1 #include "angband.h"
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2 #include "projection.h"
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3 #include "spells-summon.h"
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9 * @param sval オブジェクトのsval
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10 * @param use_charge 使用回数を消費したかどうかを返す参照ポインタ
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11 * @param powerful 強力発動上の処理ならばTRUE
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12 * @param magic 魔道具術上の処理ならばTRUE
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13 * @param known 判明済ならばTRUE
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14 * @return 発動により効果内容が確定したならばTRUEを返す
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16 int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
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20 PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
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21 POSITION detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
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23 /* Analyze the staff */
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26 case SV_STAFF_DARKNESS:
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28 if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
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30 if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
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32 if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
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36 case SV_STAFF_SLOWNESS:
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38 if (set_slow(p_ptr->slow + randint1(30) + 15, FALSE)) ident = TRUE;
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42 case SV_STAFF_HASTE_MONSTERS:
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44 if (speed_monsters()) ident = TRUE;
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48 case SV_STAFF_SUMMONING:
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50 const int times = randint1(powerful ? 8 : 4);
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51 for (k = 0; k < times; k++)
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53 if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
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61 case SV_STAFF_TELEPORTATION:
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63 teleport_player((powerful ? 150 : 100), 0L);
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68 case SV_STAFF_IDENTIFY:
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71 if (!identify_fully(FALSE)) *use_charge = FALSE;
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74 if (!ident_spell(FALSE)) *use_charge = FALSE;
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80 case SV_STAFF_REMOVE_CURSE:
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82 bool result = powerful ? remove_all_curse() : remove_curse();
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90 case SV_STAFF_STARLITE:
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92 HIT_POINT num = damroll(5, 3);
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93 POSITION y = 0, x = 0;
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96 if (!p_ptr->blind && !magic)
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98 msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
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100 for (k = 0; k < num; k++)
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106 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
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107 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
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108 if (!player_bold(y, x)) break;
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111 project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,
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112 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
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118 case SV_STAFF_LITE:
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120 if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
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124 case SV_STAFF_MAPPING:
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126 map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
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131 case SV_STAFF_DETECT_GOLD:
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133 if (detect_treasure(detect_rad)) ident = TRUE;
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134 if (detect_objects_gold(detect_rad)) ident = TRUE;
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138 case SV_STAFF_DETECT_ITEM:
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140 if (detect_objects_normal(detect_rad)) ident = TRUE;
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144 case SV_STAFF_DETECT_TRAP:
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146 if (detect_traps(detect_rad, known)) ident = TRUE;
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150 case SV_STAFF_DETECT_DOOR:
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152 if (detect_doors(detect_rad)) ident = TRUE;
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153 if (detect_stairs(detect_rad)) ident = TRUE;
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157 case SV_STAFF_DETECT_INVIS:
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159 if (detect_monsters_invis(detect_rad)) ident = TRUE;
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163 case SV_STAFF_DETECT_EVIL:
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165 if (detect_monsters_evil(detect_rad)) ident = TRUE;
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169 case SV_STAFF_CURE_LIGHT:
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171 ident = cure_light_wounds((powerful ? 4 : 2), 8);
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175 case SV_STAFF_CURING:
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177 ident = true_healing(0);
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178 if (set_shero(0, TRUE)) ident = TRUE;
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182 case SV_STAFF_HEALING:
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184 if (cure_critical_wounds(powerful ? 500 : 300)) ident = TRUE;
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188 case SV_STAFF_THE_MAGI:
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190 if (do_res_stat(A_INT)) ident = TRUE;
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191 ident |= restore_mana(FALSE);
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192 if (set_shero(0, TRUE)) ident = TRUE;
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196 case SV_STAFF_SLEEP_MONSTERS:
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198 if (sleep_monsters(lev)) ident = TRUE;
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202 case SV_STAFF_SLOW_MONSTERS:
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204 if (slow_monsters(lev)) ident = TRUE;
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208 case SV_STAFF_SPEED:
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210 if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
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214 case SV_STAFF_PROBING:
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220 case SV_STAFF_DISPEL_EVIL:
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222 ident = dispel_evil(powerful ? 120 : 80);
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226 case SV_STAFF_POWER:
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228 ident = dispel_monsters(powerful ? 225 : 150) ;
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232 case SV_STAFF_HOLINESS:
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234 ident = cleansing_nova(p_ptr, magic, powerful);
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238 case SV_STAFF_GENOCIDE:
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240 ident = symbol_genocide((magic ? lev + 50 : 200), TRUE);
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244 case SV_STAFF_EARTHQUAKES:
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246 if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
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249 msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
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254 case SV_STAFF_DESTRUCTION:
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256 ident = destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
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260 case SV_STAFF_ANIMATE_DEAD:
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262 ident = animate_dead(0, p_ptr->y, p_ptr->x);
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266 case SV_STAFF_MSTORM:
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268 ident = unleash_mana_storm(p_ptr, powerful);
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272 case SV_STAFF_NOTHING:
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274 msg_print(_("何も起らなかった。", "Nothing happen."));
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275 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
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276 prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
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277 msg_print(_("もったいない事をしたような気がする。食べ物は大切にしなくては。", "What a waste. It's your food!"));
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285 * @brief 杖を使うコマンドのサブルーチン /
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286 * Use a staff. -RAK-
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287 * @param item 使うオブジェクトの所持品ID
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290 * One charge of one staff disappears.
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291 * Hack -- staffs of identify can be "cancelled".
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293 void do_cmd_use_staff_aux(INVENTORY_IDX item)
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295 int ident, chance, lev;
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296 object_type *o_ptr;
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299 /* Hack -- let staffs of identify get aborted */
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300 bool use_charge = TRUE;
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303 /* Get the item (in the pack) */
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306 o_ptr = &inventory[item];
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309 /* Get the item (on the floor) */
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312 o_ptr = &o_list[0 - item];
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316 /* Mega-Hack -- refuse to use a pile from the ground */
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317 if ((item < 0) && (o_ptr->number > 1))
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319 msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
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324 p_ptr->energy_use = 100;
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326 /* Extract the item level */
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327 lev = k_info[o_ptr->k_idx].level;
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328 if (lev > 50) lev = 50 + (lev - 50) / 2;
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330 /* Base chance of success */
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331 chance = p_ptr->skill_dev;
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333 /* Confusion hurts skill */
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334 if (p_ptr->confused) chance = chance / 2;
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336 /* Hight level objects are harder */
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337 chance = chance - lev;
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339 /* Give everyone a (slight) chance */
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340 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
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342 chance = USE_DEVICE;
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347 if (flush_failure) flush();
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348 msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this staff is freezing too."));
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353 /* Roll for usage */
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354 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
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356 if (flush_failure) flush();
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357 msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
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362 /* Notice empty staffs */
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363 if (o_ptr->pval <= 0)
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365 if (flush_failure) flush();
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366 msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
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367 o_ptr->ident |= (IDENT_EMPTY);
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369 /* Combine / Reorder the pack (later) */
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370 p_ptr->update |= (PU_COMBINE | PU_REORDER);
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371 p_ptr->window |= (PW_INVEN);
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379 ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
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381 if (!(object_is_aware(o_ptr)))
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383 chg_virtue(V_PATIENCE, -1);
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384 chg_virtue(V_CHANCE, 1);
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385 chg_virtue(V_KNOWLEDGE, -1);
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388 /* Combine / Reorder the pack (later) */
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389 p_ptr->update |= (PU_COMBINE | PU_REORDER);
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391 /* Tried the item */
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392 object_tried(o_ptr);
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394 /* An identification was made */
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395 if (ident && !object_is_aware(o_ptr))
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397 object_aware(o_ptr);
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398 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
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401 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
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404 /* Hack -- some uses are "free" */
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405 if (!use_charge) return;
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408 /* Use a single charge */
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411 /* XXX Hack -- unstack if necessary */
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412 if ((item >= 0) && (o_ptr->number > 1))
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415 object_type *q_ptr;
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418 /* Obtain a local object */
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419 object_copy(q_ptr, o_ptr);
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421 /* Modify quantity */
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424 /* Restore the charges */
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427 /* Unstack the used item */
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429 p_ptr->total_weight -= q_ptr->weight;
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430 item = inven_carry(q_ptr);
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432 msg_print(_("杖をまとめなおした。", "You unstack your staff."));
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435 /* Describe charges in the pack */
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438 inven_item_charges(item);
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441 /* Describe charges on the floor */
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444 floor_item_charges(0 - item);
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449 * @brief 杖を使うコマンドのメインルーチン /
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452 void do_cmd_use_staff(void)
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457 if (p_ptr->wild_mode)
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462 if (p_ptr->inside_arena)
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464 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
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469 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
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471 set_action(ACTION_NONE);
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474 /* Restrict choices to wands */
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475 item_tester_tval = TV_STAFF;
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477 q = _("どの杖を使いますか? ", "Use which staff? ");
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478 s = _("使える杖がない。", "You have no staff to use.");
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480 if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
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482 do_cmd_use_staff_aux(item);
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