1 #include "cmd-item/cmd-zapwand.h"
2 #include "action/action-limited.h"
3 #include "avatar/avatar.h"
4 #include "core/player-update-types.h"
5 #include "core/window-redrawer.h"
6 #include "floor/floor-object.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-tester-hooker.h"
14 #include "object/item-use-flags.h"
15 #include "object/object-info.h"
16 #include "object/object-kind.h"
17 #include "perception/object-perception.h"
18 #include "player-status/player-energy.h"
19 #include "player/attack-defense-types.h"
20 #include "player/player-class.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 "system/object-type-definition.h"
35 #include "system/player-type-definition.h"
36 #include "target/target-getter.h"
37 #include "term/screen-processor.h"
38 #include "util/bit-flags-calculator.h"
39 #include "view/display-messages.h"
40 #include "view/object-describer.h"
44 * @param creature_ptr プレーヤーへの参照ポインタ
45 * @param sval オブジェクトのsval
47 * @param powerful 強力発動上の処理ならばTRUE
48 * @param magic 魔道具術上の処理ならばTRUE
49 * @return 発動により効果内容が確定したならばTRUEを返す
51 bool wand_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
54 PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
55 POSITION rad = powerful ? 3 : 2;
57 /* XXX Hack -- Wand of wonder can do anything before it */
58 if (sval == SV_WAND_WONDER) {
59 int vir = virtue_number(creature_ptr, V_CHANCE);
60 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
63 if (creature_ptr->virtues[vir - 1] > 0) {
64 while (randint1(300) < creature_ptr->virtues[vir - 1])
66 if (sval > SV_WAND_COLD_BALL)
67 sval = randint0(4) + SV_WAND_ACID_BALL;
69 while (randint1(300) < (0 - creature_ptr->virtues[vir - 1]))
71 if (sval < SV_WAND_HEAL_MONSTER)
72 sval = randint0(3) + SV_WAND_HEAL_MONSTER;
75 if (sval < SV_WAND_TELEPORT_AWAY)
76 chg_virtue(creature_ptr, V_CHANCE, 1);
79 /* Analyze the wand */
81 case SV_WAND_HEAL_MONSTER: {
82 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
83 if (heal_monster(creature_ptr, dir, dam))
88 case SV_WAND_HASTE_MONSTER: {
89 if (speed_monster(creature_ptr, dir, lev))
94 case SV_WAND_CLONE_MONSTER: {
95 if (clone_monster(creature_ptr, dir))
100 case SV_WAND_TELEPORT_AWAY: {
101 int distance = MAX_SIGHT * (powerful ? 8 : 5);
102 if (teleport_monster(creature_ptr, dir, distance))
107 case SV_WAND_DISARMING: {
108 if (disarm_trap(creature_ptr, dir))
110 if (powerful && disarm_traps_touch(creature_ptr))
115 case SV_WAND_TRAP_DOOR_DEST: {
116 if (destroy_door(creature_ptr, dir))
118 if (powerful && destroy_doors_touch(creature_ptr))
123 case SV_WAND_STONE_TO_MUD: {
124 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
125 if (wall_to_mud(creature_ptr, dir, dam))
131 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
132 msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
133 (void)lite_line(creature_ptr, dir, dam);
138 case SV_WAND_SLEEP_MONSTER: {
139 if (sleep_monster(creature_ptr, dir, lev))
144 case SV_WAND_SLOW_MONSTER: {
145 if (slow_monster(creature_ptr, dir, lev))
150 case SV_WAND_CONFUSE_MONSTER: {
151 if (confuse_monster(creature_ptr, dir, lev))
156 case SV_WAND_FEAR_MONSTER: {
157 if (fear_monster(creature_ptr, dir, lev))
162 case SV_WAND_HYPODYNAMIA: {
163 if (hypodynamic_bolt(creature_ptr, dir, 80 + lev))
168 case SV_WAND_POLYMORPH: {
169 if (poly_monster(creature_ptr, dir, lev))
174 case SV_WAND_STINKING_CLOUD: {
175 fire_ball(creature_ptr, GF_POIS, dir, 12 + lev / 4, rad);
180 case SV_WAND_MAGIC_MISSILE: {
181 fire_bolt_or_beam(creature_ptr, 20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
186 case SV_WAND_ACID_BOLT: {
187 fire_bolt_or_beam(creature_ptr, 20, GF_ACID, dir, damroll(6 + lev / 7, 8));
192 case SV_WAND_CHARM_MONSTER: {
193 if (charm_monster(creature_ptr, dir, MAX(20, lev)))
198 case SV_WAND_FIRE_BOLT: {
199 fire_bolt_or_beam(creature_ptr, 20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
204 case SV_WAND_COLD_BOLT: {
205 fire_bolt_or_beam(creature_ptr, 20, GF_COLD, dir, damroll(5 + lev / 8, 8));
210 case SV_WAND_ACID_BALL: {
211 fire_ball(creature_ptr, GF_ACID, dir, 60 + 3 * lev / 4, rad);
216 case SV_WAND_ELEC_BALL: {
217 fire_ball(creature_ptr, GF_ELEC, dir, 40 + 3 * lev / 4, rad);
222 case SV_WAND_FIRE_BALL: {
223 fire_ball(creature_ptr, GF_FIRE, dir, 70 + 3 * lev / 4, rad);
228 case SV_WAND_COLD_BALL: {
229 fire_ball(creature_ptr, GF_COLD, dir, 50 + 3 * lev / 4, rad);
234 case SV_WAND_WONDER: {
235 msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
239 case SV_WAND_DRAGON_FIRE: {
240 fire_breath(creature_ptr, GF_FIRE, dir, (powerful ? 300 : 200), 3);
245 case SV_WAND_DRAGON_COLD: {
246 fire_breath(creature_ptr, GF_COLD, dir, (powerful ? 270 : 180), 3);
251 case SV_WAND_DRAGON_BREATH: {
255 switch (randint1(5)) {
281 fire_breath(creature_ptr, typ, dir, dam, 3);
287 case SV_WAND_DISINTEGRATE: {
288 fire_ball(creature_ptr, GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
293 case SV_WAND_ROCKETS: {
294 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
295 fire_rocket(creature_ptr, GF_ROCKET, dir, 250 + lev * 3, rad);
300 case SV_WAND_STRIKING: {
301 fire_bolt(creature_ptr, GF_METEOR, dir, damroll(15 + lev / 3, 13));
306 case SV_WAND_GENOCIDE: {
307 fire_ball_hide(creature_ptr, GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
316 * @brief 魔法棒を使うコマンドのサブルーチン /
317 * Aim a wand (from the pack or floor).
318 * @param item 使うオブジェクトの所持品ID
321 * Use a single charge from a single item.
322 * Handle "unstacking" in a logical manner.
323 * For simplicity, you cannot use a stack of items from the
324 * ground. This would require too much nasty code.
325 * There are no wands which can "destroy" themselves, in the inventory
326 * or on the ground, so we can ignore this possibility. Note that this
327 * required giving "wand of wonder" the ability to ignore destruction
329 * All wands can be "cancelled" at the "Direction?" prompt for free.
330 * Note that the basic "bolt" wands do slightly less damage than the
331 * basic "bolt" rods, but the basic "ball" wands do the same damage
332 * as the basic "ball" rods.
335 void exe_aim_wand(player_type *creature_ptr, INVENTORY_IDX item)
341 bool old_target_pet = target_pet;
343 o_ptr = ref_item(creature_ptr, item);
345 /* Mega-Hack -- refuse to aim a pile from the ground */
346 if ((item < 0) && (o_ptr->number > 1)) {
347 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
351 /* Allow direction to be cancelled for free */
352 if (o_ptr->is_aware() && (o_ptr->sval == SV_WAND_HEAL_MONSTER || o_ptr->sval == SV_WAND_HASTE_MONSTER))
354 if (!get_aim_dir(creature_ptr, &dir)) {
355 target_pet = old_target_pet;
358 target_pet = old_target_pet;
360 PlayerEnergy(creature_ptr).set_player_turn_energy(100);
363 lev = k_info[o_ptr->k_idx].level;
365 lev = 50 + (lev - 50) / 2;
367 /* Base chance of success */
368 chance = creature_ptr->skill_dev;
370 /* Confusion hurts skill */
371 if (creature_ptr->confused)
374 /* Hight level objects are harder */
375 chance = chance - lev;
377 /* Give everyone a (slight) chance */
378 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1)) {
382 if (cmd_limit_time_walk(creature_ptr))
386 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (creature_ptr->pclass == CLASS_BERSERKER)) {
389 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
394 /* The wand is already empty! */
395 if (o_ptr->pval <= 0) {
398 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."));
399 o_ptr->ident |= (IDENT_EMPTY);
400 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
401 creature_ptr->window_flags |= (PW_INVEN);
408 ident = wand_effect(creature_ptr, o_ptr->sval, dir, false, false);
411 * Temporarily remove the flags for updating the inventory so
412 * gain_exp() does not reorder the inventory before the charge
413 * is deducted from the wand.
415 BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (creature_ptr->update & PU_AUTODESTROY));
416 reset_bits(creature_ptr->update, PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
418 if (!(o_ptr->is_aware())) {
419 chg_virtue(creature_ptr, V_PATIENCE, -1);
420 chg_virtue(creature_ptr, V_CHANCE, 1);
421 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
424 /* Mark it as tried */
427 /* Apply identification */
428 if (ident && !o_ptr->is_aware()) {
429 object_aware(creature_ptr, o_ptr);
430 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
433 set_bits(creature_ptr->window_flags, PW_INVEN | PW_EQUIP | PW_PLAYER | PW_FLOOR_ITEM_LIST);
434 set_bits(creature_ptr->update, inventory_flags);
436 /* Use a single charge */
440 inven_item_charges(creature_ptr, item);
444 floor_item_charges(creature_ptr->current_floor_ptr, 0 - item);
448 * @brief 魔法棒を使うコマンドのメインルーチン /
450 void do_cmd_aim_wand(player_type *creature_ptr)
455 if (creature_ptr->wild_mode)
457 if (cmd_limit_arena(creature_ptr))
459 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
460 set_action(creature_ptr, ACTION_NONE);
463 q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
464 s = _("使える魔法棒がない。", "You have no wand to aim.");
465 if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TvalItemTester(TV_WAND)))
468 exe_aim_wand(creature_ptr, item);