* @param magic 魔道具術上の処理ならばTRUE
* @return 発動により効果内容が確定したならばTRUEを返す
*/
-int wand_effect(OBJECT_SUBTYPE_VALUE sval, int dir, bool powerful, bool magic)
+bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
{
- int ident = FALSE;
- int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
- int rad = powerful ? 3 : 2;
+ bool ident = FALSE;
+ PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ POSITION rad = powerful ? 3 : 2;
/* XXX Hack -- Wand of wonder can do anything before it */
if (sval == SV_WAND_WONDER)
/* Analyze the wand */
switch (sval)
{
- case SV_WAND_HEAL_MONSTER:
- {
- HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
- if (heal_monster(dir, dam)) ident = TRUE;
- break;
- }
-
- case SV_WAND_HASTE_MONSTER:
- {
- if (speed_monster(dir, lev)) ident = TRUE;
- break;
- }
-
- case SV_WAND_CLONE_MONSTER:
- {
- if (clone_monster(dir)) ident = TRUE;
- break;
- }
-
- case SV_WAND_TELEPORT_AWAY:
- {
- int distance = MAX_SIGHT * (powerful ? 8 : 5);
- if (teleport_monster(dir, distance)) ident = TRUE;
- break;
- }
+ case SV_WAND_HEAL_MONSTER:
+ {
+ HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
+ if (heal_monster(dir, dam)) ident = TRUE;
+ break;
+ }
- case SV_WAND_DISARMING:
- {
- if (disarm_trap(dir)) ident = TRUE;
- if (powerful && disarm_traps_touch()) ident = TRUE;
- break;
- }
+ case SV_WAND_HASTE_MONSTER:
+ {
+ if (speed_monster(dir, lev)) ident = TRUE;
+ break;
+ }
- case SV_WAND_TRAP_DOOR_DEST:
- {
- if (destroy_door(dir)) ident = TRUE;
- if (powerful && destroy_doors_touch()) ident = TRUE;
- break;
- }
+ case SV_WAND_CLONE_MONSTER:
+ {
+ if (clone_monster(dir)) ident = TRUE;
+ break;
+ }
- case SV_WAND_STONE_TO_MUD:
- {
- HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
- if (wall_to_mud(dir, dam)) ident = TRUE;
- break;
- }
+ case SV_WAND_TELEPORT_AWAY:
+ {
+ int distance = MAX_SIGHT * (powerful ? 8 : 5);
+ if (teleport_monster(dir, distance)) ident = TRUE;
+ break;
+ }
- case SV_WAND_LITE:
- {
- HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
- msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
- (void)lite_line(dir, dam);
- ident = TRUE;
- break;
- }
+ case SV_WAND_DISARMING:
+ {
+ if (disarm_trap(dir)) ident = TRUE;
+ if (powerful && disarm_traps_touch()) ident = TRUE;
+ break;
+ }
- case SV_WAND_SLEEP_MONSTER:
- {
- if (sleep_monster(dir, lev)) ident = TRUE;
- break;
- }
+ case SV_WAND_TRAP_DOOR_DEST:
+ {
+ if (destroy_door(dir)) ident = TRUE;
+ if (powerful && destroy_doors_touch()) ident = TRUE;
+ break;
+ }
- case SV_WAND_SLOW_MONSTER:
- {
- if (slow_monster(dir, lev)) ident = TRUE;
- break;
- }
+ case SV_WAND_STONE_TO_MUD:
+ {
+ HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+ if (wall_to_mud(dir, dam)) ident = TRUE;
+ break;
+ }
- case SV_WAND_CONFUSE_MONSTER:
- {
- if (confuse_monster(dir, lev)) ident = TRUE;
- break;
- }
+ case SV_WAND_LITE:
+ {
+ HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
+ msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
+ (void)lite_line(dir, dam);
+ ident = TRUE;
+ break;
+ }
- case SV_WAND_FEAR_MONSTER:
- {
- if (fear_monster(dir, lev)) ident = TRUE;
- break;
- }
+ case SV_WAND_SLEEP_MONSTER:
+ {
+ if (sleep_monster(dir, lev)) ident = TRUE;
+ break;
+ }
- case SV_WAND_HYPODYNAMIA:
- {
- if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
- break;
- }
+ case SV_WAND_SLOW_MONSTER:
+ {
+ if (slow_monster(dir, lev)) ident = TRUE;
+ break;
+ }
- case SV_WAND_POLYMORPH:
- {
- if (poly_monster(dir, lev)) ident = TRUE;
- break;
- }
+ case SV_WAND_CONFUSE_MONSTER:
+ {
+ if (confuse_monster(dir, lev)) ident = TRUE;
+ break;
+ }
- case SV_WAND_STINKING_CLOUD:
- {
- fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
- ident = TRUE;
- break;
- }
+ case SV_WAND_FEAR_MONSTER:
+ {
+ if (fear_monster(dir, lev)) ident = TRUE;
+ break;
+ }
- case SV_WAND_MAGIC_MISSILE:
- {
- fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
- ident = TRUE;
- break;
- }
+ case SV_WAND_HYPODYNAMIA:
+ {
+ if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
+ break;
+ }
- case SV_WAND_ACID_BOLT:
- {
- fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
- ident = TRUE;
- break;
- }
+ case SV_WAND_POLYMORPH:
+ {
+ if (poly_monster(dir, lev)) ident = TRUE;
+ break;
+ }
- case SV_WAND_CHARM_MONSTER:
- {
- if (charm_monster(dir, MAX(20, lev)))
+ case SV_WAND_STINKING_CLOUD:
+ {
+ fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
ident = TRUE;
- break;
- }
-
- case SV_WAND_FIRE_BOLT:
- {
- fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
- ident = TRUE;
- break;
- }
-
- case SV_WAND_COLD_BOLT:
- {
- fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
- ident = TRUE;
- break;
- }
-
- case SV_WAND_ACID_BALL:
- {
- fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
- ident = TRUE;
- break;
- }
+ break;
+ }
- case SV_WAND_ELEC_BALL:
- {
- fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
- ident = TRUE;
- break;
- }
+ case SV_WAND_MAGIC_MISSILE:
+ {
+ fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
+ ident = TRUE;
+ break;
+ }
- case SV_WAND_FIRE_BALL:
- {
- fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
- ident = TRUE;
- break;
- }
+ case SV_WAND_ACID_BOLT:
+ {
+ fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
+ ident = TRUE;
+ break;
+ }
- case SV_WAND_COLD_BALL:
- {
- fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
- ident = TRUE;
- break;
- }
+ case SV_WAND_CHARM_MONSTER:
+ {
+ if (charm_monster(dir, MAX(20, lev)))
+ ident = TRUE;
+ break;
+ }
- case SV_WAND_WONDER:
- {
- msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
- break;
- }
+ case SV_WAND_FIRE_BOLT:
+ {
+ fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
+ ident = TRUE;
+ break;
+ }
- case SV_WAND_DRAGON_FIRE:
- {
- fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
- ident = TRUE;
- break;
- }
+ case SV_WAND_COLD_BOLT:
+ {
+ fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
+ ident = TRUE;
+ break;
+ }
- case SV_WAND_DRAGON_COLD:
- {
- fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
- ident = TRUE;
- break;
- }
+ case SV_WAND_ACID_BALL:
+ {
+ fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
+ ident = TRUE;
+ break;
+ }
- case SV_WAND_DRAGON_BREATH:
- {
- HIT_POINT dam;
- int typ;
+ case SV_WAND_ELEC_BALL:
+ {
+ fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
+ ident = TRUE;
+ break;
+ }
- switch (randint1(5))
+ case SV_WAND_FIRE_BALL:
{
- case 1:
- dam = 240;
- typ = GF_ACID;
+ fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
+ ident = TRUE;
break;
- case 2:
- dam = 210;
- typ = GF_ELEC;
+ }
+
+ case SV_WAND_COLD_BALL:
+ {
+ fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
+ ident = TRUE;
break;
- case 3:
- dam = 240;
- typ = GF_FIRE;
+ }
+
+ case SV_WAND_WONDER:
+ {
+ msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
break;
- case 4:
- dam = 210;
- typ = GF_COLD;
+ }
+
+ case SV_WAND_DRAGON_FIRE:
+ {
+ fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
+ ident = TRUE;
break;
- default:
- dam = 180;
- typ = GF_POIS;
+ }
+
+ case SV_WAND_DRAGON_COLD:
+ {
+ fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
+ ident = TRUE;
break;
}
- if (powerful) dam = (dam * 3) / 2;
+ case SV_WAND_DRAGON_BREATH:
+ {
+ HIT_POINT dam;
+ EFFECT_ID typ;
- fire_breath(typ, dir, dam, 3);
+ switch (randint1(5))
+ {
+ case 1:
+ dam = 240;
+ typ = GF_ACID;
+ break;
+ case 2:
+ dam = 210;
+ typ = GF_ELEC;
+ break;
+ case 3:
+ dam = 240;
+ typ = GF_FIRE;
+ break;
+ case 4:
+ dam = 210;
+ typ = GF_COLD;
+ break;
+ default:
+ dam = 180;
+ typ = GF_POIS;
+ break;
+ }
- ident = TRUE;
- break;
- }
+ if (powerful) dam = (dam * 3) / 2;
- case SV_WAND_DISINTEGRATE:
- {
- fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
- ident = TRUE;
- break;
- }
+ fire_breath(typ, dir, dam, 3);
- case SV_WAND_ROCKETS:
- {
- msg_print(_("ロケットを発射した!", "You launch a rocket!"));
- fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
- ident = TRUE;
- break;
- }
+ ident = TRUE;
+ break;
+ }
- case SV_WAND_STRIKING:
- {
- fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
- ident = TRUE;
- break;
- }
+ case SV_WAND_DISINTEGRATE:
+ {
+ fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
+ ident = TRUE;
+ break;
+ }
- case SV_WAND_GENOCIDE:
- {
- fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
- ident = TRUE;
- break;
- }
+ case SV_WAND_ROCKETS:
+ {
+ msg_print(_("ロケットを発射した!", "You launch a rocket!"));
+ fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
+ ident = TRUE;
+ break;
+ }
+
+ case SV_WAND_STRIKING:
+ {
+ fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
+ ident = TRUE;
+ break;
+ }
+
+ case SV_WAND_GENOCIDE:
+ {
+ fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
+ ident = TRUE;
+ break;
+ }
}
return ident;
}
* as the basic "ball" rods.
* </pre>
*/
-void do_cmd_aim_wand_aux(int item)
+void do_cmd_aim_wand_aux(INVENTORY_IDX item)
{
- int lev, ident, chance, dir;
+ DEPTH lev;
+ int ident, chance;
+ DIRECTION dir;
object_type *o_ptr;
bool old_target_pet = target_pet;
}
target_pet = old_target_pet;
- /* Take a turn */
p_ptr->energy_use = 100;
/* Get the level */
o_ptr->ident |= (IDENT_EMPTY);
/* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
return;
}
- /* Sound */
sound(SOUND_ZAP);
ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
/* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
if (!(object_is_aware(o_ptr)))
{
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
}
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
void do_cmd_aim_wand(void)
{
OBJECT_IDX item;
- cptr q, s;
+ concptr q, s;
+
+ if (p_ptr->wild_mode) return;
+
+ if (p_ptr->inside_arena)
+ {
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
+ msg_print(NULL);
+ return;
+ }
/* Restrict choices to wands */
item_tester_tval = TV_WAND;
set_action(ACTION_NONE);
}
- /* Get an item */
q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
s = _("使える魔法棒がない。", "You have no wand to aim.");
+ if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Aim the wand */
do_cmd_aim_wand_aux(item);
}