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[Refactor] #37353 avatar.h 追加。 / Add avatar.h.
[hengband/hengband.git] / src / cmd-zapwand.c
1 #include "angband.h"
2 #include "avatar.h"
3
4
5 /*!
6 * @brief 魔法棒の効果を発動する
7 * @param sval オブジェクトのsval
8 * @param dir 発動の方向ID
9 * @param powerful 強力発動上の処理ならばTRUE
10 * @param magic 魔道具術上の処理ならばTRUE
11 * @return 発動により効果内容が確定したならばTRUEを返す
12 */
13 bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
14 {
15         bool ident = FALSE;
16         PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
17         POSITION rad = powerful ? 3 : 2;
18
19         /* XXX Hack -- Wand of wonder can do anything before it */
20         if (sval == SV_WAND_WONDER)
21         {
22                 int vir = virtue_number(V_CHANCE);
23                 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
24
25                 if (vir)
26                 {
27                         if (p_ptr->virtues[vir - 1] > 0)
28                         {
29                                 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
30                                 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
31                         }
32                         else
33                         {
34                                 while (randint1(300) < (0 - p_ptr->virtues[vir - 1])) sval--;
35                                 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
36                         }
37                 }
38                 if (sval < SV_WAND_TELEPORT_AWAY)
39                         chg_virtue(V_CHANCE, 1);
40         }
41
42         /* Analyze the wand */
43         switch (sval)
44         {
45                 case SV_WAND_HEAL_MONSTER:
46                 {
47                         HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
48                         if (heal_monster(dir, dam)) ident = TRUE;
49                         break;
50                 }
51
52                 case SV_WAND_HASTE_MONSTER:
53                 {
54                         if (speed_monster(dir, lev)) ident = TRUE;
55                         break;
56                 }
57
58                 case SV_WAND_CLONE_MONSTER:
59                 {
60                         if (clone_monster(dir)) ident = TRUE;
61                         break;
62                 }
63
64                 case SV_WAND_TELEPORT_AWAY:
65                 {
66                         int distance = MAX_SIGHT * (powerful ? 8 : 5);
67                         if (teleport_monster(dir, distance)) ident = TRUE;
68                         break;
69                 }
70
71                 case SV_WAND_DISARMING:
72                 {
73                         if (disarm_trap(dir)) ident = TRUE;
74                         if (powerful && disarm_traps_touch()) ident = TRUE;
75                         break;
76                 }
77
78                 case SV_WAND_TRAP_DOOR_DEST:
79                 {
80                         if (destroy_door(dir)) ident = TRUE;
81                         if (powerful && destroy_doors_touch()) ident = TRUE;
82                         break;
83                 }
84
85                 case SV_WAND_STONE_TO_MUD:
86                 {
87                         HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
88                         if (wall_to_mud(dir, dam)) ident = TRUE;
89                         break;
90                 }
91
92                 case SV_WAND_LITE:
93                 {
94                         HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
95                         msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
96                         (void)lite_line(dir, dam);
97                         ident = TRUE;
98                         break;
99                 }
100
101                 case SV_WAND_SLEEP_MONSTER:
102                 {
103                         if (sleep_monster(dir, lev)) ident = TRUE;
104                         break;
105                 }
106
107                 case SV_WAND_SLOW_MONSTER:
108                 {
109                         if (slow_monster(dir, lev)) ident = TRUE;
110                         break;
111                 }
112
113                 case SV_WAND_CONFUSE_MONSTER:
114                 {
115                         if (confuse_monster(dir, lev)) ident = TRUE;
116                         break;
117                 }
118
119                 case SV_WAND_FEAR_MONSTER:
120                 {
121                         if (fear_monster(dir, lev)) ident = TRUE;
122                         break;
123                 }
124
125                 case SV_WAND_HYPODYNAMIA:
126                 {
127                         if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
128                         break;
129                 }
130
131                 case SV_WAND_POLYMORPH:
132                 {
133                         if (poly_monster(dir, lev)) ident = TRUE;
134                         break;
135                 }
136
137                 case SV_WAND_STINKING_CLOUD:
138                 {
139                         fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
140                         ident = TRUE;
141                         break;
142                 }
143
144                 case SV_WAND_MAGIC_MISSILE:
145                 {
146                         fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
147                         ident = TRUE;
148                         break;
149                 }
150
151                 case SV_WAND_ACID_BOLT:
152                 {
153                         fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
154                         ident = TRUE;
155                         break;
156                 }
157
158                 case SV_WAND_CHARM_MONSTER:
159                 {
160                         if (charm_monster(dir, MAX(20, lev)))
161                                 ident = TRUE;
162                         break;
163                 }
164
165                 case SV_WAND_FIRE_BOLT:
166                 {
167                         fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
168                         ident = TRUE;
169                         break;
170                 }
171
172                 case SV_WAND_COLD_BOLT:
173                 {
174                         fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
175                         ident = TRUE;
176                         break;
177                 }
178
179                 case SV_WAND_ACID_BALL:
180                 {
181                         fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
182                         ident = TRUE;
183                         break;
184                 }
185
186                 case SV_WAND_ELEC_BALL:
187                 {
188                         fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
189                         ident = TRUE;
190                         break;
191                 }
192
193                 case SV_WAND_FIRE_BALL:
194                 {
195                         fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
196                         ident = TRUE;
197                         break;
198                 }
199
200                 case SV_WAND_COLD_BALL:
201                 {
202                         fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
203                         ident = TRUE;
204                         break;
205                 }
206
207                 case SV_WAND_WONDER:
208                 {
209                         msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops.  Wand of wonder activated."));
210                         break;
211                 }
212
213                 case SV_WAND_DRAGON_FIRE:
214                 {
215                         fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
216                         ident = TRUE;
217                         break;
218                 }
219
220                 case SV_WAND_DRAGON_COLD:
221                 {
222                         fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
223                         ident = TRUE;
224                         break;
225                 }
226
227                 case SV_WAND_DRAGON_BREATH:
228                 {
229                         HIT_POINT dam;
230                         EFFECT_ID typ;
231
232                         switch (randint1(5))
233                         {
234                         case 1:
235                                 dam = 240;
236                                 typ = GF_ACID;
237                                 break;
238                         case 2:
239                                 dam = 210;
240                                 typ = GF_ELEC;
241                                 break;
242                         case 3:
243                                 dam = 240;
244                                 typ = GF_FIRE;
245                                 break;
246                         case 4:
247                                 dam = 210;
248                                 typ = GF_COLD;
249                                 break;
250                         default:
251                                 dam = 180;
252                                 typ = GF_POIS;
253                                 break;
254                         }
255
256                         if (powerful) dam = (dam * 3) / 2;
257
258                         fire_breath(typ, dir, dam, 3);
259
260                         ident = TRUE;
261                         break;
262                 }
263
264                 case SV_WAND_DISINTEGRATE:
265                 {
266                         fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
267                         ident = TRUE;
268                         break;
269                 }
270
271                 case SV_WAND_ROCKETS:
272                 {
273                         msg_print(_("ロケットを発射した!", "You launch a rocket!"));
274                         fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
275                         ident = TRUE;
276                         break;
277                 }
278
279                 case SV_WAND_STRIKING:
280                 {
281                         fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
282                         ident = TRUE;
283                         break;
284                 }
285
286                 case SV_WAND_GENOCIDE:
287                 {
288                         fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
289                         ident = TRUE;
290                         break;
291                 }
292         }
293         return ident;
294 }
295
296 /*!
297 * @brief 魔法棒を使うコマンドのサブルーチン /
298 * Aim a wand (from the pack or floor).
299 * @param item 使うオブジェクトの所持品ID
300 * @return なし
301 * @details
302 * <pre>
303 * Use a single charge from a single item.
304 * Handle "unstacking" in a logical manner.
305 * For simplicity, you cannot use a stack of items from the
306 * ground.  This would require too much nasty code.
307 * There are no wands which can "destroy" themselves, in the inventory
308 * or on the ground, so we can ignore this possibility.  Note that this
309 * required giving "wand of wonder" the ability to ignore destruction
310 * by electric balls.
311 * All wands can be "cancelled" at the "Direction?" prompt for free.
312 * Note that the basic "bolt" wands do slightly less damage than the
313 * basic "bolt" rods, but the basic "ball" wands do the same damage
314 * as the basic "ball" rods.
315 * </pre>
316 */
317 void do_cmd_aim_wand_aux(INVENTORY_IDX item)
318 {
319         DEPTH lev;
320         int ident, chance;
321         DIRECTION dir;
322         object_type *o_ptr;
323         bool old_target_pet = target_pet;
324
325         /* Get the item (in the pack) */
326         if (item >= 0)
327         {
328                 o_ptr = &inventory[item];
329         }
330
331         /* Get the item (on the floor) */
332         else
333         {
334                 o_ptr = &o_list[0 - item];
335         }
336
337         /* Mega-Hack -- refuse to aim a pile from the ground */
338         if ((item < 0) && (o_ptr->number > 1))
339         {
340                 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
341                 return;
342         }
343
344
345         /* Allow direction to be cancelled for free */
346         if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
347                 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
348                 target_pet = TRUE;
349         if (!get_aim_dir(&dir))
350         {
351                 target_pet = old_target_pet;
352                 return;
353         }
354         target_pet = old_target_pet;
355
356         p_ptr->energy_use = 100;
357
358         /* Get the level */
359         lev = k_info[o_ptr->k_idx].level;
360         if (lev > 50) lev = 50 + (lev - 50) / 2;
361
362         /* Base chance of success */
363         chance = p_ptr->skill_dev;
364
365         /* Confusion hurts skill */
366         if (p_ptr->confused) chance = chance / 2;
367
368         /* Hight level objects are harder */
369         chance = chance - lev;
370
371         /* Give everyone a (slight) chance */
372         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
373         {
374                 chance = USE_DEVICE;
375         }
376
377         if (world_player)
378         {
379                 if (flush_failure) flush();
380                 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 wand is freezing too."));
381                 sound(SOUND_FAIL);
382                 return;
383         }
384
385         /* Roll for usage */
386         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
387         {
388                 if (flush_failure) flush();
389                 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
390                 sound(SOUND_FAIL);
391                 return;
392         }
393
394         /* The wand is already empty! */
395         if (o_ptr->pval <= 0)
396         {
397                 if (flush_failure) flush();
398                 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."));
399                 o_ptr->ident |= (IDENT_EMPTY);
400
401                 /* Combine / Reorder the pack (later) */
402                 p_ptr->update |= (PU_COMBINE | PU_REORDER);
403                 p_ptr->window |= (PW_INVEN);
404
405                 return;
406         }
407
408         sound(SOUND_ZAP);
409
410         ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
411
412         /* Combine / Reorder the pack (later) */
413         p_ptr->update |= (PU_COMBINE | PU_REORDER);
414
415         if (!(object_is_aware(o_ptr)))
416         {
417                 chg_virtue(V_PATIENCE, -1);
418                 chg_virtue(V_CHANCE, 1);
419                 chg_virtue(V_KNOWLEDGE, -1);
420         }
421
422         /* Mark it as tried */
423         object_tried(o_ptr);
424
425         /* Apply identification */
426         if (ident && !object_is_aware(o_ptr))
427         {
428                 object_aware(o_ptr);
429                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
430         }
431
432         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
433
434
435         /* Use a single charge */
436         o_ptr->pval--;
437
438         /* Describe the charges in the pack */
439         if (item >= 0)
440         {
441                 inven_item_charges(item);
442         }
443
444         /* Describe the charges on the floor */
445         else
446         {
447                 floor_item_charges(0 - item);
448         }
449 }
450
451 /*!
452 * @brief 魔法棒を使うコマンドのメインルーチン /
453 * @return なし
454 */
455 void do_cmd_aim_wand(void)
456 {
457         OBJECT_IDX item;
458         concptr q, s;
459
460         if (p_ptr->wild_mode) return;
461
462         if (p_ptr->inside_arena)
463         {
464                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
465                 msg_print(NULL);
466                 return;
467         }
468
469         /* Restrict choices to wands */
470         item_tester_tval = TV_WAND;
471
472         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
473         {
474                 set_action(ACTION_NONE);
475         }
476
477         q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
478         s = _("使える魔法棒がない。", "You have no wand to aim.");
479         if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
480
481         do_cmd_aim_wand_aux(item);
482 }