3 #include "spells-status.h"
4 #include "player-status.h"
9 * @param sval オブジェクトのsval
11 * @param powerful 強力発動上の処理ならばTRUE
12 * @param magic 魔道具術上の処理ならばTRUE
13 * @return 発動により効果内容が確定したならばTRUEを返す
15 bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
18 PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
19 POSITION rad = powerful ? 3 : 2;
21 /* XXX Hack -- Wand of wonder can do anything before it */
22 if (sval == SV_WAND_WONDER)
24 int vir = virtue_number(V_CHANCE);
25 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
29 if (p_ptr->virtues[vir - 1] > 0)
31 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
32 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
36 while (randint1(300) < (0 - p_ptr->virtues[vir - 1])) sval--;
37 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
40 if (sval < SV_WAND_TELEPORT_AWAY)
41 chg_virtue(V_CHANCE, 1);
44 /* Analyze the wand */
47 case SV_WAND_HEAL_MONSTER:
49 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
50 if (heal_monster(dir, dam)) ident = TRUE;
54 case SV_WAND_HASTE_MONSTER:
56 if (speed_monster(dir, lev)) ident = TRUE;
60 case SV_WAND_CLONE_MONSTER:
62 if (clone_monster(dir)) ident = TRUE;
66 case SV_WAND_TELEPORT_AWAY:
68 int distance = MAX_SIGHT * (powerful ? 8 : 5);
69 if (teleport_monster(dir, distance)) ident = TRUE;
73 case SV_WAND_DISARMING:
75 if (disarm_trap(dir)) ident = TRUE;
76 if (powerful && disarm_traps_touch()) ident = TRUE;
80 case SV_WAND_TRAP_DOOR_DEST:
82 if (destroy_door(dir)) ident = TRUE;
83 if (powerful && destroy_doors_touch()) ident = TRUE;
87 case SV_WAND_STONE_TO_MUD:
89 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
90 if (wall_to_mud(dir, dam)) ident = TRUE;
96 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
97 msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
98 (void)lite_line(dir, dam);
103 case SV_WAND_SLEEP_MONSTER:
105 if (sleep_monster(dir, lev)) ident = TRUE;
109 case SV_WAND_SLOW_MONSTER:
111 if (slow_monster(dir, lev)) ident = TRUE;
115 case SV_WAND_CONFUSE_MONSTER:
117 if (confuse_monster(dir, lev)) ident = TRUE;
121 case SV_WAND_FEAR_MONSTER:
123 if (fear_monster(dir, lev)) ident = TRUE;
127 case SV_WAND_HYPODYNAMIA:
129 if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
133 case SV_WAND_POLYMORPH:
135 if (poly_monster(dir, lev)) ident = TRUE;
139 case SV_WAND_STINKING_CLOUD:
141 fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
146 case SV_WAND_MAGIC_MISSILE:
148 fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
153 case SV_WAND_ACID_BOLT:
155 fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
160 case SV_WAND_CHARM_MONSTER:
162 if (charm_monster(dir, MAX(20, lev)))
167 case SV_WAND_FIRE_BOLT:
169 fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
174 case SV_WAND_COLD_BOLT:
176 fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
181 case SV_WAND_ACID_BALL:
183 fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
188 case SV_WAND_ELEC_BALL:
190 fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
195 case SV_WAND_FIRE_BALL:
197 fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
202 case SV_WAND_COLD_BALL:
204 fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
211 msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
215 case SV_WAND_DRAGON_FIRE:
217 fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
222 case SV_WAND_DRAGON_COLD:
224 fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
229 case SV_WAND_DRAGON_BREATH:
258 if (powerful) dam = (dam * 3) / 2;
260 fire_breath(typ, dir, dam, 3);
266 case SV_WAND_DISINTEGRATE:
268 fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
273 case SV_WAND_ROCKETS:
275 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
276 fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
281 case SV_WAND_STRIKING:
283 fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
288 case SV_WAND_GENOCIDE:
290 fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
299 * @brief 魔法棒を使うコマンドのサブルーチン /
300 * Aim a wand (from the pack or floor).
301 * @param item 使うオブジェクトの所持品ID
305 * Use a single charge from a single item.
306 * Handle "unstacking" in a logical manner.
307 * For simplicity, you cannot use a stack of items from the
308 * ground. This would require too much nasty code.
309 * There are no wands which can "destroy" themselves, in the inventory
310 * or on the ground, so we can ignore this possibility. Note that this
311 * required giving "wand of wonder" the ability to ignore destruction
313 * All wands can be "cancelled" at the "Direction?" prompt for free.
314 * Note that the basic "bolt" wands do slightly less damage than the
315 * basic "bolt" rods, but the basic "ball" wands do the same damage
316 * as the basic "ball" rods.
319 void do_cmd_aim_wand_aux(INVENTORY_IDX item)
324 BIT_FLAGS inventory_flags;
326 bool old_target_pet = target_pet;
328 /* Get the item (in the pack) */
331 o_ptr = &inventory[item];
334 /* Get the item (on the floor) */
337 o_ptr = ¤t_floor_ptr->o_list[0 - item];
340 /* Mega-Hack -- refuse to aim a pile from the ground */
341 if ((item < 0) && (o_ptr->number > 1))
343 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
348 /* Allow direction to be cancelled for free */
349 if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
350 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
352 if (!get_aim_dir(&dir))
354 target_pet = old_target_pet;
357 target_pet = old_target_pet;
359 take_turn(p_ptr, 100);
362 lev = k_info[o_ptr->k_idx].level;
363 if (lev > 50) lev = 50 + (lev - 50) / 2;
365 /* Base chance of success */
366 chance = p_ptr->skill_dev;
368 /* Confusion hurts skill */
369 if (p_ptr->confused) chance = chance / 2;
371 /* Hight level objects are harder */
372 chance = chance - lev;
374 /* Give everyone a (slight) chance */
375 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
380 if (cmd_limit_time_walk(p_ptr)) return;
383 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
385 if (flush_failure) flush();
386 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
391 /* The wand is already empty! */
392 if (o_ptr->pval <= 0)
394 if (flush_failure) flush();
395 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."));
396 o_ptr->ident |= (IDENT_EMPTY);
397 p_ptr->update |= (PU_COMBINE | PU_REORDER);
398 p_ptr->window |= (PW_INVEN);
405 ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
407 * Temporarily remove the flags for updating the inventory so
408 * gain_exp() does not reorder the inventory before the charge
409 * is deducted from the wand.
411 inventory_flags = (PU_COMBINE | PU_REORDER |
412 (p_ptr->update & PU_AUTODESTROY));
413 p_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
415 if (!(object_is_aware(o_ptr)))
417 chg_virtue(V_PATIENCE, -1);
418 chg_virtue(V_CHANCE, 1);
419 chg_virtue(V_KNOWLEDGE, -1);
422 /* Mark it as tried */
425 /* Apply identification */
426 if (ident && !object_is_aware(o_ptr))
429 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
432 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
433 p_ptr->update |= inventory_flags;
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 魔法棒を使うコマンドのメインルーチン /
455 void do_cmd_aim_wand(void)
460 if (p_ptr->wild_mode) return;
461 if (cmd_limit_arena(p_ptr)) return;
463 /* Restrict choices to wands */
464 item_tester_tval = TV_WAND;
466 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
468 set_action(ACTION_NONE);
471 q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
472 s = _("使える魔法棒がない。", "You have no wand to aim.");
473 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
475 do_cmd_aim_wand_aux(item);