#include "angband.h"\r
+#include "projection.h"\r
+#include "spells-summon.h"\r
+#include "avatar.h"\r
\r
\r
\r
/* Analyze the staff */\r
switch (sval)\r
{\r
- case SV_STAFF_DARKNESS:\r
- {\r
- if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))\r
+ case SV_STAFF_DARKNESS:\r
{\r
- if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;\r
+ if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))\r
+ {\r
+ if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;\r
+ }\r
+ if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;\r
+ break;\r
}\r
- if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;\r
- break;\r
- }\r
\r
- case SV_STAFF_SLOWNESS:\r
- {\r
- if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_SLOWNESS:\r
+ {\r
+ if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_HASTE_MONSTERS:\r
- {\r
- if (speed_monsters()) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_HASTE_MONSTERS:\r
+ {\r
+ if (speed_monsters()) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_SUMMONING:\r
- {\r
- const int times = randint1(powerful ? 8 : 4);\r
- for (k = 0; k < times; k++)\r
+ case SV_STAFF_SUMMONING:\r
{\r
- if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))\r
+ const int times = randint1(powerful ? 8 : 4);\r
+ for (k = 0; k < times; k++)\r
{\r
- ident = TRUE;\r
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))\r
+ {\r
+ ident = TRUE;\r
+ }\r
}\r
+ break;\r
}\r
- break;\r
- }\r
-\r
- case SV_STAFF_TELEPORTATION:\r
- {\r
- teleport_player((powerful ? 150 : 100), 0L);\r
- ident = TRUE;\r
- break;\r
- }\r
-\r
- case SV_STAFF_IDENTIFY:\r
- {\r
- if (powerful) {\r
- if (!identify_fully(FALSE)) *use_charge = FALSE;\r
- }\r
- else {\r
- if (!ident_spell(FALSE)) *use_charge = FALSE;\r
- }\r
- ident = TRUE;\r
- break;\r
- }\r
\r
- case SV_STAFF_REMOVE_CURSE:\r
- {\r
- bool result = powerful ? remove_all_curse() : remove_curse();\r
- if (result)\r
+ case SV_STAFF_TELEPORTATION:\r
{\r
+ teleport_player((powerful ? 150 : 100), 0L);\r
ident = TRUE;\r
+ break;\r
}\r
- break;\r
- }\r
-\r
- case SV_STAFF_STARLITE:\r
- {\r
- HIT_POINT num = damroll(5, 3);\r
- POSITION y = 0, x = 0;\r
- int attempts;\r
\r
- if (!p_ptr->blind && !magic)\r
+ case SV_STAFF_IDENTIFY:\r
{\r
- msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));\r
+ if (powerful) {\r
+ if (!identify_fully(FALSE)) *use_charge = FALSE;\r
+ }\r
+ else {\r
+ if (!ident_spell(FALSE)) *use_charge = FALSE;\r
+ }\r
+ ident = TRUE;\r
+ break;\r
}\r
- for (k = 0; k < num; k++)\r
- {\r
- attempts = 1000;\r
\r
- while (attempts--)\r
+ case SV_STAFF_REMOVE_CURSE:\r
+ {\r
+ bool result = powerful ? remove_all_curse() : remove_curse();\r
+ if (result)\r
{\r
- scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);\r
- if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;\r
- if (!player_bold(y, x)) break;\r
+ ident = TRUE;\r
}\r
-\r
- project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,\r
- (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);\r
+ break;\r
}\r
- ident = TRUE;\r
- break;\r
- }\r
-\r
- case SV_STAFF_LITE:\r
- {\r
- if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;\r
- break;\r
- }\r
\r
- case SV_STAFF_MAPPING:\r
- {\r
- map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);\r
- ident = TRUE;\r
- break;\r
- }\r
-\r
- case SV_STAFF_DETECT_GOLD:\r
- {\r
- if (detect_treasure(detect_rad)) ident = TRUE;\r
- if (detect_objects_gold(detect_rad)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_STARLITE:\r
+ ident = starlight(magic);\r
+ break;\r
\r
- case SV_STAFF_DETECT_ITEM:\r
- {\r
- if (detect_objects_normal(detect_rad)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_LITE:\r
+ {\r
+ if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_DETECT_TRAP:\r
- {\r
- if (detect_traps(detect_rad, known)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_MAPPING:\r
+ {\r
+ map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);\r
+ ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_DETECT_DOOR:\r
- {\r
- if (detect_doors(detect_rad)) ident = TRUE;\r
- if (detect_stairs(detect_rad)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_DETECT_GOLD:\r
+ {\r
+ if (detect_treasure(detect_rad)) ident = TRUE;\r
+ if (detect_objects_gold(detect_rad)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_DETECT_INVIS:\r
- {\r
- if (detect_monsters_invis(detect_rad)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_DETECT_ITEM:\r
+ {\r
+ if (detect_objects_normal(detect_rad)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_DETECT_EVIL:\r
- {\r
- if (detect_monsters_evil(detect_rad)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_DETECT_TRAP:\r
+ {\r
+ if (detect_traps(detect_rad, known)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_CURE_LIGHT:\r
- {\r
- ident = cure_light_wounds((powerful ? 4 : 2), 8);\r
- break;\r
- }\r
+ case SV_STAFF_DETECT_DOOR:\r
+ {\r
+ if (detect_doors(detect_rad)) ident = TRUE;\r
+ if (detect_stairs(detect_rad)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_CURING:\r
- {\r
- ident = true_healing(0);\r
- if (set_shero(0, TRUE)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_DETECT_INVIS:\r
+ {\r
+ if (detect_monsters_invis(detect_rad)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_HEALING:\r
- {\r
- if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_DETECT_EVIL:\r
+ {\r
+ if (detect_monsters_evil(detect_rad)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_THE_MAGI:\r
- {\r
- if (do_res_stat(A_INT)) ident = TRUE;\r
- ident |= restore_mana(FALSE);\r
- if (set_shero(0, TRUE)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_CURE_LIGHT:\r
+ {\r
+ ident = cure_light_wounds((powerful ? 4 : 2), 8);\r
+ break;\r
+ }\r
\r
- case SV_STAFF_SLEEP_MONSTERS:\r
- {\r
- if (sleep_monsters(lev)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_CURING:\r
+ {\r
+ ident = true_healing(0);\r
+ if (set_shero(0, TRUE)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_SLOW_MONSTERS:\r
- {\r
- if (slow_monsters(lev)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_HEALING:\r
+ {\r
+ if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_SPEED:\r
- {\r
- if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_THE_MAGI:\r
+ {\r
+ if (do_res_stat(A_INT)) ident = TRUE;\r
+ ident |= restore_mana(FALSE);\r
+ if (set_shero(0, TRUE)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_PROBING:\r
- {\r
- probing();\r
- ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_SLEEP_MONSTERS:\r
+ {\r
+ if (sleep_monsters(lev)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_DISPEL_EVIL:\r
- {\r
- if (dispel_evil(powerful ? 120 : 80)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_SLOW_MONSTERS:\r
+ {\r
+ if (slow_monsters(lev)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_POWER:\r
- {\r
- if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_SPEED:\r
+ {\r
+ if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;\r
+ break;\r
+ }\r
\r
- case SV_STAFF_HOLINESS:\r
- {\r
- if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;\r
- k = 3 * lev;\r
- if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;\r
- if (set_poisoned(0)) ident = TRUE;\r
- if (set_afraid(0)) ident = TRUE;\r
- if (hp_player(50)) ident = TRUE;\r
- if (set_stun(0)) ident = TRUE;\r
- if (set_cut(0)) ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_PROBING:\r
+ {\r
+ ident = probing();\r
+ break;\r
+ }\r
\r
- case SV_STAFF_GENOCIDE:\r
- {\r
- (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);\r
- ident = TRUE;\r
- break;\r
- }\r
+ case SV_STAFF_DISPEL_EVIL:\r
+ {\r
+ ident = dispel_evil(powerful ? 120 : 80);\r
+ break;\r
+ }\r
\r
- case SV_STAFF_EARTHQUAKES:\r
- {\r
- if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))\r
- ident = TRUE;\r
- else\r
- msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));\r
+ case SV_STAFF_POWER:\r
+ {\r
+ ident = dispel_monsters(powerful ? 225 : 150) ;\r
+ break;\r
+ }\r
\r
- break;\r
- }\r
+ case SV_STAFF_HOLINESS:\r
+ {\r
+ ident = cleansing_nova(p_ptr, magic, powerful);\r
+ break;\r
+ }\r
\r
- case SV_STAFF_DESTRUCTION:\r
- {\r
- if (destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE))\r
- ident = TRUE;\r
+ case SV_STAFF_GENOCIDE:\r
+ {\r
+ ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);\r
+ break;\r
+ }\r
\r
- break;\r
- }\r
+ case SV_STAFF_EARTHQUAKES:\r
+ {\r
+ if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))\r
+ ident = TRUE;\r
+ else\r
+ msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));\r
\r
- case SV_STAFF_ANIMATE_DEAD:\r
- {\r
- if (animate_dead(0, p_ptr->y, p_ptr->x))\r
- ident = TRUE;\r
+ break;\r
+ }\r
\r
- break;\r
- }\r
+ case SV_STAFF_DESTRUCTION:\r
+ {\r
+ ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);\r
+ break;\r
+ }\r
\r
- case SV_STAFF_MSTORM:\r
- {\r
- msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));\r
- project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,\r
- (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);\r
- if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))\r
+ case SV_STAFF_ANIMATE_DEAD:\r
{\r
- (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);\r
+ ident = animate_dead(0, p_ptr->y, p_ptr->x);\r
+ break;\r
}\r
- ident = TRUE;\r
\r
- break;\r
- }\r
+ case SV_STAFF_MSTORM:\r
+ {\r
+ ident = unleash_mana_storm(p_ptr, powerful);\r
+ break;\r
+ }\r
\r
- case SV_STAFF_NOTHING:\r
- {\r
- msg_print(_("何も起らなかった。", "Nothing happen."));\r
- if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||\r
- prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))\r
- 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!"));\r
- break;\r
- }\r
+ case SV_STAFF_NOTHING:\r
+ {\r
+ msg_print(_("何も起らなかった。", "Nothing happen."));\r
+ if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||\r
+ prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))\r
+ 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!"));\r
+ break;\r
+ }\r
}\r
return ident;\r
}\r
chance = USE_DEVICE;\r
}\r
\r
- if (world_player)\r
- {\r
- if (flush_failure) flush();\r
- msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this staff is freezing too."));\r
- sound(SOUND_FAIL);\r
- return;\r
- }\r
+ if (cmd_limit_time_walk(p_ptr)) return;\r
\r
/* Roll for usage */\r
if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))\r
if (flush_failure) flush();\r
msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));\r
o_ptr->ident |= (IDENT_EMPTY);\r
-\r
- /* Combine / Reorder the pack (later) */\r
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);\r
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);\r
p_ptr->window |= (PW_INVEN);\r
\r
return;\r
chg_virtue(V_CHANCE, 1);\r
chg_virtue(V_KNOWLEDGE, -1);\r
}\r
-\r
- /* Combine / Reorder the pack (later) */\r
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);\r
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);\r
\r
/* Tried the item */\r
object_tried(o_ptr);\r
void do_cmd_use_staff(void)\r
{\r
OBJECT_IDX item;\r
- cptr q, s;\r
+ concptr q, s;\r
+\r
+ if (p_ptr->wild_mode)\r
+ {\r
+ return;\r
+ }\r
+\r
+ if (cmd_limit_arena(p_ptr)) return;\r
\r
if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
{\r
q = _("どの杖を使いますか? ", "Use which staff? ");\r
s = _("使える杖がない。", "You have no staff to use.");\r
\r
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;\r
+ if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;\r
\r
do_cmd_use_staff_aux(item);\r
}\r