1 #include "cmd-item/cmd-usestaff.h"
2 #include "cmd/cmd-basic.h"
3 #include "floor/floor-object.h"
4 #include "floor/floor.h"
5 #include "inventory/inventory-object.h"
6 #include "inventory/player-inventory.h"
7 #include "main/sound-definitions-table.h"
8 #include "monster/monster2.h"
9 #include "monster/place-monster-types.h"
10 #include "object-enchant/special-object-flags.h"
11 #include "object/item-use-flags.h"
12 #include "object/object-generator.h"
13 #include "object/object-hook.h"
14 #include "object/object-info.h"
15 #include "object/object-kind.h"
16 #include "perception/object-perception.h"
17 #include "player/avatar.h"
18 #include "player/player-class.h"
19 #include "player/player-effects.h"
20 #include "player/player-races-table.h"
21 #include "player/player-status.h"
22 #include "spell-kind/earthquake.h"
23 #include "spell-kind/spells-detection.h"
24 #include "spell-kind/spells-floor.h"
25 #include "spell-kind/spells-genocide.h"
26 #include "spell-kind/spells-lite.h"
27 #include "spell-kind/spells-neighbor.h"
28 #include "spell-kind/spells-sight.h"
29 #include "spell-kind/spells-teleport.h"
30 #include "spell/spells-staff-only.h"
31 #include "spell/spells-status.h"
32 #include "spell/spells-summon.h"
33 #include "spell/spells3.h"
34 #include "sv-definition/sv-staff-types.h"
35 #include "util/util.h"
36 #include "view/display-main-window.h"
37 #include "view/object-describer.h"
41 * @param creature_ptr プレーヤーへの参照ポインタ
42 * @param sval オブジェクトのsval
43 * @param use_charge 使用回数を消費したかどうかを返す参照ポインタ
44 * @param powerful 強力発動上の処理ならばTRUE
45 * @param magic 魔道具術上の処理ならばTRUE
46 * @param known 判明済ならばTRUE
47 * @return 発動により効果内容が確定したならばTRUEを返す
49 int staff_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
53 PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
54 POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
56 /* Analyze the staff */
59 case SV_STAFF_DARKNESS:
61 if (!(creature_ptr->resist_blind) && !(creature_ptr->resist_dark))
63 if (set_blind(creature_ptr, creature_ptr->blind + 3 + randint1(5))) ident = TRUE;
65 if (unlite_area(creature_ptr, 10, (powerful ? 6 : 3))) ident = TRUE;
69 case SV_STAFF_SLOWNESS:
71 if (set_slow(creature_ptr, creature_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
75 case SV_STAFF_HASTE_MONSTERS:
77 if (speed_monsters(creature_ptr)) ident = TRUE;
81 case SV_STAFF_SUMMONING:
83 const int times = randint1(powerful ? 8 : 4);
84 for (k = 0; k < times; k++)
86 if (summon_specific(creature_ptr, 0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
94 case SV_STAFF_TELEPORTATION:
96 teleport_player(creature_ptr, (powerful ? 150 : 100), 0L);
101 case SV_STAFF_IDENTIFY:
104 if (!identify_fully(creature_ptr, FALSE, 0)) *use_charge = FALSE;
107 if (!ident_spell(creature_ptr, FALSE, 0)) *use_charge = FALSE;
113 case SV_STAFF_REMOVE_CURSE:
115 bool result = powerful ? remove_all_curse(creature_ptr) : remove_curse(creature_ptr);
123 case SV_STAFF_STARLITE:
124 ident = starlight(creature_ptr, magic);
129 if (lite_area(creature_ptr, damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
133 case SV_STAFF_MAPPING:
135 map_area(creature_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
140 case SV_STAFF_DETECT_GOLD:
142 if (detect_treasure(creature_ptr, detect_rad)) ident = TRUE;
143 if (detect_objects_gold(creature_ptr, detect_rad)) ident = TRUE;
147 case SV_STAFF_DETECT_ITEM:
149 if (detect_objects_normal(creature_ptr, detect_rad)) ident = TRUE;
153 case SV_STAFF_DETECT_TRAP:
155 if (detect_traps(creature_ptr, detect_rad, known)) ident = TRUE;
159 case SV_STAFF_DETECT_DOOR:
161 if (detect_doors(creature_ptr, detect_rad)) ident = TRUE;
162 if (detect_stairs(creature_ptr, detect_rad)) ident = TRUE;
166 case SV_STAFF_DETECT_INVIS:
168 if (detect_monsters_invis(creature_ptr, detect_rad)) ident = TRUE;
172 case SV_STAFF_DETECT_EVIL:
174 if (detect_monsters_evil(creature_ptr, detect_rad)) ident = TRUE;
178 case SV_STAFF_CURE_LIGHT:
180 ident = cure_light_wounds(creature_ptr, (powerful ? 4 : 2), 8);
184 case SV_STAFF_CURING:
186 ident = true_healing(creature_ptr, 0);
187 if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
191 case SV_STAFF_HEALING:
193 if (cure_critical_wounds(creature_ptr, powerful ? 500 : 300)) ident = TRUE;
197 case SV_STAFF_THE_MAGI:
199 if (do_res_stat(creature_ptr, A_INT)) ident = TRUE;
200 ident |= restore_mana(creature_ptr, FALSE);
201 if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
205 case SV_STAFF_SLEEP_MONSTERS:
207 if (sleep_monsters(creature_ptr, lev)) ident = TRUE;
211 case SV_STAFF_SLOW_MONSTERS:
213 if (slow_monsters(creature_ptr, lev)) ident = TRUE;
219 if (set_fast(creature_ptr, randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
223 case SV_STAFF_PROBING:
225 ident = probing(creature_ptr);
229 case SV_STAFF_DISPEL_EVIL:
231 ident = dispel_evil(creature_ptr, powerful ? 120 : 80);
237 ident = dispel_monsters(creature_ptr, powerful ? 225 : 150) ;
241 case SV_STAFF_HOLINESS:
243 ident = cleansing_nova(creature_ptr, magic, powerful);
247 case SV_STAFF_GENOCIDE:
249 ident = symbol_genocide(creature_ptr, (magic ? lev + 50 : 200), TRUE);
253 case SV_STAFF_EARTHQUAKES:
255 if (earthquake(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 15 : 10), 0))
258 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
263 case SV_STAFF_DESTRUCTION:
265 ident = destroy_area(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
269 case SV_STAFF_ANIMATE_DEAD:
271 ident = animate_dead(creature_ptr, 0, creature_ptr->y, creature_ptr->x);
275 case SV_STAFF_MSTORM:
277 ident = unleash_mana_storm(creature_ptr, powerful);
281 case SV_STAFF_NOTHING:
283 msg_print(_("何も起らなかった。", "Nothing happen."));
284 if (PRACE_IS_(creature_ptr, RACE_SKELETON) || PRACE_IS_(creature_ptr, RACE_GOLEM) ||
285 PRACE_IS_(creature_ptr, RACE_ZOMBIE) || PRACE_IS_(creature_ptr, RACE_SPECTRE))
286 msg_print(_("もったいない事をしたような気がする。食べ物は大切にしなくては。", "What a waste. It's your food!"));
295 * @brief 杖を使うコマンドのサブルーチン /
297 * @param item 使うオブジェクトの所持品ID
300 * One charge of one staff disappears.
301 * Hack -- staffs of identify can be "cancelled".
303 void exe_use_staff(player_type *creature_ptr, INVENTORY_IDX item)
305 int ident, chance, lev;
308 /* Hack -- let staffs of identify get aborted */
309 bool use_charge = TRUE;
311 o_ptr = ref_item(creature_ptr, item);
313 /* Mega-Hack -- refuse to use a pile from the ground */
314 if ((item < 0) && (o_ptr->number > 1))
316 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
320 take_turn(creature_ptr, 100);
322 lev = k_info[o_ptr->k_idx].level;
323 if (lev > 50) lev = 50 + (lev - 50) / 2;
325 /* Base chance of success */
326 chance = creature_ptr->skill_dev;
328 /* Confusion hurts skill */
329 if (creature_ptr->confused) chance = chance / 2;
331 /* Hight level objects are harder */
332 chance = chance - lev;
334 /* Give everyone a (slight) chance */
335 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
340 if (cmd_limit_time_walk(creature_ptr)) return;
343 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (creature_ptr->pclass == CLASS_BERSERKER))
345 if (flush_failure) flush();
346 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
351 /* Notice empty staffs */
352 if (o_ptr->pval <= 0)
354 if (flush_failure) flush();
355 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
356 o_ptr->ident |= (IDENT_EMPTY);
357 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
358 creature_ptr->window |= (PW_INVEN);
365 ident = staff_effect(creature_ptr, o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
367 if (!(object_is_aware(o_ptr)))
369 chg_virtue(creature_ptr, V_PATIENCE, -1);
370 chg_virtue(creature_ptr, V_CHANCE, 1);
371 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
375 * Temporarily remove the flags for updating the inventory so
376 * gain_exp() does not reorder the inventory before the charge
377 * is deducted from the staff.
379 BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (creature_ptr->update & PU_AUTODESTROY));
380 creature_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
385 /* An identification was made */
386 if (ident && !object_is_aware(o_ptr))
388 object_aware(creature_ptr, o_ptr);
389 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
392 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
393 creature_ptr->update |= inventory_flags;
395 /* Hack -- some uses are "free" */
396 if (!use_charge) return;
399 /* Use a single charge */
402 /* XXX Hack -- unstack if necessary */
403 if ((item >= 0) && (o_ptr->number > 1))
408 object_copy(q_ptr, o_ptr);
410 /* Modify quantity */
413 /* Restore the charges */
416 /* Unstack the used item */
418 creature_ptr->total_weight -= q_ptr->weight;
419 item = store_item_to_inventory(creature_ptr, q_ptr);
421 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
424 /* Describe charges in the pack */
427 inven_item_charges(creature_ptr, item);
430 /* Describe charges on the floor */
433 floor_item_charges(creature_ptr->current_floor_ptr, 0 - item);
439 * @brief 杖を使うコマンドのメインルーチン /
442 void do_cmd_use_staff(player_type *creature_ptr)
447 if (creature_ptr->wild_mode)
452 if (cmd_limit_arena(creature_ptr)) return;
454 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
456 set_action(creature_ptr, ACTION_NONE);
459 q = _("どの杖を使いますか? ", "Use which staff? ");
460 s = _("使える杖がない。", "You have no staff to use.");
461 if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_STAFF)) return;
463 exe_use_staff(creature_ptr, item);