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[Refactor] #38844 inventory を player_type 構造体に inventory_list に改名して取り込み (コメントの修正は後日)
[hengband/hengband.git] / src / cmd-usestaff.c
1 #include "angband.h"
2 #include "util.h"
3
4 #include "spells-summon.h"
5 #include "avatar.h"
6 #include "player-status.h"
7 #include "player-effects.h"
8 #include "spells.h"
9 #include "spells-status.h"
10 #include "spells-floor.h"
11 #include "object-hook.h"
12 #include "cmd-basic.h"
13 #include "floor.h"
14
15
16
17 /*!
18 * @brief 杖の効果を発動する
19 * @param sval オブジェクトのsval
20 * @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
21 * @param powerful 強力発動上の処理ならばTRUE
22 * @param magic 魔道具術上の処理ならばTRUE
23 * @param known 判明済ならばTRUE
24 * @return 発動により効果内容が確定したならばTRUEを返す
25 */
26 int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
27 {
28         int k;
29         int ident = FALSE;
30         PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
31         POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
32
33         /* Analyze the staff */
34         switch (sval)
35         {
36                 case SV_STAFF_DARKNESS:
37                 {
38                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
39                         {
40                                 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
41                         }
42                         if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
43                         break;
44                 }
45
46                 case SV_STAFF_SLOWNESS:
47                 {
48                         if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
49                         break;
50                 }
51
52                 case SV_STAFF_HASTE_MONSTERS:
53                 {
54                         if (speed_monsters()) ident = TRUE;
55                         break;
56                 }
57
58                 case SV_STAFF_SUMMONING:
59                 {
60                         const int times = randint1(powerful ? 8 : 4);
61                         for (k = 0; k < times; k++)
62                         {
63                                 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'))
64                                 {
65                                         ident = TRUE;
66                                 }
67                         }
68                         break;
69                 }
70
71                 case SV_STAFF_TELEPORTATION:
72                 {
73                         teleport_player((powerful ? 150 : 100), 0L);
74                         ident = TRUE;
75                         break;
76                 }
77
78                 case SV_STAFF_IDENTIFY:
79                 {
80                         if (powerful) {
81                                 if (!identify_fully(FALSE)) *use_charge = FALSE;
82                         }
83                         else {
84                                 if (!ident_spell(FALSE)) *use_charge = FALSE;
85                         }
86                         ident = TRUE;
87                         break;
88                 }
89
90                 case SV_STAFF_REMOVE_CURSE:
91                 {
92                         bool result = powerful ? remove_all_curse() : remove_curse();
93                         if (result)
94                         {
95                                 ident = TRUE;
96                         }
97                         break;
98                 }
99
100                 case SV_STAFF_STARLITE:
101                         ident = starlight(magic);
102                         break;
103
104                 case SV_STAFF_LITE:
105                 {
106                         if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
107                         break;
108                 }
109
110                 case SV_STAFF_MAPPING:
111                 {
112                         map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
113                         ident = TRUE;
114                         break;
115                 }
116
117                 case SV_STAFF_DETECT_GOLD:
118                 {
119                         if (detect_treasure(detect_rad)) ident = TRUE;
120                         if (detect_objects_gold(detect_rad)) ident = TRUE;
121                         break;
122                 }
123
124                 case SV_STAFF_DETECT_ITEM:
125                 {
126                         if (detect_objects_normal(detect_rad)) ident = TRUE;
127                         break;
128                 }
129
130                 case SV_STAFF_DETECT_TRAP:
131                 {
132                         if (detect_traps(detect_rad, known)) ident = TRUE;
133                         break;
134                 }
135
136                 case SV_STAFF_DETECT_DOOR:
137                 {
138                         if (detect_doors(detect_rad)) ident = TRUE;
139                         if (detect_stairs(detect_rad)) ident = TRUE;
140                         break;
141                 }
142
143                 case SV_STAFF_DETECT_INVIS:
144                 {
145                         if (detect_monsters_invis(detect_rad)) ident = TRUE;
146                         break;
147                 }
148
149                 case SV_STAFF_DETECT_EVIL:
150                 {
151                         if (detect_monsters_evil(detect_rad)) ident = TRUE;
152                         break;
153                 }
154
155                 case SV_STAFF_CURE_LIGHT:
156                 {
157                         ident = cure_light_wounds((powerful ? 4 : 2), 8);
158                         break;
159                 }
160
161                 case SV_STAFF_CURING:
162                 {
163                         ident = true_healing(0);
164                         if (set_shero(0, TRUE)) ident = TRUE;
165                         break;
166                 }
167
168                 case SV_STAFF_HEALING:
169                 {
170                         if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
171                         break;
172                 }
173
174                 case SV_STAFF_THE_MAGI:
175                 {
176                         if (do_res_stat(A_INT)) ident = TRUE;
177                         ident |= restore_mana(FALSE);
178                         if (set_shero(0, TRUE)) ident = TRUE;
179                         break;
180                 }
181
182                 case SV_STAFF_SLEEP_MONSTERS:
183                 {
184                         if (sleep_monsters(lev)) ident = TRUE;
185                         break;
186                 }
187
188                 case SV_STAFF_SLOW_MONSTERS:
189                 {
190                         if (slow_monsters(lev)) ident = TRUE;
191                         break;
192                 }
193
194                 case SV_STAFF_SPEED:
195                 {
196                         if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
197                         break;
198                 }
199
200                 case SV_STAFF_PROBING:
201                 {
202                         ident = probing();
203                         break;
204                 }
205
206                 case SV_STAFF_DISPEL_EVIL:
207                 {
208                         ident = dispel_evil(powerful ? 120 : 80);
209                         break;
210                 }
211
212                 case SV_STAFF_POWER:
213                 {
214                         ident = dispel_monsters(powerful ? 225 : 150) ;
215                         break;
216                 }
217
218                 case SV_STAFF_HOLINESS:
219                 {
220                         ident = cleansing_nova(p_ptr, magic, powerful);
221                         break;
222                 }
223
224                 case SV_STAFF_GENOCIDE:
225                 {
226                         ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
227                         break;
228                 }
229
230                 case SV_STAFF_EARTHQUAKES:
231                 {
232                         if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
233                                 ident = TRUE;
234                         else
235                                 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
236
237                         break;
238                 }
239
240                 case SV_STAFF_DESTRUCTION:
241                 {
242                         ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
243                         break;
244                 }
245
246                 case SV_STAFF_ANIMATE_DEAD:
247                 {
248                         ident = animate_dead(0, p_ptr->y, p_ptr->x);
249                         break;
250                 }
251
252                 case SV_STAFF_MSTORM:
253                 {
254                         ident = unleash_mana_storm(p_ptr, powerful);
255                         break;
256                 }
257
258                 case SV_STAFF_NOTHING:
259                 {
260                         msg_print(_("何も起らなかった。", "Nothing happen."));
261                         if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
262                                 prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
263                                 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!"));
264                         break;
265                 }
266         }
267         return ident;
268 }
269
270 /*!
271  * @brief 杖を使うコマンドのサブルーチン /
272  * Use a staff.                 -RAK-
273  * @param item 使うオブジェクトの所持品ID
274  * @return なし
275  * @details
276  * One charge of one staff disappears.
277  * Hack -- staffs of identify can be "cancelled".
278  */
279 void do_cmd_use_staff_aux(INVENTORY_IDX item)
280 {
281         int         ident, chance, lev;
282         object_type *o_ptr;
283
284
285         /* Hack -- let staffs of identify get aborted */
286         bool use_charge = TRUE;
287
288
289         /* Get the item (in the pack) */
290         if (item >= 0)
291         {
292                 o_ptr = &p_ptr->inventory_list[item];
293         }
294
295         /* Get the item (on the floor) */
296         else
297         {
298                 o_ptr = &current_floor_ptr->o_list[0 - item];
299         }
300
301
302         /* Mega-Hack -- refuse to use a pile from the ground */
303         if ((item < 0) && (o_ptr->number > 1))
304         {
305                 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
306                 return;
307         }
308
309
310         take_turn(p_ptr, 100);
311
312         /* Extract the item level */
313         lev = k_info[o_ptr->k_idx].level;
314         if (lev > 50) lev = 50 + (lev - 50) / 2;
315
316         /* Base chance of success */
317         chance = p_ptr->skill_dev;
318
319         /* Confusion hurts skill */
320         if (p_ptr->confused) chance = chance / 2;
321
322         /* Hight level objects are harder */
323         chance = chance - lev;
324
325         /* Give everyone a (slight) chance */
326         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
327         {
328                 chance = USE_DEVICE;
329         }
330
331         if (cmd_limit_time_walk(p_ptr)) return;
332
333         /* Roll for usage */
334         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
335         {
336                 if (flush_failure) flush();
337                 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
338                 sound(SOUND_FAIL);
339                 return;
340         }
341
342         /* Notice empty staffs */
343         if (o_ptr->pval <= 0)
344         {
345                 if (flush_failure) flush();
346                 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
347                 o_ptr->ident |= (IDENT_EMPTY);
348                 p_ptr->update |= (PU_COMBINE | PU_REORDER);
349                 p_ptr->window |= (PW_INVEN);
350
351                 return;
352         }
353
354
355         sound(SOUND_ZAP);
356
357         ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
358
359         if (!(object_is_aware(o_ptr)))
360         {
361                 chg_virtue(V_PATIENCE, -1);
362                 chg_virtue(V_CHANCE, 1);
363                 chg_virtue(V_KNOWLEDGE, -1);
364         }
365         p_ptr->update |= (PU_COMBINE | PU_REORDER);
366
367         /* Tried the item */
368         object_tried(o_ptr);
369
370         /* An identification was made */
371         if (ident && !object_is_aware(o_ptr))
372         {
373                 object_aware(o_ptr);
374                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
375         }
376
377         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
378
379
380         /* Hack -- some uses are "free" */
381         if (!use_charge) return;
382
383
384         /* Use a single charge */
385         o_ptr->pval--;
386
387         /* XXX Hack -- unstack if necessary */
388         if ((item >= 0) && (o_ptr->number > 1))
389         {
390                 object_type forge;
391                 object_type *q_ptr;
392                 q_ptr = &forge;
393
394                 /* Obtain a local object */
395                 object_copy(q_ptr, o_ptr);
396
397                 /* Modify quantity */
398                 q_ptr->number = 1;
399
400                 /* Restore the charges */
401                 o_ptr->pval++;
402
403                 /* Unstack the used item */
404                 o_ptr->number--;
405                 p_ptr->total_weight -= q_ptr->weight;
406                 item = inven_carry(q_ptr);
407
408                 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
409         }
410
411         /* Describe charges in the pack */
412         if (item >= 0)
413         {
414                 inven_item_charges(item);
415         }
416
417         /* Describe charges on the floor */
418         else
419         {
420                 floor_item_charges(0 - item);
421         }
422 }
423
424 /*!
425 * @brief 杖を使うコマンドのメインルーチン /
426 * @return なし
427 */
428 void do_cmd_use_staff(void)
429 {
430         OBJECT_IDX item;
431         concptr q, s;
432
433         if (p_ptr->wild_mode)
434         {
435                 return;
436         }
437
438         if (cmd_limit_arena(p_ptr)) return;
439
440         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
441         {
442                 set_action(ACTION_NONE);
443         }
444
445         /* Restrict choices to wands */
446         item_tester_tval = TV_STAFF;
447
448         q = _("どの杖を使いますか? ", "Use which staff? ");
449         s = _("使える杖がない。", "You have no staff to use.");
450
451         if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
452
453         do_cmd_use_staff_aux(item);
454 }