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[Refactor] #1511 「プレーヤー」表記を全て「プレイヤー」に変更した (日本語版のみ、ほぼDoxygenコメント)
[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     /* Analyze the staff */
75     switch (sval) {
76     case SV_STAFF_DARKNESS: {
77         if (!has_resist_blind(player_ptr) && !has_resist_dark(player_ptr)) {
78             if (set_blind(player_ptr, player_ptr->blind + 3 + randint1(5)))
79                 ident = true;
80         }
81         if (unlite_area(player_ptr, 10, (powerful ? 6 : 3)))
82             ident = true;
83         break;
84     }
85
86     case SV_STAFF_SLOWNESS: {
87         if (set_slow(player_ptr, player_ptr->slow + randint1(30) + 15, false))
88             ident = true;
89         break;
90     }
91
92     case SV_STAFF_HASTE_MONSTERS: {
93         if (speed_monsters(player_ptr))
94             ident = true;
95         break;
96     }
97
98     case SV_STAFF_SUMMONING: {
99         const int times = randint1(powerful ? 8 : 4);
100         for (k = 0; k < times; k++) {
101             if (summon_specific(player_ptr, 0, player_ptr->y, player_ptr->x, player_ptr->current_floor_ptr->dun_level, SUMMON_NONE,
102                     (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) {
103                 ident = true;
104             }
105         }
106         break;
107     }
108
109     case SV_STAFF_TELEPORTATION: {
110         teleport_player(player_ptr, (powerful ? 150 : 100), 0L);
111         ident = true;
112         break;
113     }
114
115     case SV_STAFF_IDENTIFY: {
116         if (powerful) {
117             if (!identify_fully(player_ptr, false))
118                 *use_charge = false;
119         } else {
120             if (!ident_spell(player_ptr, false))
121                 *use_charge = false;
122         }
123         ident = true;
124         break;
125     }
126
127     case SV_STAFF_REMOVE_CURSE: {
128         bool result = (powerful ? remove_all_curse(player_ptr) : remove_curse(player_ptr)) != 0;
129         if (result) {
130             ident = true;
131         }
132         break;
133     }
134
135     case SV_STAFF_STARLITE:
136         ident = starlight(player_ptr, magic);
137         break;
138
139     case SV_STAFF_LITE: {
140         if (lite_area(player_ptr, damroll(2, 8), (powerful ? 4 : 2)))
141             ident = true;
142         break;
143     }
144
145     case SV_STAFF_MAPPING: {
146         map_area(player_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
147         ident = true;
148         break;
149     }
150
151     case SV_STAFF_DETECT_GOLD: {
152         if (detect_treasure(player_ptr, detect_rad))
153             ident = true;
154         if (detect_objects_gold(player_ptr, detect_rad))
155             ident = true;
156         break;
157     }
158
159     case SV_STAFF_DETECT_ITEM: {
160         if (detect_objects_normal(player_ptr, detect_rad))
161             ident = true;
162         break;
163     }
164
165     case SV_STAFF_DETECT_TRAP: {
166         if (detect_traps(player_ptr, detect_rad, known))
167             ident = true;
168         break;
169     }
170
171     case SV_STAFF_DETECT_DOOR: {
172         if (detect_doors(player_ptr, detect_rad))
173             ident = true;
174         if (detect_stairs(player_ptr, detect_rad))
175             ident = true;
176         break;
177     }
178
179     case SV_STAFF_DETECT_INVIS: {
180         if (set_tim_invis(player_ptr, player_ptr->tim_invis + 12 + randint1(12), false))
181             ident = true;
182         break;
183     }
184
185     case SV_STAFF_DETECT_EVIL: {
186         if (detect_monsters_evil(player_ptr, detect_rad))
187             ident = true;
188         break;
189     }
190
191     case SV_STAFF_CURE_LIGHT: {
192         ident = cure_light_wounds(player_ptr, (powerful ? 4 : 2), 8);
193         break;
194     }
195
196     case SV_STAFF_CURING: {
197         ident = true_healing(player_ptr, 0);
198         if (set_shero(player_ptr, 0, true))
199             ident = true;
200         break;
201     }
202
203     case SV_STAFF_HEALING: {
204         if (cure_critical_wounds(player_ptr, powerful ? 500 : 300))
205             ident = true;
206         break;
207     }
208
209     case SV_STAFF_THE_MAGI: {
210         if (do_res_stat(player_ptr, A_INT))
211             ident = true;
212         ident |= restore_mana(player_ptr, false);
213         if (set_shero(player_ptr, 0, true))
214             ident = true;
215         break;
216     }
217
218     case SV_STAFF_SLEEP_MONSTERS: {
219         if (sleep_monsters(player_ptr, lev))
220             ident = true;
221         break;
222     }
223
224     case SV_STAFF_SLOW_MONSTERS: {
225         if (slow_monsters(player_ptr, lev))
226             ident = true;
227         break;
228     }
229
230     case SV_STAFF_SPEED: {
231         if (set_fast(player_ptr, randint1(30) + (powerful ? 30 : 15), false))
232             ident = true;
233         break;
234     }
235
236     case SV_STAFF_PROBING: {
237         ident = probing(player_ptr);
238         break;
239     }
240
241     case SV_STAFF_DISPEL_EVIL: {
242         ident = dispel_evil(player_ptr, powerful ? 120 : 80);
243         break;
244     }
245
246     case SV_STAFF_POWER: {
247         ident = dispel_monsters(player_ptr, powerful ? 225 : 150);
248         break;
249     }
250
251     case SV_STAFF_HOLINESS: {
252         ident = cleansing_nova(player_ptr, magic, powerful);
253         break;
254     }
255
256     case SV_STAFF_GENOCIDE: {
257         ident = symbol_genocide(player_ptr, (magic ? lev + 50 : 200), true);
258         break;
259     }
260
261     case SV_STAFF_EARTHQUAKES: {
262         if (earthquake(player_ptr, player_ptr->y, player_ptr->x, (powerful ? 15 : 10), 0))
263             ident = true;
264         else
265             msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
266
267         break;
268     }
269
270     case SV_STAFF_DESTRUCTION: {
271         ident = destroy_area(player_ptr, player_ptr->y, player_ptr->x, (powerful ? 18 : 13) + randint0(5), false);
272         break;
273     }
274
275     case SV_STAFF_ANIMATE_DEAD: {
276         ident = animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
277         break;
278     }
279
280     case SV_STAFF_MSTORM: {
281         ident = unleash_mana_storm(player_ptr, powerful);
282         break;
283     }
284
285     case SV_STAFF_NOTHING: {
286         msg_print(_("何も起らなかった。", "Nothing happens."));
287         if (player_race_food(player_ptr) == PlayerRaceFood::MANA)
288             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!"));
289         break;
290     }
291     }
292     return ident;
293 }
294
295 /*!
296  * @brief 杖を使うコマンドのサブルーチン /
297  * Use a staff.                 -RAK-
298  * @param item 使うオブジェクトの所持品ID
299  * @details
300  * One charge of one staff disappears.
301  * Hack -- staffs of identify can be "cancelled".
302  */
303 void exe_use_staff(player_type *player_ptr, INVENTORY_IDX item)
304 {
305     int ident, chance, lev;
306     object_type *o_ptr;
307
308     /* Hack -- let staffs of identify get aborted */
309     bool use_charge = true;
310
311     o_ptr = ref_item(player_ptr, item);
312
313     /* Mega-Hack -- refuse to use a pile from the ground */
314     if ((item < 0) && (o_ptr->number > 1)) {
315         msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
316         return;
317     }
318
319     PlayerEnergy(player_ptr).set_player_turn_energy(100);
320
321     lev = k_info[o_ptr->k_idx].level;
322     if (lev > 50)
323         lev = 50 + (lev - 50) / 2;
324
325     /* Base chance of success */
326     chance = player_ptr->skill_dev;
327
328     /* Confusion hurts skill */
329     if (player_ptr->confused)
330         chance = chance / 2;
331
332     /* Hight level objects are harder */
333     chance = chance - lev;
334
335     /* Give everyone a (slight) chance */
336     if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1)) {
337         chance = USE_DEVICE;
338     }
339
340     if (cmd_limit_time_walk(player_ptr))
341         return;
342
343     /* Roll for usage */
344     if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (player_ptr->pclass == CLASS_BERSERKER)) {
345         if (flush_failure)
346             flush();
347         msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
348         sound(SOUND_FAIL);
349         return;
350     }
351
352     /* Notice empty staffs */
353     if (o_ptr->pval <= 0) {
354         if (flush_failure)
355             flush();
356         msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
357         o_ptr->ident |= (IDENT_EMPTY);
358         player_ptr->update |= (PU_COMBINE | PU_REORDER);
359         player_ptr->window_flags |= (PW_INVEN);
360
361         return;
362     }
363
364     sound(SOUND_ZAP);
365
366     ident = staff_effect(player_ptr, o_ptr->sval, &use_charge, false, false, o_ptr->is_aware());
367
368     if (!(o_ptr->is_aware())) {
369         chg_virtue(player_ptr, V_PATIENCE, -1);
370         chg_virtue(player_ptr, V_CHANCE, 1);
371         chg_virtue(player_ptr, V_KNOWLEDGE, -1);
372     }
373
374     /*
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.
378      */
379     BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (player_ptr->update & PU_AUTODESTROY));
380     reset_bits(player_ptr->update, PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
381
382     /* Tried the item */
383     object_tried(o_ptr);
384
385     /* An identification was made */
386     if (ident && !o_ptr->is_aware()) {
387         object_aware(player_ptr, o_ptr);
388         gain_exp(player_ptr, (lev + (player_ptr->lev >> 1)) / player_ptr->lev);
389     }
390
391     set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_PLAYER | PW_FLOOR_ITEM_LIST);
392     set_bits(player_ptr->update, inventory_flags);
393
394     /* Hack -- some uses are "free" */
395     if (!use_charge)
396         return;
397
398     /* Use a single charge */
399     o_ptr->pval--;
400
401     /* XXX Hack -- unstack if necessary */
402     if ((item >= 0) && (o_ptr->number > 1)) {
403         object_type forge;
404         object_type *q_ptr;
405         q_ptr = &forge;
406         q_ptr->copy_from(o_ptr);
407
408         /* Modify quantity */
409         q_ptr->number = 1;
410
411         /* Restore the charges */
412         o_ptr->pval++;
413
414         /* Unstack the used item */
415         o_ptr->number--;
416         item = store_item_to_inventory(player_ptr, q_ptr);
417
418         msg_print(_("杖をまとめなおした。", "You unstack your staff."));
419     }
420
421     /* Describe charges in the pack */
422     if (item >= 0) {
423         inven_item_charges(player_ptr, item);
424     }
425
426     /* Describe charges on the floor */
427     else {
428         floor_item_charges(player_ptr->current_floor_ptr, 0 - item);
429     }
430 }
431
432 /*!
433  * @brief 杖を使うコマンドのメインルーチン /
434  */
435 void do_cmd_use_staff(player_type *player_ptr)
436 {
437     OBJECT_IDX item;
438     concptr q, s;
439
440     if (player_ptr->wild_mode) {
441         return;
442     }
443
444     if (cmd_limit_arena(player_ptr))
445         return;
446
447     if (player_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
448         set_action(player_ptr, ACTION_NONE);
449     }
450
451     q = _("どの杖を使いますか? ", "Use which staff? ");
452     s = _("使える杖がない。", "You have no staff to use.");
453     if (!choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(TV_STAFF)))
454         return;
455
456     exe_use_staff(player_ptr, item);
457 }