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[Refactor] #37353 プレイヤーの杖使用処理を cmd-usestaff.c/h に分離。 / Separate player's use staff...
authorDeskull <deskull@users.sourceforge.jp>
Fri, 7 Sep 2018 15:00:08 +0000 (00:00 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Fri, 7 Sep 2018 15:00:08 +0000 (00:00 +0900)
Hengband_vcs2015/Hengband/Hengband.vcxproj
Hengband_vcs2015/Hengband/Hengband.vcxproj.filters
src/cmd-usestaff.c [new file with mode: 0644]
src/cmd-usestaff.h [new file with mode: 0644]
src/cmd6.c
src/dungeon.c
src/externs.h

index c29ef14..d120a56 100644 (file)
     <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
index 5143300..6e402a0 100644 (file)
     <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
diff --git a/src/cmd-usestaff.c b/src/cmd-usestaff.c
new file mode 100644 (file)
index 0000000..738066f
--- /dev/null
@@ -0,0 +1,532 @@
+#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
diff --git a/src/cmd-usestaff.h b/src/cmd-usestaff.h
new file mode 100644 (file)
index 0000000..85caf78
--- /dev/null
@@ -0,0 +1,3 @@
+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
index e0ec0fe..1c066bc 100644 (file)
 #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
index 97977f8..d6abf20 100644 (file)
@@ -15,6 +15,7 @@
 #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)*/
index 3b89652..ed218fa 100644 (file)
@@ -805,7 +805,6 @@ extern void do_cmd_pet(void);
 
 /* 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);