4 #include "spells-status.h"
5 #include "player-status.h"
6 #include "object-hook.h"
11 * @param sval オブジェクトのsval
13 * @param powerful 強力発動上の処理ならばTRUE
14 * @param magic 魔道具術上の処理ならばTRUE
15 * @return 発動により効果内容が確定したならばTRUEを返す
17 bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
20 PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
21 POSITION rad = powerful ? 3 : 2;
23 /* XXX Hack -- Wand of wonder can do anything before it */
24 if (sval == SV_WAND_WONDER)
26 int vir = virtue_number(V_CHANCE);
27 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
31 if (p_ptr->virtues[vir - 1] > 0)
33 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
34 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
38 while (randint1(300) < (0 - p_ptr->virtues[vir - 1])) sval--;
39 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
42 if (sval < SV_WAND_TELEPORT_AWAY)
43 chg_virtue(V_CHANCE, 1);
46 /* Analyze the wand */
49 case SV_WAND_HEAL_MONSTER:
51 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
52 if (heal_monster(dir, dam)) ident = TRUE;
56 case SV_WAND_HASTE_MONSTER:
58 if (speed_monster(dir, lev)) ident = TRUE;
62 case SV_WAND_CLONE_MONSTER:
64 if (clone_monster(dir)) ident = TRUE;
68 case SV_WAND_TELEPORT_AWAY:
70 int distance = MAX_SIGHT * (powerful ? 8 : 5);
71 if (teleport_monster(dir, distance)) ident = TRUE;
75 case SV_WAND_DISARMING:
77 if (disarm_trap(dir)) ident = TRUE;
78 if (powerful && disarm_traps_touch()) ident = TRUE;
82 case SV_WAND_TRAP_DOOR_DEST:
84 if (destroy_door(dir)) ident = TRUE;
85 if (powerful && destroy_doors_touch()) ident = TRUE;
89 case SV_WAND_STONE_TO_MUD:
91 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
92 if (wall_to_mud(dir, dam)) ident = TRUE;
98 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
99 msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
100 (void)lite_line(dir, dam);
105 case SV_WAND_SLEEP_MONSTER:
107 if (sleep_monster(dir, lev)) ident = TRUE;
111 case SV_WAND_SLOW_MONSTER:
113 if (slow_monster(dir, lev)) ident = TRUE;
117 case SV_WAND_CONFUSE_MONSTER:
119 if (confuse_monster(dir, lev)) ident = TRUE;
123 case SV_WAND_FEAR_MONSTER:
125 if (fear_monster(dir, lev)) ident = TRUE;
129 case SV_WAND_HYPODYNAMIA:
131 if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
135 case SV_WAND_POLYMORPH:
137 if (poly_monster(dir, lev)) ident = TRUE;
141 case SV_WAND_STINKING_CLOUD:
143 fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
148 case SV_WAND_MAGIC_MISSILE:
150 fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
155 case SV_WAND_ACID_BOLT:
157 fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
162 case SV_WAND_CHARM_MONSTER:
164 if (charm_monster(dir, MAX(20, lev)))
169 case SV_WAND_FIRE_BOLT:
171 fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
176 case SV_WAND_COLD_BOLT:
178 fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
183 case SV_WAND_ACID_BALL:
185 fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
190 case SV_WAND_ELEC_BALL:
192 fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
197 case SV_WAND_FIRE_BALL:
199 fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
204 case SV_WAND_COLD_BALL:
206 fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
213 msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
217 case SV_WAND_DRAGON_FIRE:
219 fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
224 case SV_WAND_DRAGON_COLD:
226 fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
231 case SV_WAND_DRAGON_BREATH:
260 if (powerful) dam = (dam * 3) / 2;
262 fire_breath(typ, dir, dam, 3);
268 case SV_WAND_DISINTEGRATE:
270 fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
275 case SV_WAND_ROCKETS:
277 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
278 fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
283 case SV_WAND_STRIKING:
285 fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
290 case SV_WAND_GENOCIDE:
292 fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
301 * @brief 魔法棒を使うコマンドのサブルーチン /
302 * Aim a wand (from the pack or floor).
303 * @param item 使うオブジェクトの所持品ID
307 * Use a single charge from a single item.
308 * Handle "unstacking" in a logical manner.
309 * For simplicity, you cannot use a stack of items from the
310 * ground. This would require too much nasty code.
311 * There are no wands which can "destroy" themselves, in the inventory
312 * or on the ground, so we can ignore this possibility. Note that this
313 * required giving "wand of wonder" the ability to ignore destruction
315 * All wands can be "cancelled" at the "Direction?" prompt for free.
316 * Note that the basic "bolt" wands do slightly less damage than the
317 * basic "bolt" rods, but the basic "ball" wands do the same damage
318 * as the basic "ball" rods.
321 void do_cmd_aim_wand_aux(INVENTORY_IDX item)
327 bool old_target_pet = target_pet;
329 /* Get the item (in the pack) */
332 o_ptr = &inventory[item];
335 /* Get the item (on the floor) */
338 o_ptr = ¤t_floor_ptr->o_list[0 - item];
341 /* Mega-Hack -- refuse to aim a pile from the ground */
342 if ((item < 0) && (o_ptr->number > 1))
344 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
349 /* Allow direction to be cancelled for free */
350 if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
351 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
353 if (!get_aim_dir(&dir))
355 target_pet = old_target_pet;
358 target_pet = old_target_pet;
360 take_turn(p_ptr, 100);
363 lev = k_info[o_ptr->k_idx].level;
364 if (lev > 50) lev = 50 + (lev - 50) / 2;
366 /* Base chance of success */
367 chance = p_ptr->skill_dev;
369 /* Confusion hurts skill */
370 if (p_ptr->confused) chance = chance / 2;
372 /* Hight level objects are harder */
373 chance = chance - lev;
375 /* Give everyone a (slight) chance */
376 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
381 if (cmd_limit_time_walk(p_ptr)) return;
384 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
386 if (flush_failure) flush();
387 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
392 /* The wand is already empty! */
393 if (o_ptr->pval <= 0)
395 if (flush_failure) flush();
396 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."));
397 o_ptr->ident |= (IDENT_EMPTY);
398 p_ptr->update |= (PU_COMBINE | PU_REORDER);
399 p_ptr->window |= (PW_INVEN);
406 ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
407 p_ptr->update |= (PU_COMBINE | PU_REORDER);
409 if (!(object_is_aware(o_ptr)))
411 chg_virtue(V_PATIENCE, -1);
412 chg_virtue(V_CHANCE, 1);
413 chg_virtue(V_KNOWLEDGE, -1);
416 /* Mark it as tried */
419 /* Apply identification */
420 if (ident && !object_is_aware(o_ptr))
423 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
426 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
429 /* Use a single charge */
432 /* Describe the charges in the pack */
435 inven_item_charges(item);
438 /* Describe the charges on the floor */
441 floor_item_charges(0 - item);
446 * @brief 魔法棒を使うコマンドのメインルーチン /
449 void do_cmd_aim_wand(void)
454 if (p_ptr->wild_mode) return;
455 if (cmd_limit_arena(p_ptr)) return;
457 /* Restrict choices to wands */
458 item_tester_tval = TV_WAND;
460 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
462 set_action(ACTION_NONE);
465 q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
466 s = _("使える魔法棒がない。", "You have no wand to aim.");
467 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
469 do_cmd_aim_wand_aux(item);