5 * @brief
\96\82\96@
\96_
\82Ì
\8cø
\89Ê
\82ð
\94
\93®
\82·
\82é
6 * @param sval
\83I
\83u
\83W
\83F
\83N
\83g
\82Ìsval
7 * @param dir
\94
\93®
\82Ì
\95û
\8cüID
8 * @param powerful
\8b
\97Í
\94
\93®
\8fã
\82Ì
\8f\88\97\9d\82È
\82ç
\82ÎTRUE
9 * @param magic
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\8bï
\8fp
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\82Ì
\8f\88\97\9d\82È
\82ç
\82ÎTRUE
10 * @return
\94
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\8am
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\82ÎTRUE
\82ð
\95Ô
\82·
12 int wand_effect(OBJECT_SUBTYPE_VALUE sval, int dir, bool powerful, bool magic)
15 int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
16 int rad = powerful ? 3 : 2;
18 /* XXX Hack -- Wand of wonder can do anything before it */
19 if (sval == SV_WAND_WONDER)
21 int vir = virtue_number(V_CHANCE);
22 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
26 if (p_ptr->virtues[vir - 1] > 0)
28 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
29 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
33 while (randint1(300) < (0 - p_ptr->virtues[vir - 1])) sval--;
34 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
37 if (sval < SV_WAND_TELEPORT_AWAY)
38 chg_virtue(V_CHANCE, 1);
41 /* Analyze the wand */
44 case SV_WAND_HEAL_MONSTER:
46 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
47 if (heal_monster(dir, dam)) ident = TRUE;
51 case SV_WAND_HASTE_MONSTER:
53 if (speed_monster(dir, lev)) ident = TRUE;
57 case SV_WAND_CLONE_MONSTER:
59 if (clone_monster(dir)) ident = TRUE;
63 case SV_WAND_TELEPORT_AWAY:
65 int distance = MAX_SIGHT * (powerful ? 8 : 5);
66 if (teleport_monster(dir, distance)) ident = TRUE;
70 case SV_WAND_DISARMING:
72 if (disarm_trap(dir)) ident = TRUE;
73 if (powerful && disarm_traps_touch()) ident = TRUE;
77 case SV_WAND_TRAP_DOOR_DEST:
79 if (destroy_door(dir)) ident = TRUE;
80 if (powerful && destroy_doors_touch()) ident = TRUE;
84 case SV_WAND_STONE_TO_MUD:
86 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
87 if (wall_to_mud(dir, dam)) ident = TRUE;
93 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
94 msg_print(_("
\90Â
\82
\8bP
\82
\8cõ
\90ü
\82ª
\95ú
\82½
\82ê
\82½
\81B", "A line of blue shimmering light appears."));
95 (void)lite_line(dir, dam);
100 case SV_WAND_SLEEP_MONSTER:
102 if (sleep_monster(dir, lev)) ident = TRUE;
106 case SV_WAND_SLOW_MONSTER:
108 if (slow_monster(dir, lev)) ident = TRUE;
112 case SV_WAND_CONFUSE_MONSTER:
114 if (confuse_monster(dir, lev)) ident = TRUE;
118 case SV_WAND_FEAR_MONSTER:
120 if (fear_monster(dir, lev)) ident = TRUE;
124 case SV_WAND_HYPODYNAMIA:
126 if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
130 case SV_WAND_POLYMORPH:
132 if (poly_monster(dir, lev)) ident = TRUE;
136 case SV_WAND_STINKING_CLOUD:
138 fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
143 case SV_WAND_MAGIC_MISSILE:
145 fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
150 case SV_WAND_ACID_BOLT:
152 fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
157 case SV_WAND_CHARM_MONSTER:
159 if (charm_monster(dir, MAX(20, lev)))
164 case SV_WAND_FIRE_BOLT:
166 fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
171 case SV_WAND_COLD_BOLT:
173 fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
178 case SV_WAND_ACID_BALL:
180 fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
185 case SV_WAND_ELEC_BALL:
187 fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
192 case SV_WAND_FIRE_BALL:
194 fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
199 case SV_WAND_COLD_BALL:
201 fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
208 msg_print(_("
\82¨
\82Á
\82Æ
\81A
\93ä
\82Ì
\96\82\96@
\96_
\82ð
\8en
\93®
\82³
\82¹
\82½
\81B", "Oops. Wand of wonder activated."));
212 case SV_WAND_DRAGON_FIRE:
214 fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
219 case SV_WAND_DRAGON_COLD:
221 fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
226 case SV_WAND_DRAGON_BREATH:
255 if (powerful) dam = (dam * 3) / 2;
257 fire_breath(typ, dir, dam, 3);
263 case SV_WAND_DISINTEGRATE:
265 fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
270 case SV_WAND_ROCKETS:
272 msg_print(_("
\83\8d\83P
\83b
\83g
\82ð
\94
\8eË
\82µ
\82½
\81I", "You launch a rocket!"));
273 fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
278 case SV_WAND_STRIKING:
280 fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
285 case SV_WAND_GENOCIDE:
287 fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
296 * @brief
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\83}
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\83\93 /
297 * Aim a wand (from the pack or floor).
298 * @param item
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302 * Use a single charge from a single item.
303 * Handle "unstacking" in a logical manner.
304 * For simplicity, you cannot use a stack of items from the
305 * ground. This would require too much nasty code.
306 * There are no wands which can "destroy" themselves, in the inventory
307 * or on the ground, so we can ignore this possibility. Note that this
308 * required giving "wand of wonder" the ability to ignore destruction
310 * All wands can be "cancelled" at the "Direction?" prompt for free.
311 * Note that the basic "bolt" wands do slightly less damage than the
312 * basic "bolt" rods, but the basic "ball" wands do the same damage
313 * as the basic "ball" rods.
316 void do_cmd_aim_wand_aux(int item)
318 int lev, ident, chance, dir;
320 bool old_target_pet = target_pet;
322 /* Get the item (in the pack) */
325 o_ptr = &inventory[item];
328 /* Get the item (on the floor) */
331 o_ptr = &o_list[0 - item];
334 /* Mega-Hack -- refuse to aim a pile from the ground */
335 if ((item < 0) && (o_ptr->number > 1))
337 msg_print(_("
\82Ü
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\96\82\96@
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\82ð
\8fE
\82í
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\81B", "You must first pick up the wands."));
342 /* Allow direction to be cancelled for free */
343 if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
344 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
346 if (!get_aim_dir(&dir))
348 target_pet = old_target_pet;
351 target_pet = old_target_pet;
354 p_ptr->energy_use = 100;
357 lev = k_info[o_ptr->k_idx].level;
358 if (lev > 50) lev = 50 + (lev - 50) / 2;
360 /* Base chance of success */
361 chance = p_ptr->skill_dev;
363 /* Confusion hurts skill */
364 if (p_ptr->confused) chance = chance / 2;
366 /* Hight level objects are harder */
367 chance = chance - lev;
369 /* Give everyone a (slight) chance */
370 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
377 if (flush_failure) flush();
378 msg_print(_("
\8e~
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\81B", "Nothing happen. Maybe this wand is freezing too."));
384 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
386 if (flush_failure) flush();
387 msg_print(_("
\96\82\96@
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\82ð
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\82Ü
\82
\8eg
\82¦
\82È
\82©
\82Á
\82½
\81B", "You failed to use the wand properly."));
392 /* The wand is already empty! */
393 if (o_ptr->pval <= 0)
395 if (flush_failure) flush();
396 msg_print(_("
\82±
\82Ì
\96\82\96@
\96_
\82É
\82Í
\82à
\82¤
\96\82\97Í
\82ª
\8ec
\82Á
\82Ä
\82¢
\82È
\82¢
\81B", "The wand has no charges left."));
397 o_ptr->ident |= (IDENT_EMPTY);
399 /* Combine / Reorder the pack (later) */
400 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
401 p_ptr->window |= (PW_INVEN);
409 ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
411 /* Combine / Reorder the pack (later) */
412 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
414 if (!(object_is_aware(o_ptr)))
416 chg_virtue(V_PATIENCE, -1);
417 chg_virtue(V_CHANCE, 1);
418 chg_virtue(V_KNOWLEDGE, -1);
421 /* Mark it as tried */
424 /* Apply identification */
425 if (ident && !object_is_aware(o_ptr))
428 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
432 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
435 /* Use a single charge */
438 /* Describe the charges in the pack */
441 inven_item_charges(item);
444 /* Describe the charges on the floor */
447 floor_item_charges(0 - item);
452 * @brief
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\83R
\83}
\83\93\83h
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\83\81\83C
\83\93\83\8b\81[
\83`
\83\93 /
455 void do_cmd_aim_wand(void)
460 /* Restrict choices to wands */
461 item_tester_tval = TV_WAND;
463 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
465 set_action(ACTION_NONE);
469 q = _("
\82Ç
\82Ì
\96\82\96@
\96_
\82Å
\91_
\82¢
\82Ü
\82·
\82©? ", "Aim which wand? ");
470 s = _("
\8eg
\82¦
\82é
\96\82\96@
\96_
\82ª
\82È
\82¢
\81B", "You have no wand to aim.");
472 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
475 do_cmd_aim_wand_aux(item);