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[Refactor] #39068 summon_kin_type によるグローバル変数渡しを修正.
[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.h"
9 #include "spells-status.h"
10 #include "spells-floor.h"
11 #include "object-hook.h"
12 #include "cmd-basic.h"
13 #include "floor.h"
14 #include "objectkind.h"
15
16
17
18 /*!
19 * @brief 杖の効果を発動する
20 * @param sval オブジェクトのsval
21 * @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
22 * @param powerful 強力発動上の処理ならばTRUE
23 * @param magic 魔道具術上の処理ならばTRUE
24 * @param known 判明済ならばTRUE
25 * @return 発動により効果内容が確定したならばTRUEを返す
26 */
27 int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
28 {
29         int k;
30         int ident = FALSE;
31         PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
32         POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
33
34         /* Analyze the staff */
35         switch (sval)
36         {
37                 case SV_STAFF_DARKNESS:
38                 {
39                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
40                         {
41                                 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
42                         }
43                         if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
44                         break;
45                 }
46
47                 case SV_STAFF_SLOWNESS:
48                 {
49                         if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
50                         break;
51                 }
52
53                 case SV_STAFF_HASTE_MONSTERS:
54                 {
55                         if (speed_monsters()) ident = TRUE;
56                         break;
57                 }
58
59                 case SV_STAFF_SUMMONING:
60                 {
61                         const int times = randint1(powerful ? 8 : 4);
62                         for (k = 0; k < times; k++)
63                         {
64                                 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)))
65                                 {
66                                         ident = TRUE;
67                                 }
68                         }
69                         break;
70                 }
71
72                 case SV_STAFF_TELEPORTATION:
73                 {
74                         teleport_player((powerful ? 150 : 100), 0L);
75                         ident = TRUE;
76                         break;
77                 }
78
79                 case SV_STAFF_IDENTIFY:
80                 {
81                         if (powerful) {
82                                 if (!identify_fully(FALSE)) *use_charge = FALSE;
83                         }
84                         else {
85                                 if (!ident_spell(FALSE)) *use_charge = FALSE;
86                         }
87                         ident = TRUE;
88                         break;
89                 }
90
91                 case SV_STAFF_REMOVE_CURSE:
92                 {
93                         bool result = powerful ? remove_all_curse() : remove_curse();
94                         if (result)
95                         {
96                                 ident = TRUE;
97                         }
98                         break;
99                 }
100
101                 case SV_STAFF_STARLITE:
102                         ident = starlight(magic);
103                         break;
104
105                 case SV_STAFF_LITE:
106                 {
107                         if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
108                         break;
109                 }
110
111                 case SV_STAFF_MAPPING:
112                 {
113                         map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
114                         ident = TRUE;
115                         break;
116                 }
117
118                 case SV_STAFF_DETECT_GOLD:
119                 {
120                         if (detect_treasure(detect_rad)) ident = TRUE;
121                         if (detect_objects_gold(detect_rad)) ident = TRUE;
122                         break;
123                 }
124
125                 case SV_STAFF_DETECT_ITEM:
126                 {
127                         if (detect_objects_normal(detect_rad)) ident = TRUE;
128                         break;
129                 }
130
131                 case SV_STAFF_DETECT_TRAP:
132                 {
133                         if (detect_traps(detect_rad, known)) ident = TRUE;
134                         break;
135                 }
136
137                 case SV_STAFF_DETECT_DOOR:
138                 {
139                         if (detect_doors(detect_rad)) ident = TRUE;
140                         if (detect_stairs(detect_rad)) ident = TRUE;
141                         break;
142                 }
143
144                 case SV_STAFF_DETECT_INVIS:
145                 {
146                         if (detect_monsters_invis(detect_rad)) ident = TRUE;
147                         break;
148                 }
149
150                 case SV_STAFF_DETECT_EVIL:
151                 {
152                         if (detect_monsters_evil(detect_rad)) ident = TRUE;
153                         break;
154                 }
155
156                 case SV_STAFF_CURE_LIGHT:
157                 {
158                         ident = cure_light_wounds((powerful ? 4 : 2), 8);
159                         break;
160                 }
161
162                 case SV_STAFF_CURING:
163                 {
164                         ident = true_healing(0);
165                         if (set_shero(0, TRUE)) ident = TRUE;
166                         break;
167                 }
168
169                 case SV_STAFF_HEALING:
170                 {
171                         if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
172                         break;
173                 }
174
175                 case SV_STAFF_THE_MAGI:
176                 {
177                         if (do_res_stat(A_INT)) ident = TRUE;
178                         ident |= restore_mana(FALSE);
179                         if (set_shero(0, TRUE)) ident = TRUE;
180                         break;
181                 }
182
183                 case SV_STAFF_SLEEP_MONSTERS:
184                 {
185                         if (sleep_monsters(lev)) ident = TRUE;
186                         break;
187                 }
188
189                 case SV_STAFF_SLOW_MONSTERS:
190                 {
191                         if (slow_monsters(lev)) ident = TRUE;
192                         break;
193                 }
194
195                 case SV_STAFF_SPEED:
196                 {
197                         if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
198                         break;
199                 }
200
201                 case SV_STAFF_PROBING:
202                 {
203                         ident = probing();
204                         break;
205                 }
206
207                 case SV_STAFF_DISPEL_EVIL:
208                 {
209                         ident = dispel_evil(powerful ? 120 : 80);
210                         break;
211                 }
212
213                 case SV_STAFF_POWER:
214                 {
215                         ident = dispel_monsters(powerful ? 225 : 150) ;
216                         break;
217                 }
218
219                 case SV_STAFF_HOLINESS:
220                 {
221                         ident = cleansing_nova(p_ptr, magic, powerful);
222                         break;
223                 }
224
225                 case SV_STAFF_GENOCIDE:
226                 {
227                         ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
228                         break;
229                 }
230
231                 case SV_STAFF_EARTHQUAKES:
232                 {
233                         if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
234                                 ident = TRUE;
235                         else
236                                 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
237
238                         break;
239                 }
240
241                 case SV_STAFF_DESTRUCTION:
242                 {
243                         ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
244                         break;
245                 }
246
247                 case SV_STAFF_ANIMATE_DEAD:
248                 {
249                         ident = animate_dead(0, p_ptr->y, p_ptr->x);
250                         break;
251                 }
252
253                 case SV_STAFF_MSTORM:
254                 {
255                         ident = unleash_mana_storm(p_ptr, powerful);
256                         break;
257                 }
258
259                 case SV_STAFF_NOTHING:
260                 {
261                         msg_print(_("何も起らなかった。", "Nothing happen."));
262                         if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
263                                 prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
264                                 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!"));
265                         break;
266                 }
267         }
268         return ident;
269 }
270
271 /*!
272  * @brief 杖を使うコマンドのサブルーチン /
273  * Use a staff.                 -RAK-
274  * @param item 使うオブジェクトの所持品ID
275  * @return なし
276  * @details
277  * One charge of one staff disappears.
278  * Hack -- staffs of identify can be "cancelled".
279  */
280 void do_cmd_use_staff_aux(INVENTORY_IDX item)
281 {
282         int         ident, chance, lev;
283         object_type *o_ptr;
284
285
286         /* Hack -- let staffs of identify get aborted */
287         bool use_charge = TRUE;
288
289
290         /* Get the item (in the pack) */
291         if (item >= 0)
292         {
293                 o_ptr = &p_ptr->inventory_list[item];
294         }
295
296         /* Get the item (on the floor) */
297         else
298         {
299                 o_ptr = &current_floor_ptr->o_list[0 - item];
300         }
301
302
303         /* Mega-Hack -- refuse to use a pile from the ground */
304         if ((item < 0) && (o_ptr->number > 1))
305         {
306                 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
307                 return;
308         }
309
310
311         take_turn(p_ptr, 100);
312
313         /* Extract the item level */
314         lev = k_info[o_ptr->k_idx].level;
315         if (lev > 50) lev = 50 + (lev - 50) / 2;
316
317         /* Base chance of success */
318         chance = p_ptr->skill_dev;
319
320         /* Confusion hurts skill */
321         if (p_ptr->confused) chance = chance / 2;
322
323         /* Hight level objects are harder */
324         chance = chance - lev;
325
326         /* Give everyone a (slight) chance */
327         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
328         {
329                 chance = USE_DEVICE;
330         }
331
332         if (cmd_limit_time_walk(p_ptr)) return;
333
334         /* Roll for usage */
335         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
336         {
337                 if (flush_failure) flush();
338                 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
339                 sound(SOUND_FAIL);
340                 return;
341         }
342
343         /* Notice empty staffs */
344         if (o_ptr->pval <= 0)
345         {
346                 if (flush_failure) flush();
347                 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
348                 o_ptr->ident |= (IDENT_EMPTY);
349                 p_ptr->update |= (PU_COMBINE | PU_REORDER);
350                 p_ptr->window |= (PW_INVEN);
351
352                 return;
353         }
354
355
356         sound(SOUND_ZAP);
357
358         ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
359
360         if (!(object_is_aware(o_ptr)))
361         {
362                 chg_virtue(V_PATIENCE, -1);
363                 chg_virtue(V_CHANCE, 1);
364                 chg_virtue(V_KNOWLEDGE, -1);
365         }
366         p_ptr->update |= (PU_COMBINE | PU_REORDER);
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
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 }