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