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[Refactor] #39068 エンバグを修正しつつ,add_essence() の item_tester_tval グローバル参照をローカル引数に収める.
[hengband/hengband.git] / src / cmd-usestaff.c
1 #include "angband.h"
2 #include "util.h"
3
4 #include "player-race.h"
5 #include "spells-summon.h"
6 #include "avatar.h"
7 #include "player-status.h"
8 #include "player-effects.h"
9 #include "player-class.h"
10 #include "spells.h"
11 #include "spells-status.h"
12 #include "spells-floor.h"
13 #include "object-hook.h"
14 #include "cmd-basic.h"
15 #include "floor.h"
16 #include "objectkind.h"
17 #include "view-mainwindow.h"
18
19
20
21 /*!
22 * @brief 杖の効果を発動する
23 * @param sval オブジェクトのsval
24 * @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
25 * @param powerful 強力発動上の処理ならばTRUE
26 * @param magic 魔道具術上の処理ならばTRUE
27 * @param known 判明済ならばTRUE
28 * @return 発動により効果内容が確定したならばTRUEを返す
29 */
30 int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
31 {
32         int k;
33         int ident = FALSE;
34         PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
35         POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
36
37         /* Analyze the staff */
38         switch (sval)
39         {
40                 case SV_STAFF_DARKNESS:
41                 {
42                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
43                         {
44                                 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
45                         }
46                         if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
47                         break;
48                 }
49
50                 case SV_STAFF_SLOWNESS:
51                 {
52                         if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
53                         break;
54                 }
55
56                 case SV_STAFF_HASTE_MONSTERS:
57                 {
58                         if (speed_monsters()) ident = TRUE;
59                         break;
60                 }
61
62                 case SV_STAFF_SUMMONING:
63                 {
64                         const int times = randint1(powerful ? 8 : 4);
65                         for (k = 0; k < times; k++)
66                         {
67                                 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)))
68                                 {
69                                         ident = TRUE;
70                                 }
71                         }
72                         break;
73                 }
74
75                 case SV_STAFF_TELEPORTATION:
76                 {
77                         teleport_player((powerful ? 150 : 100), 0L);
78                         ident = TRUE;
79                         break;
80                 }
81
82                 case SV_STAFF_IDENTIFY:
83                 {
84                         if (powerful) {
85                                 if (!identify_fully(FALSE)) *use_charge = FALSE;
86                         }
87                         else {
88                                 if (!ident_spell(FALSE)) *use_charge = FALSE;
89                         }
90                         ident = TRUE;
91                         break;
92                 }
93
94                 case SV_STAFF_REMOVE_CURSE:
95                 {
96                         bool result = powerful ? remove_all_curse() : remove_curse();
97                         if (result)
98                         {
99                                 ident = TRUE;
100                         }
101                         break;
102                 }
103
104                 case SV_STAFF_STARLITE:
105                         ident = starlight(magic);
106                         break;
107
108                 case SV_STAFF_LITE:
109                 {
110                         if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
111                         break;
112                 }
113
114                 case SV_STAFF_MAPPING:
115                 {
116                         map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
117                         ident = TRUE;
118                         break;
119                 }
120
121                 case SV_STAFF_DETECT_GOLD:
122                 {
123                         if (detect_treasure(detect_rad)) ident = TRUE;
124                         if (detect_objects_gold(detect_rad)) ident = TRUE;
125                         break;
126                 }
127
128                 case SV_STAFF_DETECT_ITEM:
129                 {
130                         if (detect_objects_normal(detect_rad)) ident = TRUE;
131                         break;
132                 }
133
134                 case SV_STAFF_DETECT_TRAP:
135                 {
136                         if (detect_traps(detect_rad, known)) ident = TRUE;
137                         break;
138                 }
139
140                 case SV_STAFF_DETECT_DOOR:
141                 {
142                         if (detect_doors(detect_rad)) ident = TRUE;
143                         if (detect_stairs(detect_rad)) ident = TRUE;
144                         break;
145                 }
146
147                 case SV_STAFF_DETECT_INVIS:
148                 {
149                         if (detect_monsters_invis(detect_rad)) ident = TRUE;
150                         break;
151                 }
152
153                 case SV_STAFF_DETECT_EVIL:
154                 {
155                         if (detect_monsters_evil(detect_rad)) ident = TRUE;
156                         break;
157                 }
158
159                 case SV_STAFF_CURE_LIGHT:
160                 {
161                         ident = cure_light_wounds((powerful ? 4 : 2), 8);
162                         break;
163                 }
164
165                 case SV_STAFF_CURING:
166                 {
167                         ident = true_healing(0);
168                         if (set_shero(0, TRUE)) ident = TRUE;
169                         break;
170                 }
171
172                 case SV_STAFF_HEALING:
173                 {
174                         if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
175                         break;
176                 }
177
178                 case SV_STAFF_THE_MAGI:
179                 {
180                         if (do_res_stat(A_INT)) ident = TRUE;
181                         ident |= restore_mana(FALSE);
182                         if (set_shero(0, TRUE)) ident = TRUE;
183                         break;
184                 }
185
186                 case SV_STAFF_SLEEP_MONSTERS:
187                 {
188                         if (sleep_monsters(lev)) ident = TRUE;
189                         break;
190                 }
191
192                 case SV_STAFF_SLOW_MONSTERS:
193                 {
194                         if (slow_monsters(lev)) ident = TRUE;
195                         break;
196                 }
197
198                 case SV_STAFF_SPEED:
199                 {
200                         if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
201                         break;
202                 }
203
204                 case SV_STAFF_PROBING:
205                 {
206                         ident = probing();
207                         break;
208                 }
209
210                 case SV_STAFF_DISPEL_EVIL:
211                 {
212                         ident = dispel_evil(powerful ? 120 : 80);
213                         break;
214                 }
215
216                 case SV_STAFF_POWER:
217                 {
218                         ident = dispel_monsters(powerful ? 225 : 150) ;
219                         break;
220                 }
221
222                 case SV_STAFF_HOLINESS:
223                 {
224                         ident = cleansing_nova(p_ptr, magic, powerful);
225                         break;
226                 }
227
228                 case SV_STAFF_GENOCIDE:
229                 {
230                         ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
231                         break;
232                 }
233
234                 case SV_STAFF_EARTHQUAKES:
235                 {
236                         if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10), 0))
237                                 ident = TRUE;
238                         else
239                                 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
240
241                         break;
242                 }
243
244                 case SV_STAFF_DESTRUCTION:
245                 {
246                         ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
247                         break;
248                 }
249
250                 case SV_STAFF_ANIMATE_DEAD:
251                 {
252                         ident = animate_dead(0, p_ptr->y, p_ptr->x);
253                         break;
254                 }
255
256                 case SV_STAFF_MSTORM:
257                 {
258                         ident = unleash_mana_storm(p_ptr, powerful);
259                         break;
260                 }
261
262                 case SV_STAFF_NOTHING:
263                 {
264                         msg_print(_("何も起らなかった。", "Nothing happen."));
265                         if (PRACE_IS_(RACE_SKELETON) || PRACE_IS_(RACE_GOLEM) ||
266                                 PRACE_IS_(RACE_ZOMBIE) || PRACE_IS_(RACE_SPECTRE))
267                                 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!"));
268                         break;
269                 }
270         }
271         return ident;
272 }
273
274 /*!
275  * @brief 杖を使うコマンドのサブルーチン /
276  * Use a staff.                 -RAK-
277  * @param item 使うオブジェクトの所持品ID
278  * @return なし
279  * @details
280  * One charge of one staff disappears.
281  * Hack -- staffs of identify can be "cancelled".
282  */
283 void do_cmd_use_staff_aux(INVENTORY_IDX item)
284 {
285         int         ident, chance, lev;
286         object_type *o_ptr;
287
288
289         /* Hack -- let staffs of identify get aborted */
290         bool use_charge = TRUE;
291
292
293         /* Get the item (in the pack) */
294         if (item >= 0)
295         {
296                 o_ptr = &p_ptr->inventory_list[item];
297         }
298
299         /* Get the item (on the floor) */
300         else
301         {
302                 o_ptr = &current_floor_ptr->o_list[0 - item];
303         }
304
305
306         /* Mega-Hack -- refuse to use a pile from the ground */
307         if ((item < 0) && (o_ptr->number > 1))
308         {
309                 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
310                 return;
311         }
312
313
314         take_turn(p_ptr, 100);
315
316         /* Extract the item level */
317         lev = k_info[o_ptr->k_idx].level;
318         if (lev > 50) lev = 50 + (lev - 50) / 2;
319
320         /* Base chance of success */
321         chance = p_ptr->skill_dev;
322
323         /* Confusion hurts skill */
324         if (p_ptr->confused) chance = chance / 2;
325
326         /* Hight level objects are harder */
327         chance = chance - lev;
328
329         /* Give everyone a (slight) chance */
330         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
331         {
332                 chance = USE_DEVICE;
333         }
334
335         if (cmd_limit_time_walk(p_ptr)) return;
336
337         /* Roll for usage */
338         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
339         {
340                 if (flush_failure) flush();
341                 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
342                 sound(SOUND_FAIL);
343                 return;
344         }
345
346         /* Notice empty staffs */
347         if (o_ptr->pval <= 0)
348         {
349                 if (flush_failure) flush();
350                 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
351                 o_ptr->ident |= (IDENT_EMPTY);
352                 p_ptr->update |= (PU_COMBINE | PU_REORDER);
353                 p_ptr->window |= (PW_INVEN);
354
355                 return;
356         }
357
358
359         sound(SOUND_ZAP);
360
361         ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
362
363         if (!(object_is_aware(o_ptr)))
364         {
365                 chg_virtue(V_PATIENCE, -1);
366                 chg_virtue(V_CHANCE, 1);
367                 chg_virtue(V_KNOWLEDGE, -1);
368         }
369         p_ptr->update |= (PU_COMBINE | PU_REORDER);
370
371         /* Tried the item */
372         object_tried(o_ptr);
373
374         /* An identification was made */
375         if (ident && !object_is_aware(o_ptr))
376         {
377                 object_aware(o_ptr);
378                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
379         }
380
381         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
382
383
384         /* Hack -- some uses are "free" */
385         if (!use_charge) return;
386
387
388         /* Use a single charge */
389         o_ptr->pval--;
390
391         /* XXX Hack -- unstack if necessary */
392         if ((item >= 0) && (o_ptr->number > 1))
393         {
394                 object_type forge;
395                 object_type *q_ptr;
396                 q_ptr = &forge;
397                 object_copy(q_ptr, o_ptr);
398
399                 /* Modify quantity */
400                 q_ptr->number = 1;
401
402                 /* Restore the charges */
403                 o_ptr->pval++;
404
405                 /* Unstack the used item */
406                 o_ptr->number--;
407                 p_ptr->total_weight -= q_ptr->weight;
408                 item = inven_carry(q_ptr);
409
410                 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
411         }
412
413         /* Describe charges in the pack */
414         if (item >= 0)
415         {
416                 inven_item_charges(item);
417         }
418
419         /* Describe charges on the floor */
420         else
421         {
422                 floor_item_charges(0 - item);
423         }
424 }
425
426 /*!
427 * @brief 杖を使うコマンドのメインルーチン /
428 * @return なし
429 */
430 void do_cmd_use_staff(void)
431 {
432         OBJECT_IDX item;
433         concptr q, s;
434
435         if (p_ptr->wild_mode)
436         {
437                 return;
438         }
439
440         if (cmd_limit_arena(p_ptr)) return;
441
442         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
443         {
444                 set_action(ACTION_NONE);
445         }
446
447         q = _("どの杖を使いますか? ", "Use which staff? ");
448         s = _("使える杖がない。", "You have no staff to use.");
449         if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), TV_STAFF)) return;
450
451         do_cmd_use_staff_aux(item);
452 }