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[Refactor] #2520 set_fast() をset_acceleration() に改名した
[hengbandforosx/hengbandosx.git] / src / cmd-item / cmd-usestaff.cpp
1 #include "cmd-item/cmd-usestaff.h"
2 #include "action/action-limited.h"
3 #include "floor/floor-object.h"
4 #include "monster-floor/monster-summon.h"
5 #include "monster-floor/place-monster-types.h"
6 #include "object-use/use-execution.h"
7 #include "object/item-tester-hooker.h"
8 #include "object/item-use-flags.h"
9 #include "player-base/player-class.h"
10 #include "player-base/player-race.h"
11 #include "player-info/class-info.h"
12 #include "player-info/race-info.h"
13 #include "player-info/race-types.h"
14 #include "player-info/samurai-data-type.h"
15 #include "player/attack-defense-types.h"
16 #include "player/player-status-flags.h"
17 #include "player/special-defense-types.h"
18 #include "spell-kind/earthquake.h"
19 #include "spell-kind/spells-curse-removal.h"
20 #include "spell-kind/spells-detection.h"
21 #include "spell-kind/spells-floor.h"
22 #include "spell-kind/spells-genocide.h"
23 #include "spell-kind/spells-lite.h"
24 #include "spell-kind/spells-neighbor.h"
25 #include "spell-kind/spells-perception.h"
26 #include "spell-kind/spells-sight.h"
27 #include "spell-kind/spells-teleport.h"
28 #include "spell/spells-staff-only.h"
29 #include "spell/spells-status.h"
30 #include "spell/spells-summon.h"
31 #include "spell/summon-types.h"
32 #include "status/action-setter.h"
33 #include "status/bad-status-setter.h"
34 #include "status/base-status.h"
35 #include "status/buff-setter.h"
36 #include "status/shape-changer.h"
37 #include "status/sight-setter.h"
38 #include "sv-definition/sv-staff-types.h"
39 #include "system/floor-type-definition.h"
40 #include "system/player-type-definition.h"
41 #include "view/display-messages.h"
42
43 /*!
44  * @brief 杖の効果を発動する
45  * @param player_ptr プレイヤーへの参照ポインタ
46  * @param sval オブジェクトのsval
47  * @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
48  * @param powerful 強力発動上の処理ならばTRUE
49  * @param magic 魔道具術上の処理ならばTRUE
50  * @param known 判明済ならばTRUE
51  * @return 発動により効果内容が確定したならばTRUEを返す
52  */
53 int staff_effect(PlayerType *player_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
54 {
55     int k;
56     bool ident = false;
57     PLAYER_LEVEL lev = powerful ? player_ptr->lev * 2 : player_ptr->lev;
58     POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
59
60     BadStatusSetter bss(player_ptr);
61     switch (sval) {
62     case SV_STAFF_DARKNESS:
63         if (!has_resist_blind(player_ptr) && !has_resist_dark(player_ptr)) {
64             if (bss.mod_blindness(3 + randint1(5))) {
65                 ident = true;
66             }
67         }
68
69         if (unlite_area(player_ptr, 10, (powerful ? 6 : 3))) {
70             ident = true;
71         }
72
73         break;
74     case SV_STAFF_SLOWNESS: {
75         if (bss.mod_slowness(randint1(30) + 15, false)) {
76             ident = true;
77         }
78         break;
79     }
80
81     case SV_STAFF_HASTE_MONSTERS: {
82         if (speed_monsters(player_ptr)) {
83             ident = true;
84         }
85         break;
86     }
87
88     case SV_STAFF_SUMMONING: {
89         const int times = randint1(powerful ? 8 : 4);
90         for (k = 0; k < times; k++) {
91             if (summon_specific(player_ptr, 0, player_ptr->y, player_ptr->x, player_ptr->current_floor_ptr->dun_level, SUMMON_NONE,
92                     (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) {
93                 ident = true;
94             }
95         }
96         break;
97     }
98
99     case SV_STAFF_TELEPORTATION: {
100         teleport_player(player_ptr, (powerful ? 150 : 100), 0L);
101         ident = true;
102         break;
103     }
104
105     case SV_STAFF_IDENTIFY: {
106         if (powerful) {
107             if (!identify_fully(player_ptr, false)) {
108                 *use_charge = false;
109             }
110         } else {
111             if (!ident_spell(player_ptr, false)) {
112                 *use_charge = false;
113             }
114         }
115         ident = true;
116         break;
117     }
118
119     case SV_STAFF_REMOVE_CURSE: {
120         bool result = (powerful ? remove_all_curse(player_ptr) : remove_curse(player_ptr)) != 0;
121         if (result) {
122             ident = true;
123         }
124         break;
125     }
126
127     case SV_STAFF_STARLITE:
128         ident = starlight(player_ptr, magic);
129         break;
130
131     case SV_STAFF_LITE: {
132         if (lite_area(player_ptr, damroll(2, 8), (powerful ? 4 : 2))) {
133             ident = true;
134         }
135         break;
136     }
137
138     case SV_STAFF_MAPPING: {
139         map_area(player_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
140         ident = true;
141         break;
142     }
143
144     case SV_STAFF_DETECT_GOLD: {
145         if (detect_treasure(player_ptr, detect_rad)) {
146             ident = true;
147         }
148         if (detect_objects_gold(player_ptr, detect_rad)) {
149             ident = true;
150         }
151         break;
152     }
153
154     case SV_STAFF_DETECT_ITEM: {
155         if (detect_objects_normal(player_ptr, detect_rad)) {
156             ident = true;
157         }
158         break;
159     }
160
161     case SV_STAFF_DETECT_TRAP: {
162         if (detect_traps(player_ptr, detect_rad, known)) {
163             ident = true;
164         }
165         break;
166     }
167
168     case SV_STAFF_DETECT_DOOR: {
169         if (detect_doors(player_ptr, detect_rad)) {
170             ident = true;
171         }
172         if (detect_stairs(player_ptr, detect_rad)) {
173             ident = true;
174         }
175         break;
176     }
177
178     case SV_STAFF_DETECT_INVIS: {
179         if (set_tim_invis(player_ptr, player_ptr->tim_invis + 12 + randint1(12), false)) {
180             ident = true;
181         }
182         break;
183     }
184
185     case SV_STAFF_DETECT_EVIL: {
186         if (detect_monsters_evil(player_ptr, detect_rad)) {
187             ident = true;
188         }
189         break;
190     }
191
192     case SV_STAFF_CURE_LIGHT: {
193         ident = cure_light_wounds(player_ptr, (powerful ? 4 : 2), 8);
194         break;
195     }
196
197     case SV_STAFF_CURING: {
198         ident = true_healing(player_ptr, 0);
199         if (set_shero(player_ptr, 0, true)) {
200             ident = true;
201         }
202         break;
203     }
204
205     case SV_STAFF_HEALING: {
206         if (cure_critical_wounds(player_ptr, powerful ? 500 : 300)) {
207             ident = true;
208         }
209         break;
210     }
211
212     case SV_STAFF_THE_MAGI: {
213         if (do_res_stat(player_ptr, A_INT)) {
214             ident = true;
215         }
216         ident |= restore_mana(player_ptr, false);
217         if (set_shero(player_ptr, 0, true)) {
218             ident = true;
219         }
220         break;
221     }
222
223     case SV_STAFF_SLEEP_MONSTERS: {
224         if (sleep_monsters(player_ptr, lev)) {
225             ident = true;
226         }
227         break;
228     }
229
230     case SV_STAFF_SLOW_MONSTERS: {
231         if (slow_monsters(player_ptr, lev)) {
232             ident = true;
233         }
234         break;
235     }
236
237     case SV_STAFF_SPEED: {
238         if (set_acceleration(player_ptr, randint1(30) + (powerful ? 30 : 15), false)) {
239             ident = true;
240         }
241         break;
242     }
243
244     case SV_STAFF_PROBING: {
245         ident = probing(player_ptr);
246         break;
247     }
248
249     case SV_STAFF_DISPEL_EVIL: {
250         ident = dispel_evil(player_ptr, powerful ? 120 : 80);
251         break;
252     }
253
254     case SV_STAFF_POWER: {
255         ident = dispel_monsters(player_ptr, powerful ? 225 : 150);
256         break;
257     }
258
259     case SV_STAFF_HOLINESS: {
260         ident = cleansing_nova(player_ptr, magic, powerful);
261         break;
262     }
263
264     case SV_STAFF_GENOCIDE: {
265         ident = symbol_genocide(player_ptr, (magic ? lev + 50 : 200), true);
266         break;
267     }
268
269     case SV_STAFF_EARTHQUAKES: {
270         if (earthquake(player_ptr, player_ptr->y, player_ptr->x, (powerful ? 15 : 10), 0)) {
271             ident = true;
272         } else {
273             msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
274         }
275
276         break;
277     }
278
279     case SV_STAFF_DESTRUCTION: {
280         ident = destroy_area(player_ptr, player_ptr->y, player_ptr->x, (powerful ? 18 : 13) + randint0(5), false);
281         break;
282     }
283
284     case SV_STAFF_ANIMATE_DEAD: {
285         ident = animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
286         break;
287     }
288
289     case SV_STAFF_MSTORM: {
290         ident = unleash_mana_storm(player_ptr, powerful);
291         break;
292     }
293
294     case SV_STAFF_NOTHING: {
295         msg_print(_("何も起らなかった。", "Nothing happens."));
296         if (PlayerRace(player_ptr).food() == PlayerRaceFoodType::MANA) {
297             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!"));
298         }
299         break;
300     }
301     }
302     return ident;
303 }
304
305 /*!
306  * @brief 杖を使うコマンドのメインルーチン /
307  */
308 void do_cmd_use_staff(PlayerType *player_ptr)
309 {
310     OBJECT_IDX item;
311     concptr q, s;
312
313     if (player_ptr->wild_mode) {
314         return;
315     }
316
317     if (cmd_limit_arena(player_ptr)) {
318         return;
319     }
320
321     PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::KOUKIJIN });
322
323     q = _("どの杖を使いますか? ", "Use which staff? ");
324     s = _("使える杖がない。", "You have no staff to use.");
325     if (!choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(ItemKindType::STAFF))) {
326         return;
327     }
328
329     ObjectUseEntity(player_ptr, item).execute();
330 }