#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-status/player-energy.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-info/samurai-data-type.h"
#include "player/attack-defense-types.h"
-#include "player/player-class.h"
-#include "player/player-race-types.h"
-#include "player/player-race.h"
#include "player/player-status-flags.h"
#include "player/special-defense-types.h"
#include "spell-kind/earthquake.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
- * @param creature_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレイヤーへの参照ポインタ
* @param sval オブジェクトのsval
* @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
* @param powerful 強力発動上の処理ならばTRUE
* @param known 判明済ならばTRUE
* @return 発動により効果内容が確定したならばTRUEを返す
*/
-int staff_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
+int staff_effect(player_type *player_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
{
int k;
bool ident = false;
- PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
+ PLAYER_LEVEL lev = powerful ? player_ptr->lev * 2 : player_ptr->lev;
POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
- /* Analyze the staff */
+ BadStatusSetter bss(player_ptr);
switch (sval) {
- case SV_STAFF_DARKNESS: {
- if (!has_resist_blind(creature_ptr) && !has_resist_dark(creature_ptr)) {
- if (set_blind(creature_ptr, creature_ptr->blind + 3 + randint1(5)))
+ case SV_STAFF_DARKNESS:
+ if (!has_resist_blind(player_ptr) && !has_resist_dark(player_ptr)) {
+ if (bss.mod_blindness(3 + randint1(5))) {
ident = true;
+ }
}
- if (unlite_area(creature_ptr, 10, (powerful ? 6 : 3)))
+
+ if (unlite_area(player_ptr, 10, (powerful ? 6 : 3))) {
ident = true;
- break;
- }
+ }
+ break;
case SV_STAFF_SLOWNESS: {
- if (set_slow(creature_ptr, creature_ptr->slow + randint1(30) + 15, false))
+ if (bss.mod_slowness(randint1(30) + 15, false))
ident = true;
break;
}
case SV_STAFF_HASTE_MONSTERS: {
- if (speed_monsters(creature_ptr))
+ if (speed_monsters(player_ptr))
ident = true;
break;
}
case SV_STAFF_SUMMONING: {
const int times = randint1(powerful ? 8 : 4);
for (k = 0; k < times; k++) {
- if (summon_specific(creature_ptr, 0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_NONE,
+ if (summon_specific(player_ptr, 0, player_ptr->y, player_ptr->x, player_ptr->current_floor_ptr->dun_level, SUMMON_NONE,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) {
ident = true;
}
}
case SV_STAFF_TELEPORTATION: {
- teleport_player(creature_ptr, (powerful ? 150 : 100), 0L);
+ teleport_player(player_ptr, (powerful ? 150 : 100), 0L);
ident = true;
break;
}
case SV_STAFF_IDENTIFY: {
if (powerful) {
- if (!identify_fully(creature_ptr, false))
+ if (!identify_fully(player_ptr, false))
*use_charge = false;
} else {
- if (!ident_spell(creature_ptr, false))
+ if (!ident_spell(player_ptr, false))
*use_charge = false;
}
ident = true;
}
case SV_STAFF_REMOVE_CURSE: {
- bool result = (powerful ? remove_all_curse(creature_ptr) : remove_curse(creature_ptr)) != 0;
+ bool result = (powerful ? remove_all_curse(player_ptr) : remove_curse(player_ptr)) != 0;
if (result) {
ident = true;
}
}
case SV_STAFF_STARLITE:
- ident = starlight(creature_ptr, magic);
+ ident = starlight(player_ptr, magic);
break;
case SV_STAFF_LITE: {
- if (lite_area(creature_ptr, damroll(2, 8), (powerful ? 4 : 2)))
+ if (lite_area(player_ptr, damroll(2, 8), (powerful ? 4 : 2)))
ident = true;
break;
}
case SV_STAFF_MAPPING: {
- map_area(creature_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
+ map_area(player_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
ident = true;
break;
}
case SV_STAFF_DETECT_GOLD: {
- if (detect_treasure(creature_ptr, detect_rad))
+ if (detect_treasure(player_ptr, detect_rad))
ident = true;
- if (detect_objects_gold(creature_ptr, detect_rad))
+ if (detect_objects_gold(player_ptr, detect_rad))
ident = true;
break;
}
case SV_STAFF_DETECT_ITEM: {
- if (detect_objects_normal(creature_ptr, detect_rad))
+ if (detect_objects_normal(player_ptr, detect_rad))
ident = true;
break;
}
case SV_STAFF_DETECT_TRAP: {
- if (detect_traps(creature_ptr, detect_rad, known))
+ if (detect_traps(player_ptr, detect_rad, known))
ident = true;
break;
}
case SV_STAFF_DETECT_DOOR: {
- if (detect_doors(creature_ptr, detect_rad))
+ if (detect_doors(player_ptr, detect_rad))
ident = true;
- if (detect_stairs(creature_ptr, detect_rad))
+ if (detect_stairs(player_ptr, detect_rad))
ident = true;
break;
}
case SV_STAFF_DETECT_INVIS: {
- if (set_tim_invis(creature_ptr, creature_ptr->tim_invis + 12 + randint1(12), false))
+ if (set_tim_invis(player_ptr, player_ptr->tim_invis + 12 + randint1(12), false))
ident = true;
break;
}
case SV_STAFF_DETECT_EVIL: {
- if (detect_monsters_evil(creature_ptr, detect_rad))
+ if (detect_monsters_evil(player_ptr, detect_rad))
ident = true;
break;
}
case SV_STAFF_CURE_LIGHT: {
- ident = cure_light_wounds(creature_ptr, (powerful ? 4 : 2), 8);
+ ident = cure_light_wounds(player_ptr, (powerful ? 4 : 2), 8);
break;
}
case SV_STAFF_CURING: {
- ident = true_healing(creature_ptr, 0);
- if (set_shero(creature_ptr, 0, true))
+ ident = true_healing(player_ptr, 0);
+ if (set_shero(player_ptr, 0, true))
ident = true;
break;
}
case SV_STAFF_HEALING: {
- if (cure_critical_wounds(creature_ptr, powerful ? 500 : 300))
+ if (cure_critical_wounds(player_ptr, powerful ? 500 : 300))
ident = true;
break;
}
case SV_STAFF_THE_MAGI: {
- if (do_res_stat(creature_ptr, A_INT))
+ if (do_res_stat(player_ptr, A_INT))
ident = true;
- ident |= restore_mana(creature_ptr, false);
- if (set_shero(creature_ptr, 0, true))
+ ident |= restore_mana(player_ptr, false);
+ if (set_shero(player_ptr, 0, true))
ident = true;
break;
}
case SV_STAFF_SLEEP_MONSTERS: {
- if (sleep_monsters(creature_ptr, lev))
+ if (sleep_monsters(player_ptr, lev))
ident = true;
break;
}
case SV_STAFF_SLOW_MONSTERS: {
- if (slow_monsters(creature_ptr, lev))
+ if (slow_monsters(player_ptr, lev))
ident = true;
break;
}
case SV_STAFF_SPEED: {
- if (set_fast(creature_ptr, randint1(30) + (powerful ? 30 : 15), false))
+ if (set_fast(player_ptr, randint1(30) + (powerful ? 30 : 15), false))
ident = true;
break;
}
case SV_STAFF_PROBING: {
- ident = probing(creature_ptr);
+ ident = probing(player_ptr);
break;
}
case SV_STAFF_DISPEL_EVIL: {
- ident = dispel_evil(creature_ptr, powerful ? 120 : 80);
+ ident = dispel_evil(player_ptr, powerful ? 120 : 80);
break;
}
case SV_STAFF_POWER: {
- ident = dispel_monsters(creature_ptr, powerful ? 225 : 150);
+ ident = dispel_monsters(player_ptr, powerful ? 225 : 150);
break;
}
case SV_STAFF_HOLINESS: {
- ident = cleansing_nova(creature_ptr, magic, powerful);
+ ident = cleansing_nova(player_ptr, magic, powerful);
break;
}
case SV_STAFF_GENOCIDE: {
- ident = symbol_genocide(creature_ptr, (magic ? lev + 50 : 200), true);
+ ident = symbol_genocide(player_ptr, (magic ? lev + 50 : 200), true);
break;
}
case SV_STAFF_EARTHQUAKES: {
- if (earthquake(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 15 : 10), 0))
+ if (earthquake(player_ptr, player_ptr->y, player_ptr->x, (powerful ? 15 : 10), 0))
ident = true;
else
msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
}
case SV_STAFF_DESTRUCTION: {
- ident = destroy_area(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 18 : 13) + randint0(5), false);
+ ident = destroy_area(player_ptr, player_ptr->y, player_ptr->x, (powerful ? 18 : 13) + randint0(5), false);
break;
}
case SV_STAFF_ANIMATE_DEAD: {
- ident = animate_dead(creature_ptr, 0, creature_ptr->y, creature_ptr->x);
+ ident = animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
break;
}
case SV_STAFF_MSTORM: {
- ident = unleash_mana_storm(creature_ptr, powerful);
+ ident = unleash_mana_storm(player_ptr, powerful);
break;
}
case SV_STAFF_NOTHING: {
msg_print(_("何も起らなかった。", "Nothing happens."));
- if (player_race_food(creature_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;
}
}
/*!
- * @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 *creature_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(creature_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(creature_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 = creature_ptr->skill_dev;
-
- /* Confusion hurts skill */
- if (creature_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(creature_ptr))
- return;
-
- /* Roll for usage */
- if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (creature_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);
- creature_ptr->update |= (PU_COMBINE | PU_REORDER);
- creature_ptr->window_flags |= (PW_INVEN);
-
- return;
- }
-
- sound(SOUND_ZAP);
-
- ident = staff_effect(creature_ptr, o_ptr->sval, &use_charge, false, false, object_is_aware(o_ptr));
-
- if (!(object_is_aware(o_ptr))) {
- chg_virtue(creature_ptr, V_PATIENCE, -1);
- chg_virtue(creature_ptr, V_CHANCE, 1);
- chg_virtue(creature_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 | (creature_ptr->update & PU_AUTODESTROY));
- reset_bits(creature_ptr->update, PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
-
- /* Tried the item */
- object_tried(o_ptr);
-
- /* An identification was made */
- if (ident && !object_is_aware(o_ptr)) {
- object_aware(creature_ptr, o_ptr);
- gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
- }
-
- set_bits(creature_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_PLAYER | PW_FLOOR_ITEM_LIST);
- set_bits(creature_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(creature_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(creature_ptr, item);
- }
-
- /* Describe charges on the floor */
- else {
- floor_item_charges(creature_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 *creature_ptr)
+void do_cmd_use_staff(player_type *player_ptr)
{
OBJECT_IDX item;
concptr q, s;
- if (creature_ptr->wild_mode) {
+ if (player_ptr->wild_mode) {
return;
}
- if (cmd_limit_arena(creature_ptr))
+ if (cmd_limit_arena(player_ptr))
return;
- if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
- set_action(creature_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(creature_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(creature_ptr, item);
+ ObjectUseEntity(player_ptr, item).execute();
}