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[Refactor] enum classの型名変更 PlayerRaceFood -> PlayerRaceFoodType
[hengbandforosx/hengbandosx.git] / src / cmd-item / cmd-usestaff.cpp
index ed3e550..fdf66c1 100644 (file)
@@ -1,27 +1,18 @@
 #include "cmd-item/cmd-usestaff.h"
 #include "action/action-limited.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-generator.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-info/samurai-data-type.h"
 #include "player/attack-defense-types.h"
-#include "player-info/avatar.h"
-#include "player/player-class.h"
-#include "player/player-race-types.h"
-#include "player/player-race.h"
-#include "player/player-status.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 "term/screen-processor.h"
+#include "system/player-type-definition.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;
+    bool ident = false;
+    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)))
-                ident = TRUE;
+    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)))
-            ident = TRUE;
-        break;
-    }
 
+        if (unlite_area(player_ptr, 10, (powerful ? 6 : 3))) {
+            ident = true;
+        }
+
+        break;
     case SV_STAFF_SLOWNESS: {
-        if (set_slow(creature_ptr, creature_ptr->slow + randint1(30) + 15, FALSE))
-            ident = TRUE;
+        if (bss.mod_slowness(randint1(30) + 15, false))
+            ident = true;
         break;
     }
 
     case SV_STAFF_HASTE_MONSTERS: {
-        if (speed_monsters(creature_ptr))
-            ident = TRUE;
+        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;
+                ident = true;
             }
         }
         break;
     }
 
     case SV_STAFF_TELEPORTATION: {
-        teleport_player(creature_ptr, (powerful ? 150 : 100), 0L);
-        ident = TRUE;
+        teleport_player(player_ptr, (powerful ? 150 : 100), 0L);
+        ident = true;
         break;
     }
 
     case SV_STAFF_IDENTIFY: {
         if (powerful) {
-            if (!identify_fully(creature_ptr, FALSE, TV_NONE))
-                *use_charge = FALSE;
+            if (!identify_fully(player_ptr, false))
+                *use_charge = false;
         } else {
-            if (!ident_spell(creature_ptr, FALSE, TV_NONE))
-                *use_charge = FALSE;
+            if (!ident_spell(player_ptr, false))
+                *use_charge = false;
         }
-        ident = TRUE;
+        ident = true;
         break;
     }
 
     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;
+            ident = true;
         }
         break;
     }
 
     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)))
-            ident = TRUE;
+        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);
-        ident = TRUE;
+        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))
-            ident = TRUE;
-        if (detect_objects_gold(creature_ptr, detect_rad))
-            ident = TRUE;
+        if (detect_treasure(player_ptr, detect_rad))
+            ident = true;
+        if (detect_objects_gold(player_ptr, detect_rad))
+            ident = true;
         break;
     }
 
     case SV_STAFF_DETECT_ITEM: {
-        if (detect_objects_normal(creature_ptr, detect_rad))
-            ident = TRUE;
+        if (detect_objects_normal(player_ptr, detect_rad))
+            ident = true;
         break;
     }
 
     case SV_STAFF_DETECT_TRAP: {
-        if (detect_traps(creature_ptr, detect_rad, known))
-            ident = TRUE;
+        if (detect_traps(player_ptr, detect_rad, known))
+            ident = true;
         break;
     }
 
     case SV_STAFF_DETECT_DOOR: {
-        if (detect_doors(creature_ptr, detect_rad))
-            ident = TRUE;
-        if (detect_stairs(creature_ptr, detect_rad))
-            ident = TRUE;
+        if (detect_doors(player_ptr, detect_rad))
+            ident = true;
+        if (detect_stairs(player_ptr, detect_rad))
+            ident = true;
         break;
     }
 
     case SV_STAFF_DETECT_INVIS: {
-        if (detect_monsters_invis(creature_ptr, detect_rad))
-            ident = TRUE;
+        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))
-            ident = TRUE;
+        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;
+        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))
-            ident = TRUE;
+        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))
-            ident = TRUE;
-        ident |= restore_mana(creature_ptr, FALSE);
-        if (set_shero(creature_ptr, 0, TRUE))
-            ident = TRUE;
+        if (do_res_stat(player_ptr, A_INT))
+            ident = 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))
-            ident = TRUE;
+        if (sleep_monsters(player_ptr, lev))
+            ident = true;
         break;
     }
 
     case SV_STAFF_SLOW_MONSTERS: {
-        if (slow_monsters(creature_ptr, lev))
-            ident = TRUE;
+        if (slow_monsters(player_ptr, lev))
+            ident = true;
         break;
     }
 
     case SV_STAFF_SPEED: {
-        if (set_fast(creature_ptr, randint1(30) + (powerful ? 30 : 15), FALSE))
-            ident = TRUE;
+        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))
-            ident = TRUE;
+        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."));
 
@@ -264,24 +256,23 @@ int staff_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use
     }
 
     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 (is_specific_player_race(creature_ptr, RACE_SKELETON) || is_specific_player_race(creature_ptr, RACE_GOLEM)
-            || is_specific_player_race(creature_ptr, RACE_ZOMBIE) || is_specific_player_race(creature_ptr, RACE_SPECTRE))
+        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;
     }
@@ -290,167 +281,26 @@ int staff_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use
 }
 
 /*!
- * @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
- * @return なし
- * @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;
-    }
-
-    take_turn(creature_ptr, 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));
-    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);
-    }
-
-    creature_ptr->window_flags |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-    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;
-        object_copy(q_ptr, 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 /
- * @return なし
  */
-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), 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();
 }