6 #include "spells-status.h"
7 #include "player-status.h"
8 #include "player-effects.h"
9 #include "player-class.h"
10 #include "objectkind.h"
11 #include "object-hook.h"
12 #include "cmd-basic.h"
14 #include "targeting.h"
15 #include "view-mainwindow.h"
19 * @param sval オブジェクトのsval
21 * @param powerful 強力発動上の処理ならばTRUE
22 * @param magic 魔道具術上の処理ならばTRUE
23 * @return 発動により効果内容が確定したならばTRUEを返す
25 bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
28 PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
29 POSITION rad = powerful ? 3 : 2;
31 /* XXX Hack -- Wand of wonder can do anything before it */
32 if (sval == SV_WAND_WONDER)
34 int vir = virtue_number(V_CHANCE);
35 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
39 if (p_ptr->virtues[vir - 1] > 0)
41 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
42 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
46 while (randint1(300) < (0 - p_ptr->virtues[vir - 1])) sval--;
47 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
50 if (sval < SV_WAND_TELEPORT_AWAY)
51 chg_virtue(V_CHANCE, 1);
54 /* Analyze the wand */
57 case SV_WAND_HEAL_MONSTER:
59 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
60 if (heal_monster(dir, dam)) ident = TRUE;
64 case SV_WAND_HASTE_MONSTER:
66 if (speed_monster(dir, lev)) ident = TRUE;
70 case SV_WAND_CLONE_MONSTER:
72 if (clone_monster(dir)) ident = TRUE;
76 case SV_WAND_TELEPORT_AWAY:
78 int distance = MAX_SIGHT * (powerful ? 8 : 5);
79 if (teleport_monster(dir, distance)) ident = TRUE;
83 case SV_WAND_DISARMING:
85 if (disarm_trap(dir)) ident = TRUE;
86 if (powerful && disarm_traps_touch()) ident = TRUE;
90 case SV_WAND_TRAP_DOOR_DEST:
92 if (destroy_door(dir)) ident = TRUE;
93 if (powerful && destroy_doors_touch()) ident = TRUE;
97 case SV_WAND_STONE_TO_MUD:
99 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
100 if (wall_to_mud(dir, dam)) ident = TRUE;
106 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
107 msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
108 (void)lite_line(dir, dam);
113 case SV_WAND_SLEEP_MONSTER:
115 if (sleep_monster(dir, lev)) ident = TRUE;
119 case SV_WAND_SLOW_MONSTER:
121 if (slow_monster(dir, lev)) ident = TRUE;
125 case SV_WAND_CONFUSE_MONSTER:
127 if (confuse_monster(dir, lev)) ident = TRUE;
131 case SV_WAND_FEAR_MONSTER:
133 if (fear_monster(dir, lev)) ident = TRUE;
137 case SV_WAND_HYPODYNAMIA:
139 if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
143 case SV_WAND_POLYMORPH:
145 if (poly_monster(dir, lev)) ident = TRUE;
149 case SV_WAND_STINKING_CLOUD:
151 fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
156 case SV_WAND_MAGIC_MISSILE:
158 fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
163 case SV_WAND_ACID_BOLT:
165 fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
170 case SV_WAND_CHARM_MONSTER:
172 if (charm_monster(dir, MAX(20, lev)))
177 case SV_WAND_FIRE_BOLT:
179 fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
184 case SV_WAND_COLD_BOLT:
186 fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
191 case SV_WAND_ACID_BALL:
193 fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
198 case SV_WAND_ELEC_BALL:
200 fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
205 case SV_WAND_FIRE_BALL:
207 fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
212 case SV_WAND_COLD_BALL:
214 fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
221 msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
225 case SV_WAND_DRAGON_FIRE:
227 fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
232 case SV_WAND_DRAGON_COLD:
234 fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
239 case SV_WAND_DRAGON_BREATH:
268 if (powerful) dam = (dam * 3) / 2;
270 fire_breath(typ, dir, dam, 3);
276 case SV_WAND_DISINTEGRATE:
278 fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
283 case SV_WAND_ROCKETS:
285 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
286 fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
291 case SV_WAND_STRIKING:
293 fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
298 case SV_WAND_GENOCIDE:
300 fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
309 * @brief 魔法棒を使うコマンドのサブルーチン /
310 * Aim a wand (from the pack or floor).
311 * @param item 使うオブジェクトの所持品ID
315 * Use a single charge from a single item.
316 * Handle "unstacking" in a logical manner.
317 * For simplicity, you cannot use a stack of items from the
318 * ground. This would require too much nasty code.
319 * There are no wands which can "destroy" themselves, in the p_ptr->inventory_list
320 * or on the ground, so we can ignore this possibility. Note that this
321 * required giving "wand of wonder" the ability to ignore destruction
323 * All wands can be "cancelled" at the "Direction?" prompt for free.
324 * Note that the basic "bolt" wands do slightly less damage than the
325 * basic "bolt" rods, but the basic "ball" wands do the same damage
326 * as the basic "ball" rods.
329 void do_cmd_aim_wand_aux(INVENTORY_IDX item)
335 bool old_target_pet = target_pet;
337 /* Get the item (in the pack) */
340 o_ptr = &p_ptr->inventory_list[item];
343 /* Get the item (on the floor) */
346 o_ptr = ¤t_floor_ptr->o_list[0 - item];
349 /* Mega-Hack -- refuse to aim a pile from the ground */
350 if ((item < 0) && (o_ptr->number > 1))
352 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
357 /* Allow direction to be cancelled for free */
358 if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
359 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
361 if (!get_aim_dir(&dir))
363 target_pet = old_target_pet;
366 target_pet = old_target_pet;
368 take_turn(p_ptr, 100);
371 lev = k_info[o_ptr->k_idx].level;
372 if (lev > 50) lev = 50 + (lev - 50) / 2;
374 /* Base chance of success */
375 chance = p_ptr->skill_dev;
377 /* Confusion hurts skill */
378 if (p_ptr->confused) chance = chance / 2;
380 /* Hight level objects are harder */
381 chance = chance - lev;
383 /* Give everyone a (slight) chance */
384 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
389 if (cmd_limit_time_walk(p_ptr)) return;
392 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
394 if (flush_failure) flush();
395 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
400 /* The wand is already empty! */
401 if (o_ptr->pval <= 0)
403 if (flush_failure) flush();
404 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."));
405 o_ptr->ident |= (IDENT_EMPTY);
406 p_ptr->update |= (PU_COMBINE | PU_REORDER);
407 p_ptr->window |= (PW_INVEN);
414 ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
415 p_ptr->update |= (PU_COMBINE | PU_REORDER);
417 if (!(object_is_aware(o_ptr)))
419 chg_virtue(V_PATIENCE, -1);
420 chg_virtue(V_CHANCE, 1);
421 chg_virtue(V_KNOWLEDGE, -1);
424 /* Mark it as tried */
427 /* Apply identification */
428 if (ident && !object_is_aware(o_ptr))
431 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
434 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
437 /* Use a single charge */
440 /* Describe the charges in the pack */
443 inven_item_charges(item);
446 /* Describe the charges on the floor */
449 floor_item_charges(0 - item);
454 * @brief 魔法棒を使うコマンドのメインルーチン /
457 void do_cmd_aim_wand(void)
462 if (p_ptr->wild_mode) return;
463 if (cmd_limit_arena(p_ptr)) return;
464 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
466 set_action(ACTION_NONE);
469 q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
470 s = _("使える魔法棒がない。", "You have no wand to aim.");
471 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), TV_WAND)) return;
473 do_cmd_aim_wand_aux(item);