4 #include "player-race.h"
5 #include "spells-summon.h"
7 #include "player-status.h"
8 #include "player-effects.h"
9 #include "player-class.h"
10 #include "player-inventory.h"
12 #include "spells-status.h"
13 #include "spells-floor.h"
14 #include "object-hook.h"
15 #include "cmd-basic.h"
17 #include "objectkind.h"
18 #include "view-mainwindow.h"
23 * @param creature_ptr プレーヤーへの参照ポインタ
24 * @param sval オブジェクトのsval
25 * @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
26 * @param powerful 強力発動上の処理ならばTRUE
27 * @param magic 魔道具術上の処理ならばTRUE
28 * @param known 判明済ならばTRUE
29 * @return 発動により効果内容が確定したならばTRUEを返す
31 int staff_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
35 PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
36 POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
38 /* Analyze the staff */
41 case SV_STAFF_DARKNESS:
43 if (!(creature_ptr->resist_blind) && !(creature_ptr->resist_dark))
45 if (set_blind(creature_ptr, creature_ptr->blind + 3 + randint1(5))) ident = TRUE;
47 if (unlite_area(creature_ptr, 10, (powerful ? 6 : 3))) ident = TRUE;
51 case SV_STAFF_SLOWNESS:
53 if (set_slow(creature_ptr, creature_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
57 case SV_STAFF_HASTE_MONSTERS:
59 if (speed_monsters(creature_ptr)) ident = TRUE;
63 case SV_STAFF_SUMMONING:
65 const int times = randint1(powerful ? 8 : 4);
66 for (k = 0; k < times; k++)
68 if (summon_specific(0, creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
76 case SV_STAFF_TELEPORTATION:
78 teleport_player(creature_ptr, (powerful ? 150 : 100), 0L);
83 case SV_STAFF_IDENTIFY:
86 if (!identify_fully(FALSE)) *use_charge = FALSE;
89 if (!ident_spell(creature_ptr, FALSE)) *use_charge = FALSE;
95 case SV_STAFF_REMOVE_CURSE:
97 bool result = powerful ? remove_all_curse(creature_ptr) : remove_curse(creature_ptr);
105 case SV_STAFF_STARLITE:
106 ident = starlight(creature_ptr, magic);
111 if (lite_area(creature_ptr, damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
115 case SV_STAFF_MAPPING:
117 map_area(creature_ptr, powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
122 case SV_STAFF_DETECT_GOLD:
124 if (detect_treasure(creature_ptr, detect_rad)) ident = TRUE;
125 if (detect_objects_gold(creature_ptr, detect_rad)) ident = TRUE;
129 case SV_STAFF_DETECT_ITEM:
131 if (detect_objects_normal(creature_ptr, detect_rad)) ident = TRUE;
135 case SV_STAFF_DETECT_TRAP:
137 if (detect_traps(creature_ptr, detect_rad, known)) ident = TRUE;
141 case SV_STAFF_DETECT_DOOR:
143 if (detect_doors(creature_ptr, detect_rad)) ident = TRUE;
144 if (detect_stairs(creature_ptr, detect_rad)) ident = TRUE;
148 case SV_STAFF_DETECT_INVIS:
150 if (detect_monsters_invis(creature_ptr, detect_rad)) ident = TRUE;
154 case SV_STAFF_DETECT_EVIL:
156 if (detect_monsters_evil(creature_ptr, detect_rad)) ident = TRUE;
160 case SV_STAFF_CURE_LIGHT:
162 ident = cure_light_wounds(creature_ptr, (powerful ? 4 : 2), 8);
166 case SV_STAFF_CURING:
168 ident = true_healing(creature_ptr, 0);
169 if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
173 case SV_STAFF_HEALING:
175 if (cure_critical_wounds(creature_ptr, powerful ? 500 : 300)) ident = TRUE;
179 case SV_STAFF_THE_MAGI:
181 if (do_res_stat(creature_ptr, A_INT)) ident = TRUE;
182 ident |= restore_mana(creature_ptr, FALSE);
183 if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
187 case SV_STAFF_SLEEP_MONSTERS:
189 if (sleep_monsters(creature_ptr, lev)) ident = TRUE;
193 case SV_STAFF_SLOW_MONSTERS:
195 if (slow_monsters(creature_ptr, lev)) ident = TRUE;
201 if (set_fast(creature_ptr, randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
205 case SV_STAFF_PROBING:
207 ident = probing(creature_ptr);
211 case SV_STAFF_DISPEL_EVIL:
213 ident = dispel_evil(creature_ptr, powerful ? 120 : 80);
219 ident = dispel_monsters(creature_ptr, powerful ? 225 : 150) ;
223 case SV_STAFF_HOLINESS:
225 ident = cleansing_nova(creature_ptr, magic, powerful);
229 case SV_STAFF_GENOCIDE:
231 ident = symbol_genocide(creature_ptr, (magic ? lev + 50 : 200), TRUE);
235 case SV_STAFF_EARTHQUAKES:
237 if (earthquake(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 15 : 10), 0))
240 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
245 case SV_STAFF_DESTRUCTION:
247 ident = destroy_area(creature_ptr->current_floor_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
251 case SV_STAFF_ANIMATE_DEAD:
253 ident = animate_dead(creature_ptr, 0, creature_ptr->y, creature_ptr->x);
257 case SV_STAFF_MSTORM:
259 ident = unleash_mana_storm(creature_ptr, powerful);
263 case SV_STAFF_NOTHING:
265 msg_print(_("何も起らなかった。", "Nothing happen."));
266 if (PRACE_IS_(creature_ptr, RACE_SKELETON) || PRACE_IS_(creature_ptr, RACE_GOLEM) ||
267 PRACE_IS_(creature_ptr, RACE_ZOMBIE) || PRACE_IS_(creature_ptr, RACE_SPECTRE))
268 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!"));
277 * @brief 杖を使うコマンドのサブルーチン /
279 * @param item 使うオブジェクトの所持品ID
282 * One charge of one staff disappears.
283 * Hack -- staffs of identify can be "cancelled".
285 void exe_use_staff(player_type *creature_ptr, INVENTORY_IDX item)
287 int ident, chance, lev;
290 /* Hack -- let staffs of identify get aborted */
291 bool use_charge = TRUE;
293 o_ptr = REF_ITEM(creature_ptr, creature_ptr->current_floor_ptr, item);
295 /* Mega-Hack -- refuse to use a pile from the ground */
296 if ((item < 0) && (o_ptr->number > 1))
298 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
302 take_turn(creature_ptr, 100);
304 lev = k_info[o_ptr->k_idx].level;
305 if (lev > 50) lev = 50 + (lev - 50) / 2;
307 /* Base chance of success */
308 chance = creature_ptr->skill_dev;
310 /* Confusion hurts skill */
311 if (creature_ptr->confused) chance = chance / 2;
313 /* Hight level objects are harder */
314 chance = chance - lev;
316 /* Give everyone a (slight) chance */
317 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
322 if (cmd_limit_time_walk(creature_ptr)) return;
325 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (creature_ptr->pclass == CLASS_BERSERKER))
327 if (flush_failure) flush();
328 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
333 /* Notice empty staffs */
334 if (o_ptr->pval <= 0)
336 if (flush_failure) flush();
337 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
338 o_ptr->ident |= (IDENT_EMPTY);
339 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
340 creature_ptr->window |= (PW_INVEN);
347 ident = staff_effect(creature_ptr, o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
349 if (!(object_is_aware(o_ptr)))
351 chg_virtue(creature_ptr, V_PATIENCE, -1);
352 chg_virtue(creature_ptr, V_CHANCE, 1);
353 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
355 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
360 /* An identification was made */
361 if (ident && !object_is_aware(o_ptr))
364 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
367 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
370 /* Hack -- some uses are "free" */
371 if (!use_charge) return;
374 /* Use a single charge */
377 /* XXX Hack -- unstack if necessary */
378 if ((item >= 0) && (o_ptr->number > 1))
383 object_copy(q_ptr, o_ptr);
385 /* Modify quantity */
388 /* Restore the charges */
391 /* Unstack the used item */
393 creature_ptr->total_weight -= q_ptr->weight;
394 item = inven_carry(q_ptr);
396 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
399 /* Describe charges in the pack */
402 inven_item_charges(item);
405 /* Describe charges on the floor */
408 floor_item_charges(0 - item);
414 * @brief 杖を使うコマンドのメインルーチン /
417 void do_cmd_use_staff(player_type *creature_ptr)
422 if (creature_ptr->wild_mode)
427 if (cmd_limit_arena(creature_ptr)) return;
429 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
431 set_action(creature_ptr, ACTION_NONE);
434 q = _("どの杖を使いますか? ", "Use which staff? ");
435 s = _("使える杖がない。", "You have no staff to use.");
436 if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_STAFF)) return;
438 exe_use_staff(creature_ptr, item);