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[Refactor] enum classの型名変更 PlayerRaceFood -> PlayerRaceFoodType
[hengbandforosx/hengbandosx.git] / src / cmd-item / cmd-usestaff.cpp
index aca573e..fdf66c1 100644 (file)
@@ -1,26 +1,17 @@
 #include "cmd-item/cmd-usestaff.h"
 #include "action/action-limited.h"
-#include "avatar/avatar.h"
-#include "core/player-update-types.h"
-#include "core/window-redrawer.h"
 #include "floor/floor-object.h"
-#include "game-option/disturbance-options.h"
-#include "inventory/inventory-object.h"
-#include "inventory/player-inventory.h"
-#include "main/sound-definitions-table.h"
-#include "main/sound-of-music.h"
 #include "monster-floor/monster-summon.h"
 #include "monster-floor/place-monster-types.h"
-#include "object-enchant/special-object-flags.h"
+#include "object-use/use-execution.h"
 #include "object/item-tester-hooker.h"
 #include "object/item-use-flags.h"
-#include "object/object-info.h"
-#include "object/object-kind.h"
-#include "perception/object-perception.h"
+#include "player-base/player-class.h"
+#include "player-base/player-race.h"
 #include "player-info/class-info.h"
 #include "player-info/race-info.h"
 #include "player-info/race-types.h"
-#include "player-status/player-energy.h"
+#include "player-info/samurai-data-type.h"
 #include "player/attack-defense-types.h"
 #include "player/player-status-flags.h"
 #include "player/special-defense-types.h"
 #include "status/bad-status-setter.h"
 #include "status/base-status.h"
 #include "status/buff-setter.h"
-#include "status/experience.h"
 #include "status/shape-changer.h"
 #include "status/sight-setter.h"
 #include "sv-definition/sv-staff-types.h"
 #include "system/floor-type-definition.h"
-#include "system/object-type-definition.h"
 #include "system/player-type-definition.h"
-#include "term/screen-processor.h"
-#include "util/bit-flags-calculator.h"
 #include "view/display-messages.h"
-#include "view/object-describer.h"
 
 /*!
  * @brief 杖の効果を発動する
@@ -286,7 +272,7 @@ int staff_effect(player_type *player_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_c
 
     case SV_STAFF_NOTHING: {
         msg_print(_("何も起らなかった。", "Nothing happens."));
-        if (player_race_food(player_ptr) == PlayerRaceFood::MANA)
+        if (PlayerRace(player_ptr).food() == PlayerRaceFoodType::MANA)
             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!"));
         break;
     }
@@ -295,143 +281,6 @@ int staff_effect(player_type *player_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_c
 }
 
 /*!
- * @brief 杖を使うコマンドのサブルーチン /
- * Use a staff.                        -RAK-
- * @param item 使うオブジェクトの所持品ID
- * @details
- * One charge of one staff disappears.
- * Hack -- staffs of identify can be "cancelled".
- */
-void exe_use_staff(player_type *player_ptr, INVENTORY_IDX item)
-{
-    int ident, chance, lev;
-    object_type *o_ptr;
-
-    /* Hack -- let staffs of identify get aborted */
-    bool use_charge = true;
-
-    o_ptr = ref_item(player_ptr, item);
-
-    /* Mega-Hack -- refuse to use a pile from the ground */
-    if ((item < 0) && (o_ptr->number > 1)) {
-        msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
-        return;
-    }
-
-    PlayerEnergy(player_ptr).set_player_turn_energy(100);
-
-    lev = k_info[o_ptr->k_idx].level;
-    if (lev > 50)
-        lev = 50 + (lev - 50) / 2;
-
-    /* Base chance of success */
-    chance = player_ptr->skill_dev;
-
-    /* Confusion hurts skill */
-    if (player_ptr->confused)
-        chance = chance / 2;
-
-    /* Hight level objects are harder */
-    chance = chance - lev;
-
-    /* Give everyone a (slight) chance */
-    if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1)) {
-        chance = USE_DEVICE;
-    }
-
-    if (cmd_limit_time_walk(player_ptr))
-        return;
-
-    /* Roll for usage */
-    if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (player_ptr->pclass == CLASS_BERSERKER)) {
-        if (flush_failure)
-            flush();
-        msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
-        sound(SOUND_FAIL);
-        return;
-    }
-
-    /* Notice empty staffs */
-    if (o_ptr->pval <= 0) {
-        if (flush_failure)
-            flush();
-        msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
-        o_ptr->ident |= (IDENT_EMPTY);
-        player_ptr->update |= (PU_COMBINE | PU_REORDER);
-        player_ptr->window_flags |= (PW_INVEN);
-
-        return;
-    }
-
-    sound(SOUND_ZAP);
-
-    ident = staff_effect(player_ptr, o_ptr->sval, &use_charge, false, false, o_ptr->is_aware());
-
-    if (!(o_ptr->is_aware())) {
-        chg_virtue(player_ptr, V_PATIENCE, -1);
-        chg_virtue(player_ptr, V_CHANCE, 1);
-        chg_virtue(player_ptr, V_KNOWLEDGE, -1);
-    }
-
-    /*
-     * Temporarily remove the flags for updating the inventory so
-     * gain_exp() does not reorder the inventory before the charge
-     * is deducted from the staff.
-     */
-    BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (player_ptr->update & PU_AUTODESTROY));
-    reset_bits(player_ptr->update, PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
-
-    /* Tried the item */
-    object_tried(o_ptr);
-
-    /* An identification was made */
-    if (ident && !o_ptr->is_aware()) {
-        object_aware(player_ptr, o_ptr);
-        gain_exp(player_ptr, (lev + (player_ptr->lev >> 1)) / player_ptr->lev);
-    }
-
-    set_bits(player_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_PLAYER | PW_FLOOR_ITEM_LIST);
-    set_bits(player_ptr->update, inventory_flags);
-
-    /* Hack -- some uses are "free" */
-    if (!use_charge)
-        return;
-
-    /* Use a single charge */
-    o_ptr->pval--;
-
-    /* XXX Hack -- unstack if necessary */
-    if ((item >= 0) && (o_ptr->number > 1)) {
-        object_type forge;
-        object_type *q_ptr;
-        q_ptr = &forge;
-        q_ptr->copy_from(o_ptr);
-
-        /* Modify quantity */
-        q_ptr->number = 1;
-
-        /* Restore the charges */
-        o_ptr->pval++;
-
-        /* Unstack the used item */
-        o_ptr->number--;
-        item = store_item_to_inventory(player_ptr, q_ptr);
-
-        msg_print(_("杖をまとめなおした。", "You unstack your staff."));
-    }
-
-    /* Describe charges in the pack */
-    if (item >= 0) {
-        inven_item_charges(player_ptr, item);
-    }
-
-    /* Describe charges on the floor */
-    else {
-        floor_item_charges(player_ptr->current_floor_ptr, 0 - item);
-    }
-}
-
-/*!
  * @brief 杖を使うコマンドのメインルーチン /
  */
 void do_cmd_use_staff(player_type *player_ptr)
@@ -446,14 +295,12 @@ void do_cmd_use_staff(player_type *player_ptr)
     if (cmd_limit_arena(player_ptr))
         return;
 
-    if (player_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
-        set_action(player_ptr, ACTION_NONE);
-    }
+    PlayerClass(player_ptr).break_samurai_stance({ SamuraiStanceType::MUSOU, SamuraiStanceType::KOUKIJIN });
 
     q = _("どの杖を使いますか? ", "Use which staff? ");
     s = _("使える杖がない。", "You have no staff to use.");
-    if (!choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(TV_STAFF)))
+    if (!choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(ItemKindType::STAFF)))
         return;
 
-    exe_use_staff(player_ptr, item);
+    ObjectUseEntity(player_ptr, item).execute();
 }