1 #include "cmd-item/cmd-zapwand.h"
2 #include "action/action-limited.h"
3 #include "core/player-update-types.h"
4 #include "core/window-redrawer.h"
5 #include "floor/floor-object.h"
6 #include "game-option/disturbance-options.h"
7 #include "game-option/input-options.h"
8 #include "inventory/player-inventory.h"
9 #include "main/sound-definitions-table.h"
10 #include "main/sound-of-music.h"
11 #include "object-enchant/special-object-flags.h"
12 #include "object/item-use-flags.h"
13 #include "object/object-info.h"
14 #include "object/object-kind.h"
15 #include "perception/object-perception.h"
16 #include "player/attack-defense-types.h"
17 #include "player-info/avatar.h"
18 #include "player/player-class.h"
19 #include "player/player-status.h"
20 #include "player/special-defense-types.h"
21 #include "spell-kind/spells-beam.h"
22 #include "spell-kind/spells-charm.h"
23 #include "spell-kind/spells-launcher.h"
24 #include "spell-kind/spells-lite.h"
25 #include "spell-kind/spells-neighbor.h"
26 #include "spell-kind/spells-specific-bolt.h"
27 #include "spell-kind/spells-teleport.h"
28 #include "spell/spell-types.h"
29 #include "spell/spells-status.h"
30 #include "status/action-setter.h"
31 #include "status/experience.h"
32 #include "sv-definition/sv-wand-types.h"
33 #include "target/target-getter.h"
34 #include "term/screen-processor.h"
35 #include "view/display-messages.h"
36 #include "view/object-describer.h"
40 * @param creature_ptr プレーヤーへの参照ポインタ
41 * @param sval オブジェクトのsval
43 * @param powerful 強力発動上の処理ならばTRUE
44 * @param magic 魔道具術上の処理ならばTRUE
45 * @return 発動により効果内容が確定したならばTRUEを返す
47 bool wand_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
50 PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
51 POSITION rad = powerful ? 3 : 2;
53 /* XXX Hack -- Wand of wonder can do anything before it */
54 if (sval == SV_WAND_WONDER) {
55 int vir = virtue_number(creature_ptr, V_CHANCE);
56 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
59 if (creature_ptr->virtues[vir - 1] > 0) {
60 while (randint1(300) < creature_ptr->virtues[vir - 1])
62 if (sval > SV_WAND_COLD_BALL)
63 sval = randint0(4) + SV_WAND_ACID_BALL;
65 while (randint1(300) < (0 - creature_ptr->virtues[vir - 1]))
67 if (sval < SV_WAND_HEAL_MONSTER)
68 sval = randint0(3) + SV_WAND_HEAL_MONSTER;
71 if (sval < SV_WAND_TELEPORT_AWAY)
72 chg_virtue(creature_ptr, V_CHANCE, 1);
75 /* Analyze the wand */
77 case SV_WAND_HEAL_MONSTER: {
78 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
79 if (heal_monster(creature_ptr, dir, dam))
84 case SV_WAND_HASTE_MONSTER: {
85 if (speed_monster(creature_ptr, dir, lev))
90 case SV_WAND_CLONE_MONSTER: {
91 if (clone_monster(creature_ptr, dir))
96 case SV_WAND_TELEPORT_AWAY: {
97 int distance = MAX_SIGHT * (powerful ? 8 : 5);
98 if (teleport_monster(creature_ptr, dir, distance))
103 case SV_WAND_DISARMING: {
104 if (disarm_trap(creature_ptr, dir))
106 if (powerful && disarm_traps_touch(creature_ptr))
111 case SV_WAND_TRAP_DOOR_DEST: {
112 if (destroy_door(creature_ptr, dir))
114 if (powerful && destroy_doors_touch(creature_ptr))
119 case SV_WAND_STONE_TO_MUD: {
120 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
121 if (wall_to_mud(creature_ptr, dir, dam))
127 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
128 msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
129 (void)lite_line(creature_ptr, dir, dam);
134 case SV_WAND_SLEEP_MONSTER: {
135 if (sleep_monster(creature_ptr, dir, lev))
140 case SV_WAND_SLOW_MONSTER: {
141 if (slow_monster(creature_ptr, dir, lev))
146 case SV_WAND_CONFUSE_MONSTER: {
147 if (confuse_monster(creature_ptr, dir, lev))
152 case SV_WAND_FEAR_MONSTER: {
153 if (fear_monster(creature_ptr, dir, lev))
158 case SV_WAND_HYPODYNAMIA: {
159 if (hypodynamic_bolt(creature_ptr, dir, 80 + lev))
164 case SV_WAND_POLYMORPH: {
165 if (poly_monster(creature_ptr, dir, lev))
170 case SV_WAND_STINKING_CLOUD: {
171 fire_ball(creature_ptr, GF_POIS, dir, 12 + lev / 4, rad);
176 case SV_WAND_MAGIC_MISSILE: {
177 fire_bolt_or_beam(creature_ptr, 20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
182 case SV_WAND_ACID_BOLT: {
183 fire_bolt_or_beam(creature_ptr, 20, GF_ACID, dir, damroll(6 + lev / 7, 8));
188 case SV_WAND_CHARM_MONSTER: {
189 if (charm_monster(creature_ptr, dir, MAX(20, lev)))
194 case SV_WAND_FIRE_BOLT: {
195 fire_bolt_or_beam(creature_ptr, 20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
200 case SV_WAND_COLD_BOLT: {
201 fire_bolt_or_beam(creature_ptr, 20, GF_COLD, dir, damroll(5 + lev / 8, 8));
206 case SV_WAND_ACID_BALL: {
207 fire_ball(creature_ptr, GF_ACID, dir, 60 + 3 * lev / 4, rad);
212 case SV_WAND_ELEC_BALL: {
213 fire_ball(creature_ptr, GF_ELEC, dir, 40 + 3 * lev / 4, rad);
218 case SV_WAND_FIRE_BALL: {
219 fire_ball(creature_ptr, GF_FIRE, dir, 70 + 3 * lev / 4, rad);
224 case SV_WAND_COLD_BALL: {
225 fire_ball(creature_ptr, GF_COLD, dir, 50 + 3 * lev / 4, rad);
230 case SV_WAND_WONDER: {
231 msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
235 case SV_WAND_DRAGON_FIRE: {
236 fire_breath(creature_ptr, GF_FIRE, dir, (powerful ? 300 : 200), 3);
241 case SV_WAND_DRAGON_COLD: {
242 fire_breath(creature_ptr, GF_COLD, dir, (powerful ? 270 : 180), 3);
247 case SV_WAND_DRAGON_BREATH: {
251 switch (randint1(5)) {
277 fire_breath(creature_ptr, typ, dir, dam, 3);
283 case SV_WAND_DISINTEGRATE: {
284 fire_ball(creature_ptr, GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
289 case SV_WAND_ROCKETS: {
290 msg_print(_("ロケットを発射した!", "You launch a rocket!"));
291 fire_rocket(creature_ptr, GF_ROCKET, dir, 250 + lev * 3, rad);
296 case SV_WAND_STRIKING: {
297 fire_bolt(creature_ptr, GF_METEOR, dir, damroll(15 + lev / 3, 13));
302 case SV_WAND_GENOCIDE: {
303 fire_ball_hide(creature_ptr, GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
312 * @brief 魔法棒を使うコマンドのサブルーチン /
313 * Aim a wand (from the pack or floor).
314 * @param item 使うオブジェクトの所持品ID
318 * Use a single charge from a single item.
319 * Handle "unstacking" in a logical manner.
320 * For simplicity, you cannot use a stack of items from the
321 * ground. This would require too much nasty code.
322 * There are no wands which can "destroy" themselves, in the inventory
323 * or on the ground, so we can ignore this possibility. Note that this
324 * required giving "wand of wonder" the ability to ignore destruction
326 * All wands can be "cancelled" at the "Direction?" prompt for free.
327 * Note that the basic "bolt" wands do slightly less damage than the
328 * basic "bolt" rods, but the basic "ball" wands do the same damage
329 * as the basic "ball" rods.
332 void exe_aim_wand(player_type *creature_ptr, INVENTORY_IDX item)
338 bool old_target_pet = target_pet;
340 o_ptr = ref_item(creature_ptr, item);
342 /* Mega-Hack -- refuse to aim a pile from the ground */
343 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."));
348 /* Allow direction to be cancelled for free */
349 if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER || o_ptr->sval == SV_WAND_HASTE_MONSTER))
351 if (!get_aim_dir(creature_ptr, &dir)) {
352 target_pet = old_target_pet;
355 target_pet = old_target_pet;
357 take_turn(creature_ptr, 100);
360 lev = k_info[o_ptr->k_idx].level;
362 lev = 50 + (lev - 50) / 2;
364 /* Base chance of success */
365 chance = creature_ptr->skill_dev;
367 /* Confusion hurts skill */
368 if (creature_ptr->confused)
371 /* Hight level objects are harder */
372 chance = chance - lev;
374 /* Give everyone a (slight) chance */
375 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1)) {
379 if (cmd_limit_time_walk(creature_ptr))
383 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (creature_ptr->pclass == CLASS_BERSERKER)) {
386 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
391 /* The wand is already empty! */
392 if (o_ptr->pval <= 0) {
395 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."));
396 o_ptr->ident |= (IDENT_EMPTY);
397 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
398 creature_ptr->window |= (PW_INVEN);
405 ident = wand_effect(creature_ptr, o_ptr->sval, dir, FALSE, FALSE);
408 * Temporarily remove the flags for updating the inventory so
409 * gain_exp() does not reorder the inventory before the charge
410 * is deducted from the wand.
412 BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (creature_ptr->update & PU_AUTODESTROY));
413 creature_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
415 if (!(object_is_aware(o_ptr))) {
416 chg_virtue(creature_ptr, V_PATIENCE, -1);
417 chg_virtue(creature_ptr, V_CHANCE, 1);
418 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
421 /* Mark it as tried */
424 /* Apply identification */
425 if (ident && !object_is_aware(o_ptr)) {
426 object_aware(creature_ptr, o_ptr);
427 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
430 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
431 creature_ptr->update |= inventory_flags;
433 /* Use a single charge */
437 inven_item_charges(creature_ptr, item);
441 floor_item_charges(creature_ptr->current_floor_ptr, 0 - item);
445 * @brief 魔法棒を使うコマンドのメインルーチン /
448 void do_cmd_aim_wand(player_type *creature_ptr)
453 if (creature_ptr->wild_mode)
455 if (cmd_limit_arena(creature_ptr))
457 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
458 set_action(creature_ptr, ACTION_NONE);
461 q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
462 s = _("使える魔法棒がない。", "You have no wand to aim.");
463 if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_WAND))
466 exe_aim_wand(creature_ptr, item);