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[Refactor] #37353 chuukei.h を追加して宣言を分離。
[hengband/hengband.git] / src / cmd-zapwand.c
1 #include "angband.h"
2 #include "avatar.h"
3 #include "spells.h"
4 #include "spells-status.h"
5 #include "player-status.h"
6 #include "object-hook.h"
7 #include "cmd-basic.h"
8
9
10 /*!
11 * @brief 魔法棒の効果を発動する
12 * @param sval オブジェクトのsval
13 * @param dir 発動の方向ID
14 * @param powerful 強力発動上の処理ならばTRUE
15 * @param magic 魔道具術上の処理ならばTRUE
16 * @return 発動により効果内容が確定したならばTRUEを返す
17 */
18 bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
19 {
20         bool ident = FALSE;
21         PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
22         POSITION rad = powerful ? 3 : 2;
23
24         /* XXX Hack -- Wand of wonder can do anything before it */
25         if (sval == SV_WAND_WONDER)
26         {
27                 int vir = virtue_number(V_CHANCE);
28                 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
29
30                 if (vir)
31                 {
32                         if (p_ptr->virtues[vir - 1] > 0)
33                         {
34                                 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
35                                 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
36                         }
37                         else
38                         {
39                                 while (randint1(300) < (0 - p_ptr->virtues[vir - 1])) sval--;
40                                 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
41                         }
42                 }
43                 if (sval < SV_WAND_TELEPORT_AWAY)
44                         chg_virtue(V_CHANCE, 1);
45         }
46
47         /* Analyze the wand */
48         switch (sval)
49         {
50                 case SV_WAND_HEAL_MONSTER:
51                 {
52                         HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
53                         if (heal_monster(dir, dam)) ident = TRUE;
54                         break;
55                 }
56
57                 case SV_WAND_HASTE_MONSTER:
58                 {
59                         if (speed_monster(dir, lev)) ident = TRUE;
60                         break;
61                 }
62
63                 case SV_WAND_CLONE_MONSTER:
64                 {
65                         if (clone_monster(dir)) ident = TRUE;
66                         break;
67                 }
68
69                 case SV_WAND_TELEPORT_AWAY:
70                 {
71                         int distance = MAX_SIGHT * (powerful ? 8 : 5);
72                         if (teleport_monster(dir, distance)) ident = TRUE;
73                         break;
74                 }
75
76                 case SV_WAND_DISARMING:
77                 {
78                         if (disarm_trap(dir)) ident = TRUE;
79                         if (powerful && disarm_traps_touch()) ident = TRUE;
80                         break;
81                 }
82
83                 case SV_WAND_TRAP_DOOR_DEST:
84                 {
85                         if (destroy_door(dir)) ident = TRUE;
86                         if (powerful && destroy_doors_touch()) ident = TRUE;
87                         break;
88                 }
89
90                 case SV_WAND_STONE_TO_MUD:
91                 {
92                         HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
93                         if (wall_to_mud(dir, dam)) ident = TRUE;
94                         break;
95                 }
96
97                 case SV_WAND_LITE:
98                 {
99                         HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
100                         msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
101                         (void)lite_line(dir, dam);
102                         ident = TRUE;
103                         break;
104                 }
105
106                 case SV_WAND_SLEEP_MONSTER:
107                 {
108                         if (sleep_monster(dir, lev)) ident = TRUE;
109                         break;
110                 }
111
112                 case SV_WAND_SLOW_MONSTER:
113                 {
114                         if (slow_monster(dir, lev)) ident = TRUE;
115                         break;
116                 }
117
118                 case SV_WAND_CONFUSE_MONSTER:
119                 {
120                         if (confuse_monster(dir, lev)) ident = TRUE;
121                         break;
122                 }
123
124                 case SV_WAND_FEAR_MONSTER:
125                 {
126                         if (fear_monster(dir, lev)) ident = TRUE;
127                         break;
128                 }
129
130                 case SV_WAND_HYPODYNAMIA:
131                 {
132                         if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
133                         break;
134                 }
135
136                 case SV_WAND_POLYMORPH:
137                 {
138                         if (poly_monster(dir, lev)) ident = TRUE;
139                         break;
140                 }
141
142                 case SV_WAND_STINKING_CLOUD:
143                 {
144                         fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
145                         ident = TRUE;
146                         break;
147                 }
148
149                 case SV_WAND_MAGIC_MISSILE:
150                 {
151                         fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
152                         ident = TRUE;
153                         break;
154                 }
155
156                 case SV_WAND_ACID_BOLT:
157                 {
158                         fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
159                         ident = TRUE;
160                         break;
161                 }
162
163                 case SV_WAND_CHARM_MONSTER:
164                 {
165                         if (charm_monster(dir, MAX(20, lev)))
166                                 ident = TRUE;
167                         break;
168                 }
169
170                 case SV_WAND_FIRE_BOLT:
171                 {
172                         fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
173                         ident = TRUE;
174                         break;
175                 }
176
177                 case SV_WAND_COLD_BOLT:
178                 {
179                         fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
180                         ident = TRUE;
181                         break;
182                 }
183
184                 case SV_WAND_ACID_BALL:
185                 {
186                         fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
187                         ident = TRUE;
188                         break;
189                 }
190
191                 case SV_WAND_ELEC_BALL:
192                 {
193                         fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
194                         ident = TRUE;
195                         break;
196                 }
197
198                 case SV_WAND_FIRE_BALL:
199                 {
200                         fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
201                         ident = TRUE;
202                         break;
203                 }
204
205                 case SV_WAND_COLD_BALL:
206                 {
207                         fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
208                         ident = TRUE;
209                         break;
210                 }
211
212                 case SV_WAND_WONDER:
213                 {
214                         msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops.  Wand of wonder activated."));
215                         break;
216                 }
217
218                 case SV_WAND_DRAGON_FIRE:
219                 {
220                         fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
221                         ident = TRUE;
222                         break;
223                 }
224
225                 case SV_WAND_DRAGON_COLD:
226                 {
227                         fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
228                         ident = TRUE;
229                         break;
230                 }
231
232                 case SV_WAND_DRAGON_BREATH:
233                 {
234                         HIT_POINT dam;
235                         EFFECT_ID typ;
236
237                         switch (randint1(5))
238                         {
239                         case 1:
240                                 dam = 240;
241                                 typ = GF_ACID;
242                                 break;
243                         case 2:
244                                 dam = 210;
245                                 typ = GF_ELEC;
246                                 break;
247                         case 3:
248                                 dam = 240;
249                                 typ = GF_FIRE;
250                                 break;
251                         case 4:
252                                 dam = 210;
253                                 typ = GF_COLD;
254                                 break;
255                         default:
256                                 dam = 180;
257                                 typ = GF_POIS;
258                                 break;
259                         }
260
261                         if (powerful) dam = (dam * 3) / 2;
262
263                         fire_breath(typ, dir, dam, 3);
264
265                         ident = TRUE;
266                         break;
267                 }
268
269                 case SV_WAND_DISINTEGRATE:
270                 {
271                         fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
272                         ident = TRUE;
273                         break;
274                 }
275
276                 case SV_WAND_ROCKETS:
277                 {
278                         msg_print(_("ロケットを発射した!", "You launch a rocket!"));
279                         fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
280                         ident = TRUE;
281                         break;
282                 }
283
284                 case SV_WAND_STRIKING:
285                 {
286                         fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
287                         ident = TRUE;
288                         break;
289                 }
290
291                 case SV_WAND_GENOCIDE:
292                 {
293                         fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
294                         ident = TRUE;
295                         break;
296                 }
297         }
298         return ident;
299 }
300
301 /*!
302 * @brief 魔法棒を使うコマンドのサブルーチン /
303 * Aim a wand (from the pack or floor).
304 * @param item 使うオブジェクトの所持品ID
305 * @return なし
306 * @details
307 * <pre>
308 * Use a single charge from a single item.
309 * Handle "unstacking" in a logical manner.
310 * For simplicity, you cannot use a stack of items from the
311 * ground.  This would require too much nasty code.
312 * There are no wands which can "destroy" themselves, in the inventory
313 * or on the ground, so we can ignore this possibility.  Note that this
314 * required giving "wand of wonder" the ability to ignore destruction
315 * by electric balls.
316 * All wands can be "cancelled" at the "Direction?" prompt for free.
317 * Note that the basic "bolt" wands do slightly less damage than the
318 * basic "bolt" rods, but the basic "ball" wands do the same damage
319 * as the basic "ball" rods.
320 * </pre>
321 */
322 void do_cmd_aim_wand_aux(INVENTORY_IDX item)
323 {
324         DEPTH lev;
325         int ident, chance;
326         DIRECTION dir;
327         object_type *o_ptr;
328         bool old_target_pet = target_pet;
329
330         /* Get the item (in the pack) */
331         if (item >= 0)
332         {
333                 o_ptr = &inventory[item];
334         }
335
336         /* Get the item (on the floor) */
337         else
338         {
339                 o_ptr = &current_floor_ptr->o_list[0 - item];
340         }
341
342         /* Mega-Hack -- refuse to aim a pile from the ground */
343         if ((item < 0) && (o_ptr->number > 1))
344         {
345                 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
346                 return;
347         }
348
349
350         /* Allow direction to be cancelled for free */
351         if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
352                 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
353                 target_pet = TRUE;
354         if (!get_aim_dir(&dir))
355         {
356                 target_pet = old_target_pet;
357                 return;
358         }
359         target_pet = old_target_pet;
360
361         take_turn(p_ptr, 100);
362
363         /* Get the level */
364         lev = k_info[o_ptr->k_idx].level;
365         if (lev > 50) lev = 50 + (lev - 50) / 2;
366
367         /* Base chance of success */
368         chance = p_ptr->skill_dev;
369
370         /* Confusion hurts skill */
371         if (p_ptr->confused) chance = chance / 2;
372
373         /* Hight level objects are harder */
374         chance = chance - lev;
375
376         /* Give everyone a (slight) chance */
377         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
378         {
379                 chance = USE_DEVICE;
380         }
381
382         if (cmd_limit_time_walk(p_ptr)) return;
383
384         /* Roll for usage */
385         if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
386         {
387                 if (flush_failure) flush();
388                 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
389                 sound(SOUND_FAIL);
390                 return;
391         }
392
393         /* The wand is already empty! */
394         if (o_ptr->pval <= 0)
395         {
396                 if (flush_failure) flush();
397                 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."));
398                 o_ptr->ident |= (IDENT_EMPTY);
399                 p_ptr->update |= (PU_COMBINE | PU_REORDER);
400                 p_ptr->window |= (PW_INVEN);
401
402                 return;
403         }
404
405         sound(SOUND_ZAP);
406
407         ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
408         p_ptr->update |= (PU_COMBINE | PU_REORDER);
409
410         if (!(object_is_aware(o_ptr)))
411         {
412                 chg_virtue(V_PATIENCE, -1);
413                 chg_virtue(V_CHANCE, 1);
414                 chg_virtue(V_KNOWLEDGE, -1);
415         }
416
417         /* Mark it as tried */
418         object_tried(o_ptr);
419
420         /* Apply identification */
421         if (ident && !object_is_aware(o_ptr))
422         {
423                 object_aware(o_ptr);
424                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
425         }
426
427         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
428
429
430         /* Use a single charge */
431         o_ptr->pval--;
432
433         /* Describe the charges in the pack */
434         if (item >= 0)
435         {
436                 inven_item_charges(item);
437         }
438
439         /* Describe the charges on the floor */
440         else
441         {
442                 floor_item_charges(0 - item);
443         }
444 }
445
446 /*!
447 * @brief 魔法棒を使うコマンドのメインルーチン /
448 * @return なし
449 */
450 void do_cmd_aim_wand(void)
451 {
452         OBJECT_IDX item;
453         concptr q, s;
454
455         if (p_ptr->wild_mode) return;
456         if (cmd_limit_arena(p_ptr)) return;
457
458         /* Restrict choices to wands */
459         item_tester_tval = TV_WAND;
460
461         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
462         {
463                 set_action(ACTION_NONE);
464         }
465
466         q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
467         s = _("使える魔法棒がない。", "You have no wand to aim.");
468         if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
469
470         do_cmd_aim_wand_aux(item);
471 }