1 #include "angband.h"
\r
2 #include "projection.h"
\r
3 #include "spells-summon.h"
\r
9 * @param sval オブジェクトのsval
\r
10 * @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
11 * @param powerful 強力発動上の処理ならばTRUE
\r
12 * @param magic 魔道具術上の処理ならばTRUE
\r
13 * @param known 判明済ならばTRUE
\r
14 * @return 発動により効果内容が確定したならばTRUEを返す
\r
16 int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
\r
20 PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
\r
21 POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
\r
23 /* Analyze the staff */
\r
26 case SV_STAFF_DARKNESS:
\r
28 if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
\r
30 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
\r
32 if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
\r
36 case SV_STAFF_SLOWNESS:
\r
38 if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
\r
42 case SV_STAFF_HASTE_MONSTERS:
\r
44 if (speed_monsters()) ident = TRUE;
\r
48 case SV_STAFF_SUMMONING:
\r
50 const int times = randint1(powerful ? 8 : 4);
\r
51 for (k = 0; k < times; k++)
\r
53 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
\r
61 case SV_STAFF_TELEPORTATION:
\r
63 teleport_player((powerful ? 150 : 100), 0L);
\r
68 case SV_STAFF_IDENTIFY:
\r
71 if (!identify_fully(FALSE)) *use_charge = FALSE;
\r
74 if (!ident_spell(FALSE)) *use_charge = FALSE;
\r
80 case SV_STAFF_REMOVE_CURSE:
\r
82 bool result = powerful ? remove_all_curse() : remove_curse();
\r
90 case SV_STAFF_STARLITE:
\r
91 ident = starlight(magic);
\r
96 if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
\r
100 case SV_STAFF_MAPPING:
\r
102 map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
\r
107 case SV_STAFF_DETECT_GOLD:
\r
109 if (detect_treasure(detect_rad)) ident = TRUE;
\r
110 if (detect_objects_gold(detect_rad)) ident = TRUE;
\r
114 case SV_STAFF_DETECT_ITEM:
\r
116 if (detect_objects_normal(detect_rad)) ident = TRUE;
\r
120 case SV_STAFF_DETECT_TRAP:
\r
122 if (detect_traps(detect_rad, known)) ident = TRUE;
\r
126 case SV_STAFF_DETECT_DOOR:
\r
128 if (detect_doors(detect_rad)) ident = TRUE;
\r
129 if (detect_stairs(detect_rad)) ident = TRUE;
\r
133 case SV_STAFF_DETECT_INVIS:
\r
135 if (detect_monsters_invis(detect_rad)) ident = TRUE;
\r
139 case SV_STAFF_DETECT_EVIL:
\r
141 if (detect_monsters_evil(detect_rad)) ident = TRUE;
\r
145 case SV_STAFF_CURE_LIGHT:
\r
147 ident = cure_light_wounds((powerful ? 4 : 2), 8);
\r
151 case SV_STAFF_CURING:
\r
153 ident = true_healing(0);
\r
154 if (set_shero(0, TRUE)) ident = TRUE;
\r
158 case SV_STAFF_HEALING:
\r
160 if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
\r
164 case SV_STAFF_THE_MAGI:
\r
166 if (do_res_stat(A_INT)) ident = TRUE;
\r
167 ident |= restore_mana(FALSE);
\r
168 if (set_shero(0, TRUE)) ident = TRUE;
\r
172 case SV_STAFF_SLEEP_MONSTERS:
\r
174 if (sleep_monsters(lev)) ident = TRUE;
\r
178 case SV_STAFF_SLOW_MONSTERS:
\r
180 if (slow_monsters(lev)) ident = TRUE;
\r
184 case SV_STAFF_SPEED:
\r
186 if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
\r
190 case SV_STAFF_PROBING:
\r
196 case SV_STAFF_DISPEL_EVIL:
\r
198 ident = dispel_evil(powerful ? 120 : 80);
\r
202 case SV_STAFF_POWER:
\r
204 ident = dispel_monsters(powerful ? 225 : 150) ;
\r
208 case SV_STAFF_HOLINESS:
\r
210 ident = cleansing_nova(p_ptr, magic, powerful);
\r
214 case SV_STAFF_GENOCIDE:
\r
216 ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
\r
220 case SV_STAFF_EARTHQUAKES:
\r
222 if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
\r
225 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
\r
230 case SV_STAFF_DESTRUCTION:
\r
232 ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
\r
236 case SV_STAFF_ANIMATE_DEAD:
\r
238 ident = animate_dead(0, p_ptr->y, p_ptr->x);
\r
242 case SV_STAFF_MSTORM:
\r
244 ident = unleash_mana_storm(p_ptr, powerful);
\r
248 case SV_STAFF_NOTHING:
\r
250 msg_print(_("何も起らなかった。", "Nothing happen."));
\r
251 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
\r
252 prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
\r
253 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
261 * @brief 杖を使うコマンドのサブルーチン /
\r
262 * Use a staff. -RAK-
\r
263 * @param item 使うオブジェクトの所持品ID
\r
266 * One charge of one staff disappears.
\r
267 * Hack -- staffs of identify can be "cancelled".
\r
269 void do_cmd_use_staff_aux(INVENTORY_IDX item)
\r
271 int ident, chance, lev;
\r
272 object_type *o_ptr;
\r
275 /* Hack -- let staffs of identify get aborted */
\r
276 bool use_charge = TRUE;
\r
279 /* Get the item (in the pack) */
\r
282 o_ptr = &inventory[item];
\r
285 /* Get the item (on the floor) */
\r
288 o_ptr = &o_list[0 - item];
\r
292 /* Mega-Hack -- refuse to use a pile from the ground */
\r
293 if ((item < 0) && (o_ptr->number > 1))
\r
295 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
\r
300 p_ptr->energy_use = 100;
\r
302 /* Extract the item level */
\r
303 lev = k_info[o_ptr->k_idx].level;
\r
304 if (lev > 50) lev = 50 + (lev - 50) / 2;
\r
306 /* Base chance of success */
\r
307 chance = p_ptr->skill_dev;
\r
309 /* Confusion hurts skill */
\r
310 if (p_ptr->confused) chance = chance / 2;
\r
312 /* Hight level objects are harder */
\r
313 chance = chance - lev;
\r
315 /* Give everyone a (slight) chance */
\r
316 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
\r
318 chance = USE_DEVICE;
\r
323 if (flush_failure) flush();
\r
324 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
329 /* Roll for usage */
\r
330 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
\r
332 if (flush_failure) flush();
\r
333 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
\r
338 /* Notice empty staffs */
\r
339 if (o_ptr->pval <= 0)
\r
341 if (flush_failure) flush();
\r
342 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
343 o_ptr->ident |= (IDENT_EMPTY);
\r
345 /* Combine / Reorder the pack (later) */
\r
346 p_ptr->update |= (PU_COMBINE | PU_REORDER);
\r
347 p_ptr->window |= (PW_INVEN);
\r
355 ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
\r
357 if (!(object_is_aware(o_ptr)))
\r
359 chg_virtue(V_PATIENCE, -1);
\r
360 chg_virtue(V_CHANCE, 1);
\r
361 chg_virtue(V_KNOWLEDGE, -1);
\r
364 /* Combine / Reorder the pack (later) */
\r
365 p_ptr->update |= (PU_COMBINE | PU_REORDER);
\r
367 /* Tried the item */
\r
368 object_tried(o_ptr);
\r
370 /* An identification was made */
\r
371 if (ident && !object_is_aware(o_ptr))
\r
373 object_aware(o_ptr);
\r
374 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
\r
377 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
\r
380 /* Hack -- some uses are "free" */
\r
381 if (!use_charge) return;
\r
384 /* Use a single charge */
\r
387 /* XXX Hack -- unstack if necessary */
\r
388 if ((item >= 0) && (o_ptr->number > 1))
\r
391 object_type *q_ptr;
\r
394 /* Obtain a local object */
\r
395 object_copy(q_ptr, o_ptr);
\r
397 /* Modify quantity */
\r
400 /* Restore the charges */
\r
403 /* Unstack the used item */
\r
405 p_ptr->total_weight -= q_ptr->weight;
\r
406 item = inven_carry(q_ptr);
\r
408 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
\r
411 /* Describe charges in the pack */
\r
414 inven_item_charges(item);
\r
417 /* Describe charges on the floor */
\r
420 floor_item_charges(0 - item);
\r
425 * @brief 杖を使うコマンドのメインルーチン /
\r
428 void do_cmd_use_staff(void)
\r
433 if (p_ptr->wild_mode)
\r
438 if (p_ptr->inside_arena)
\r
440 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
\r
445 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
\r
447 set_action(ACTION_NONE);
\r
450 /* Restrict choices to wands */
\r
451 item_tester_tval = TV_STAFF;
\r
453 q = _("どの杖を使いますか? ", "Use which staff? ");
\r
454 s = _("使える杖がない。", "You have no staff to use.");
\r
456 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
\r
458 do_cmd_use_staff_aux(item);
\r