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[Refactor] #37353 PW_* 定義を view-mainwindow.h へ移動.
[hengband/hengband.git] / src / cmd-usestaff.c
1 #include "angband.h"
2 #include "util.h"
3
4 #include "player-race.h"
5 #include "spells-summon.h"
6 #include "avatar.h"
7 #include "player-status.h"
8 #include "player-effects.h"
9 #include "spells.h"
10 #include "spells-status.h"
11 #include "spells-floor.h"
12 #include "object-hook.h"
13 #include "cmd-basic.h"
14 #include "floor.h"
15 #include "objectkind.h"
16 #include "view-mainwindow.h"
17
18
19
20 /*!
21 * @brief 杖の効果を発動する
22 * @param sval オブジェクトのsval
23 * @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
24 * @param powerful 強力発動上の処理ならばTRUE
25 * @param magic 魔道具術上の処理ならばTRUE
26 * @param known 判明済ならばTRUE
27 * @return 発動により効果内容が確定したならばTRUEを返す
28 */
29 int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
30 {
31         int k;
32         int ident = FALSE;
33         PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
34         POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
35
36         /* Analyze the staff */
37         switch (sval)
38         {
39                 case SV_STAFF_DARKNESS:
40                 {
41                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
42                         {
43                                 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
44                         }
45                         if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
46                         break;
47                 }
48
49                 case SV_STAFF_SLOWNESS:
50                 {
51                         if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
52                         break;
53                 }
54
55                 case SV_STAFF_HASTE_MONSTERS:
56                 {
57                         if (speed_monsters()) ident = TRUE;
58                         break;
59                 }
60
61                 case SV_STAFF_SUMMONING:
62                 {
63                         const int times = randint1(powerful ? 8 : 4);
64                         for (k = 0; k < times; k++)
65                         {
66                                 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)))
67                                 {
68                                         ident = TRUE;
69                                 }
70                         }
71                         break;
72                 }
73
74                 case SV_STAFF_TELEPORTATION:
75                 {
76                         teleport_player((powerful ? 150 : 100), 0L);
77                         ident = TRUE;
78                         break;
79                 }
80
81                 case SV_STAFF_IDENTIFY:
82                 {
83                         if (powerful) {
84                                 if (!identify_fully(FALSE)) *use_charge = FALSE;
85                         }
86                         else {
87                                 if (!ident_spell(FALSE)) *use_charge = FALSE;
88                         }
89                         ident = TRUE;
90                         break;
91                 }
92
93                 case SV_STAFF_REMOVE_CURSE:
94                 {
95                         bool result = powerful ? remove_all_curse() : remove_curse();
96                         if (result)
97                         {
98                                 ident = TRUE;
99                         }
100                         break;
101                 }
102
103                 case SV_STAFF_STARLITE:
104                         ident = starlight(magic);
105                         break;
106
107                 case SV_STAFF_LITE:
108                 {
109                         if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
110                         break;
111                 }
112
113                 case SV_STAFF_MAPPING:
114                 {
115                         map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
116                         ident = TRUE;
117                         break;
118                 }
119
120                 case SV_STAFF_DETECT_GOLD:
121                 {
122                         if (detect_treasure(detect_rad)) ident = TRUE;
123                         if (detect_objects_gold(detect_rad)) ident = TRUE;
124                         break;
125                 }
126
127                 case SV_STAFF_DETECT_ITEM:
128                 {
129                         if (detect_objects_normal(detect_rad)) ident = TRUE;
130                         break;
131                 }
132
133                 case SV_STAFF_DETECT_TRAP:
134                 {
135                         if (detect_traps(detect_rad, known)) ident = TRUE;
136                         break;
137                 }
138
139                 case SV_STAFF_DETECT_DOOR:
140                 {
141                         if (detect_doors(detect_rad)) ident = TRUE;
142                         if (detect_stairs(detect_rad)) ident = TRUE;
143                         break;
144                 }
145
146                 case SV_STAFF_DETECT_INVIS:
147                 {
148                         if (detect_monsters_invis(detect_rad)) ident = TRUE;
149                         break;
150                 }
151
152                 case SV_STAFF_DETECT_EVIL:
153                 {
154                         if (detect_monsters_evil(detect_rad)) ident = TRUE;
155                         break;
156                 }
157
158                 case SV_STAFF_CURE_LIGHT:
159                 {
160                         ident = cure_light_wounds((powerful ? 4 : 2), 8);
161                         break;
162                 }
163
164                 case SV_STAFF_CURING:
165                 {
166                         ident = true_healing(0);
167                         if (set_shero(0, TRUE)) ident = TRUE;
168                         break;
169                 }
170
171                 case SV_STAFF_HEALING:
172                 {
173                         if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
174                         break;
175                 }
176
177                 case SV_STAFF_THE_MAGI:
178                 {
179                         if (do_res_stat(A_INT)) ident = TRUE;
180                         ident |= restore_mana(FALSE);
181                         if (set_shero(0, TRUE)) ident = TRUE;
182                         break;
183                 }
184
185                 case SV_STAFF_SLEEP_MONSTERS:
186                 {
187                         if (sleep_monsters(lev)) ident = TRUE;
188                         break;
189                 }
190
191                 case SV_STAFF_SLOW_MONSTERS:
192                 {
193                         if (slow_monsters(lev)) ident = TRUE;
194                         break;
195                 }
196
197                 case SV_STAFF_SPEED:
198                 {
199                         if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
200                         break;
201                 }
202
203                 case SV_STAFF_PROBING:
204                 {
205                         ident = probing();
206                         break;
207                 }
208
209                 case SV_STAFF_DISPEL_EVIL:
210                 {
211                         ident = dispel_evil(powerful ? 120 : 80);
212                         break;
213                 }
214
215                 case SV_STAFF_POWER:
216                 {
217                         ident = dispel_monsters(powerful ? 225 : 150) ;
218                         break;
219                 }
220
221                 case SV_STAFF_HOLINESS:
222                 {
223                         ident = cleansing_nova(p_ptr, magic, powerful);
224                         break;
225                 }
226
227                 case SV_STAFF_GENOCIDE:
228                 {
229                         ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
230                         break;
231                 }
232
233                 case SV_STAFF_EARTHQUAKES:
234                 {
235                         if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
236                                 ident = TRUE;
237                         else
238                                 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
239
240                         break;
241                 }
242
243                 case SV_STAFF_DESTRUCTION:
244                 {
245                         ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
246                         break;
247                 }
248
249                 case SV_STAFF_ANIMATE_DEAD:
250                 {
251                         ident = animate_dead(0, p_ptr->y, p_ptr->x);
252                         break;
253                 }
254
255                 case SV_STAFF_MSTORM:
256                 {
257                         ident = unleash_mana_storm(p_ptr, powerful);
258                         break;
259                 }
260
261                 case SV_STAFF_NOTHING:
262                 {
263                         msg_print(_("何も起らなかった。", "Nothing happen."));
264                         if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
265                                 prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
266                                 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!"));
267                         break;
268                 }
269         }
270         return ident;
271 }
272
273 /*!
274  * @brief 杖を使うコマンドのサブルーチン /
275  * Use a staff.                 -RAK-
276  * @param item 使うオブジェクトの所持品ID
277  * @return なし
278  * @details
279  * One charge of one staff disappears.
280  * Hack -- staffs of identify can be "cancelled".
281  */
282 void do_cmd_use_staff_aux(INVENTORY_IDX item)
283 {
284         int         ident, chance, lev;
285         object_type *o_ptr;
286
287
288         /* Hack -- let staffs of identify get aborted */
289         bool use_charge = TRUE;
290
291
292         /* Get the item (in the pack) */
293         if (item >= 0)
294         {
295                 o_ptr = &p_ptr->inventory_list[item];
296         }
297
298         /* Get the item (on the floor) */
299         else
300         {
301                 o_ptr = &current_floor_ptr->o_list[0 - item];
302         }
303
304
305         /* Mega-Hack -- refuse to use a pile from the ground */
306         if ((item < 0) && (o_ptr->number > 1))
307         {
308                 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
309                 return;
310         }
311
312
313         take_turn(p_ptr, 100);
314
315         /* Extract the item level */
316         lev = k_info[o_ptr->k_idx].level;
317         if (lev > 50) lev = 50 + (lev - 50) / 2;
318
319         /* Base chance of success */
320         chance = p_ptr->skill_dev;
321
322         /* Confusion hurts skill */
323         if (p_ptr->confused) chance = chance / 2;
324
325         /* Hight level objects are harder */
326         chance = chance - lev;
327
328         /* Give everyone a (slight) chance */
329         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
330         {
331                 chance = USE_DEVICE;
332         }
333
334         if (cmd_limit_time_walk(p_ptr)) return;
335
336         /* Roll for usage */
337         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
338         {
339                 if (flush_failure) flush();
340                 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
341                 sound(SOUND_FAIL);
342                 return;
343         }
344
345         /* Notice empty staffs */
346         if (o_ptr->pval <= 0)
347         {
348                 if (flush_failure) flush();
349                 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
350                 o_ptr->ident |= (IDENT_EMPTY);
351                 p_ptr->update |= (PU_COMBINE | PU_REORDER);
352                 p_ptr->window |= (PW_INVEN);
353
354                 return;
355         }
356
357
358         sound(SOUND_ZAP);
359
360         ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
361
362         if (!(object_is_aware(o_ptr)))
363         {
364                 chg_virtue(V_PATIENCE, -1);
365                 chg_virtue(V_CHANCE, 1);
366                 chg_virtue(V_KNOWLEDGE, -1);
367         }
368         p_ptr->update |= (PU_COMBINE | PU_REORDER);
369
370         /* Tried the item */
371         object_tried(o_ptr);
372
373         /* An identification was made */
374         if (ident && !object_is_aware(o_ptr))
375         {
376                 object_aware(o_ptr);
377                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
378         }
379
380         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
381
382
383         /* Hack -- some uses are "free" */
384         if (!use_charge) return;
385
386
387         /* Use a single charge */
388         o_ptr->pval--;
389
390         /* XXX Hack -- unstack if necessary */
391         if ((item >= 0) && (o_ptr->number > 1))
392         {
393                 object_type forge;
394                 object_type *q_ptr;
395                 q_ptr = &forge;
396
397                 /* Obtain a local object */
398                 object_copy(q_ptr, o_ptr);
399
400                 /* Modify quantity */
401                 q_ptr->number = 1;
402
403                 /* Restore the charges */
404                 o_ptr->pval++;
405
406                 /* Unstack the used item */
407                 o_ptr->number--;
408                 p_ptr->total_weight -= q_ptr->weight;
409                 item = inven_carry(q_ptr);
410
411                 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
412         }
413
414         /* Describe charges in the pack */
415         if (item >= 0)
416         {
417                 inven_item_charges(item);
418         }
419
420         /* Describe charges on the floor */
421         else
422         {
423                 floor_item_charges(0 - item);
424         }
425 }
426
427 /*!
428 * @brief 杖を使うコマンドのメインルーチン /
429 * @return なし
430 */
431 void do_cmd_use_staff(void)
432 {
433         OBJECT_IDX item;
434         concptr q, s;
435
436         if (p_ptr->wild_mode)
437         {
438                 return;
439         }
440
441         if (cmd_limit_arena(p_ptr)) return;
442
443         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
444         {
445                 set_action(ACTION_NONE);
446         }
447
448         /* Restrict choices to wands */
449         item_tester_tval = TV_STAFF;
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
454         if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
455
456         do_cmd_use_staff_aux(item);
457 }