4 #include "spells-summon.h"
6 #include "player-status.h"
7 #include "player-effects.h"
8 #include "spells-status.h"
9 #include "spells-floor.h"
10 #include "object-hook.h"
11 #include "cmd-basic.h"
17 * @param sval オブジェクトのsval
18 * @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
19 * @param powerful 強力発動上の処理ならばTRUE
20 * @param magic 魔道具術上の処理ならばTRUE
21 * @param known 判明済ならばTRUE
22 * @return 発動により効果内容が確定したならばTRUEを返す
24 int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
28 PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
29 POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
31 /* Analyze the staff */
34 case SV_STAFF_DARKNESS:
36 if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
38 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
40 if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
44 case SV_STAFF_SLOWNESS:
46 if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
50 case SV_STAFF_HASTE_MONSTERS:
52 if (speed_monsters()) ident = TRUE;
56 case SV_STAFF_SUMMONING:
58 const int times = randint1(powerful ? 8 : 4);
59 for (k = 0; k < times; k++)
61 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'))
69 case SV_STAFF_TELEPORTATION:
71 teleport_player((powerful ? 150 : 100), 0L);
76 case SV_STAFF_IDENTIFY:
79 if (!identify_fully(FALSE)) *use_charge = FALSE;
82 if (!ident_spell(FALSE)) *use_charge = FALSE;
88 case SV_STAFF_REMOVE_CURSE:
90 bool result = powerful ? remove_all_curse() : remove_curse();
98 case SV_STAFF_STARLITE:
99 ident = starlight(magic);
104 if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
108 case SV_STAFF_MAPPING:
110 map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
115 case SV_STAFF_DETECT_GOLD:
117 if (detect_treasure(detect_rad)) ident = TRUE;
118 if (detect_objects_gold(detect_rad)) ident = TRUE;
122 case SV_STAFF_DETECT_ITEM:
124 if (detect_objects_normal(detect_rad)) ident = TRUE;
128 case SV_STAFF_DETECT_TRAP:
130 if (detect_traps(detect_rad, known)) ident = TRUE;
134 case SV_STAFF_DETECT_DOOR:
136 if (detect_doors(detect_rad)) ident = TRUE;
137 if (detect_stairs(detect_rad)) ident = TRUE;
141 case SV_STAFF_DETECT_INVIS:
143 if (detect_monsters_invis(detect_rad)) ident = TRUE;
147 case SV_STAFF_DETECT_EVIL:
149 if (detect_monsters_evil(detect_rad)) ident = TRUE;
153 case SV_STAFF_CURE_LIGHT:
155 ident = cure_light_wounds((powerful ? 4 : 2), 8);
159 case SV_STAFF_CURING:
161 ident = true_healing(0);
162 if (set_shero(0, TRUE)) ident = TRUE;
166 case SV_STAFF_HEALING:
168 if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
172 case SV_STAFF_THE_MAGI:
174 if (do_res_stat(A_INT)) ident = TRUE;
175 ident |= restore_mana(FALSE);
176 if (set_shero(0, TRUE)) ident = TRUE;
180 case SV_STAFF_SLEEP_MONSTERS:
182 if (sleep_monsters(lev)) ident = TRUE;
186 case SV_STAFF_SLOW_MONSTERS:
188 if (slow_monsters(lev)) ident = TRUE;
194 if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
198 case SV_STAFF_PROBING:
204 case SV_STAFF_DISPEL_EVIL:
206 ident = dispel_evil(powerful ? 120 : 80);
212 ident = dispel_monsters(powerful ? 225 : 150) ;
216 case SV_STAFF_HOLINESS:
218 ident = cleansing_nova(p_ptr, magic, powerful);
222 case SV_STAFF_GENOCIDE:
224 ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
228 case SV_STAFF_EARTHQUAKES:
230 if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
233 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
238 case SV_STAFF_DESTRUCTION:
240 ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
244 case SV_STAFF_ANIMATE_DEAD:
246 ident = animate_dead(0, p_ptr->y, p_ptr->x);
250 case SV_STAFF_MSTORM:
252 ident = unleash_mana_storm(p_ptr, powerful);
256 case SV_STAFF_NOTHING:
258 msg_print(_("何も起らなかった。", "Nothing happen."));
259 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
260 prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
261 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!"));
269 * @brief 杖を使うコマンドのサブルーチン /
271 * @param item 使うオブジェクトの所持品ID
274 * One charge of one staff disappears.
275 * Hack -- staffs of identify can be "cancelled".
277 void do_cmd_use_staff_aux(INVENTORY_IDX item)
279 int ident, chance, lev;
283 /* Hack -- let staffs of identify get aborted */
284 bool use_charge = TRUE;
287 /* Get the item (in the pack) */
290 o_ptr = &inventory[item];
293 /* Get the item (on the floor) */
296 o_ptr = ¤t_floor_ptr->o_list[0 - item];
300 /* Mega-Hack -- refuse to use a pile from the ground */
301 if ((item < 0) && (o_ptr->number > 1))
303 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
308 take_turn(p_ptr, 100);
310 /* Extract the item level */
311 lev = k_info[o_ptr->k_idx].level;
312 if (lev > 50) lev = 50 + (lev - 50) / 2;
314 /* Base chance of success */
315 chance = p_ptr->skill_dev;
317 /* Confusion hurts skill */
318 if (p_ptr->confused) chance = chance / 2;
320 /* Hight level objects are harder */
321 chance = chance - lev;
323 /* Give everyone a (slight) chance */
324 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
329 if (cmd_limit_time_walk(p_ptr)) return;
332 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
334 if (flush_failure) flush();
335 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
340 /* Notice empty staffs */
341 if (o_ptr->pval <= 0)
343 if (flush_failure) flush();
344 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
345 o_ptr->ident |= (IDENT_EMPTY);
346 p_ptr->update |= (PU_COMBINE | PU_REORDER);
347 p_ptr->window |= (PW_INVEN);
355 ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
357 if (!(object_is_aware(o_ptr)))
359 chg_virtue(V_PATIENCE, -1);
360 chg_virtue(V_CHANCE, 1);
361 chg_virtue(V_KNOWLEDGE, -1);
363 p_ptr->update |= (PU_COMBINE | PU_REORDER);
368 /* An identification was made */
369 if (ident && !object_is_aware(o_ptr))
372 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
375 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
378 /* Hack -- some uses are "free" */
379 if (!use_charge) return;
382 /* Use a single charge */
385 /* XXX Hack -- unstack if necessary */
386 if ((item >= 0) && (o_ptr->number > 1))
392 /* Obtain a local object */
393 object_copy(q_ptr, o_ptr);
395 /* Modify quantity */
398 /* Restore the charges */
401 /* Unstack the used item */
403 p_ptr->total_weight -= q_ptr->weight;
404 item = inven_carry(q_ptr);
406 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
409 /* Describe charges in the pack */
412 inven_item_charges(item);
415 /* Describe charges on the floor */
418 floor_item_charges(0 - item);
423 * @brief 杖を使うコマンドのメインルーチン /
426 void do_cmd_use_staff(void)
431 if (p_ptr->wild_mode)
436 if (cmd_limit_arena(p_ptr)) return;
438 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
440 set_action(ACTION_NONE);
443 /* Restrict choices to wands */
444 item_tester_tval = TV_STAFF;
446 q = _("どの杖を使いますか? ", "Use which staff? ");
447 s = _("使える杖がない。", "You have no staff to use.");
449 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
451 do_cmd_use_staff_aux(item);