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Merge pull request #1625 from Hourier/Define-Mod-Methods-In-BadStatusSetter
[hengbandforosx/hengbandosx.git] / src / cmd-item / cmd-usestaff.cpp
1 #include "cmd-item/cmd-usestaff.h"
2 #include "action/action-limited.h"
3 #include "avatar/avatar.h"
4 #include "core/player-update-types.h"
5 #include "core/window-redrawer.h"
6 #include "floor/floor-object.h"
7 #include "game-option/disturbance-options.h"
8 #include "inventory/inventory-object.h"
9 #include "inventory/player-inventory.h"
10 #include "main/sound-definitions-table.h"
11 #include "main/sound-of-music.h"
12 #include "monster-floor/monster-summon.h"
13 #include "monster-floor/place-monster-types.h"
14 #include "object-enchant/special-object-flags.h"
15 #include "object/item-tester-hooker.h"
16 #include "object/item-use-flags.h"
17 #include "object/object-info.h"
18 #include "object/object-kind.h"
19 #include "perception/object-perception.h"
20 #include "player-info/class-info.h"
21 #include "player-info/race-info.h"
22 #include "player-info/race-types.h"
23 #include "player-status/player-energy.h"
24 #include "player/attack-defense-types.h"
25 #include "player/player-status-flags.h"
26 #include "player/special-defense-types.h"
27 #include "spell-kind/earthquake.h"
28 #include "spell-kind/spells-curse-removal.h"
29 #include "spell-kind/spells-detection.h"
30 #include "spell-kind/spells-floor.h"
31 #include "spell-kind/spells-genocide.h"
32 #include "spell-kind/spells-lite.h"
33 #include "spell-kind/spells-neighbor.h"
34 #include "spell-kind/spells-perception.h"
35 #include "spell-kind/spells-sight.h"
36 #include "spell-kind/spells-teleport.h"
37 #include "spell/spells-staff-only.h"
38 #include "spell/spells-status.h"
39 #include "spell/spells-summon.h"
40 #include "spell/summon-types.h"
41 #include "status/action-setter.h"
42 #include "status/bad-status-setter.h"
43 #include "status/base-status.h"
44 #include "status/buff-setter.h"
45 #include "status/experience.h"
46 #include "status/shape-changer.h"
47 #include "status/sight-setter.h"
48 #include "sv-definition/sv-staff-types.h"
49 #include "system/floor-type-definition.h"
50 #include "system/object-type-definition.h"
51 #include "system/player-type-definition.h"
52 #include "term/screen-processor.h"
53 #include "util/bit-flags-calculator.h"
54 #include "view/display-messages.h"
55 #include "view/object-describer.h"
56
57 /*!
58  * @brief 杖の効果を発動する
59  * @param player_ptr プレイヤーへの参照ポインタ
60  * @param sval オブジェクトのsval
61  * @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
62  * @param powerful 強力発動上の処理ならばTRUE
63  * @param magic 魔道具術上の処理ならばTRUE
64  * @param known 判明済ならばTRUE
65  * @return 発動により効果内容が確定したならばTRUEを返す
66  */
67 int staff_effect(player_type *player_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
68 {
69     int k;
70     bool ident = false;
71     PLAYER_LEVEL lev = powerful ? player_ptr->lev * 2 : player_ptr->lev;
72     POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
73
74     BadStatusSetter bss(player_ptr);
75     switch (sval) {
76     case SV_STAFF_DARKNESS:
77         if (!has_resist_blind(player_ptr) && !has_resist_dark(player_ptr)) {
78             if (bss.mod_blindness(3 + randint1(5))) {
79                 ident = true;
80             }
81         }
82
83         if (unlite_area(player_ptr, 10, (powerful ? 6 : 3))) {
84             ident = true;
85         }
86
87         break;
88     case SV_STAFF_SLOWNESS: {
89         if (bss.mod_slowness(randint1(30) + 15, false))
90             ident = true;
91         break;
92     }
93
94     case SV_STAFF_HASTE_MONSTERS: {
95         if (speed_monsters(player_ptr))
96             ident = true;
97         break;
98     }
99
100     case SV_STAFF_SUMMONING: {
101         const int times = randint1(powerful ? 8 : 4);
102         for (k = 0; k < times; k++) {
103             if (summon_specific(player_ptr, 0, player_ptr->y, player_ptr->x, player_ptr->current_floor_ptr->dun_level, SUMMON_NONE,
104                     (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) {
105                 ident = true;
106             }
107         }
108         break;
109     }
110
111     case SV_STAFF_TELEPORTATION: {
112         teleport_player(player_ptr, (powerful ? 150 : 100), 0L);
113         ident = true;
114         break;
115     }
116
117     case SV_STAFF_IDENTIFY: {
118         if (powerful) {
119             if (!identify_fully(player_ptr, false))
120                 *use_charge = false;
121         } else {
122             if (!ident_spell(player_ptr, false))
123                 *use_charge = false;
124         }
125         ident = true;
126         break;
127     }
128
129     case SV_STAFF_REMOVE_CURSE: {
130         bool result = (powerful ? remove_all_curse(player_ptr) : remove_curse(player_ptr)) != 0;
131         if (result) {
132             ident = true;
133         }
134         break;
135     }
136
137     case SV_STAFF_STARLITE:
138         ident = starlight(player_ptr, magic);
139         break;
140
141     case SV_STAFF_LITE: {
142         if (lite_area(player_ptr, damroll(2, 8), (powerful ? 4 : 2)))
143             ident = true;
144         break;
145     }
146
147     case SV_STAFF_MAPPING: {
148         map_area(player_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
149         ident = true;
150         break;
151     }
152
153     case SV_STAFF_DETECT_GOLD: {
154         if (detect_treasure(player_ptr, detect_rad))
155             ident = true;
156         if (detect_objects_gold(player_ptr, detect_rad))
157             ident = true;
158         break;
159     }
160
161     case SV_STAFF_DETECT_ITEM: {
162         if (detect_objects_normal(player_ptr, detect_rad))
163             ident = true;
164         break;
165     }
166
167     case SV_STAFF_DETECT_TRAP: {
168         if (detect_traps(player_ptr, detect_rad, known))
169             ident = true;
170         break;
171     }
172
173     case SV_STAFF_DETECT_DOOR: {
174         if (detect_doors(player_ptr, detect_rad))
175             ident = true;
176         if (detect_stairs(player_ptr, detect_rad))
177             ident = true;
178         break;
179     }
180
181     case SV_STAFF_DETECT_INVIS: {
182         if (set_tim_invis(player_ptr, player_ptr->tim_invis + 12 + randint1(12), false))
183             ident = true;
184         break;
185     }
186
187     case SV_STAFF_DETECT_EVIL: {
188         if (detect_monsters_evil(player_ptr, detect_rad))
189             ident = true;
190         break;
191     }
192
193     case SV_STAFF_CURE_LIGHT: {
194         ident = cure_light_wounds(player_ptr, (powerful ? 4 : 2), 8);
195         break;
196     }
197
198     case SV_STAFF_CURING: {
199         ident = true_healing(player_ptr, 0);
200         if (set_shero(player_ptr, 0, true))
201             ident = true;
202         break;
203     }
204
205     case SV_STAFF_HEALING: {
206         if (cure_critical_wounds(player_ptr, powerful ? 500 : 300))
207             ident = true;
208         break;
209     }
210
211     case SV_STAFF_THE_MAGI: {
212         if (do_res_stat(player_ptr, A_INT))
213             ident = true;
214         ident |= restore_mana(player_ptr, false);
215         if (set_shero(player_ptr, 0, true))
216             ident = true;
217         break;
218     }
219
220     case SV_STAFF_SLEEP_MONSTERS: {
221         if (sleep_monsters(player_ptr, lev))
222             ident = true;
223         break;
224     }
225
226     case SV_STAFF_SLOW_MONSTERS: {
227         if (slow_monsters(player_ptr, lev))
228             ident = true;
229         break;
230     }
231
232     case SV_STAFF_SPEED: {
233         if (set_fast(player_ptr, randint1(30) + (powerful ? 30 : 15), false))
234             ident = true;
235         break;
236     }
237
238     case SV_STAFF_PROBING: {
239         ident = probing(player_ptr);
240         break;
241     }
242
243     case SV_STAFF_DISPEL_EVIL: {
244         ident = dispel_evil(player_ptr, powerful ? 120 : 80);
245         break;
246     }
247
248     case SV_STAFF_POWER: {
249         ident = dispel_monsters(player_ptr, powerful ? 225 : 150);
250         break;
251     }
252
253     case SV_STAFF_HOLINESS: {
254         ident = cleansing_nova(player_ptr, magic, powerful);
255         break;
256     }
257
258     case SV_STAFF_GENOCIDE: {
259         ident = symbol_genocide(player_ptr, (magic ? lev + 50 : 200), true);
260         break;
261     }
262
263     case SV_STAFF_EARTHQUAKES: {
264         if (earthquake(player_ptr, player_ptr->y, player_ptr->x, (powerful ? 15 : 10), 0))
265             ident = true;
266         else
267             msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
268
269         break;
270     }
271
272     case SV_STAFF_DESTRUCTION: {
273         ident = destroy_area(player_ptr, player_ptr->y, player_ptr->x, (powerful ? 18 : 13) + randint0(5), false);
274         break;
275     }
276
277     case SV_STAFF_ANIMATE_DEAD: {
278         ident = animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
279         break;
280     }
281
282     case SV_STAFF_MSTORM: {
283         ident = unleash_mana_storm(player_ptr, powerful);
284         break;
285     }
286
287     case SV_STAFF_NOTHING: {
288         msg_print(_("何も起らなかった。", "Nothing happens."));
289         if (player_race_food(player_ptr) == PlayerRaceFood::MANA)
290             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!"));
291         break;
292     }
293     }
294     return ident;
295 }
296
297 /*!
298  * @brief 杖を使うコマンドのサブルーチン /
299  * Use a staff.                 -RAK-
300  * @param item 使うオブジェクトの所持品ID
301  * @details
302  * One charge of one staff disappears.
303  * Hack -- staffs of identify can be "cancelled".
304  */
305 void exe_use_staff(player_type *player_ptr, INVENTORY_IDX item)
306 {
307     int ident, chance, lev;
308     object_type *o_ptr;
309
310     /* Hack -- let staffs of identify get aborted */
311     bool use_charge = true;
312
313     o_ptr = ref_item(player_ptr, item);
314
315     /* Mega-Hack -- refuse to use a pile from the ground */
316     if ((item < 0) && (o_ptr->number > 1)) {
317         msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
318         return;
319     }
320
321     PlayerEnergy(player_ptr).set_player_turn_energy(100);
322
323     lev = k_info[o_ptr->k_idx].level;
324     if (lev > 50)
325         lev = 50 + (lev - 50) / 2;
326
327     /* Base chance of success */
328     chance = player_ptr->skill_dev;
329
330     /* Confusion hurts skill */
331     if (player_ptr->confused)
332         chance = chance / 2;
333
334     /* Hight level objects are harder */
335     chance = chance - lev;
336
337     /* Give everyone a (slight) chance */
338     if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1)) {
339         chance = USE_DEVICE;
340     }
341
342     if (cmd_limit_time_walk(player_ptr))
343         return;
344
345     /* Roll for usage */
346     if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (player_ptr->pclass == CLASS_BERSERKER)) {
347         if (flush_failure)
348             flush();
349         msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
350         sound(SOUND_FAIL);
351         return;
352     }
353
354     /* Notice empty staffs */
355     if (o_ptr->pval <= 0) {
356         if (flush_failure)
357             flush();
358         msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
359         o_ptr->ident |= (IDENT_EMPTY);
360         player_ptr->update |= (PU_COMBINE | PU_REORDER);
361         player_ptr->window_flags |= (PW_INVEN);
362
363         return;
364     }
365
366     sound(SOUND_ZAP);
367
368     ident = staff_effect(player_ptr, o_ptr->sval, &use_charge, false, false, o_ptr->is_aware());
369
370     if (!(o_ptr->is_aware())) {
371         chg_virtue(player_ptr, V_PATIENCE, -1);
372         chg_virtue(player_ptr, V_CHANCE, 1);
373         chg_virtue(player_ptr, V_KNOWLEDGE, -1);
374     }
375
376     /*
377      * Temporarily remove the flags for updating the inventory so
378      * gain_exp() does not reorder the inventory before the charge
379      * is deducted from the staff.
380      */
381     BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (player_ptr->update & PU_AUTODESTROY));
382     reset_bits(player_ptr->update, PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
383
384     /* Tried the item */
385     object_tried(o_ptr);
386
387     /* An identification was made */
388     if (ident && !o_ptr->is_aware()) {
389         object_aware(player_ptr, o_ptr);
390         gain_exp(player_ptr, (lev + (player_ptr->lev >> 1)) / player_ptr->lev);
391     }
392
393     set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_PLAYER | PW_FLOOR_ITEM_LIST);
394     set_bits(player_ptr->update, inventory_flags);
395
396     /* Hack -- some uses are "free" */
397     if (!use_charge)
398         return;
399
400     /* Use a single charge */
401     o_ptr->pval--;
402
403     /* XXX Hack -- unstack if necessary */
404     if ((item >= 0) && (o_ptr->number > 1)) {
405         object_type forge;
406         object_type *q_ptr;
407         q_ptr = &forge;
408         q_ptr->copy_from(o_ptr);
409
410         /* Modify quantity */
411         q_ptr->number = 1;
412
413         /* Restore the charges */
414         o_ptr->pval++;
415
416         /* Unstack the used item */
417         o_ptr->number--;
418         item = store_item_to_inventory(player_ptr, q_ptr);
419
420         msg_print(_("杖をまとめなおした。", "You unstack your staff."));
421     }
422
423     /* Describe charges in the pack */
424     if (item >= 0) {
425         inven_item_charges(player_ptr, item);
426     }
427
428     /* Describe charges on the floor */
429     else {
430         floor_item_charges(player_ptr->current_floor_ptr, 0 - item);
431     }
432 }
433
434 /*!
435  * @brief 杖を使うコマンドのメインルーチン /
436  */
437 void do_cmd_use_staff(player_type *player_ptr)
438 {
439     OBJECT_IDX item;
440     concptr q, s;
441
442     if (player_ptr->wild_mode) {
443         return;
444     }
445
446     if (cmd_limit_arena(player_ptr))
447         return;
448
449     if (player_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
450         set_action(player_ptr, ACTION_NONE);
451     }
452
453     q = _("どの杖を使いますか? ", "Use which staff? ");
454     s = _("使える杖がない。", "You have no staff to use.");
455     if (!choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(TV_STAFF)))
456         return;
457
458     exe_use_staff(player_ptr, item);
459 }