6 #include "spells-status.h"
7 #include "player-status.h"
8 #include "player-effects.h"
9 #include "objectkind.h"
10 #include "object-hook.h"
11 #include "cmd-basic.h"
17 * @param sval オブジェクトのsval
19 * @param powerful 強力発動上の処理ならばTRUE
20 * @param magic 魔道具術上の処理ならばTRUE
21 * @return 発動により効果内容が確定したならばTRUEを返す
23 bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
26 PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
27 POSITION rad = powerful ? 3 : 2;
29 /* XXX Hack -- Wand of wonder can do anything before it */
30 if (sval == SV_WAND_WONDER)
32 int vir = virtue_number(V_CHANCE);
33 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
37 if (p_ptr->virtues[vir - 1] > 0)
39 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
40 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
44 while (randint1(300) < (0 - p_ptr->virtues[vir - 1])) sval--;
45 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
48 if (sval < SV_WAND_TELEPORT_AWAY)
49 chg_virtue(V_CHANCE, 1);
52 /* Analyze the wand */
55 case SV_WAND_HEAL_MONSTER:
57 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
58 if (heal_monster(dir, dam)) ident = TRUE;
62 case SV_WAND_HASTE_MONSTER:
64 if (speed_monster(dir, lev)) ident = TRUE;
68 case SV_WAND_CLONE_MONSTER:
70 if (clone_monster(dir)) ident = TRUE;
74 case SV_WAND_TELEPORT_AWAY:
76 int distance = MAX_SIGHT * (powerful ? 8 : 5);
77 if (teleport_monster(dir, distance)) ident = TRUE;
81 case SV_WAND_DISARMING:
83 if (disarm_trap(dir)) ident = TRUE;
84 if (powerful && disarm_traps_touch()) ident = TRUE;
88 case SV_WAND_TRAP_DOOR_DEST:
90 if (destroy_door(dir)) ident = TRUE;
91 if (powerful && destroy_doors_touch()) ident = TRUE;
95 case SV_WAND_STONE_TO_MUD:
97 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
98 if (wall_to_mud(dir, dam)) ident = TRUE;
104 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
105 msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
106 (void)lite_line(dir, dam);
111 case SV_WAND_SLEEP_MONSTER:
113 if (sleep_monster(dir, lev)) ident = TRUE;
117 case SV_WAND_SLOW_MONSTER:
119 if (slow_monster(dir, lev)) ident = TRUE;
123 case SV_WAND_CONFUSE_MONSTER:
125 if (confuse_monster(dir, lev)) ident = TRUE;
129 case SV_WAND_FEAR_MONSTER:
131 if (fear_monster(dir, lev)) ident = TRUE;
135 case SV_WAND_HYPODYNAMIA:
137 if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
141 case SV_WAND_POLYMORPH:
143 if (poly_monster(dir, lev)) ident = TRUE;
147 case SV_WAND_STINKING_CLOUD:
149 fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
154 case SV_WAND_MAGIC_MISSILE:
156 fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
161 case SV_WAND_ACID_BOLT:
163 fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
168 case SV_WAND_CHARM_MONSTER:
170 if (charm_monster(dir, MAX(20, lev)))
175 case SV_WAND_FIRE_BOLT:
177 fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
182 case SV_WAND_COLD_BOLT:
184 fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
189 case SV_WAND_ACID_BALL:
191 fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
196 case SV_WAND_ELEC_BALL:
198 fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
203 case SV_WAND_FIRE_BALL:
205 fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
210 case SV_WAND_COLD_BALL:
212 fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
219 msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
223 case SV_WAND_DRAGON_FIRE:
225 fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
230 case SV_WAND_DRAGON_COLD:
232 fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
237 case SV_WAND_DRAGON_BREATH:
266 if (powerful) dam = (dam * 3) / 2;
268 fire_breath(typ, dir, dam, 3);
274 case SV_WAND_DISINTEGRATE:
276 fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
281 case SV_WAND_ROCKETS:
283 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
284 fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
289 case SV_WAND_STRIKING:
291 fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
296 case SV_WAND_GENOCIDE:
298 fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
307 * @brief 魔法棒を使うコマンドのサブルーチン /
308 * Aim a wand (from the pack or floor).
309 * @param item 使うオブジェクトの所持品ID
313 * Use a single charge from a single item.
314 * Handle "unstacking" in a logical manner.
315 * For simplicity, you cannot use a stack of items from the
316 * ground. This would require too much nasty code.
317 * There are no wands which can "destroy" themselves, in the p_ptr->inventory_list
318 * or on the ground, so we can ignore this possibility. Note that this
319 * required giving "wand of wonder" the ability to ignore destruction
321 * All wands can be "cancelled" at the "Direction?" prompt for free.
322 * Note that the basic "bolt" wands do slightly less damage than the
323 * basic "bolt" rods, but the basic "ball" wands do the same damage
324 * as the basic "ball" rods.
327 void do_cmd_aim_wand_aux(INVENTORY_IDX item)
333 bool old_target_pet = target_pet;
335 /* Get the item (in the pack) */
338 o_ptr = &p_ptr->inventory_list[item];
341 /* Get the item (on the floor) */
344 o_ptr = ¤t_floor_ptr->o_list[0 - item];
347 /* Mega-Hack -- refuse to aim a pile from the ground */
348 if ((item < 0) && (o_ptr->number > 1))
350 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
355 /* Allow direction to be cancelled for free */
356 if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
357 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
359 if (!get_aim_dir(&dir))
361 target_pet = old_target_pet;
364 target_pet = old_target_pet;
366 take_turn(p_ptr, 100);
369 lev = k_info[o_ptr->k_idx].level;
370 if (lev > 50) lev = 50 + (lev - 50) / 2;
372 /* Base chance of success */
373 chance = p_ptr->skill_dev;
375 /* Confusion hurts skill */
376 if (p_ptr->confused) chance = chance / 2;
378 /* Hight level objects are harder */
379 chance = chance - lev;
381 /* Give everyone a (slight) chance */
382 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
387 if (cmd_limit_time_walk(p_ptr)) return;
390 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
392 if (flush_failure) flush();
393 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
398 /* The wand is already empty! */
399 if (o_ptr->pval <= 0)
401 if (flush_failure) flush();
402 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."));
403 o_ptr->ident |= (IDENT_EMPTY);
404 p_ptr->update |= (PU_COMBINE | PU_REORDER);
405 p_ptr->window |= (PW_INVEN);
412 ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
413 p_ptr->update |= (PU_COMBINE | PU_REORDER);
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);
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);