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/timed-effects.h"
32 #include "util/bit-flags-calculator.h"
33 #include "view/display-messages.h"
37 * Attempt to open the given chest at the given location
38 * @param y 箱の存在するマスのY座標
39 * @param x 箱の存在するマスのX座標
40 * @param o_idx 箱のオブジェクトID
41 * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
43 * Assume there is no monster blocking the destination
45 static bool exe_open_chest(PlayerType *player_ptr, POSITION y, POSITION x, OBJECT_IDX o_idx)
49 auto *o_ptr = &player_ptr->current_floor_ptr->o_list[o_idx];
50 PlayerEnergy(player_ptr).set_player_turn_energy(100);
51 if (o_ptr->pval > 0) {
53 int i = player_ptr->skill_dis;
54 if (player_ptr->blind || no_lite(player_ptr)) {
58 if (player_ptr->effects()->confusion()->is_confused() || player_ptr->hallucinated) {
62 int j = i - o_ptr->pval;
67 if (randint0(100) < j) {
68 msg_print(_("鍵をはずした。", "You have picked the lock."));
69 gain_exp(player_ptr, 1);
77 msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
82 Chest chest(player_ptr);
83 chest.chest_trap(y, x, o_idx);
84 chest.chest_death(false, y, x, o_idx);
91 * @brief 「開ける」コマンドのメインルーチン /
92 * Open a closed/locked/jammed door or a closed/locked chest.
94 * Unlocking a locked door/chest is worth one experience point.
96 void do_cmd_open(PlayerType *player_ptr)
102 if (player_ptr->wild_mode) {
106 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
109 int num_doors = count_dt(player_ptr, &y, &x, is_closed_door, false);
110 int num_chests = count_chests(player_ptr, &y, &x, false);
111 if (num_doors || num_chests) {
112 bool too_many = (num_doors && num_chests) || (num_doors > 1) || (num_chests > 1);
114 command_dir = coords_to_dir(player_ptr, y, x);
120 command_rep = command_arg - 1;
121 player_ptr->redraw |= PR_STATE;
125 if (get_rep_dir(player_ptr, &dir, true)) {
128 y = player_ptr->y + ddy[dir];
129 x = player_ptr->x + ddx[dir];
130 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
131 feat = g_ptr->get_feat_mimic();
132 o_idx = chest_check(player_ptr->current_floor_ptr, y, x, false);
133 if (f_info[feat].flags.has_not(FloorFeatureType::OPEN) && !o_idx) {
134 msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
135 } else if (g_ptr->m_idx && player_ptr->riding != g_ptr->m_idx) {
136 PlayerEnergy(player_ptr).set_player_turn_energy(100);
137 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
138 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
140 more = exe_open_chest(player_ptr, y, x, o_idx);
142 more = exe_open(player_ptr, y, x);
147 disturb(player_ptr, false, false);
152 * @brief 「閉じる」コマンドのメインルーチン /
153 * Close an open door.
155 * Unlocking a locked door/chest is worth one experience point.
157 void do_cmd_close(PlayerType *player_ptr)
162 if (player_ptr->wild_mode) {
166 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
168 if (easy_open && (count_dt(player_ptr, &y, &x, is_open, false) == 1)) {
169 command_dir = coords_to_dir(player_ptr, y, x);
173 command_rep = command_arg - 1;
174 player_ptr->redraw |= (PR_STATE);
178 if (get_rep_dir(player_ptr, &dir, false)) {
181 y = player_ptr->y + ddy[dir];
182 x = player_ptr->x + ddx[dir];
183 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
184 feat = g_ptr->get_feat_mimic();
185 if (f_info[feat].flags.has_not(FloorFeatureType::CLOSE)) {
186 msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
187 } else if (g_ptr->m_idx) {
188 PlayerEnergy(player_ptr).set_player_turn_energy(100);
189 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
190 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
192 more = exe_close(player_ptr, y, x);
197 disturb(player_ptr, false, false);
202 * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
203 * Disarms a trap, or chest
205 void do_cmd_disarm(PlayerType *player_ptr)
211 if (player_ptr->wild_mode) {
215 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
218 int num_traps = count_dt(player_ptr, &y, &x, is_trap, true);
219 int num_chests = count_chests(player_ptr, &y, &x, true);
220 if (num_traps || num_chests) {
221 bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
223 command_dir = coords_to_dir(player_ptr, y, x);
229 command_rep = command_arg - 1;
230 player_ptr->redraw |= (PR_STATE);
234 if (get_rep_dir(player_ptr, &dir, true)) {
237 y = player_ptr->y + ddy[dir];
238 x = player_ptr->x + ddx[dir];
239 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
240 feat = g_ptr->get_feat_mimic();
241 o_idx = chest_check(player_ptr->current_floor_ptr, y, x, true);
242 if (!is_trap(player_ptr, feat) && !o_idx) {
243 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."));
244 } else if (g_ptr->m_idx && player_ptr->riding != g_ptr->m_idx) {
245 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
246 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
248 more = exe_disarm_chest(player_ptr, y, x, o_idx);
250 more = exe_disarm(player_ptr, y, x, dir);
255 disturb(player_ptr, false, false);
260 * @brief 「打ち破る」動作コマンドのメインルーチン /
261 * Bash open a door, success based on character strength
264 * For a closed door, pval is positive if locked; negative if stuck.
266 * For an open door, pval is positive for a broken door.
268 * A closed door can be opened - harder if locked. Any door might be
269 * bashed open (and thereby broken). Bashing a door is (potentially)
270 * faster! You move into the door way. To open a stuck door, it must
271 * be bashed. A closed door can be jammed (see do_cmd_spike()).
273 * Creatures can also open or bash doors, see elsewhere.
276 void do_cmd_bash(PlayerType *player_ptr)
282 if (player_ptr->wild_mode) {
286 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
289 command_rep = command_arg - 1;
290 player_ptr->redraw |= (PR_STATE);
294 if (get_rep_dir(player_ptr, &dir, false)) {
296 y = player_ptr->y + ddy[dir];
297 x = player_ptr->x + ddx[dir];
298 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
299 feat = g_ptr->get_feat_mimic();
300 if (f_info[feat].flags.has_not(FloorFeatureType::BASH)) {
301 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."));
302 } else if (g_ptr->m_idx) {
303 PlayerEnergy(player_ptr).set_player_turn_energy(100);
304 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
305 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
307 more = exe_bash(player_ptr, y, x, dir);
312 disturb(player_ptr, false, false);
317 * @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 /
318 * Find the index of some "spikes", if possible.
319 * @param ip くさびとして打てるオブジェクトのID
320 * @return オブジェクトがある場合TRUEを返す
323 * Let user choose a pile of spikes, perhaps?
326 static bool get_spike(PlayerType *player_ptr, INVENTORY_IDX *ip)
328 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++) {
329 auto *o_ptr = &player_ptr->inventory_list[i];
334 if (o_ptr->tval == ItemKindType::SPIKE) {
344 * @brief 「くさびを打つ」動作コマンドのメインルーチン /
345 * Jam a closed door with a spike
346 * @param player_ptr プレイヤーへの参照ポインタ
349 * This command may NOT be repeated
352 void do_cmd_spike(PlayerType *player_ptr)
355 if (player_ptr->wild_mode) {
359 PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU });
361 if (!get_rep_dir(player_ptr, &dir, false)) {
365 POSITION y = player_ptr->y + ddy[dir];
366 POSITION x = player_ptr->x + ddx[dir];
368 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
369 FEAT_IDX feat = g_ptr->get_feat_mimic();
371 if (f_info[feat].flags.has_not(FloorFeatureType::SPIKE)) {
372 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."));
373 } else if (!get_spike(player_ptr, &item)) {
374 msg_print(_("くさびを持っていない!", "You have no spikes!"));
375 } else if (g_ptr->m_idx) {
376 PlayerEnergy(player_ptr).set_player_turn_energy(100);
377 msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
378 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
380 PlayerEnergy(player_ptr).set_player_turn_energy(100);
381 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());
382 cave_alter_feat(player_ptr, y, x, FloorFeatureType::SPIKE);
383 vary_item(player_ptr, item, -1);