1 #include "angband.h"
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7 * @param sval オブジェクトのsval
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8 * @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
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9 * @param powerful 強力発動上の処理ならばTRUE
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10 * @param magic 魔道具術上の処理ならばTRUE
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11 * @param known 判明済ならばTRUE
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12 * @return 発動により効果内容が確定したならばTRUEを返す
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14 int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
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18 int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
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19 int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
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21 /* Analyze the staff */
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24 case SV_STAFF_DARKNESS:
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26 if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
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28 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
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30 if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
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34 case SV_STAFF_SLOWNESS:
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36 if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
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40 case SV_STAFF_HASTE_MONSTERS:
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42 if (speed_monsters()) ident = TRUE;
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46 case SV_STAFF_SUMMONING:
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48 const int times = randint1(powerful ? 8 : 4);
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49 for (k = 0; k < times; k++)
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51 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
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59 case SV_STAFF_TELEPORTATION:
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61 teleport_player((powerful ? 150 : 100), 0L);
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66 case SV_STAFF_IDENTIFY:
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69 if (!identify_fully(FALSE)) *use_charge = FALSE;
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72 if (!ident_spell(FALSE)) *use_charge = FALSE;
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78 case SV_STAFF_REMOVE_CURSE:
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80 bool result = powerful ? remove_all_curse() : remove_curse();
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85 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."));
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87 else if (!p_ptr->blind)
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89 msg_print(_("杖は一瞬ブルーに輝いた...", "The staff glows blue for a moment..."));
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97 case SV_STAFF_STARLITE:
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99 HIT_POINT num = damroll(5, 3);
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100 POSITION y = 0, x = 0;
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103 if (!p_ptr->blind && !magic)
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105 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
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107 for (k = 0; k < num; k++)
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113 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
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114 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
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115 if (!player_bold(y, x)) break;
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118 project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,
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119 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
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125 case SV_STAFF_LITE:
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127 if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
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131 case SV_STAFF_MAPPING:
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133 map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
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138 case SV_STAFF_DETECT_GOLD:
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140 if (detect_treasure(detect_rad)) ident = TRUE;
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141 if (detect_objects_gold(detect_rad)) ident = TRUE;
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145 case SV_STAFF_DETECT_ITEM:
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147 if (detect_objects_normal(detect_rad)) ident = TRUE;
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151 case SV_STAFF_DETECT_TRAP:
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153 if (detect_traps(detect_rad, known)) ident = TRUE;
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157 case SV_STAFF_DETECT_DOOR:
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159 if (detect_doors(detect_rad)) ident = TRUE;
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160 if (detect_stairs(detect_rad)) ident = TRUE;
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164 case SV_STAFF_DETECT_INVIS:
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166 if (detect_monsters_invis(detect_rad)) ident = TRUE;
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170 case SV_STAFF_DETECT_EVIL:
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172 if (detect_monsters_evil(detect_rad)) ident = TRUE;
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176 case SV_STAFF_CURE_LIGHT:
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178 ident = cure_light_wounds((powerful ? 4 : 2), 8);
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182 case SV_STAFF_CURING:
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184 if (set_blind(0)) ident = TRUE;
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185 if (set_poisoned(0)) ident = TRUE;
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186 if (set_confused(0)) ident = TRUE;
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187 if (set_stun(0)) ident = TRUE;
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188 if (set_cut(0)) ident = TRUE;
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189 if (set_image(0)) ident = TRUE;
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190 if (set_shero(0, TRUE)) ident = TRUE;
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194 case SV_STAFF_HEALING:
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196 if (hp_player(powerful ? 500 : 300)) ident = TRUE;
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197 if (set_stun(0)) ident = TRUE;
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198 if (set_cut(0)) ident = TRUE;
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199 if (set_shero(0, TRUE)) ident = TRUE;
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203 case SV_STAFF_THE_MAGI:
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205 if (do_res_stat(A_INT)) ident = TRUE;
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206 if (p_ptr->csp < p_ptr->msp)
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208 p_ptr->csp = p_ptr->msp;
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209 p_ptr->csp_frac = 0;
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211 msg_print(_("頭がハッキリとした。", "You feel your head clear."));
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213 p_ptr->redraw |= (PR_MANA);
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214 p_ptr->window |= (PW_PLAYER);
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215 p_ptr->window |= (PW_SPELL);
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217 if (set_shero(0, TRUE)) ident = TRUE;
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221 case SV_STAFF_SLEEP_MONSTERS:
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223 if (sleep_monsters(lev)) ident = TRUE;
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227 case SV_STAFF_SLOW_MONSTERS:
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229 if (slow_monsters(lev)) ident = TRUE;
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233 case SV_STAFF_SPEED:
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235 if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
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239 case SV_STAFF_PROBING:
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246 case SV_STAFF_DISPEL_EVIL:
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248 if (dispel_evil(powerful ? 120 : 80)) ident = TRUE;
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252 case SV_STAFF_POWER:
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254 if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE;
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258 case SV_STAFF_HOLINESS:
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260 if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
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262 if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
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263 if (set_poisoned(0)) ident = TRUE;
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264 if (set_afraid(0)) ident = TRUE;
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265 if (hp_player(50)) ident = TRUE;
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266 if (set_stun(0)) ident = TRUE;
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267 if (set_cut(0)) ident = TRUE;
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271 case SV_STAFF_GENOCIDE:
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273 (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);
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278 case SV_STAFF_EARTHQUAKES:
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280 if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
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283 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
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288 case SV_STAFF_DESTRUCTION:
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290 if (destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE))
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296 case SV_STAFF_ANIMATE_DEAD:
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298 if (animate_dead(0, p_ptr->y, p_ptr->x))
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304 case SV_STAFF_MSTORM:
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306 msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
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307 project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
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308 (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
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309 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))
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311 (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);
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318 case SV_STAFF_NOTHING:
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320 msg_print(_("何も起らなかった。", "Nothing happen."));
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321 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
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322 prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
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323 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!"));
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331 * @brief 杖を使うコマンドのサブルーチン /
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332 * Use a staff. -RAK-
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333 * @param item 使うオブジェクトの所持品ID
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336 * One charge of one staff disappears.
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337 * Hack -- staffs of identify can be "cancelled".
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339 void do_cmd_use_staff_aux(int item)
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341 int ident, chance, lev;
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342 object_type *o_ptr;
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345 /* Hack -- let staffs of identify get aborted */
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346 bool use_charge = TRUE;
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349 /* Get the item (in the pack) */
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352 o_ptr = &inventory[item];
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355 /* Get the item (on the floor) */
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358 o_ptr = &o_list[0 - item];
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362 /* Mega-Hack -- refuse to use a pile from the ground */
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363 if ((item < 0) && (o_ptr->number > 1))
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365 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
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371 p_ptr->energy_use = 100;
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373 /* Extract the item level */
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374 lev = k_info[o_ptr->k_idx].level;
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375 if (lev > 50) lev = 50 + (lev - 50) / 2;
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377 /* Base chance of success */
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378 chance = p_ptr->skill_dev;
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380 /* Confusion hurts skill */
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381 if (p_ptr->confused) chance = chance / 2;
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383 /* Hight level objects are harder */
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384 chance = chance - lev;
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386 /* Give everyone a (slight) chance */
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387 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
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389 chance = USE_DEVICE;
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394 if (flush_failure) flush();
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395 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."));
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400 /* Roll for usage */
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401 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
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403 if (flush_failure) flush();
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404 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
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409 /* Notice empty staffs */
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410 if (o_ptr->pval <= 0)
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412 if (flush_failure) flush();
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413 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
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414 o_ptr->ident |= (IDENT_EMPTY);
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416 /* Combine / Reorder the pack (later) */
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417 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
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418 p_ptr->window |= (PW_INVEN);
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427 ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
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429 if (!(object_is_aware(o_ptr)))
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431 chg_virtue(V_PATIENCE, -1);
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432 chg_virtue(V_CHANCE, 1);
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433 chg_virtue(V_KNOWLEDGE, -1);
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436 /* Combine / Reorder the pack (later) */
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437 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
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439 /* Tried the item */
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440 object_tried(o_ptr);
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442 /* An identification was made */
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443 if (ident && !object_is_aware(o_ptr))
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445 object_aware(o_ptr);
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446 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
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450 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
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453 /* Hack -- some uses are "free" */
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454 if (!use_charge) return;
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457 /* Use a single charge */
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460 /* XXX Hack -- unstack if necessary */
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461 if ((item >= 0) && (o_ptr->number > 1))
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464 object_type *q_ptr;
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466 /* Get local object */
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469 /* Obtain a local object */
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470 object_copy(q_ptr, o_ptr);
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472 /* Modify quantity */
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475 /* Restore the charges */
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478 /* Unstack the used item */
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480 p_ptr->total_weight -= q_ptr->weight;
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481 item = inven_carry(q_ptr);
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484 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
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487 /* Describe charges in the pack */
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490 inven_item_charges(item);
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493 /* Describe charges on the floor */
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496 floor_item_charges(0 - item);
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501 * @brief 杖を使うコマンドのメインルーチン /
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504 void do_cmd_use_staff(void)
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509 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
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511 set_action(ACTION_NONE);
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514 /* Restrict choices to wands */
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515 item_tester_tval = TV_STAFF;
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518 q = _("どの杖を使いますか? ", "Use which staff? ");
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519 s = _("使える杖がない。", "You have no staff to use.");
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521 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
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523 do_cmd_use_staff_aux(item);
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