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[Refactor] #37353 projection.c/h を geometry.c/h に統合。
[hengband/hengband.git] / src / cmd-usestaff.c
1 #include "angband.h"
2 #include "spells-summon.h"
3 #include "avatar.h"
4 #include "player-status.h"
5 #include "spells-status.h"
6
7
8
9 /*!
10 * @brief 杖の効果を発動する
11 * @param sval オブジェクトのsval
12 * @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
13 * @param powerful 強力発動上の処理ならばTRUE
14 * @param magic 魔道具術上の処理ならばTRUE
15 * @param known 判明済ならばTRUE
16 * @return 発動により効果内容が確定したならばTRUEを返す
17 */
18 int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
19 {
20         int k;
21         int ident = FALSE;
22         PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
23         POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
24
25         /* Analyze the staff */
26         switch (sval)
27         {
28                 case SV_STAFF_DARKNESS:
29                 {
30                         if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
31                         {
32                                 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
33                         }
34                         if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
35                         break;
36                 }
37
38                 case SV_STAFF_SLOWNESS:
39                 {
40                         if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
41                         break;
42                 }
43
44                 case SV_STAFF_HASTE_MONSTERS:
45                 {
46                         if (speed_monsters()) ident = TRUE;
47                         break;
48                 }
49
50                 case SV_STAFF_SUMMONING:
51                 {
52                         const int times = randint1(powerful ? 8 : 4);
53                         for (k = 0; k < times; k++)
54                         {
55                                 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'))
56                                 {
57                                         ident = TRUE;
58                                 }
59                         }
60                         break;
61                 }
62
63                 case SV_STAFF_TELEPORTATION:
64                 {
65                         teleport_player((powerful ? 150 : 100), 0L);
66                         ident = TRUE;
67                         break;
68                 }
69
70                 case SV_STAFF_IDENTIFY:
71                 {
72                         if (powerful) {
73                                 if (!identify_fully(FALSE)) *use_charge = FALSE;
74                         }
75                         else {
76                                 if (!ident_spell(FALSE)) *use_charge = FALSE;
77                         }
78                         ident = TRUE;
79                         break;
80                 }
81
82                 case SV_STAFF_REMOVE_CURSE:
83                 {
84                         bool result = powerful ? remove_all_curse() : remove_curse();
85                         if (result)
86                         {
87                                 ident = TRUE;
88                         }
89                         break;
90                 }
91
92                 case SV_STAFF_STARLITE:
93                         ident = starlight(magic);
94                         break;
95
96                 case SV_STAFF_LITE:
97                 {
98                         if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
99                         break;
100                 }
101
102                 case SV_STAFF_MAPPING:
103                 {
104                         map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
105                         ident = TRUE;
106                         break;
107                 }
108
109                 case SV_STAFF_DETECT_GOLD:
110                 {
111                         if (detect_treasure(detect_rad)) ident = TRUE;
112                         if (detect_objects_gold(detect_rad)) ident = TRUE;
113                         break;
114                 }
115
116                 case SV_STAFF_DETECT_ITEM:
117                 {
118                         if (detect_objects_normal(detect_rad)) ident = TRUE;
119                         break;
120                 }
121
122                 case SV_STAFF_DETECT_TRAP:
123                 {
124                         if (detect_traps(detect_rad, known)) ident = TRUE;
125                         break;
126                 }
127
128                 case SV_STAFF_DETECT_DOOR:
129                 {
130                         if (detect_doors(detect_rad)) ident = TRUE;
131                         if (detect_stairs(detect_rad)) ident = TRUE;
132                         break;
133                 }
134
135                 case SV_STAFF_DETECT_INVIS:
136                 {
137                         if (detect_monsters_invis(detect_rad)) ident = TRUE;
138                         break;
139                 }
140
141                 case SV_STAFF_DETECT_EVIL:
142                 {
143                         if (detect_monsters_evil(detect_rad)) ident = TRUE;
144                         break;
145                 }
146
147                 case SV_STAFF_CURE_LIGHT:
148                 {
149                         ident = cure_light_wounds((powerful ? 4 : 2), 8);
150                         break;
151                 }
152
153                 case SV_STAFF_CURING:
154                 {
155                         ident = true_healing(0);
156                         if (set_shero(0, TRUE)) ident = TRUE;
157                         break;
158                 }
159
160                 case SV_STAFF_HEALING:
161                 {
162                         if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
163                         break;
164                 }
165
166                 case SV_STAFF_THE_MAGI:
167                 {
168                         if (do_res_stat(A_INT)) ident = TRUE;
169                         ident |= restore_mana(FALSE);
170                         if (set_shero(0, TRUE)) ident = TRUE;
171                         break;
172                 }
173
174                 case SV_STAFF_SLEEP_MONSTERS:
175                 {
176                         if (sleep_monsters(lev)) ident = TRUE;
177                         break;
178                 }
179
180                 case SV_STAFF_SLOW_MONSTERS:
181                 {
182                         if (slow_monsters(lev)) ident = TRUE;
183                         break;
184                 }
185
186                 case SV_STAFF_SPEED:
187                 {
188                         if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
189                         break;
190                 }
191
192                 case SV_STAFF_PROBING:
193                 {
194                         ident = probing();
195                         break;
196                 }
197
198                 case SV_STAFF_DISPEL_EVIL:
199                 {
200                         ident = dispel_evil(powerful ? 120 : 80);
201                         break;
202                 }
203
204                 case SV_STAFF_POWER:
205                 {
206                         ident = dispel_monsters(powerful ? 225 : 150) ;
207                         break;
208                 }
209
210                 case SV_STAFF_HOLINESS:
211                 {
212                         ident = cleansing_nova(p_ptr, magic, powerful);
213                         break;
214                 }
215
216                 case SV_STAFF_GENOCIDE:
217                 {
218                         ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
219                         break;
220                 }
221
222                 case SV_STAFF_EARTHQUAKES:
223                 {
224                         if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
225                                 ident = TRUE;
226                         else
227                                 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
228
229                         break;
230                 }
231
232                 case SV_STAFF_DESTRUCTION:
233                 {
234                         ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
235                         break;
236                 }
237
238                 case SV_STAFF_ANIMATE_DEAD:
239                 {
240                         ident = animate_dead(0, p_ptr->y, p_ptr->x);
241                         break;
242                 }
243
244                 case SV_STAFF_MSTORM:
245                 {
246                         ident = unleash_mana_storm(p_ptr, powerful);
247                         break;
248                 }
249
250                 case SV_STAFF_NOTHING:
251                 {
252                         msg_print(_("何も起らなかった。", "Nothing happen."));
253                         if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
254                                 prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
255                                 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!"));
256                         break;
257                 }
258         }
259         return ident;
260 }
261
262 /*!
263  * @brief 杖を使うコマンドのサブルーチン /
264  * Use a staff.                 -RAK-
265  * @param item 使うオブジェクトの所持品ID
266  * @return なし
267  * @details
268  * One charge of one staff disappears.
269  * Hack -- staffs of identify can be "cancelled".
270  */
271 void do_cmd_use_staff_aux(INVENTORY_IDX item)
272 {
273         int         ident, chance, lev;
274         object_type *o_ptr;
275
276
277         /* Hack -- let staffs of identify get aborted */
278         bool use_charge = TRUE;
279
280
281         /* Get the item (in the pack) */
282         if (item >= 0)
283         {
284                 o_ptr = &inventory[item];
285         }
286
287         /* Get the item (on the floor) */
288         else
289         {
290                 o_ptr = &current_floor_ptr->o_list[0 - item];
291         }
292
293
294         /* Mega-Hack -- refuse to use a pile from the ground */
295         if ((item < 0) && (o_ptr->number > 1))
296         {
297                 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
298                 return;
299         }
300
301
302         take_turn(p_ptr, 100);
303
304         /* Extract the item level */
305         lev = k_info[o_ptr->k_idx].level;
306         if (lev > 50) lev = 50 + (lev - 50) / 2;
307
308         /* Base chance of success */
309         chance = p_ptr->skill_dev;
310
311         /* Confusion hurts skill */
312         if (p_ptr->confused) chance = chance / 2;
313
314         /* Hight level objects are harder */
315         chance = chance - lev;
316
317         /* Give everyone a (slight) chance */
318         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
319         {
320                 chance = USE_DEVICE;
321         }
322
323         if (cmd_limit_time_walk(p_ptr)) return;
324
325         /* Roll for usage */
326         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
327         {
328                 if (flush_failure) flush();
329                 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
330                 sound(SOUND_FAIL);
331                 return;
332         }
333
334         /* Notice empty staffs */
335         if (o_ptr->pval <= 0)
336         {
337                 if (flush_failure) flush();
338                 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
339                 o_ptr->ident |= (IDENT_EMPTY);
340                 p_ptr->update |= (PU_COMBINE | PU_REORDER);
341                 p_ptr->window |= (PW_INVEN);
342
343                 return;
344         }
345
346
347         sound(SOUND_ZAP);
348
349         ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
350
351         if (!(object_is_aware(o_ptr)))
352         {
353                 chg_virtue(V_PATIENCE, -1);
354                 chg_virtue(V_CHANCE, 1);
355                 chg_virtue(V_KNOWLEDGE, -1);
356         }
357         p_ptr->update |= (PU_COMBINE | PU_REORDER);
358
359         /* Tried the item */
360         object_tried(o_ptr);
361
362         /* An identification was made */
363         if (ident && !object_is_aware(o_ptr))
364         {
365                 object_aware(o_ptr);
366                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
367         }
368
369         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
370
371
372         /* Hack -- some uses are "free" */
373         if (!use_charge) return;
374
375
376         /* Use a single charge */
377         o_ptr->pval--;
378
379         /* XXX Hack -- unstack if necessary */
380         if ((item >= 0) && (o_ptr->number > 1))
381         {
382                 object_type forge;
383                 object_type *q_ptr;
384                 q_ptr = &forge;
385
386                 /* Obtain a local object */
387                 object_copy(q_ptr, o_ptr);
388
389                 /* Modify quantity */
390                 q_ptr->number = 1;
391
392                 /* Restore the charges */
393                 o_ptr->pval++;
394
395                 /* Unstack the used item */
396                 o_ptr->number--;
397                 p_ptr->total_weight -= q_ptr->weight;
398                 item = inven_carry(q_ptr);
399
400                 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
401         }
402
403         /* Describe charges in the pack */
404         if (item >= 0)
405         {
406                 inven_item_charges(item);
407         }
408
409         /* Describe charges on the floor */
410         else
411         {
412                 floor_item_charges(0 - item);
413         }
414 }
415
416 /*!
417 * @brief 杖を使うコマンドのメインルーチン /
418 * @return なし
419 */
420 void do_cmd_use_staff(void)
421 {
422         OBJECT_IDX item;
423         concptr q, s;
424
425         if (p_ptr->wild_mode)
426         {
427                 return;
428         }
429
430         if (cmd_limit_arena(p_ptr)) return;
431
432         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
433         {
434                 set_action(ACTION_NONE);
435         }
436
437         /* Restrict choices to wands */
438         item_tester_tval = TV_STAFF;
439
440         q = _("どの杖を使いますか? ", "Use which staff? ");
441         s = _("使える杖がない。", "You have no staff to use.");
442
443         if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
444
445         do_cmd_use_staff_aux(item);
446 }