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[Refactor] #37353 型の置換(C_MAKE)。 / Type replacement(C_MAKE).
[hengband/hengband.git] / src / cmd-zapwand.c
1 #include "angband.h"
2
3
4 /*!
5 * @brief 魔法棒の効果を発動する
6 * @param sval オブジェクトのsval
7 * @param dir 発動の方向ID
8 * @param powerful 強力発動上の処理ならばTRUE
9 * @param magic 魔道具術上の処理ならばTRUE
10 * @return 発動により効果内容が確定したならばTRUEを返す
11 */
12 bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
13 {
14         bool ident = FALSE;
15         PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
16         POSITION rad = powerful ? 3 : 2;
17
18         /* XXX Hack -- Wand of wonder can do anything before it */
19         if (sval == SV_WAND_WONDER)
20         {
21                 int vir = virtue_number(V_CHANCE);
22                 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
23
24                 if (vir)
25                 {
26                         if (p_ptr->virtues[vir - 1] > 0)
27                         {
28                                 while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
29                                 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
30                         }
31                         else
32                         {
33                                 while (randint1(300) < (0 - p_ptr->virtues[vir - 1])) sval--;
34                                 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
35                         }
36                 }
37                 if (sval < SV_WAND_TELEPORT_AWAY)
38                         chg_virtue(V_CHANCE, 1);
39         }
40
41         /* Analyze the wand */
42         switch (sval)
43         {
44                 case SV_WAND_HEAL_MONSTER:
45                 {
46                         HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
47                         if (heal_monster(dir, dam)) ident = TRUE;
48                         break;
49                 }
50
51                 case SV_WAND_HASTE_MONSTER:
52                 {
53                         if (speed_monster(dir, lev)) ident = TRUE;
54                         break;
55                 }
56
57                 case SV_WAND_CLONE_MONSTER:
58                 {
59                         if (clone_monster(dir)) ident = TRUE;
60                         break;
61                 }
62
63                 case SV_WAND_TELEPORT_AWAY:
64                 {
65                         int distance = MAX_SIGHT * (powerful ? 8 : 5);
66                         if (teleport_monster(dir, distance)) ident = TRUE;
67                         break;
68                 }
69
70                 case SV_WAND_DISARMING:
71                 {
72                         if (disarm_trap(dir)) ident = TRUE;
73                         if (powerful && disarm_traps_touch()) ident = TRUE;
74                         break;
75                 }
76
77                 case SV_WAND_TRAP_DOOR_DEST:
78                 {
79                         if (destroy_door(dir)) ident = TRUE;
80                         if (powerful && destroy_doors_touch()) ident = TRUE;
81                         break;
82                 }
83
84                 case SV_WAND_STONE_TO_MUD:
85                 {
86                         HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
87                         if (wall_to_mud(dir, dam)) ident = TRUE;
88                         break;
89                 }
90
91                 case SV_WAND_LITE:
92                 {
93                         HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
94                         msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
95                         (void)lite_line(dir, dam);
96                         ident = TRUE;
97                         break;
98                 }
99
100                 case SV_WAND_SLEEP_MONSTER:
101                 {
102                         if (sleep_monster(dir, lev)) ident = TRUE;
103                         break;
104                 }
105
106                 case SV_WAND_SLOW_MONSTER:
107                 {
108                         if (slow_monster(dir, lev)) ident = TRUE;
109                         break;
110                 }
111
112                 case SV_WAND_CONFUSE_MONSTER:
113                 {
114                         if (confuse_monster(dir, lev)) ident = TRUE;
115                         break;
116                 }
117
118                 case SV_WAND_FEAR_MONSTER:
119                 {
120                         if (fear_monster(dir, lev)) ident = TRUE;
121                         break;
122                 }
123
124                 case SV_WAND_HYPODYNAMIA:
125                 {
126                         if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
127                         break;
128                 }
129
130                 case SV_WAND_POLYMORPH:
131                 {
132                         if (poly_monster(dir, lev)) ident = TRUE;
133                         break;
134                 }
135
136                 case SV_WAND_STINKING_CLOUD:
137                 {
138                         fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
139                         ident = TRUE;
140                         break;
141                 }
142
143                 case SV_WAND_MAGIC_MISSILE:
144                 {
145                         fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
146                         ident = TRUE;
147                         break;
148                 }
149
150                 case SV_WAND_ACID_BOLT:
151                 {
152                         fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
153                         ident = TRUE;
154                         break;
155                 }
156
157                 case SV_WAND_CHARM_MONSTER:
158                 {
159                         if (charm_monster(dir, MAX(20, lev)))
160                                 ident = TRUE;
161                         break;
162                 }
163
164                 case SV_WAND_FIRE_BOLT:
165                 {
166                         fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
167                         ident = TRUE;
168                         break;
169                 }
170
171                 case SV_WAND_COLD_BOLT:
172                 {
173                         fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
174                         ident = TRUE;
175                         break;
176                 }
177
178                 case SV_WAND_ACID_BALL:
179                 {
180                         fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
181                         ident = TRUE;
182                         break;
183                 }
184
185                 case SV_WAND_ELEC_BALL:
186                 {
187                         fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
188                         ident = TRUE;
189                         break;
190                 }
191
192                 case SV_WAND_FIRE_BALL:
193                 {
194                         fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
195                         ident = TRUE;
196                         break;
197                 }
198
199                 case SV_WAND_COLD_BALL:
200                 {
201                         fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
202                         ident = TRUE;
203                         break;
204                 }
205
206                 case SV_WAND_WONDER:
207                 {
208                         msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops.  Wand of wonder activated."));
209                         break;
210                 }
211
212                 case SV_WAND_DRAGON_FIRE:
213                 {
214                         fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
215                         ident = TRUE;
216                         break;
217                 }
218
219                 case SV_WAND_DRAGON_COLD:
220                 {
221                         fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
222                         ident = TRUE;
223                         break;
224                 }
225
226                 case SV_WAND_DRAGON_BREATH:
227                 {
228                         HIT_POINT dam;
229                         EFFECT_ID typ;
230
231                         switch (randint1(5))
232                         {
233                         case 1:
234                                 dam = 240;
235                                 typ = GF_ACID;
236                                 break;
237                         case 2:
238                                 dam = 210;
239                                 typ = GF_ELEC;
240                                 break;
241                         case 3:
242                                 dam = 240;
243                                 typ = GF_FIRE;
244                                 break;
245                         case 4:
246                                 dam = 210;
247                                 typ = GF_COLD;
248                                 break;
249                         default:
250                                 dam = 180;
251                                 typ = GF_POIS;
252                                 break;
253                         }
254
255                         if (powerful) dam = (dam * 3) / 2;
256
257                         fire_breath(typ, dir, dam, 3);
258
259                         ident = TRUE;
260                         break;
261                 }
262
263                 case SV_WAND_DISINTEGRATE:
264                 {
265                         fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
266                         ident = TRUE;
267                         break;
268                 }
269
270                 case SV_WAND_ROCKETS:
271                 {
272                         msg_print(_("ロケットを発射した!", "You launch a rocket!"));
273                         fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
274                         ident = TRUE;
275                         break;
276                 }
277
278                 case SV_WAND_STRIKING:
279                 {
280                         fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
281                         ident = TRUE;
282                         break;
283                 }
284
285                 case SV_WAND_GENOCIDE:
286                 {
287                         fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
288                         ident = TRUE;
289                         break;
290                 }
291         }
292         return ident;
293 }
294
295 /*!
296 * @brief 魔法棒を使うコマンドのサブルーチン /
297 * Aim a wand (from the pack or floor).
298 * @param item 使うオブジェクトの所持品ID
299 * @return なし
300 * @details
301 * <pre>
302 * Use a single charge from a single item.
303 * Handle "unstacking" in a logical manner.
304 * For simplicity, you cannot use a stack of items from the
305 * ground.  This would require too much nasty code.
306 * There are no wands which can "destroy" themselves, in the inventory
307 * or on the ground, so we can ignore this possibility.  Note that this
308 * required giving "wand of wonder" the ability to ignore destruction
309 * by electric balls.
310 * All wands can be "cancelled" at the "Direction?" prompt for free.
311 * Note that the basic "bolt" wands do slightly less damage than the
312 * basic "bolt" rods, but the basic "ball" wands do the same damage
313 * as the basic "ball" rods.
314 * </pre>
315 */
316 void do_cmd_aim_wand_aux(INVENTORY_IDX item)
317 {
318         DEPTH lev;
319         int ident, chance;
320         DIRECTION dir;
321         object_type *o_ptr;
322         bool old_target_pet = target_pet;
323
324         /* Get the item (in the pack) */
325         if (item >= 0)
326         {
327                 o_ptr = &inventory[item];
328         }
329
330         /* Get the item (on the floor) */
331         else
332         {
333                 o_ptr = &o_list[0 - item];
334         }
335
336         /* Mega-Hack -- refuse to aim a pile from the ground */
337         if ((item < 0) && (o_ptr->number > 1))
338         {
339                 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
340                 return;
341         }
342
343
344         /* Allow direction to be cancelled for free */
345         if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
346                 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
347                 target_pet = TRUE;
348         if (!get_aim_dir(&dir))
349         {
350                 target_pet = old_target_pet;
351                 return;
352         }
353         target_pet = old_target_pet;
354
355         p_ptr->energy_use = 100;
356
357         /* Get the level */
358         lev = k_info[o_ptr->k_idx].level;
359         if (lev > 50) lev = 50 + (lev - 50) / 2;
360
361         /* Base chance of success */
362         chance = p_ptr->skill_dev;
363
364         /* Confusion hurts skill */
365         if (p_ptr->confused) chance = chance / 2;
366
367         /* Hight level objects are harder */
368         chance = chance - lev;
369
370         /* Give everyone a (slight) chance */
371         if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
372         {
373                 chance = USE_DEVICE;
374         }
375
376         if (world_player)
377         {
378                 if (flush_failure) flush();
379                 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 wand is freezing too."));
380                 sound(SOUND_FAIL);
381                 return;
382         }
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
400                 /* Combine / Reorder the pack (later) */
401                 p_ptr->update |= (PU_COMBINE | PU_REORDER);
402                 p_ptr->window |= (PW_INVEN);
403
404                 return;
405         }
406
407         sound(SOUND_ZAP);
408
409         ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
410
411         /* Combine / Reorder the pack (later) */
412         p_ptr->update |= (PU_COMBINE | PU_REORDER);
413
414         if (!(object_is_aware(o_ptr)))
415         {
416                 chg_virtue(V_PATIENCE, -1);
417                 chg_virtue(V_CHANCE, 1);
418                 chg_virtue(V_KNOWLEDGE, -1);
419         }
420
421         /* Mark it as tried */
422         object_tried(o_ptr);
423
424         /* Apply identification */
425         if (ident && !object_is_aware(o_ptr))
426         {
427                 object_aware(o_ptr);
428                 gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
429         }
430
431         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
432
433
434         /* Use a single charge */
435         o_ptr->pval--;
436
437         /* Describe the charges in the pack */
438         if (item >= 0)
439         {
440                 inven_item_charges(item);
441         }
442
443         /* Describe the charges on the floor */
444         else
445         {
446                 floor_item_charges(0 - item);
447         }
448 }
449
450 /*!
451 * @brief 魔法棒を使うコマンドのメインルーチン /
452 * @return なし
453 */
454 void do_cmd_aim_wand(void)
455 {
456         OBJECT_IDX item;
457         concptr q, s;
458
459         if (p_ptr->wild_mode) return;
460
461         if (p_ptr->inside_arena)
462         {
463                 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
464                 msg_print(NULL);
465                 return;
466         }
467
468         /* Restrict choices to wands */
469         item_tester_tval = TV_WAND;
470
471         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
472         {
473                 set_action(ACTION_NONE);
474         }
475
476         q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
477         s = _("使える魔法棒がない。", "You have no wand to aim.");
478         if (!choose_object(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
479
480         do_cmd_aim_wand_aux(item);
481 }