-#include "angband.h"\r
-\r
-\r
-\r
-/*!\r
-* @brief 杖の効果を発動する\r
-* @param sval オブジェクトのsval\r
-* @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\r
-* @param powerful 強力発動上の処理ならばTRUE\r
-* @param magic 魔道具術上の処理ならばTRUE\r
-* @param known 判明済ならばTRUE\r
-* @return 発動により効果内容が確定したならばTRUEを返す\r
-*/\r
-int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)\r
-{\r
- int k;\r
- int ident = FALSE;\r
- PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;\r
- POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;\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
- {\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
-\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
-\r
- case SV_STAFF_SUMMONING:\r
- {\r
- const int times = randint1(powerful ? 8 : 4);\r
- for (k = 0; k < times; k++)\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
- {\r
- ident = TRUE;\r
- }\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
- {\r
- ident = TRUE;\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
- {\r
- msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));\r
- }\r
- for (k = 0; k < num; k++)\r
- {\r
- attempts = 1000;\r
-\r
- while (attempts--)\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
- }\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
- }\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
-\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_TRAP:\r
- {\r
- if (detect_traps(detect_rad, known)) 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
-\r
- case SV_STAFF_DETECT_INVIS:\r
- {\r
- if (detect_monsters_invis(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
-\r
- case SV_STAFF_CURE_LIGHT:\r
- {\r
- ident = cure_light_wounds((powerful ? 4 : 2), 8);\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
-\r
- case SV_STAFF_HEALING:\r
- {\r
- if (cure_critical_wounds(powerful ? 500 : 300)) 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
-\r
- case SV_STAFF_SLEEP_MONSTERS:\r
- {\r
- if (sleep_monsters(lev)) ident = TRUE;\r
- break;\r
- }\r
-\r
- case SV_STAFF_SLOW_MONSTERS:\r
- {\r
- if (slow_monsters(lev)) 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
-\r
- case SV_STAFF_PROBING:\r
- {\r
- probing();\r
- 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
-\r
- case SV_STAFF_POWER:\r
- {\r
- if (dispel_monsters(powerful ? 225 : 150)) 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
-\r
- case SV_STAFF_GENOCIDE:\r
- {\r
- (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);\r
- ident = TRUE;\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
-\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
-\r
- break;\r
- }\r
-\r
- case SV_STAFF_ANIMATE_DEAD:\r
- {\r
- if (animate_dead(0, p_ptr->y, p_ptr->x))\r
- ident = TRUE;\r
-\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
- {\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
- }\r
- ident = TRUE;\r
-\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
- }\r
- return ident;\r
-}\r
-\r
-/*!\r
- * @brief 杖を使うコマンドのサブルーチン /\r
- * Use a staff. -RAK-\r
- * @param item 使うオブジェクトの所持品ID\r
- * @return なし\r
- * @details\r
- * One charge of one staff disappears.\r
- * Hack -- staffs of identify can be "cancelled".\r
- */\r
-void do_cmd_use_staff_aux(INVENTORY_IDX item)\r
-{\r
- int ident, chance, lev;\r
- object_type *o_ptr;\r
-\r
-\r
- /* Hack -- let staffs of identify get aborted */\r
- bool use_charge = TRUE;\r
-\r
-\r
- /* Get the item (in the pack) */\r
- if (item >= 0)\r
- {\r
- o_ptr = &inventory[item];\r
- }\r
-\r
- /* Get the item (on the floor) */\r
- else\r
- {\r
- o_ptr = &o_list[0 - item];\r
- }\r
-\r
-\r
- /* Mega-Hack -- refuse to use a pile from the ground */\r
- if ((item < 0) && (o_ptr->number > 1))\r
- {\r
- msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));\r
- return;\r
- }\r
-\r
-\r
- p_ptr->energy_use = 100;\r
-\r
- /* Extract the item level */\r
- lev = k_info[o_ptr->k_idx].level;\r
- if (lev > 50) lev = 50 + (lev - 50) / 2;\r
-\r
- /* Base chance of success */\r
- chance = p_ptr->skill_dev;\r
-\r
- /* Confusion hurts skill */\r
- if (p_ptr->confused) chance = chance / 2;\r
-\r
- /* Hight level objects are harder */\r
- chance = chance - lev;\r
-\r
- /* Give everyone a (slight) chance */\r
- if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))\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
-\r
- /* Roll for usage */\r
- if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))\r
- {\r
- if (flush_failure) flush();\r
- msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));\r
- sound(SOUND_FAIL);\r
- return;\r
- }\r
-\r
- /* Notice empty staffs */\r
- if (o_ptr->pval <= 0)\r
- {\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->window |= (PW_INVEN);\r
-\r
- return;\r
- }\r
-\r
-\r
- sound(SOUND_ZAP);\r
-\r
- ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));\r
-\r
- if (!(object_is_aware(o_ptr)))\r
- {\r
- chg_virtue(V_PATIENCE, -1);\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
-\r
- /* Tried the item */\r
- object_tried(o_ptr);\r
-\r
- /* An identification was made */\r
- if (ident && !object_is_aware(o_ptr))\r
- {\r
- object_aware(o_ptr);\r
- gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);\r
- }\r
-\r
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);\r
-\r
-\r
- /* Hack -- some uses are "free" */\r
- if (!use_charge) return;\r
-\r
-\r
- /* Use a single charge */\r
- o_ptr->pval--;\r
-\r
- /* XXX Hack -- unstack if necessary */\r
- if ((item >= 0) && (o_ptr->number > 1))\r
- {\r
- object_type forge;\r
- object_type *q_ptr;\r
- q_ptr = &forge;\r
-\r
- /* Obtain a local object */\r
- object_copy(q_ptr, o_ptr);\r
-\r
- /* Modify quantity */\r
- q_ptr->number = 1;\r
-\r
- /* Restore the charges */\r
- o_ptr->pval++;\r
-\r
- /* Unstack the used item */\r
- o_ptr->number--;\r
- p_ptr->total_weight -= q_ptr->weight;\r
- item = inven_carry(q_ptr);\r
-\r
- msg_print(_("杖をまとめなおした。", "You unstack your staff."));\r
- }\r
-\r
- /* Describe charges in the pack */\r
- if (item >= 0)\r
- {\r
- inven_item_charges(item);\r
- }\r
-\r
- /* Describe charges on the floor */\r
- else\r
- {\r
- floor_item_charges(0 - item);\r
- }\r
-}\r
-\r
-/*!\r
-* @brief 杖を使うコマンドのメインルーチン /\r
-* @return なし\r
-*/\r
-void do_cmd_use_staff(void)\r
-{\r
- OBJECT_IDX item;\r
- cptr q, s;\r
-\r
- if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
- {\r
- set_action(ACTION_NONE);\r
- }\r
-\r
- /* Restrict choices to wands */\r
- item_tester_tval = TV_STAFF;\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
-\r
- do_cmd_use_staff_aux(item);\r
-}\r
+#include "angband.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "spells-status.h"
+
+
+
+/*!
+* @brief 杖の効果を発動する
+* @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 magic 魔道具術上の処理ならば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(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
+{
+ int k;
+ int ident = FALSE;
+ PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
+
+ /* Analyze the staff */
+ switch (sval)
+ {
+ case SV_STAFF_DARKNESS:
+ {
+ if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
+ {
+ if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
+ }
+ if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_SLOWNESS:
+ {
+ if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_HASTE_MONSTERS:
+ {
+ if (speed_monsters()) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_SUMMONING:
+ {
+ const int times = randint1(powerful ? 8 : 4);
+ for (k = 0; k < times; k++)
+ {
+ 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), '\0'))
+ {
+ ident = TRUE;
+ }
+ }
+ break;
+ }
+
+ case SV_STAFF_TELEPORTATION:
+ {
+ teleport_player((powerful ? 150 : 100), 0L);
+ ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_IDENTIFY:
+ {
+ if (powerful) {
+ if (!identify_fully(FALSE)) *use_charge = FALSE;
+ }
+ else {
+ if (!ident_spell(FALSE)) *use_charge = FALSE;
+ }
+ ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_REMOVE_CURSE:
+ {
+ bool result = powerful ? remove_all_curse() : remove_curse();
+ if (result)
+ {
+ ident = TRUE;
+ }
+ break;
+ }
+
+ case SV_STAFF_STARLITE:
+ ident = starlight(magic);
+ break;
+
+ case SV_STAFF_LITE:
+ {
+ if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_MAPPING:
+ {
+ map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
+ ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_DETECT_GOLD:
+ {
+ if (detect_treasure(detect_rad)) ident = TRUE;
+ if (detect_objects_gold(detect_rad)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_DETECT_ITEM:
+ {
+ if (detect_objects_normal(detect_rad)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_DETECT_TRAP:
+ {
+ if (detect_traps(detect_rad, known)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_DETECT_DOOR:
+ {
+ if (detect_doors(detect_rad)) ident = TRUE;
+ if (detect_stairs(detect_rad)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_DETECT_INVIS:
+ {
+ if (detect_monsters_invis(detect_rad)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_DETECT_EVIL:
+ {
+ if (detect_monsters_evil(detect_rad)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_CURE_LIGHT:
+ {
+ ident = cure_light_wounds((powerful ? 4 : 2), 8);
+ break;
+ }
+
+ case SV_STAFF_CURING:
+ {
+ ident = true_healing(0);
+ if (set_shero(0, TRUE)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_HEALING:
+ {
+ if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_THE_MAGI:
+ {
+ if (do_res_stat(A_INT)) ident = TRUE;
+ ident |= restore_mana(FALSE);
+ if (set_shero(0, TRUE)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_SLEEP_MONSTERS:
+ {
+ if (sleep_monsters(lev)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_SLOW_MONSTERS:
+ {
+ if (slow_monsters(lev)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_SPEED:
+ {
+ if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
+ break;
+ }
+
+ case SV_STAFF_PROBING:
+ {
+ ident = probing();
+ break;
+ }
+
+ case SV_STAFF_DISPEL_EVIL:
+ {
+ ident = dispel_evil(powerful ? 120 : 80);
+ break;
+ }
+
+ case SV_STAFF_POWER:
+ {
+ ident = dispel_monsters(powerful ? 225 : 150) ;
+ break;
+ }
+
+ case SV_STAFF_HOLINESS:
+ {
+ ident = cleansing_nova(p_ptr, magic, powerful);
+ break;
+ }
+
+ case SV_STAFF_GENOCIDE:
+ {
+ ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
+ break;
+ }
+
+ case SV_STAFF_EARTHQUAKES:
+ {
+ if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
+ ident = TRUE;
+ else
+ msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
+
+ break;
+ }
+
+ case SV_STAFF_DESTRUCTION:
+ {
+ ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
+ break;
+ }
+
+ case SV_STAFF_ANIMATE_DEAD:
+ {
+ ident = animate_dead(0, p_ptr->y, p_ptr->x);
+ break;
+ }
+
+ case SV_STAFF_MSTORM:
+ {
+ ident = unleash_mana_storm(p_ptr, powerful);
+ break;
+ }
+
+ case SV_STAFF_NOTHING:
+ {
+ msg_print(_("何も起らなかった。", "Nothing happen."));
+ if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
+ 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;
+ }
+ }
+ return ident;
+}
+
+/*!
+ * @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 do_cmd_use_staff_aux(INVENTORY_IDX item)
+{
+ int ident, chance, lev;
+ object_type *o_ptr;
+
+
+ /* Hack -- let staffs of identify get aborted */
+ bool use_charge = TRUE;
+
+
+ /* Get the item (in the pack) */
+ if (item >= 0)
+ {
+ o_ptr = &inventory[item];
+ }
+
+ /* Get the item (on the floor) */
+ else
+ {
+ o_ptr = ¤t_floor_ptr->o_list[0 - 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(p_ptr, 100);
+
+ /* Extract the item level */
+ lev = k_info[o_ptr->k_idx].level;
+ if (lev > 50) lev = 50 + (lev - 50) / 2;
+
+ /* Base chance of success */
+ chance = p_ptr->skill_dev;
+
+ /* Confusion hurts skill */
+ if (p_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(p_ptr)) return;
+
+ /* Roll for usage */
+ if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_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);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
+ p_ptr->window |= (PW_INVEN);
+
+ return;
+ }
+
+
+ sound(SOUND_ZAP);
+
+ ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
+
+ if (!(object_is_aware(o_ptr)))
+ {
+ chg_virtue(V_PATIENCE, -1);
+ chg_virtue(V_CHANCE, 1);
+ chg_virtue(V_KNOWLEDGE, -1);
+ }
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
+
+ /* Tried the item */
+ object_tried(o_ptr);
+
+ /* An identification was made */
+ if (ident && !object_is_aware(o_ptr))
+ {
+ object_aware(o_ptr);
+ gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
+ }
+
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+
+ /* 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;
+
+ /* Obtain a local object */
+ 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--;
+ p_ptr->total_weight -= q_ptr->weight;
+ item = inven_carry(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(item);
+ }
+
+ /* Describe charges on the floor */
+ else
+ {
+ floor_item_charges(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(void)
+{
+ OBJECT_IDX item;
+ concptr q, s;
+
+ if (p_ptr->wild_mode)
+ {
+ return;
+ }
+
+ if (cmd_limit_arena(p_ptr)) return;
+
+ if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
+ {
+ set_action(ACTION_NONE);
+ }
+
+ /* Restrict choices to wands */
+ item_tester_tval = TV_STAFF;
+
+ 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(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
+
+ do_cmd_use_staff_aux(item);
+}