_disarm(PlayerType *player_ptr)
213 if (player_ptr->wild_mode) {
217 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
220 int num_traps = count_dt(player_ptr, &y, &x, is_trap, true);
221 int num_chests = count_chests(player_ptr, &y, &x, true);
222 if (num_traps || num_chests) {
223 bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
225 command_dir = coords_to_dir(player_ptr, y, x);
231 command_rep = command_arg - 1;
232 player_ptr->redraw |= (PR_STATE);
236 if (get_rep_dir(player_ptr, &dir, true)) {
239 y = player_ptr->y + ddy[dir];
240 x = player_ptr->x + ddx[dir];
241 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
242 feat = g_ptr->get_feat_mimic();
243 o_idx = chest_check(player_ptr->current_floor_ptr, y, x, true);
244 if (!is_trap(player_ptr, feat) && !o_idx) {
245 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."));
246 } else if (g_ptr->m_idx && player_ptr->riding != g_ptr->m_idx) {
247 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
248 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
250 more = exe_disarm_chest(player_ptr, y, x, o_idx);
252 more = exe_disarm(player_ptr, y, x, dir);
257 disturb(player_ptr, false, false);
262 * @brief 「打ち破る」動作コマンドのメインルーチン /
263 * Bash open a door, success based on character strength
266 * For a closed door, pval is positive if locked; negative if stuck.
268 * For an open door, pval is positive for a broken door.
270 * A closed door can be opened - harder if locked. Any door might be
271 * bashed open (and thereby broken). Bashing a door is (potentially)
272 * faster! You move into the door way. To open a stuck door, it must
273 * be bashed. A closed door can be jammed (see do_cmd_spike()).
275 * Creatures can also open or bash doors, see elsewhere.
278 void do_cmd_bash(PlayerType *player_ptr)
284 if (player_ptr->wild_mode) {
288 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
291 command_rep = command_arg - 1;
292 player_ptr->redraw |= (PR_STATE);
296 if (get_rep_dir(player_ptr, &dir, false)) {
298 y = player_ptr->y + ddy[dir];
299 x = player_ptr->x + ddx[dir];
300 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
301 feat = g_ptr->get_feat_mimic();
302 if (f_info[feat].flags.has_not(FloorFeatureType::BASH)) {
303 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."));
304 } else if (g_ptr->m_idx) {
305 PlayerEnergy(player_ptr).set_player_turn_energy(100);
306 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
307 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
309 more = exe_bash(player_ptr, y, x, dir);
314 disturb(player_ptr, false, false);
319 * @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 /
320 * Find the index of some "spikes", if possible.
321 * @param ip くさびとして打てるオブジェクトのID
322 * @return オブジェクトがある場合TRUEを返す
325 * Let user choose a pile of spikes, perhaps?
328 static bool get_spike(PlayerType *player_ptr, INVENTORY_IDX *ip)
330 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
331 auto *o_ptr = &player_ptr->inventory_list[i];
336 if (o_ptr->tval == ItemKindType::SPIKE) {
346 * @brief 「くさびを打つ」動作コマンドのメインルーチン /
347 * Jam a closed door with a spike
348 * @param player_ptr プレイヤーへの参照ポインタ
351 * This command may NOT be repeated
354 void do_cmd_spike(PlayerType *player_ptr)
357 if (player_ptr->wild_mode) {
361 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
363 if (!get_rep_dir(player_ptr, &dir, false)) {
367 POSITION y = player_ptr->y + ddy[dir];
368 POSITION x = player_ptr->x + ddx[dir];
370 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
371 FEAT_IDX feat = g_ptr->get_feat_mimic();
373 if (f_info[feat].flags.has_not(FloorFeatureType::SPIKE)) {
374 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."));
375 } else if (!get_spike(player_ptr, &item)) {
376 msg_print(_("くさびを持っていない!", "You have no spikes!"));
377 } else if (g_ptr->m_idx) {
378 PlayerEnergy(player_ptr).set_player_turn_energy(100);
379 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
380 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
382 PlayerEnergy(player_ptr).set_player_turn_energy(100);
383 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());
384 cave_alter_feat(player_ptr, y, x, FloorFeatureType::SPIKE);
385 vary_item(player_ptr, item, -1);