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[Refactor] #37353 externs.h から util.h への宣言移動。
[hengband/hengband.git] / src / cmd-usestaff.c
1 #include "angband.h"
2 #include "util.h"
3
4 #include "spells-summon.h"
5 #include "avatar.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"
12
13
14
15 /*!
16 * @brief 杖の効果を発動する
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
23 */
24 int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
25 {
26         int k;
27         int ident = FALSE;
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;
30
31         /* Analyze the staff */
32         switch (sval)
33         {
34                 case SV_STAFF_DARKNESS:
35                 {
36                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
37                         {
38                                 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
39                         }
40                         if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
41                         break;
42                 }
43
44                 case SV_STAFF_SLOWNESS:
45                 {
46                         if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
47                         break;
48                 }
49
50                 case SV_STAFF_HASTE_MONSTERS:
51                 {
52                         if (speed_monsters()) ident = TRUE;
53                         break;
54                 }
55
56                 case SV_STAFF_SUMMONING:
57                 {
58                         const int times = randint1(powerful ? 8 : 4);
59                         for (k = 0; k < times; k++)
60                         {
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'))
62                                 {
63                                         ident = TRUE;
64                                 }
65                         }
66                         break;
67                 }
68
69                 case SV_STAFF_TELEPORTATION:
70                 {
71                         teleport_player((powerful ? 150 : 100), 0L);
72                         ident = TRUE;
73                         break;
74                 }
75
76                 case SV_STAFF_IDENTIFY:
77                 {
78                         if (powerful) {
79                                 if (!identify_fully(FALSE)) *use_charge = FALSE;
80                         }
81                         else {
82                                 if (!ident_spell(FALSE)) *use_charge = FALSE;
83                         }
84                         ident = TRUE;
85                         break;
86                 }
87
88                 case SV_STAFF_REMOVE_CURSE:
89                 {
90                         bool result = powerful ? remove_all_curse() : remove_curse();
91                         if (result)
92                         {
93                                 ident = TRUE;
94                         }
95                         break;
96                 }
97
98                 case SV_STAFF_STARLITE:
99                         ident = starlight(magic);
100                         break;
101
102                 case SV_STAFF_LITE:
103                 {
104                         if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
105                         break;
106                 }
107
108                 case SV_STAFF_MAPPING:
109                 {
110                         map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
111                         ident = TRUE;
112                         break;
113                 }
114
115                 case SV_STAFF_DETECT_GOLD:
116                 {
117                         if (detect_treasure(detect_rad)) ident = TRUE;
118                         if (detect_objects_gold(detect_rad)) ident = TRUE;
119                         break;
120                 }
121
122                 case SV_STAFF_DETECT_ITEM:
123                 {
124                         if (detect_objects_normal(detect_rad)) ident = TRUE;
125                         break;
126                 }
127
128                 case SV_STAFF_DETECT_TRAP:
129                 {
130                         if (detect_traps(detect_rad, known)) ident = TRUE;
131                         break;
132                 }
133
134                 case SV_STAFF_DETECT_DOOR:
135                 {
136                         if (detect_doors(detect_rad)) ident = TRUE;
137                         if (detect_stairs(detect_rad)) ident = TRUE;
138                         break;
139                 }
140
141                 case SV_STAFF_DETECT_INVIS:
142                 {
143                         if (detect_monsters_invis(detect_rad)) ident = TRUE;
144                         break;
145                 }
146
147                 case SV_STAFF_DETECT_EVIL:
148                 {
149                         if (detect_monsters_evil(detect_rad)) ident = TRUE;
150                         break;
151                 }
152
153                 case SV_STAFF_CURE_LIGHT:
154                 {
155                         ident = cure_light_wounds((powerful ? 4 : 2), 8);
156                         break;
157                 }
158
159                 case SV_STAFF_CURING:
160                 {
161                         ident = true_healing(0);
162                         if (set_shero(0, TRUE)) ident = TRUE;
163                         break;
164                 }
165
166                 case SV_STAFF_HEALING:
167                 {
168                         if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
169                         break;
170                 }
171
172                 case SV_STAFF_THE_MAGI:
173                 {
174                         if (do_res_stat(A_INT)) ident = TRUE;
175                         ident |= restore_mana(FALSE);
176                         if (set_shero(0, TRUE)) ident = TRUE;
177                         break;
178                 }
179
180                 case SV_STAFF_SLEEP_MONSTERS:
181                 {
182                         if (sleep_monsters(lev)) ident = TRUE;
183                         break;
184                 }
185
186                 case SV_STAFF_SLOW_MONSTERS:
187                 {
188                         if (slow_monsters(lev)) ident = TRUE;
189                         break;
190                 }
191
192                 case SV_STAFF_SPEED:
193                 {
194                         if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
195                         break;
196                 }
197
198                 case SV_STAFF_PROBING:
199                 {
200                         ident = probing();
201                         break;
202                 }
203
204                 case SV_STAFF_DISPEL_EVIL:
205                 {
206                         ident = dispel_evil(powerful ? 120 : 80);
207                         break;
208                 }
209
210                 case SV_STAFF_POWER:
211                 {
212                         ident = dispel_monsters(powerful ? 225 : 150) ;
213                         break;
214                 }
215
216                 case SV_STAFF_HOLINESS:
217                 {
218                         ident = cleansing_nova(p_ptr, magic, powerful);
219                         break;
220                 }
221
222                 case SV_STAFF_GENOCIDE:
223                 {
224                         ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
225                         break;
226                 }
227
228                 case SV_STAFF_EARTHQUAKES:
229                 {
230                         if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
231                                 ident = TRUE;
232                         else
233                                 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
234
235                         break;
236                 }
237
238                 case SV_STAFF_DESTRUCTION:
239                 {
240                         ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
241                         break;
242                 }
243
244                 case SV_STAFF_ANIMATE_DEAD:
245                 {
246                         ident = animate_dead(0, p_ptr->y, p_ptr->x);
247                         break;
248                 }
249
250                 case SV_STAFF_MSTORM:
251                 {
252                         ident = unleash_mana_storm(p_ptr, powerful);
253                         break;
254                 }
255
256                 case SV_STAFF_NOTHING:
257                 {
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!"));
262                         break;
263                 }
264         }
265         return ident;
266 }
267
268 /*!
269  * @brief 杖を使うコマンドのサブルーチン /
270  * Use a staff.                 -RAK-
271  * @param item 使うオブジェクトの所持品ID
272  * @return なし
273  * @details
274  * One charge of one staff disappears.
275  * Hack -- staffs of identify can be "cancelled".
276  */
277 void do_cmd_use_staff_aux(INVENTORY_IDX item)
278 {
279         int         ident, chance, lev;
280         object_type *o_ptr;
281
282
283         /* Hack -- let staffs of identify get aborted */
284         bool use_charge = TRUE;
285
286
287         /* Get the item (in the pack) */
288         if (item >= 0)
289         {
290                 o_ptr = &inventory[item];
291         }
292
293         /* Get the item (on the floor) */
294         else
295         {
296                 o_ptr = &current_floor_ptr->o_list[0 - item];
297         }
298
299
300         /* Mega-Hack -- refuse to use a pile from the ground */
301         if ((item < 0) && (o_ptr->number > 1))
302         {
303                 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
304                 return;
305         }
306
307
308         take_turn(p_ptr, 100);
309
310         /* Extract the item level */
311         lev = k_info[o_ptr->k_idx].level;
312         if (lev > 50) lev = 50 + (lev - 50) / 2;
313
314         /* Base chance of success */
315         chance = p_ptr->skill_dev;
316
317         /* Confusion hurts skill */
318         if (p_ptr->confused) chance = chance / 2;
319
320         /* Hight level objects are harder */
321         chance = chance - lev;
322
323         /* Give everyone a (slight) chance */
324         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
325         {
326                 chance = USE_DEVICE;
327         }
328
329         if (cmd_limit_time_walk(p_ptr)) return;
330
331         /* Roll for usage */
332         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
333         {
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."));
336                 sound(SOUND_FAIL);
337                 return;
338         }
339
340         /* Notice empty staffs */
341         if (o_ptr->pval <= 0)
342         {
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);
348
349                 return;
350         }
351
352
353         sound(SOUND_ZAP);
354
355         ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
356
357         if (!(object_is_aware(o_ptr)))
358         {
359                 chg_virtue(V_PATIENCE, -1);
360                 chg_virtue(V_CHANCE, 1);
361                 chg_virtue(V_KNOWLEDGE, -1);
362         }
363         p_ptr->update |= (PU_COMBINE | PU_REORDER);
364
365         /* Tried the item */
366         object_tried(o_ptr);
367
368         /* An identification was made */
369         if (ident && !object_is_aware(o_ptr))
370         {
371                 object_aware(o_ptr);
372                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
373         }
374
375         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
376
377
378         /* Hack -- some uses are "free" */
379         if (!use_charge) return;
380
381
382         /* Use a single charge */
383         o_ptr->pval--;
384
385         /* XXX Hack -- unstack if necessary */
386         if ((item >= 0) && (o_ptr->number > 1))
387         {
388                 object_type forge;
389                 object_type *q_ptr;
390                 q_ptr = &forge;
391
392                 /* Obtain a local object */
393                 object_copy(q_ptr, o_ptr);
394
395                 /* Modify quantity */
396                 q_ptr->number = 1;
397
398                 /* Restore the charges */
399                 o_ptr->pval++;
400
401                 /* Unstack the used item */
402                 o_ptr->number--;
403                 p_ptr->total_weight -= q_ptr->weight;
404                 item = inven_carry(q_ptr);
405
406                 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
407         }
408
409         /* Describe charges in the pack */
410         if (item >= 0)
411         {
412                 inven_item_charges(item);
413         }
414
415         /* Describe charges on the floor */
416         else
417         {
418                 floor_item_charges(0 - item);
419         }
420 }
421
422 /*!
423 * @brief 杖を使うコマンドのメインルーチン /
424 * @return なし
425 */
426 void do_cmd_use_staff(void)
427 {
428         OBJECT_IDX item;
429         concptr q, s;
430
431         if (p_ptr->wild_mode)
432         {
433                 return;
434         }
435
436         if (cmd_limit_arena(p_ptr)) return;
437
438         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
439         {
440                 set_action(ACTION_NONE);
441         }
442
443         /* Restrict choices to wands */
444         item_tester_tval = TV_STAFF;
445
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.");
448
449         if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
450
451         do_cmd_use_staff_aux(item);
452 }