1 #include "cmd-item/cmd-zapwand.h"
2 #include "action/action-limited.h"
3 #include "core/player-update-types.h"
4 #include "core/window-redrawer.h"
5 #include "floor/floor-object.h"
6 #include "floor/floor.h"
7 #include "game-option/disturbance-options.h"
8 #include "game-option/input-options.h"
9 #include "inventory/player-inventory.h"
10 #include "main/sound-definitions-table.h"
11 #include "main/sound-of-music.h"
12 #include "object-enchant/special-object-flags.h"
13 #include "object/item-use-flags.h"
14 #include "object/object-info.h"
15 #include "object/object-kind.h"
16 #include "perception/object-perception.h"
17 #include "player/attack-defense-types.h"
18 #include "player/avatar.h"
19 #include "player/player-class.h"
20 #include "player/player-status.h"
21 #include "player/special-defense-types.h"
22 #include "spell-kind/spells-beam.h"
23 #include "spell-kind/spells-charm.h"
24 #include "spell-kind/spells-launcher.h"
25 #include "spell-kind/spells-lite.h"
26 #include "spell-kind/spells-neighbor.h"
27 #include "spell-kind/spells-specific-bolt.h"
28 #include "spell-kind/spells-teleport.h"
29 #include "spell/spell-types.h"
30 #include "spell/spells-status.h"
31 #include "status/action-setter.h"
32 #include "status/experience.h"
33 #include "sv-definition/sv-wand-types.h"
34 #include "target/targeting.h"
35 #include "term/screen-processor.h"
36 #include "view/display-messages.h"
37 #include "view/object-describer.h"
41 * @param creature_ptr プレーヤーへの参照ポインタ
42 * @param sval オブジェクトのsval
44 * @param powerful 強力発動上の処理ならばTRUE
45 * @param magic 魔道具術上の処理ならばTRUE
46 * @return 発動により効果内容が確定したならばTRUEを返す
48 bool wand_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
51 PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
52 POSITION rad = powerful ? 3 : 2;
54 /* XXX Hack -- Wand of wonder can do anything before it */
55 if (sval == SV_WAND_WONDER) {
56 int vir = virtue_number(creature_ptr, V_CHANCE);
57 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
60 if (creature_ptr->virtues[vir - 1] > 0) {
61 while (randint1(300) < creature_ptr->virtues[vir - 1])
63 if (sval > SV_WAND_COLD_BALL)
64 sval = randint0(4) + SV_WAND_ACID_BALL;
66 while (randint1(300) < (0 - creature_ptr->virtues[vir - 1]))
68 if (sval < SV_WAND_HEAL_MONSTER)
69 sval = randint0(3) + SV_WAND_HEAL_MONSTER;
72 if (sval < SV_WAND_TELEPORT_AWAY)
73 chg_virtue(creature_ptr, V_CHANCE, 1);
76 /* Analyze the wand */
78 case SV_WAND_HEAL_MONSTER: {
79 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
80 if (heal_monster(creature_ptr, dir, dam))
85 case SV_WAND_HASTE_MONSTER: {
86 if (speed_monster(creature_ptr, dir, lev))
91 case SV_WAND_CLONE_MONSTER: {
92 if (clone_monster(creature_ptr, dir))
97 case SV_WAND_TELEPORT_AWAY: {
98 int distance = MAX_SIGHT * (powerful ? 8 : 5);
99 if (teleport_monster(creature_ptr, dir, distance))
104 case SV_WAND_DISARMING: {
105 if (disarm_trap(creature_ptr, dir))
107 if (powerful && disarm_traps_touch(creature_ptr))
112 case SV_WAND_TRAP_DOOR_DEST: {
113 if (destroy_door(creature_ptr, dir))
115 if (powerful && destroy_doors_touch(creature_ptr))
120 case SV_WAND_STONE_TO_MUD: {
121 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
122 if (wall_to_mud(creature_ptr, dir, dam))
128 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
129 msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
130 (void)lite_line(creature_ptr, dir, dam);
135 case SV_WAND_SLEEP_MONSTER: {
136 if (sleep_monster(creature_ptr, dir, lev))
141 case SV_WAND_SLOW_MONSTER: {
142 if (slow_monster(creature_ptr, dir, lev))
147 case SV_WAND_CONFUSE_MONSTER: {
148 if (confuse_monster(creature_ptr, dir, lev))
153 case SV_WAND_FEAR_MONSTER: {
154 if (fear_monster(creature_ptr, dir, lev))
159 case SV_WAND_HYPODYNAMIA: {
160 if (hypodynamic_bolt(creature_ptr, dir, 80 + lev))
165 case SV_WAND_POLYMORPH: {
166 if (poly_monster(creature_ptr, dir, lev))
171 case SV_WAND_STINKING_CLOUD: {
172 fire_ball(creature_ptr, GF_POIS, dir, 12 + lev / 4, rad);
177 case SV_WAND_MAGIC_MISSILE: {
178 fire_bolt_or_beam(creature_ptr, 20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
183 case SV_WAND_ACID_BOLT: {
184 fire_bolt_or_beam(creature_ptr, 20, GF_ACID, dir, damroll(6 + lev / 7, 8));
189 case SV_WAND_CHARM_MONSTER: {
190 if (charm_monster(creature_ptr, dir, MAX(20, lev)))
195 case SV_WAND_FIRE_BOLT: {
196 fire_bolt_or_beam(creature_ptr, 20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
201 case SV_WAND_COLD_BOLT: {
202 fire_bolt_or_beam(creature_ptr, 20, GF_COLD, dir, damroll(5 + lev / 8, 8));
207 case SV_WAND_ACID_BALL: {
208 fire_ball(creature_ptr, GF_ACID, dir, 60 + 3 * lev / 4, rad);
213 case SV_WAND_ELEC_BALL: {
214 fire_ball(creature_ptr, GF_ELEC, dir, 40 + 3 * lev / 4, rad);
219 case SV_WAND_FIRE_BALL: {
220 fire_ball(creature_ptr, GF_FIRE, dir, 70 + 3 * lev / 4, rad);
225 case SV_WAND_COLD_BALL: {
226 fire_ball(creature_ptr, GF_COLD, dir, 50 + 3 * lev / 4, rad);
231 case SV_WAND_WONDER: {
232 msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
236 case SV_WAND_DRAGON_FIRE: {
237 fire_breath(creature_ptr, GF_FIRE, dir, (powerful ? 300 : 200), 3);
242 case SV_WAND_DRAGON_COLD: {
243 fire_breath(creature_ptr, GF_COLD, dir, (powerful ? 270 : 180), 3);
248 case SV_WAND_DRAGON_BREATH: {
252 switch (randint1(5)) {
278 fire_breath(creature_ptr, typ, dir, dam, 3);
284 case SV_WAND_DISINTEGRATE: {
285 fire_ball(creature_ptr, GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
290 case SV_WAND_ROCKETS: {
291 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
292 fire_rocket(creature_ptr, GF_ROCKET, dir, 250 + lev * 3, rad);
297 case SV_WAND_STRIKING: {
298 fire_bolt(creature_ptr, GF_METEOR, dir, damroll(15 + lev / 3, 13));
303 case SV_WAND_GENOCIDE: {
304 fire_ball_hide(creature_ptr, GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
313 * @brief 魔法棒を使うコマンドのサブルーチン /
314 * Aim a wand (from the pack or floor).
315 * @param item 使うオブジェクトの所持品ID
319 * Use a single charge from a single item.
320 * Handle "unstacking" in a logical manner.
321 * For simplicity, you cannot use a stack of items from the
322 * ground. This would require too much nasty code.
323 * There are no wands which can "destroy" themselves, in the inventory
324 * or on the ground, so we can ignore this possibility. Note that this
325 * required giving "wand of wonder" the ability to ignore destruction
327 * All wands can be "cancelled" at the "Direction?" prompt for free.
328 * Note that the basic "bolt" wands do slightly less damage than the
329 * basic "bolt" rods, but the basic "ball" wands do the same damage
330 * as the basic "ball" rods.
333 void exe_aim_wand(player_type *creature_ptr, INVENTORY_IDX item)
339 bool old_target_pet = target_pet;
341 o_ptr = ref_item(creature_ptr, item);
343 /* Mega-Hack -- refuse to aim a pile from the ground */
344 if ((item < 0) && (o_ptr->number > 1)) {
345 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
349 /* Allow direction to be cancelled for free */
350 if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER || o_ptr->sval == SV_WAND_HASTE_MONSTER))
352 if (!get_aim_dir(creature_ptr, &dir)) {
353 target_pet = old_target_pet;
356 target_pet = old_target_pet;
358 take_turn(creature_ptr, 100);
361 lev = k_info[o_ptr->k_idx].level;
363 lev = 50 + (lev - 50) / 2;
365 /* Base chance of success */
366 chance = creature_ptr->skill_dev;
368 /* Confusion hurts skill */
369 if (creature_ptr->confused)
372 /* Hight level objects are harder */
373 chance = chance - lev;
375 /* Give everyone a (slight) chance */
376 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1)) {
380 if (cmd_limit_time_walk(creature_ptr))
384 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (creature_ptr->pclass == CLASS_BERSERKER)) {
387 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
392 /* The wand is already empty! */
393 if (o_ptr->pval <= 0) {
396 msg_print(_("この魔法棒にはもう魔力が残っていない。", "The wand has no charges left."));
397 o_ptr->ident |= (IDENT_EMPTY);
398 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
399 creature_ptr->window |= (PW_INVEN);
406 ident = wand_effect(creature_ptr, o_ptr->sval, dir, FALSE, FALSE);
409 * Temporarily remove the flags for updating the inventory so
410 * gain_exp() does not reorder the inventory before the charge
411 * is deducted from the wand.
413 BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (creature_ptr->update & PU_AUTODESTROY));
414 creature_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
416 if (!(object_is_aware(o_ptr))) {
417 chg_virtue(creature_ptr, V_PATIENCE, -1);
418 chg_virtue(creature_ptr, V_CHANCE, 1);
419 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
422 /* Mark it as tried */
425 /* Apply identification */
426 if (ident && !object_is_aware(o_ptr)) {
427 object_aware(creature_ptr, o_ptr);
428 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
431 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
432 creature_ptr->update |= inventory_flags;
434 /* Use a single charge */
438 inven_item_charges(creature_ptr, item);
442 floor_item_charges(creature_ptr->current_floor_ptr, 0 - item);
446 * @brief 魔法棒を使うコマンドのメインルーチン /
449 void do_cmd_aim_wand(player_type *creature_ptr)
454 if (creature_ptr->wild_mode)
456 if (cmd_limit_arena(creature_ptr))
458 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
459 set_action(creature_ptr, ACTION_NONE);
462 q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
463 s = _("使える魔法棒がない。", "You have no wand to aim.");
464 if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_WAND))
467 exe_aim_wand(creature_ptr, item);