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[Refactor] #37353 spells.hにスペルに関する共通定義を追加。。 / Add common definition to spells.h.
[hengband/hengband.git] / src / cmd-usestaff.c
index f2375c5..ed1e964 100644 (file)
@@ -1,4 +1,8 @@
 #include "angband.h"\r
+#include "projection.h"\r
+#include "spells-summon.h"\r
+#include "avatar.h"\r
+#include "player-status.h"\r
 \r
 \r
 \r
@@ -21,281 +25,236 @@ int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, boo
        /* 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
+               case SV_STAFF_STARLITE:\r
+                       ident = starlight(magic);\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_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
+               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
@@ -340,7 +299,7 @@ void do_cmd_use_staff_aux(INVENTORY_IDX item)
        }\r
 \r
 \r
-       p_ptr->energy_use = 100;\r
+       take_turn(p_ptr, 100);;\r
 \r
        /* Extract the item level */\r
        lev = k_info[o_ptr->k_idx].level;\r
@@ -361,13 +320,7 @@ void do_cmd_use_staff_aux(INVENTORY_IDX item)
                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
@@ -384,8 +337,6 @@ void do_cmd_use_staff_aux(INVENTORY_IDX item)
                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->update |= (PU_COMBINE | PU_REORDER);\r
                p_ptr->window |= (PW_INVEN);\r
 \r
@@ -403,8 +354,6 @@ void do_cmd_use_staff_aux(INVENTORY_IDX item)
                chg_virtue(V_CHANCE, 1);\r
                chg_virtue(V_KNOWLEDGE, -1);\r
        }\r
-\r
-       /* Combine / Reorder the pack (later) */\r
        p_ptr->update |= (PU_COMBINE | PU_REORDER);\r
 \r
        /* Tried the item */\r
@@ -478,12 +427,7 @@ void do_cmd_use_staff(void)
                return;\r
        }\r
 \r
-       if (p_ptr->inside_arena)\r
-       {\r
-               msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));\r
-               msg_print(NULL);\r
-               return;\r
-       }\r
+       if (cmd_limit_arena(p_ptr)) return;\r
 \r
        if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
        {\r