6 #include "spells-status.h"
7 #include "player-status.h"
8 #include "player-effects.h"
9 #include "object-hook.h"
10 #include "cmd-basic.h"
15 * @param sval オブジェクトのsval
17 * @param powerful 強力発動上の処理ならばTRUE
18 * @param magic 魔道具術上の処理ならばTRUE
19 * @return 発動により効果内容が確定したならばTRUEを返す
21 bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
24 PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
25 POSITION rad = powerful ? 3 : 2;
27 /* XXX Hack -- Wand of wonder can do anything before it */
28 if (sval == SV_WAND_WONDER)
30 int vir = virtue_number(V_CHANCE);
31 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
35 if (p_ptr->virtues[vir - 1] > 0)
37 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
38 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
42 while (randint1(300) < (0 - p_ptr->virtues[vir - 1])) sval--;
43 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
46 if (sval < SV_WAND_TELEPORT_AWAY)
47 chg_virtue(V_CHANCE, 1);
50 /* Analyze the wand */
53 case SV_WAND_HEAL_MONSTER:
55 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
56 if (heal_monster(dir, dam)) ident = TRUE;
60 case SV_WAND_HASTE_MONSTER:
62 if (speed_monster(dir, lev)) ident = TRUE;
66 case SV_WAND_CLONE_MONSTER:
68 if (clone_monster(dir)) ident = TRUE;
72 case SV_WAND_TELEPORT_AWAY:
74 int distance = MAX_SIGHT * (powerful ? 8 : 5);
75 if (teleport_monster(dir, distance)) ident = TRUE;
79 case SV_WAND_DISARMING:
81 if (disarm_trap(dir)) ident = TRUE;
82 if (powerful && disarm_traps_touch()) ident = TRUE;
86 case SV_WAND_TRAP_DOOR_DEST:
88 if (destroy_door(dir)) ident = TRUE;
89 if (powerful && destroy_doors_touch()) ident = TRUE;
93 case SV_WAND_STONE_TO_MUD:
95 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
96 if (wall_to_mud(dir, dam)) ident = TRUE;
102 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
103 msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
104 (void)lite_line(dir, dam);
109 case SV_WAND_SLEEP_MONSTER:
111 if (sleep_monster(dir, lev)) ident = TRUE;
115 case SV_WAND_SLOW_MONSTER:
117 if (slow_monster(dir, lev)) ident = TRUE;
121 case SV_WAND_CONFUSE_MONSTER:
123 if (confuse_monster(dir, lev)) ident = TRUE;
127 case SV_WAND_FEAR_MONSTER:
129 if (fear_monster(dir, lev)) ident = TRUE;
133 case SV_WAND_HYPODYNAMIA:
135 if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
139 case SV_WAND_POLYMORPH:
141 if (poly_monster(dir, lev)) ident = TRUE;
145 case SV_WAND_STINKING_CLOUD:
147 fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
152 case SV_WAND_MAGIC_MISSILE:
154 fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
159 case SV_WAND_ACID_BOLT:
161 fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
166 case SV_WAND_CHARM_MONSTER:
168 if (charm_monster(dir, MAX(20, lev)))
173 case SV_WAND_FIRE_BOLT:
175 fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
180 case SV_WAND_COLD_BOLT:
182 fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
187 case SV_WAND_ACID_BALL:
189 fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
194 case SV_WAND_ELEC_BALL:
196 fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
201 case SV_WAND_FIRE_BALL:
203 fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
208 case SV_WAND_COLD_BALL:
210 fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
217 msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
221 case SV_WAND_DRAGON_FIRE:
223 fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
228 case SV_WAND_DRAGON_COLD:
230 fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
235 case SV_WAND_DRAGON_BREATH:
264 if (powerful) dam = (dam * 3) / 2;
266 fire_breath(typ, dir, dam, 3);
272 case SV_WAND_DISINTEGRATE:
274 fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
279 case SV_WAND_ROCKETS:
281 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
282 fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
287 case SV_WAND_STRIKING:
289 fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
294 case SV_WAND_GENOCIDE:
296 fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
305 * @brief 魔法棒を使うコマンドのサブルーチン /
306 * Aim a wand (from the pack or floor).
307 * @param item 使うオブジェクトの所持品ID
311 * Use a single charge from a single item.
312 * Handle "unstacking" in a logical manner.
313 * For simplicity, you cannot use a stack of items from the
314 * ground. This would require too much nasty code.
315 * There are no wands which can "destroy" themselves, in the inventory
316 * or on the ground, so we can ignore this possibility. Note that this
317 * required giving "wand of wonder" the ability to ignore destruction
319 * All wands can be "cancelled" at the "Direction?" prompt for free.
320 * Note that the basic "bolt" wands do slightly less damage than the
321 * basic "bolt" rods, but the basic "ball" wands do the same damage
322 * as the basic "ball" rods.
325 void do_cmd_aim_wand_aux(INVENTORY_IDX item)
331 bool old_target_pet = target_pet;
333 /* Get the item (in the pack) */
336 o_ptr = &inventory[item];
339 /* Get the item (on the floor) */
342 o_ptr = ¤t_floor_ptr->o_list[0 - item];
345 /* Mega-Hack -- refuse to aim a pile from the ground */
346 if ((item < 0) && (o_ptr->number > 1))
348 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
353 /* Allow direction to be cancelled for free */
354 if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
355 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
357 if (!get_aim_dir(&dir))
359 target_pet = old_target_pet;
362 target_pet = old_target_pet;
364 take_turn(p_ptr, 100);
367 lev = k_info[o_ptr->k_idx].level;
368 if (lev > 50) lev = 50 + (lev - 50) / 2;
370 /* Base chance of success */
371 chance = p_ptr->skill_dev;
373 /* Confusion hurts skill */
374 if (p_ptr->confused) chance = chance / 2;
376 /* Hight level objects are harder */
377 chance = chance - lev;
379 /* Give everyone a (slight) chance */
380 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
385 if (cmd_limit_time_walk(p_ptr)) return;
388 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
390 if (flush_failure) flush();
391 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
396 /* The wand is already empty! */
397 if (o_ptr->pval <= 0)
399 if (flush_failure) flush();
400 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."));
401 o_ptr->ident |= (IDENT_EMPTY);
402 p_ptr->update |= (PU_COMBINE | PU_REORDER);
403 p_ptr->window |= (PW_INVEN);
410 ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
411 p_ptr->update |= (PU_COMBINE | PU_REORDER);
413 if (!(object_is_aware(o_ptr)))
415 chg_virtue(V_PATIENCE, -1);
416 chg_virtue(V_CHANCE, 1);
417 chg_virtue(V_KNOWLEDGE, -1);
420 /* Mark it as tried */
423 /* Apply identification */
424 if (ident && !object_is_aware(o_ptr))
427 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
430 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
433 /* Use a single charge */
436 /* Describe the charges in the pack */
439 inven_item_charges(item);
442 /* Describe the charges on the floor */
445 floor_item_charges(0 - item);
450 * @brief 魔法棒を使うコマンドのメインルーチン /
453 void do_cmd_aim_wand(void)
458 if (p_ptr->wild_mode) return;
459 if (cmd_limit_arena(p_ptr)) return;
461 /* Restrict choices to wands */
462 item_tester_tval = TV_WAND;
464 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
466 set_action(ACTION_NONE);
469 q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
470 s = _("使える魔法棒がない。", "You have no wand to aim.");
471 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
473 do_cmd_aim_wand_aux(item);