3 #include "spells-status.h"
4 #include "player-status.h"
5 #include "object-hook.h"
10 * @param sval オブジェクトのsval
12 * @param powerful 強力発動上の処理ならばTRUE
13 * @param magic 魔道具術上の処理ならばTRUE
14 * @return 発動により効果内容が確定したならばTRUEを返す
16 bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
19 PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
20 POSITION rad = powerful ? 3 : 2;
22 /* XXX Hack -- Wand of wonder can do anything before it */
23 if (sval == SV_WAND_WONDER)
25 int vir = virtue_number(V_CHANCE);
26 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
30 if (p_ptr->virtues[vir - 1] > 0)
32 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
33 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
37 while (randint1(300) < (0 - p_ptr->virtues[vir - 1])) sval--;
38 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
41 if (sval < SV_WAND_TELEPORT_AWAY)
42 chg_virtue(V_CHANCE, 1);
45 /* Analyze the wand */
48 case SV_WAND_HEAL_MONSTER:
50 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
51 if (heal_monster(dir, dam)) ident = TRUE;
55 case SV_WAND_HASTE_MONSTER:
57 if (speed_monster(dir, lev)) ident = TRUE;
61 case SV_WAND_CLONE_MONSTER:
63 if (clone_monster(dir)) ident = TRUE;
67 case SV_WAND_TELEPORT_AWAY:
69 int distance = MAX_SIGHT * (powerful ? 8 : 5);
70 if (teleport_monster(dir, distance)) ident = TRUE;
74 case SV_WAND_DISARMING:
76 if (disarm_trap(dir)) ident = TRUE;
77 if (powerful && disarm_traps_touch()) ident = TRUE;
81 case SV_WAND_TRAP_DOOR_DEST:
83 if (destroy_door(dir)) ident = TRUE;
84 if (powerful && destroy_doors_touch()) ident = TRUE;
88 case SV_WAND_STONE_TO_MUD:
90 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
91 if (wall_to_mud(dir, dam)) ident = TRUE;
97 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
98 msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
99 (void)lite_line(dir, dam);
104 case SV_WAND_SLEEP_MONSTER:
106 if (sleep_monster(dir, lev)) ident = TRUE;
110 case SV_WAND_SLOW_MONSTER:
112 if (slow_monster(dir, lev)) ident = TRUE;
116 case SV_WAND_CONFUSE_MONSTER:
118 if (confuse_monster(dir, lev)) ident = TRUE;
122 case SV_WAND_FEAR_MONSTER:
124 if (fear_monster(dir, lev)) ident = TRUE;
128 case SV_WAND_HYPODYNAMIA:
130 if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
134 case SV_WAND_POLYMORPH:
136 if (poly_monster(dir, lev)) ident = TRUE;
140 case SV_WAND_STINKING_CLOUD:
142 fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
147 case SV_WAND_MAGIC_MISSILE:
149 fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
154 case SV_WAND_ACID_BOLT:
156 fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
161 case SV_WAND_CHARM_MONSTER:
163 if (charm_monster(dir, MAX(20, lev)))
168 case SV_WAND_FIRE_BOLT:
170 fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
175 case SV_WAND_COLD_BOLT:
177 fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
182 case SV_WAND_ACID_BALL:
184 fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
189 case SV_WAND_ELEC_BALL:
191 fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
196 case SV_WAND_FIRE_BALL:
198 fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
203 case SV_WAND_COLD_BALL:
205 fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
212 msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
216 case SV_WAND_DRAGON_FIRE:
218 fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
223 case SV_WAND_DRAGON_COLD:
225 fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
230 case SV_WAND_DRAGON_BREATH:
259 if (powerful) dam = (dam * 3) / 2;
261 fire_breath(typ, dir, dam, 3);
267 case SV_WAND_DISINTEGRATE:
269 fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
274 case SV_WAND_ROCKETS:
276 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
277 fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
282 case SV_WAND_STRIKING:
284 fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
289 case SV_WAND_GENOCIDE:
291 fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
300 * @brief 魔法棒を使うコマンドのサブルーチン /
301 * Aim a wand (from the pack or floor).
302 * @param item 使うオブジェクトの所持品ID
306 * Use a single charge from a single item.
307 * Handle "unstacking" in a logical manner.
308 * For simplicity, you cannot use a stack of items from the
309 * ground. This would require too much nasty code.
310 * There are no wands which can "destroy" themselves, in the inventory
311 * or on the ground, so we can ignore this possibility. Note that this
312 * required giving "wand of wonder" the ability to ignore destruction
314 * All wands can be "cancelled" at the "Direction?" prompt for free.
315 * Note that the basic "bolt" wands do slightly less damage than the
316 * basic "bolt" rods, but the basic "ball" wands do the same damage
317 * as the basic "ball" rods.
320 void do_cmd_aim_wand_aux(INVENTORY_IDX item)
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);
406 p_ptr->update |= (PU_COMBINE | PU_REORDER);
408 if (!(object_is_aware(o_ptr)))
410 chg_virtue(V_PATIENCE, -1);
411 chg_virtue(V_CHANCE, 1);
412 chg_virtue(V_KNOWLEDGE, -1);
415 /* Mark it as tried */
418 /* Apply identification */
419 if (ident && !object_is_aware(o_ptr))
422 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
425 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
428 /* Use a single charge */
431 /* Describe the charges in the pack */
434 inven_item_charges(item);
437 /* Describe the charges on the floor */
440 floor_item_charges(0 - item);
445 * @brief 魔法棒を使うコマンドのメインルーチン /
448 void do_cmd_aim_wand(void)
453 if (p_ptr->wild_mode) return;
454 if (cmd_limit_arena(p_ptr)) return;
456 /* Restrict choices to wands */
457 item_tester_tval = TV_WAND;
459 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
461 set_action(ACTION_NONE);
464 q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
465 s = _("使える魔法棒がない。", "You have no wand to aim.");
466 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
468 do_cmd_aim_wand_aux(item);