1 #include "cmd-item/cmd-usestaff.h"
2 #include "cmd/cmd-basic.h"
3 #include "floor/floor-object.h"
4 #include "floor/floor.h"
5 #include "game-option/disturbance-options.h"
6 #include "inventory/inventory-object.h"
7 #include "inventory/player-inventory.h"
8 #include "main/sound-definitions-table.h"
9 #include "monster-floor/monster-summon.h"
10 #include "monster-floor/place-monster-types.h"
11 #include "object-enchant/special-object-flags.h"
12 #include "object/item-use-flags.h"
13 #include "object/object-generator.h"
14 #include "object/object-hook.h"
15 #include "object/object-info.h"
16 #include "object/object-kind.h"
17 #include "perception/object-perception.h"
18 #include "player/avatar.h"
19 #include "player/player-class.h"
20 #include "player/player-effects.h"
21 #include "player/player-races-types.h"
22 #include "player/player-status.h"
23 #include "spell-kind/earthquake.h"
24 #include "spell-kind/spells-detection.h"
25 #include "spell-kind/spells-floor.h"
26 #include "spell-kind/spells-genocide.h"
27 #include "spell-kind/spells-lite.h"
28 #include "spell-kind/spells-neighbor.h"
29 #include "spell-kind/spells-sight.h"
30 #include "spell-kind/spells-teleport.h"
31 #include "spell/spells-staff-only.h"
32 #include "spell/spells-status.h"
33 #include "spell/spells-summon.h"
34 #include "spell/spells3.h"
35 #include "sv-definition/sv-staff-types.h"
36 #include "util/util.h"
37 #include "view/display-main-window.h"
38 #include "view/object-describer.h"
42 * @param creature_ptr プレーヤーへの参照ポインタ
43 * @param sval オブジェクトのsval
44 * @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
45 * @param powerful 強力発動上の処理ならばTRUE
46 * @param magic 魔道具術上の処理ならばTRUE
47 * @param known 判明済ならばTRUE
48 * @return 発動により効果内容が確定したならばTRUEを返す
50 int staff_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
54 PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
55 POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
57 /* Analyze the staff */
60 case SV_STAFF_DARKNESS:
62 if (!(creature_ptr->resist_blind) && !(creature_ptr->resist_dark))
64 if (set_blind(creature_ptr, creature_ptr->blind + 3 + randint1(5))) ident = TRUE;
66 if (unlite_area(creature_ptr, 10, (powerful ? 6 : 3))) ident = TRUE;
70 case SV_STAFF_SLOWNESS:
72 if (set_slow(creature_ptr, creature_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
76 case SV_STAFF_HASTE_MONSTERS:
78 if (speed_monsters(creature_ptr)) ident = TRUE;
82 case SV_STAFF_SUMMONING:
84 const int times = randint1(powerful ? 8 : 4);
85 for (k = 0; k < times; k++)
87 if (summon_specific(creature_ptr, 0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
95 case SV_STAFF_TELEPORTATION:
97 teleport_player(creature_ptr, (powerful ? 150 : 100), 0L);
102 case SV_STAFF_IDENTIFY:
105 if (!identify_fully(creature_ptr, FALSE, 0)) *use_charge = FALSE;
108 if (!ident_spell(creature_ptr, FALSE, 0)) *use_charge = FALSE;
114 case SV_STAFF_REMOVE_CURSE:
116 bool result = powerful ? remove_all_curse(creature_ptr) : remove_curse(creature_ptr);
124 case SV_STAFF_STARLITE:
125 ident = starlight(creature_ptr, magic);
130 if (lite_area(creature_ptr, damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
134 case SV_STAFF_MAPPING:
136 map_area(creature_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
141 case SV_STAFF_DETECT_GOLD:
143 if (detect_treasure(creature_ptr, detect_rad)) ident = TRUE;
144 if (detect_objects_gold(creature_ptr, detect_rad)) ident = TRUE;
148 case SV_STAFF_DETECT_ITEM:
150 if (detect_objects_normal(creature_ptr, detect_rad)) ident = TRUE;
154 case SV_STAFF_DETECT_TRAP:
156 if (detect_traps(creature_ptr, detect_rad, known)) ident = TRUE;
160 case SV_STAFF_DETECT_DOOR:
162 if (detect_doors(creature_ptr, detect_rad)) ident = TRUE;
163 if (detect_stairs(creature_ptr, detect_rad)) ident = TRUE;
167 case SV_STAFF_DETECT_INVIS:
169 if (detect_monsters_invis(creature_ptr, detect_rad)) ident = TRUE;
173 case SV_STAFF_DETECT_EVIL:
175 if (detect_monsters_evil(creature_ptr, detect_rad)) ident = TRUE;
179 case SV_STAFF_CURE_LIGHT:
181 ident = cure_light_wounds(creature_ptr, (powerful ? 4 : 2), 8);
185 case SV_STAFF_CURING:
187 ident = true_healing(creature_ptr, 0);
188 if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
192 case SV_STAFF_HEALING:
194 if (cure_critical_wounds(creature_ptr, powerful ? 500 : 300)) ident = TRUE;
198 case SV_STAFF_THE_MAGI:
200 if (do_res_stat(creature_ptr, A_INT)) ident = TRUE;
201 ident |= restore_mana(creature_ptr, FALSE);
202 if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
206 case SV_STAFF_SLEEP_MONSTERS:
208 if (sleep_monsters(creature_ptr, lev)) ident = TRUE;
212 case SV_STAFF_SLOW_MONSTERS:
214 if (slow_monsters(creature_ptr, lev)) ident = TRUE;
220 if (set_fast(creature_ptr, randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
224 case SV_STAFF_PROBING:
226 ident = probing(creature_ptr);
230 case SV_STAFF_DISPEL_EVIL:
232 ident = dispel_evil(creature_ptr, powerful ? 120 : 80);
238 ident = dispel_monsters(creature_ptr, powerful ? 225 : 150) ;
242 case SV_STAFF_HOLINESS:
244 ident = cleansing_nova(creature_ptr, magic, powerful);
248 case SV_STAFF_GENOCIDE:
250 ident = symbol_genocide(creature_ptr, (magic ? lev + 50 : 200), TRUE);
254 case SV_STAFF_EARTHQUAKES:
256 if (earthquake(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 15 : 10), 0))
259 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
264 case SV_STAFF_DESTRUCTION:
266 ident = destroy_area(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
270 case SV_STAFF_ANIMATE_DEAD:
272 ident = animate_dead(creature_ptr, 0, creature_ptr->y, creature_ptr->x);
276 case SV_STAFF_MSTORM:
278 ident = unleash_mana_storm(creature_ptr, powerful);
282 case SV_STAFF_NOTHING:
284 msg_print(_("何も起らなかった。", "Nothing happen."));
285 if (is_specific_player_race(creature_ptr, RACE_SKELETON) || is_specific_player_race(creature_ptr, RACE_GOLEM) ||
286 is_specific_player_race(creature_ptr, RACE_ZOMBIE) || is_specific_player_race(creature_ptr, RACE_SPECTRE))
287 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!"));
296 * @brief 杖を使うコマンドのサブルーチン /
298 * @param item 使うオブジェクトの所持品ID
301 * One charge of one staff disappears.
302 * Hack -- staffs of identify can be "cancelled".
304 void exe_use_staff(player_type *creature_ptr, INVENTORY_IDX item)
306 int ident, chance, lev;
309 /* Hack -- let staffs of identify get aborted */
310 bool use_charge = TRUE;
312 o_ptr = ref_item(creature_ptr, item);
314 /* Mega-Hack -- refuse to use a pile from the ground */
315 if ((item < 0) && (o_ptr->number > 1))
317 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
321 take_turn(creature_ptr, 100);
323 lev = k_info[o_ptr->k_idx].level;
324 if (lev > 50) lev = 50 + (lev - 50) / 2;
326 /* Base chance of success */
327 chance = creature_ptr->skill_dev;
329 /* Confusion hurts skill */
330 if (creature_ptr->confused) chance = chance / 2;
332 /* Hight level objects are harder */
333 chance = chance - lev;
335 /* Give everyone a (slight) chance */
336 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
341 if (cmd_limit_time_walk(creature_ptr)) return;
344 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (creature_ptr->pclass == CLASS_BERSERKER))
346 if (flush_failure) flush();
347 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
352 /* Notice empty staffs */
353 if (o_ptr->pval <= 0)
355 if (flush_failure) flush();
356 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
357 o_ptr->ident |= (IDENT_EMPTY);
358 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
359 creature_ptr->window |= (PW_INVEN);
366 ident = staff_effect(creature_ptr, o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
368 if (!(object_is_aware(o_ptr)))
370 chg_virtue(creature_ptr, V_PATIENCE, -1);
371 chg_virtue(creature_ptr, V_CHANCE, 1);
372 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
376 * Temporarily remove the flags for updating the inventory so
377 * gain_exp() does not reorder the inventory before the charge
378 * is deducted from the staff.
380 BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (creature_ptr->update & PU_AUTODESTROY));
381 creature_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
386 /* An identification was made */
387 if (ident && !object_is_aware(o_ptr))
389 object_aware(creature_ptr, o_ptr);
390 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
393 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
394 creature_ptr->update |= inventory_flags;
396 /* Hack -- some uses are "free" */
397 if (!use_charge) return;
400 /* Use a single charge */
403 /* XXX Hack -- unstack if necessary */
404 if ((item >= 0) && (o_ptr->number > 1))
409 object_copy(q_ptr, o_ptr);
411 /* Modify quantity */
414 /* Restore the charges */
417 /* Unstack the used item */
419 creature_ptr->total_weight -= q_ptr->weight;
420 item = store_item_to_inventory(creature_ptr, q_ptr);
422 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
425 /* Describe charges in the pack */
428 inven_item_charges(creature_ptr, item);
431 /* Describe charges on the floor */
434 floor_item_charges(creature_ptr->current_floor_ptr, 0 - item);
440 * @brief 杖を使うコマンドのメインルーチン /
443 void do_cmd_use_staff(player_type *creature_ptr)
448 if (creature_ptr->wild_mode)
453 if (cmd_limit_arena(creature_ptr)) return;
455 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
457 set_action(creature_ptr, ACTION_NONE);
460 q = _("どの杖を使いますか? ", "Use which staff? ");
461 s = _("使える杖がない。", "You have no staff to use.");
462 if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_STAFF)) return;
464 exe_use_staff(creature_ptr, item);