<ClCompile Include="..\..\src\cmd-eat.c" />\r
<ClCompile Include="..\..\src\cmd-quaff.c" />\r
<ClCompile Include="..\..\src\cmd-read.c" />\r
+ <ClCompile Include="..\..\src\cmd-usestaff.c" />\r
<ClCompile Include="..\..\src\cmd1.c" />\r
<ClCompile Include="..\..\src\cmd2.c" />\r
<ClCompile Include="..\..\src\cmd3.c" />\r
<ClInclude Include="..\..\src\cmd-eat.h" />\r
<ClInclude Include="..\..\src\cmd-quaff.h" />\r
<ClInclude Include="..\..\src\cmd-read.h" />\r
+ <ClInclude Include="..\..\src\cmd-usestaff.h" />\r
<ClInclude Include="..\..\src\defines.h" />\r
<ClInclude Include="..\..\src\externs.h" />\r
<ClInclude Include="..\..\src\generate.h" />\r
<ClCompile Include="..\..\src\cmd-read.c">\r
<Filter>Source</Filter>\r
</ClCompile>\r
+ <ClCompile Include="..\..\src\cmd-usestaff.c">\r
+ <Filter>Source</Filter>\r
+ </ClCompile>\r
</ItemGroup>\r
<ItemGroup>\r
<ClInclude Include="..\..\src\angband.h">\r
<ClInclude Include="..\..\src\cmd-read.h">\r
<Filter>Header</Filter>\r
</ClInclude>\r
+ <ClInclude Include="..\..\src\cmd-usestaff.h">\r
+ <Filter>Header</Filter>\r
+ </ClInclude>\r
</ItemGroup>\r
<ItemGroup>\r
<ResourceCompile Include="..\..\src\angband.rc" />\r
--- /dev/null
+#include "angband.h"\r
+\r
+\r
+\r
+/*!\r
+* @brief 杖の効果を発動する\r
+* @param sval オブジェクトのsval\r
+* @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\r
+* @param powerful 強力発動上の処理ならばTRUE\r
+* @param magic 魔道具術上の処理ならばTRUE\r
+* @param known 判明済ならばTRUE\r
+* @return 発動により効果内容が確定したならばTRUEを返す\r
+*/\r
+int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)\r
+{\r
+ int k;\r
+ int ident = FALSE;\r
+ int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;\r
+ int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;\r
+\r
+ /* Analyze the staff */\r
+ switch (sval)\r
+ {\r
+ case SV_STAFF_DARKNESS:\r
+ {\r
+ if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))\r
+ {\r
+ if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;\r
+ }\r
+ if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_SLOWNESS:\r
+ {\r
+ if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_HASTE_MONSTERS:\r
+ {\r
+ if (speed_monsters()) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_SUMMONING:\r
+ {\r
+ const int times = randint1(powerful ? 8 : 4);\r
+ for (k = 0; k < times; k++)\r
+ {\r
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))\r
+ {\r
+ ident = TRUE;\r
+ }\r
+ }\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_TELEPORTATION:\r
+ {\r
+ teleport_player((powerful ? 150 : 100), 0L);\r
+ ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_IDENTIFY:\r
+ {\r
+ if (powerful) {\r
+ if (!identify_fully(FALSE)) *use_charge = FALSE;\r
+ }\r
+ else {\r
+ if (!ident_spell(FALSE)) *use_charge = FALSE;\r
+ }\r
+ ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_REMOVE_CURSE:\r
+ {\r
+ bool result = powerful ? remove_all_curse() : remove_curse();\r
+ if (result)\r
+ {\r
+ if (magic)\r
+ {\r
+ msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));\r
+ }\r
+ else if (!p_ptr->blind)\r
+ {\r
+ msg_print(_("杖は一瞬ブルーに輝いた...", "The staff glows blue for a moment..."));\r
+\r
+ }\r
+ ident = TRUE;\r
+ }\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_STARLITE:\r
+ {\r
+ HIT_POINT num = damroll(5, 3);\r
+ POSITION y = 0, x = 0;\r
+ int attempts;\r
+\r
+ if (!p_ptr->blind && !magic)\r
+ {\r
+ msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));\r
+ }\r
+ for (k = 0; k < num; k++)\r
+ {\r
+ attempts = 1000;\r
+\r
+ while (attempts--)\r
+ {\r
+ scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);\r
+\r
+ if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;\r
+\r
+ if (!player_bold(y, x)) break;\r
+ }\r
+\r
+ project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,\r
+ (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);\r
+ }\r
+ ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_LITE:\r
+ {\r
+ if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_MAPPING:\r
+ {\r
+ map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);\r
+ ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_DETECT_GOLD:\r
+ {\r
+ if (detect_treasure(detect_rad)) ident = TRUE;\r
+ if (detect_objects_gold(detect_rad)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_DETECT_ITEM:\r
+ {\r
+ if (detect_objects_normal(detect_rad)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_DETECT_TRAP:\r
+ {\r
+ if (detect_traps(detect_rad, known)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_DETECT_DOOR:\r
+ {\r
+ if (detect_doors(detect_rad)) ident = TRUE;\r
+ if (detect_stairs(detect_rad)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_DETECT_INVIS:\r
+ {\r
+ if (detect_monsters_invis(detect_rad)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_DETECT_EVIL:\r
+ {\r
+ if (detect_monsters_evil(detect_rad)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_CURE_LIGHT:\r
+ {\r
+ if (hp_player(damroll((powerful ? 4 : 2), 8))) ident = TRUE;\r
+ if (powerful) {\r
+ if (set_blind(0)) ident = TRUE;\r
+ if (set_poisoned(0)) ident = TRUE;\r
+ if (set_cut(p_ptr->cut - 10)) ident = TRUE;\r
+ }\r
+ if (set_shero(0, TRUE)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_CURING:\r
+ {\r
+ if (set_blind(0)) ident = TRUE;\r
+ if (set_poisoned(0)) ident = TRUE;\r
+ if (set_confused(0)) ident = TRUE;\r
+ if (set_stun(0)) ident = TRUE;\r
+ if (set_cut(0)) ident = TRUE;\r
+ if (set_image(0)) ident = TRUE;\r
+ if (set_shero(0, TRUE)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_HEALING:\r
+ {\r
+ if (hp_player(powerful ? 500 : 300)) ident = TRUE;\r
+ if (set_stun(0)) ident = TRUE;\r
+ if (set_cut(0)) ident = TRUE;\r
+ if (set_shero(0, TRUE)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_THE_MAGI:\r
+ {\r
+ if (do_res_stat(A_INT)) ident = TRUE;\r
+ if (p_ptr->csp < p_ptr->msp)\r
+ {\r
+ p_ptr->csp = p_ptr->msp;\r
+ p_ptr->csp_frac = 0;\r
+ ident = TRUE;\r
+ msg_print(_("頭がハッキリとした。", "You feel your head clear."));\r
+\r
+ p_ptr->redraw |= (PR_MANA);\r
+ p_ptr->window |= (PW_PLAYER);\r
+ p_ptr->window |= (PW_SPELL);\r
+ }\r
+ if (set_shero(0, TRUE)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_SLEEP_MONSTERS:\r
+ {\r
+ if (sleep_monsters(lev)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_SLOW_MONSTERS:\r
+ {\r
+ if (slow_monsters(lev)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_SPEED:\r
+ {\r
+ if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_PROBING:\r
+ {\r
+ probing();\r
+ ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_DISPEL_EVIL:\r
+ {\r
+ if (dispel_evil(powerful ? 120 : 80)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_POWER:\r
+ {\r
+ if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_HOLINESS:\r
+ {\r
+ if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;\r
+ k = 3 * lev;\r
+ if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;\r
+ if (set_poisoned(0)) ident = TRUE;\r
+ if (set_afraid(0)) ident = TRUE;\r
+ if (hp_player(50)) ident = TRUE;\r
+ if (set_stun(0)) ident = TRUE;\r
+ if (set_cut(0)) ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_GENOCIDE:\r
+ {\r
+ (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);\r
+ ident = TRUE;\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_EARTHQUAKES:\r
+ {\r
+ if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))\r
+ ident = TRUE;\r
+ else\r
+ msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));\r
+\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_DESTRUCTION:\r
+ {\r
+ if (destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE))\r
+ ident = TRUE;\r
+\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_ANIMATE_DEAD:\r
+ {\r
+ if (animate_dead(0, p_ptr->y, p_ptr->x))\r
+ ident = TRUE;\r
+\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_MSTORM:\r
+ {\r
+ msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));\r
+ project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,\r
+ (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);\r
+ if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))\r
+ {\r
+ (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);\r
+ }\r
+ ident = TRUE;\r
+\r
+ break;\r
+ }\r
+\r
+ case SV_STAFF_NOTHING:\r
+ {\r
+ msg_print(_("何も起らなかった。", "Nothing happen."));\r
+ if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||\r
+ prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))\r
+ 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!"));\r
+ break;\r
+ }\r
+ }\r
+ return ident;\r
+}\r
+\r
+/*!\r
+ * @brief 杖を使うコマンドのサブルーチン /\r
+ * Use a staff. -RAK-\r
+ * @param item 使うオブジェクトの所持品ID\r
+ * @return なし\r
+ * @details\r
+ * One charge of one staff disappears.\r
+ * Hack -- staffs of identify can be "cancelled".\r
+ */\r
+void do_cmd_use_staff_aux(int item)\r
+{\r
+ int ident, chance, lev;\r
+ object_type *o_ptr;\r
+\r
+\r
+ /* Hack -- let staffs of identify get aborted */\r
+ bool use_charge = TRUE;\r
+\r
+\r
+ /* Get the item (in the pack) */\r
+ if (item >= 0)\r
+ {\r
+ o_ptr = &inventory[item];\r
+ }\r
+\r
+ /* Get the item (on the floor) */\r
+ else\r
+ {\r
+ o_ptr = &o_list[0 - item];\r
+ }\r
+\r
+\r
+ /* Mega-Hack -- refuse to use a pile from the ground */\r
+ if ((item < 0) && (o_ptr->number > 1))\r
+ {\r
+ msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));\r
+ return;\r
+ }\r
+\r
+\r
+ /* Take a turn */\r
+ p_ptr->energy_use = 100;\r
+\r
+ /* Extract the item level */\r
+ lev = k_info[o_ptr->k_idx].level;\r
+ if (lev > 50) lev = 50 + (lev - 50) / 2;\r
+\r
+ /* Base chance of success */\r
+ chance = p_ptr->skill_dev;\r
+\r
+ /* Confusion hurts skill */\r
+ if (p_ptr->confused) chance = chance / 2;\r
+\r
+ /* Hight level objects are harder */\r
+ chance = chance - lev;\r
+\r
+ /* Give everyone a (slight) chance */\r
+ if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))\r
+ {\r
+ chance = USE_DEVICE;\r
+ }\r
+\r
+ if (world_player)\r
+ {\r
+ if (flush_failure) flush();\r
+ msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this staff is freezing too."));\r
+ sound(SOUND_FAIL);\r
+ return;\r
+ }\r
+\r
+ /* Roll for usage */\r
+ if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))\r
+ {\r
+ if (flush_failure) flush();\r
+ msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));\r
+ sound(SOUND_FAIL);\r
+ return;\r
+ }\r
+\r
+ /* Notice empty staffs */\r
+ if (o_ptr->pval <= 0)\r
+ {\r
+ if (flush_failure) flush();\r
+ msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));\r
+ o_ptr->ident |= (IDENT_EMPTY);\r
+\r
+ /* Combine / Reorder the pack (later) */\r
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);\r
+ p_ptr->window |= (PW_INVEN);\r
+\r
+ return;\r
+ }\r
+\r
+\r
+ /* Sound */\r
+ sound(SOUND_ZAP);\r
+\r
+ ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));\r
+\r
+ if (!(object_is_aware(o_ptr)))\r
+ {\r
+ chg_virtue(V_PATIENCE, -1);\r
+ chg_virtue(V_CHANCE, 1);\r
+ chg_virtue(V_KNOWLEDGE, -1);\r
+ }\r
+\r
+ /* Combine / Reorder the pack (later) */\r
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);\r
+\r
+ /* Tried the item */\r
+ object_tried(o_ptr);\r
+\r
+ /* An identification was made */\r
+ if (ident && !object_is_aware(o_ptr))\r
+ {\r
+ object_aware(o_ptr);\r
+ gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);\r
+ }\r
+\r
+ /* Window stuff */\r
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);\r
+\r
+\r
+ /* Hack -- some uses are "free" */\r
+ if (!use_charge) return;\r
+\r
+\r
+ /* Use a single charge */\r
+ o_ptr->pval--;\r
+\r
+ /* XXX Hack -- unstack if necessary */\r
+ if ((item >= 0) && (o_ptr->number > 1))\r
+ {\r
+ object_type forge;\r
+ object_type *q_ptr;\r
+\r
+ /* Get local object */\r
+ q_ptr = &forge;\r
+\r
+ /* Obtain a local object */\r
+ object_copy(q_ptr, o_ptr);\r
+\r
+ /* Modify quantity */\r
+ q_ptr->number = 1;\r
+\r
+ /* Restore the charges */\r
+ o_ptr->pval++;\r
+\r
+ /* Unstack the used item */\r
+ o_ptr->number--;\r
+ p_ptr->total_weight -= q_ptr->weight;\r
+ item = inven_carry(q_ptr);\r
+\r
+ /* Message */\r
+ msg_print(_("杖をまとめなおした。", "You unstack your staff."));\r
+ }\r
+\r
+ /* Describe charges in the pack */\r
+ if (item >= 0)\r
+ {\r
+ inven_item_charges(item);\r
+ }\r
+\r
+ /* Describe charges on the floor */\r
+ else\r
+ {\r
+ floor_item_charges(0 - item);\r
+ }\r
+}\r
+\r
+/*!\r
+* @brief 杖を使うコマンドのメインルーチン /\r
+* @return なし\r
+*/\r
+void do_cmd_use_staff(void)\r
+{\r
+ OBJECT_IDX item;\r
+ cptr q, s;\r
+\r
+ if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))\r
+ {\r
+ set_action(ACTION_NONE);\r
+ }\r
+\r
+ /* Restrict choices to wands */\r
+ item_tester_tval = TV_STAFF;\r
+\r
+ /* Get an item */\r
+ q = _("どの杖を使いますか? ", "Use which staff? ");\r
+ s = _("使える杖がない。", "You have no staff to use.");\r
+\r
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;\r
+\r
+ do_cmd_use_staff_aux(item);\r
+}\r
--- /dev/null
+extern int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known);\r
+extern void do_cmd_use_staff_aux(int item);\r
+extern void do_cmd_use_staff(void);\r
#include "cmd-eat.h"
#include "cmd-quaff.h"
#include "cmd-read.h"
+#include "cmd-usestaff.h"
-
-/*!
- * @brief 杖の効果を発動する
- * @param sval オブジェクトのsval
- * @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
- * @param powerful 強力発動上の処理ならばTRUE
- * @param magic 魔道具術上の処理ならばTRUE
- * @param known 判明済ならばTRUE
- * @return 発動により効果内容が確定したならばTRUEを返す
- */
-static int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
-{
- int k;
- int ident = FALSE;
- int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
- int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
-
- /* Analyze the staff */
- switch (sval)
- {
- case SV_STAFF_DARKNESS:
- {
- if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
- {
- if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
- }
- if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
- break;
- }
-
- case SV_STAFF_SLOWNESS:
- {
- if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_HASTE_MONSTERS:
- {
- if (speed_monsters()) ident = TRUE;
- break;
- }
-
- case SV_STAFF_SUMMONING:
- {
- const int times = randint1(powerful ? 8 : 4);
- for (k = 0; k < times; k++)
- {
- if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
- {
- ident = TRUE;
- }
- }
- break;
- }
-
- case SV_STAFF_TELEPORTATION:
- {
- teleport_player((powerful ? 150 : 100), 0L);
- ident = TRUE;
- break;
- }
-
- case SV_STAFF_IDENTIFY:
- {
- if (powerful) {
- if (!identify_fully(FALSE)) *use_charge = FALSE;
- } else {
- if (!ident_spell(FALSE)) *use_charge = FALSE;
- }
- ident = TRUE;
- break;
- }
-
- case SV_STAFF_REMOVE_CURSE:
- {
- bool result = powerful ? remove_all_curse() : remove_curse();
- if (result)
- {
- if (magic)
- {
- msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
- }
- else if (!p_ptr->blind)
- {
- msg_print(_("杖は一瞬ブルーに輝いた...", "The staff glows blue for a moment..."));
-
- }
- ident = TRUE;
- }
- break;
- }
-
- case SV_STAFF_STARLITE:
- {
- HIT_POINT num = damroll(5, 3);
- POSITION y = 0, x = 0;
- int attempts;
-
- if (!p_ptr->blind && !magic)
- {
- msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
- }
- for (k = 0; k < num; k++)
- {
- attempts = 1000;
-
- while (attempts--)
- {
- scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
-
- if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
-
- if (!player_bold(y, x)) break;
- }
-
- project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,
- (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
- }
- ident = TRUE;
- break;
- }
-
- case SV_STAFF_LITE:
- {
- if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
- break;
- }
-
- case SV_STAFF_MAPPING:
- {
- map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
- ident = TRUE;
- break;
- }
-
- case SV_STAFF_DETECT_GOLD:
- {
- if (detect_treasure(detect_rad)) ident = TRUE;
- if (detect_objects_gold(detect_rad)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_DETECT_ITEM:
- {
- if (detect_objects_normal(detect_rad)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_DETECT_TRAP:
- {
- if (detect_traps(detect_rad, known)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_DETECT_DOOR:
- {
- if (detect_doors(detect_rad)) ident = TRUE;
- if (detect_stairs(detect_rad)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_DETECT_INVIS:
- {
- if (detect_monsters_invis(detect_rad)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_DETECT_EVIL:
- {
- if (detect_monsters_evil(detect_rad)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_CURE_LIGHT:
- {
- if (hp_player(damroll((powerful ? 4 : 2), 8))) ident = TRUE;
- if (powerful) {
- if (set_blind(0)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_cut(p_ptr->cut - 10)) ident = TRUE;
- }
- if (set_shero(0,TRUE)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_CURING:
- {
- if (set_blind(0)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_image(0)) ident = TRUE;
- if (set_shero(0,TRUE)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_HEALING:
- {
- if (hp_player(powerful ? 500 : 300)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_shero(0,TRUE)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_THE_MAGI:
- {
- if (do_res_stat(A_INT)) ident = TRUE;
- if (p_ptr->csp < p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- ident = TRUE;
- msg_print(_("頭がハッキリとした。", "You feel your head clear."));
-
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
- }
- if (set_shero(0,TRUE)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_SLEEP_MONSTERS:
- {
- if (sleep_monsters(lev)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_SLOW_MONSTERS:
- {
- if (slow_monsters(lev)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_SPEED:
- {
- if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_PROBING:
- {
- probing();
- ident = TRUE;
- break;
- }
-
- case SV_STAFF_DISPEL_EVIL:
- {
- if (dispel_evil(powerful ? 120 : 80)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_POWER:
- {
- if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_HOLINESS:
- {
- if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
- k = 3 * lev;
- if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_afraid(0)) ident = TRUE;
- if (hp_player(50)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- break;
- }
-
- case SV_STAFF_GENOCIDE:
- {
- (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);
- ident = TRUE;
- break;
- }
-
- case SV_STAFF_EARTHQUAKES:
- {
- if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
- ident = TRUE;
- else
- msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
-
- break;
- }
-
- case SV_STAFF_DESTRUCTION:
- {
- if (destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE))
- ident = TRUE;
-
- break;
- }
-
- case SV_STAFF_ANIMATE_DEAD:
- {
- if (animate_dead(0, p_ptr->y, p_ptr->x))
- ident = TRUE;
-
- break;
- }
-
- case SV_STAFF_MSTORM:
- {
- msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
- project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
- (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
- if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
- {
- (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
- }
- ident = TRUE;
-
- break;
- }
-
- case SV_STAFF_NOTHING:
- {
- msg_print(_("何も起らなかった。", "Nothing happen."));
- if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
- prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
- 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!"));
- break;
- }
- }
- return ident;
-}
-
-/*!
- * @brief 杖を使うコマンドのサブルーチン /
- * Use a staff. -RAK-
- * @param item 使うオブジェクトの所持品ID
- * @return なし
- * @details
- * One charge of one staff disappears.
- * Hack -- staffs of identify can be "cancelled".
- */
-static void do_cmd_use_staff_aux(int item)
-{
- int ident, chance, lev;
- object_type *o_ptr;
-
-
- /* Hack -- let staffs of identify get aborted */
- bool use_charge = TRUE;
-
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
-
- /* Mega-Hack -- refuse to use a pile from the ground */
- if ((item < 0) && (o_ptr->number > 1))
- {
- msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
- return;
- }
-
-
- /* Take a turn */
- p_ptr->energy_use = 100;
-
- /* Extract the item level */
- lev = k_info[o_ptr->k_idx].level;
- if (lev > 50) lev = 50 + (lev - 50)/2;
-
- /* Base chance of success */
- chance = p_ptr->skill_dev;
-
- /* Confusion hurts skill */
- if (p_ptr->confused) chance = chance / 2;
-
- /* Hight level objects are harder */
- chance = chance - lev;
-
- /* Give everyone a (slight) chance */
- if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
- {
- chance = USE_DEVICE;
- }
-
- if (world_player)
- {
- if (flush_failure) flush();
- msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this staff is freezing too."));
- sound(SOUND_FAIL);
- return;
- }
-
- /* Roll for usage */
- if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
- {
- if (flush_failure) flush();
- msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
- sound(SOUND_FAIL);
- return;
- }
-
- /* Notice empty staffs */
- if (o_ptr->pval <= 0)
- {
- if (flush_failure) flush();
- msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
- o_ptr->ident |= (IDENT_EMPTY);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- p_ptr->window |= (PW_INVEN);
-
- return;
- }
-
-
- /* Sound */
- sound(SOUND_ZAP);
-
- ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
-
- if (!(object_is_aware(o_ptr)))
- {
- chg_virtue(V_PATIENCE, -1);
- chg_virtue(V_CHANCE, 1);
- chg_virtue(V_KNOWLEDGE, -1);
- }
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Tried the item */
- object_tried(o_ptr);
-
- /* An identification was made */
- if (ident && !object_is_aware(o_ptr))
- {
- object_aware(o_ptr);
- gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
- }
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
-
- /* Hack -- some uses are "free" */
- if (!use_charge) return;
-
-
- /* Use a single charge */
- o_ptr->pval--;
-
- /* XXX Hack -- unstack if necessary */
- if ((item >= 0) && (o_ptr->number > 1))
- {
- object_type forge;
- object_type *q_ptr;
-
- /* Get local object */
- q_ptr = &forge;
-
- /* Obtain a local object */
- object_copy(q_ptr, o_ptr);
-
- /* Modify quantity */
- q_ptr->number = 1;
-
- /* Restore the charges */
- o_ptr->pval++;
-
- /* Unstack the used item */
- o_ptr->number--;
- p_ptr->total_weight -= q_ptr->weight;
- item = inven_carry(q_ptr);
-
- /* Message */
- msg_print(_("杖をまとめなおした。", "You unstack your staff."));
- }
-
- /* Describe charges in the pack */
- if (item >= 0)
- {
- inven_item_charges(item);
- }
-
- /* Describe charges on the floor */
- else
- {
- floor_item_charges(0 - item);
- }
-}
-
-/*!
- * @brief 杖を使うコマンドのメインルーチン /
- * @return なし
- */
-void do_cmd_use_staff(void)
-{
- OBJECT_IDX item;
- cptr q, s;
-
- if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
- {
- set_action(ACTION_NONE);
- }
-
- /* Restrict choices to wands */
- item_tester_tval = TV_STAFF;
-
- /* Get an item */
- q = _("どの杖を使いますか? ", "Use which staff? ");
- s = _("使える杖がない。", "You have no staff to use.");
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- do_cmd_use_staff_aux(item);
-}
-
/*!
* @brief 魔法棒の効果を発動する
* @param sval オブジェクトのsval
#include "cmd-eat.h"
#include "cmd-quaff.h"
#include "cmd-read.h"
+#include "cmd-usestaff.h"
#define TY_CURSE_CHANCE 200 /*!<太古の怨念の1ターン毎の発動確率(1/n)*/
#define CHAINSWORD_NOISE 100 /*!<チェンソーの1ターン毎の発動確率(1/n)*/
/* cmd6.c */
extern void do_cmd_aim_wand(void);
-extern void do_cmd_use_staff(void);
extern void do_cmd_zap_rod(void);
extern void do_cmd_rerate_aux(void);
extern void do_cmd_rerate(bool display);