1 #include "system/angband.h"
3 #include "main/sound-definitions-table.h"
6 #include "spell/spells-type.h"
7 #include "spell/spells-status.h"
8 #include "player/player-status.h"
9 #include "player/player-effects.h"
10 #include "player/player-class.h"
11 #include "player-inventory.h"
12 #include "object/object-kind.h"
13 #include "object/object-hook.h"
14 #include "cmd-basic.h"
15 #include "floor/floor.h"
16 #include "targeting.h"
17 #include "view/display-main-window.h"
18 #include "spell/spells2.h"
19 #include "spell/spells3.h"
23 * @param creature_ptr プレーヤーへの参照ポインタ
24 * @param sval オブジェクトのsval
26 * @param powerful 強力発動上の処理ならばTRUE
27 * @param magic 魔道具術上の処理ならばTRUE
28 * @return 発動により効果内容が確定したならばTRUEを返す
30 bool wand_effect(player_type *creature_ptr, OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
33 PLAYER_LEVEL lev = powerful ? creature_ptr->lev * 2 : creature_ptr->lev;
34 POSITION rad = powerful ? 3 : 2;
36 /* XXX Hack -- Wand of wonder can do anything before it */
37 if (sval == SV_WAND_WONDER)
39 int vir = virtue_number(creature_ptr, V_CHANCE);
40 sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
44 if (creature_ptr->virtues[vir - 1] > 0)
46 while (randint1(300) < creature_ptr->virtues[vir - 1]) sval++;
47 if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
51 while (randint1(300) < (0 - creature_ptr->virtues[vir - 1])) sval--;
52 if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
55 if (sval < SV_WAND_TELEPORT_AWAY)
56 chg_virtue(creature_ptr, V_CHANCE, 1);
59 /* Analyze the wand */
62 case SV_WAND_HEAL_MONSTER:
64 HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
65 if (heal_monster(creature_ptr, dir, dam)) ident = TRUE;
69 case SV_WAND_HASTE_MONSTER:
71 if (speed_monster(creature_ptr, dir, lev)) ident = TRUE;
75 case SV_WAND_CLONE_MONSTER:
77 if (clone_monster(creature_ptr, dir)) ident = TRUE;
81 case SV_WAND_TELEPORT_AWAY:
83 int distance = MAX_SIGHT * (powerful ? 8 : 5);
84 if (teleport_monster(creature_ptr, dir, distance)) ident = TRUE;
88 case SV_WAND_DISARMING:
90 if (disarm_trap(creature_ptr, dir)) ident = TRUE;
91 if (powerful && disarm_traps_touch(creature_ptr)) ident = TRUE;
95 case SV_WAND_TRAP_DOOR_DEST:
97 if (destroy_door(creature_ptr, dir)) ident = TRUE;
98 if (powerful && destroy_doors_touch(creature_ptr)) ident = TRUE;
102 case SV_WAND_STONE_TO_MUD:
104 HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
105 if (wall_to_mud(creature_ptr, dir, dam)) ident = TRUE;
111 HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
112 msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
113 (void)lite_line(creature_ptr, dir, dam);
118 case SV_WAND_SLEEP_MONSTER:
120 if (sleep_monster(creature_ptr, dir, lev)) ident = TRUE;
124 case SV_WAND_SLOW_MONSTER:
126 if (slow_monster(creature_ptr, dir, lev)) ident = TRUE;
130 case SV_WAND_CONFUSE_MONSTER:
132 if (confuse_monster(creature_ptr, dir, lev)) ident = TRUE;
136 case SV_WAND_FEAR_MONSTER:
138 if (fear_monster(creature_ptr, dir, lev)) ident = TRUE;
142 case SV_WAND_HYPODYNAMIA:
144 if (hypodynamic_bolt(creature_ptr, dir, 80 + lev)) ident = TRUE;
148 case SV_WAND_POLYMORPH:
150 if (poly_monster(creature_ptr, dir, lev)) ident = TRUE;
154 case SV_WAND_STINKING_CLOUD:
156 fire_ball(creature_ptr, GF_POIS, dir, 12 + lev / 4, rad);
161 case SV_WAND_MAGIC_MISSILE:
163 fire_bolt_or_beam(creature_ptr, 20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
168 case SV_WAND_ACID_BOLT:
170 fire_bolt_or_beam(creature_ptr, 20, GF_ACID, dir, damroll(6 + lev / 7, 8));
175 case SV_WAND_CHARM_MONSTER:
177 if (charm_monster(creature_ptr, dir, MAX(20, lev)))
182 case SV_WAND_FIRE_BOLT:
184 fire_bolt_or_beam(creature_ptr, 20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
189 case SV_WAND_COLD_BOLT:
191 fire_bolt_or_beam(creature_ptr, 20, GF_COLD, dir, damroll(5 + lev / 8, 8));
196 case SV_WAND_ACID_BALL:
198 fire_ball(creature_ptr, GF_ACID, dir, 60 + 3 * lev / 4, rad);
203 case SV_WAND_ELEC_BALL:
205 fire_ball(creature_ptr, GF_ELEC, dir, 40 + 3 * lev / 4, rad);
210 case SV_WAND_FIRE_BALL:
212 fire_ball(creature_ptr, GF_FIRE, dir, 70 + 3 * lev / 4, rad);
217 case SV_WAND_COLD_BALL:
219 fire_ball(creature_ptr, GF_COLD, dir, 50 + 3 * lev / 4, rad);
226 msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
230 case SV_WAND_DRAGON_FIRE:
232 fire_breath(creature_ptr, GF_FIRE, dir, (powerful ? 300 : 200), 3);
237 case SV_WAND_DRAGON_COLD:
239 fire_breath(creature_ptr, GF_COLD, dir, (powerful ? 270 : 180), 3);
244 case SV_WAND_DRAGON_BREATH:
273 if (powerful) dam = (dam * 3) / 2;
275 fire_breath(creature_ptr, typ, dir, dam, 3);
281 case SV_WAND_DISINTEGRATE:
283 fire_ball(creature_ptr, GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
288 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:
298 fire_bolt(creature_ptr, GF_METEOR, dir, damroll(15 + lev / 3, 13));
303 case SV_WAND_GENOCIDE:
305 fire_ball_hide(creature_ptr, GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
314 * @brief 魔法棒を使うコマンドのサブルーチン /
315 * Aim a wand (from the pack or floor).
316 * @param item 使うオブジェクトの所持品ID
320 * Use a single charge from a single item.
321 * Handle "unstacking" in a logical manner.
322 * For simplicity, you cannot use a stack of items from the
323 * ground. This would require too much nasty code.
324 * There are no wands which can "destroy" themselves, in the inventory
325 * or on the ground, so we can ignore this possibility. Note that this
326 * required giving "wand of wonder" the ability to ignore destruction
328 * All wands can be "cancelled" at the "Direction?" prompt for free.
329 * Note that the basic "bolt" wands do slightly less damage than the
330 * basic "bolt" rods, but the basic "ball" wands do the same damage
331 * as the basic "ball" rods.
334 void exe_aim_wand(player_type *creature_ptr, INVENTORY_IDX item)
340 bool old_target_pet = target_pet;
342 o_ptr = REF_ITEM(creature_ptr, creature_ptr->current_floor_ptr, item);
344 /* Mega-Hack -- refuse to aim a pile from the ground */
345 if ((item < 0) && (o_ptr->number > 1))
347 msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
352 /* Allow direction to be cancelled for free */
353 if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
354 || o_ptr->sval == SV_WAND_HASTE_MONSTER))
356 if (!get_aim_dir(creature_ptr, &dir))
358 target_pet = old_target_pet;
361 target_pet = old_target_pet;
363 take_turn(creature_ptr, 100);
366 lev = k_info[o_ptr->k_idx].level;
367 if (lev > 50) lev = 50 + (lev - 50) / 2;
369 /* Base chance of success */
370 chance = creature_ptr->skill_dev;
372 /* Confusion hurts skill */
373 if (creature_ptr->confused) chance = chance / 2;
375 /* Hight level objects are harder */
376 chance = chance - lev;
378 /* Give everyone a (slight) chance */
379 if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
384 if (cmd_limit_time_walk(creature_ptr)) return;
387 if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (creature_ptr->pclass == CLASS_BERSERKER))
389 if (flush_failure) flush();
390 msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
395 /* The wand is already empty! */
396 if (o_ptr->pval <= 0)
398 if (flush_failure) flush();
399 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."));
400 o_ptr->ident |= (IDENT_EMPTY);
401 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
402 creature_ptr->window |= (PW_INVEN);
409 ident = wand_effect(creature_ptr, o_ptr->sval, dir, FALSE, FALSE);
412 * Temporarily remove the flags for updating the inventory so
413 * gain_exp() does not reorder the inventory before the charge
414 * is deducted from the wand.
416 BIT_FLAGS inventory_flags = (PU_COMBINE | PU_REORDER | (creature_ptr->update & PU_AUTODESTROY));
417 creature_ptr->update &= ~(PU_COMBINE | PU_REORDER | PU_AUTODESTROY);
419 if (!(object_is_aware(o_ptr)))
421 chg_virtue(creature_ptr, V_PATIENCE, -1);
422 chg_virtue(creature_ptr, V_CHANCE, 1);
423 chg_virtue(creature_ptr, V_KNOWLEDGE, -1);
426 /* Mark it as tried */
429 /* Apply identification */
430 if (ident && !object_is_aware(o_ptr))
432 object_aware(creature_ptr, o_ptr);
433 gain_exp(creature_ptr, (lev + (creature_ptr->lev >> 1)) / creature_ptr->lev);
436 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
437 creature_ptr->update |= inventory_flags;
439 /* Use a single charge */
444 inven_item_charges(creature_ptr, item);
448 floor_item_charges(creature_ptr->current_floor_ptr, 0 - item);
452 * @brief 魔法棒を使うコマンドのメインルーチン /
455 void do_cmd_aim_wand(player_type *creature_ptr)
460 if (creature_ptr->wild_mode) return;
461 if (cmd_limit_arena(creature_ptr)) return;
462 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
464 set_action(creature_ptr, ACTION_NONE);
467 q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
468 s = _("使える魔法棒がない。", "You have no wand to aim.");
469 if (!choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), TV_WAND)) return;
471 exe_aim_wand(creature_ptr, item);