1 #include "cmd-item/cmd-usestaff.h"
2 #include "action/action-limited.h"
3 #include "core/player-update-types.h"
4 #include "core/window-redrawer.h"
5 #include "floor/floor-object.h"
6 #include "game-option/disturbance-options.h"
7 #include "inventory/inventory-object.h"
8 #include "inventory/player-inventory.h"
9 #include "main/sound-definitions-table.h"
10 #include "main/sound-of-music.h"
11 #include "monster-floor/monster-summon.h"
12 #include "monster-floor/place-monster-types.h"
13 #include "object-enchant/special-object-flags.h"
14 #include "object/item-use-flags.h"
15 #include "object/object-generator.h"
16 #include "object/object-info.h"
17 #include "object/object-kind.h"
18 #include "perception/object-perception.h"
19 #include "player/attack-defense-types.h"
20 #include "player-info/avatar.h"
21 #include "player/player-class.h"
22 #include "player/player-race-types.h"
23 #include "player/player-race.h"
24 #include "player/player-status.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 "sv-definition/sv-staff-types.h"
48 #include "system/floor-type-definition.h"
49 #include "term/screen-processor.h"
50 #include "view/display-messages.h"
51 #include "view/object-describer.h"
55 * @param creature_ptr プレーヤーへの参照ポインタ
56 * @param sval オブジェクトのsval
57 * @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
58 * @param powerful 強力発動上の処理ならばTRUE
59 * @param magic 魔道具術上の処理ならばTRUE
60 * @param known 判明済ならばTRUE
61 * @return 発動により効果内容が確定したならばTRUEを返す
63 int staff_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
67 PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
68 POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
70 /* Analyze the staff */
72 case SV_STAFF_DARKNESS: {
73 if (!has_resist_blind(creature_ptr) && !has_resist_dark(creature_ptr)) {
74 if (set_blind(creature_ptr, creature_ptr->blind + 3 + randint1(5)))
77 if (unlite_area(creature_ptr, 10, (powerful ? 6 : 3)))
82 case SV_STAFF_SLOWNESS: {
83 if (set_slow(creature_ptr, creature_ptr->slow + randint1(30) + 15, FALSE))
88 case SV_STAFF_HASTE_MONSTERS: {
89 if (speed_monsters(creature_ptr))
94 case SV_STAFF_SUMMONING: {
95 const int times = randint1(powerful ? 8 : 4);
96 for (k = 0; k < times; k++) {
97 if (summon_specific(creature_ptr, 0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_NONE,
98 (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) {
105 case SV_STAFF_TELEPORTATION: {
106 teleport_player(creature_ptr, (powerful ? 150 : 100), 0L);
111 case SV_STAFF_IDENTIFY: {
113 if (!identify_fully(creature_ptr, FALSE, TV_NONE))
116 if (!ident_spell(creature_ptr, FALSE, TV_NONE))
123 case SV_STAFF_REMOVE_CURSE: {
124 bool result = (powerful ? remove_all_curse(creature_ptr) : remove_curse(creature_ptr)) != 0;
131 case SV_STAFF_STARLITE:
132 ident = starlight(creature_ptr, magic);
135 case SV_STAFF_LITE: {
136 if (lite_area(creature_ptr, damroll(2, 8), (powerful ? 4 : 2)))
141 case SV_STAFF_MAPPING: {
142 map_area(creature_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
147 case SV_STAFF_DETECT_GOLD: {
148 if (detect_treasure(creature_ptr, detect_rad))
150 if (detect_objects_gold(creature_ptr, detect_rad))
155 case SV_STAFF_DETECT_ITEM: {
156 if (detect_objects_normal(creature_ptr, detect_rad))
161 case SV_STAFF_DETECT_TRAP: {
162 if (detect_traps(creature_ptr, detect_rad, known))
167 case SV_STAFF_DETECT_DOOR: {
168 if (detect_doors(creature_ptr, detect_rad))
170 if (detect_stairs(creature_ptr, detect_rad))
175 case SV_STAFF_DETECT_INVIS: {
176 if (detect_monsters_invis(creature_ptr, detect_rad))
181 case SV_STAFF_DETECT_EVIL: {
182 if (detect_monsters_evil(creature_ptr, detect_rad))
187 case SV_STAFF_CURE_LIGHT: {
188 ident = cure_light_wounds(creature_ptr, (powerful ? 4 : 2), 8);
192 case SV_STAFF_CURING: {
193 ident = true_healing(creature_ptr, 0);
194 if (set_shero(creature_ptr, 0, TRUE))
199 case SV_STAFF_HEALING: {
200 if (cure_critical_wounds(creature_ptr, powerful ? 500 : 300))
205 case SV_STAFF_THE_MAGI: {
206 if (do_res_stat(creature_ptr, A_INT))
208 ident |= restore_mana(creature_ptr, FALSE);
209 if (set_shero(creature_ptr, 0, TRUE))
214 case SV_STAFF_SLEEP_MONSTERS: {
215 if (sleep_monsters(creature_ptr, lev))
220 case SV_STAFF_SLOW_MONSTERS: {
221 if (slow_monsters(creature_ptr, lev))
226 case SV_STAFF_SPEED: {
227 if (set_fast(creature_ptr, randint1(30) + (powerful ? 30 : 15), FALSE))
232 case SV_STAFF_PROBING: {
233 ident = probing(creature_ptr);
237 case SV_STAFF_DISPEL_EVIL: {
238 ident = dispel_evil(creature_ptr, powerful ? 120 : 80);
242 case SV_STAFF_POWER: {
243 ident = dispel_monsters(creature_ptr, powerful ? 225 : 150);
247 case SV_STAFF_HOLINESS: {
248 ident = cleansing_nova(creature_ptr, magic, powerful);
252 case SV_STAFF_GENOCIDE: {
253 ident = symbol_genocide(creature_ptr, (magic ? lev + 50 : 200), TRUE);
257 case SV_STAFF_EARTHQUAKES: {
258 if (earthquake(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 15 : 10), 0))
261 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
266 case SV_STAFF_DESTRUCTION: {
267 ident = destroy_area(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
271 case SV_STAFF_ANIMATE_DEAD: {
272 ident = animate_dead(creature_ptr, 0, creature_ptr->y, creature_ptr->x);
276 case SV_STAFF_MSTORM: {
277 ident = unleash_mana_storm(creature_ptr, powerful);
281 case SV_STAFF_NOTHING: {
282 msg_print(_("何も起らなかった。", "Nothing happens."));
283 if (is_specific_player_race(creature_ptr, RACE_SKELETON) || is_specific_player_race(creature_ptr, RACE_GOLEM)
284 || is_specific_player_race(creature_ptr, RACE_ZOMBIE) || is_specific_player_race(creature_ptr, RACE_SPECTRE))
285 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!"));
293 * @brief 杖を使うコマンドのサブルーチン /
295 * @param item 使うオブジェクトの所持品ID
298 * One charge of one staff disappears.
299 * Hack -- staffs of identify can be "cancelled".
301 void exe_use_staff(player_type *creature_ptr, INVENTORY_IDX item)
303 int ident, chance, lev;
306 /* Hack -- let staffs of identify get aborted */
307 bool use_charge = TRUE;
309 o_ptr = ref_item(creature_ptr, item);
311 /* Mega-Hack -- refuse to use a pile from the ground */
312 if ((item < 0) && (o_ptr->number > 1)) {
313 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
317 take_turn(creature_ptr, 100);
319 lev = k_info[o_ptr->k_idx].level;
321 lev = 50 + (lev - 50) / 2;
323 /* Base chance of success */
324 chance = creature_ptr->skill_dev;
326 /* Confusion hurts skill */
327 if (creature_ptr->confused)
330 /* Hight level objects are harder */
331 chance = chance - lev;
333 /* Give everyone a (slight) chance */
334 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1)) {
338 if (cmd_limit_time_walk(creature_ptr))
342 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (creature_ptr->pclass == CLASS_BERSERKER)) {
345 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
350 /* Notice empty staffs */
351 if (o_ptr->pval <= 0) {
354 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
355 o_ptr->ident |= (IDENT_EMPTY);
356 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
357 creature_ptr->window_flags |= (PW_INVEN);
364 ident = staff_effect(creature_ptr, o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
366 if (!(object_is_aware(o_ptr))) {
367 chg_virtue(creature_ptr, V_PATIENCE, -1);
368 chg_virtue(creature_ptr, V_CHANCE, 1);
369 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
373 * Temporarily remove the flags for updating the inventory so
374 * gain_exp() does not reorder the inventory before the charge
375 * is deducted from the staff.
377 BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (creature_ptr->update & PU_AUTODESTROY));
378 creature_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
383 /* An identification was made */
384 if (ident && !object_is_aware(o_ptr)) {
385 object_aware(creature_ptr, o_ptr);
386 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
389 creature_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
390 creature_ptr->update |= inventory_flags;
392 /* Hack -- some uses are "free" */
396 /* Use a single charge */
399 /* XXX Hack -- unstack if necessary */
400 if ((item >= 0) && (o_ptr->number > 1)) {
404 object_copy(q_ptr, o_ptr);
406 /* Modify quantity */
409 /* Restore the charges */
412 /* Unstack the used item */
414 item = store_item_to_inventory(creature_ptr, q_ptr);
416 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
419 /* Describe charges in the pack */
421 inven_item_charges(creature_ptr, item);
424 /* Describe charges on the floor */
426 floor_item_charges(creature_ptr->current_floor_ptr, 0 - item);
431 * @brief 杖を使うコマンドのメインルーチン /
434 void do_cmd_use_staff(player_type *creature_ptr)
439 if (creature_ptr->wild_mode) {
443 if (cmd_limit_arena(creature_ptr))
446 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
447 set_action(creature_ptr, ACTION_NONE);
450 q = _("どの杖を使いますか? ", "Use which staff? ");
451 s = _("使える杖がない。", "You have no staff to use.");
452 if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_STAFF))
455 exe_use_staff(creature_ptr, item);