#include "cmd-quaff.h"
#include "cmd-read.h"
#include "cmd-usestaff.h"
+#include "cmd-zapwand.h"
/*!
- * @brief 魔法棒の効果を発動する
- * @param sval オブジェクトのsval
- * @param dir 発動の方向ID
- * @param powerful 強力発動上の処理ならばTRUE
- * @param magic 魔道具術上の処理ならばTRUE
- * @return 発動により効果内容が確定したならばTRUEを返す
- */
-static int wand_effect(OBJECT_SUBTYPE_VALUE sval, int dir, bool powerful, bool magic)
-{
- int ident = FALSE;
- int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
- int rad = powerful ? 3 : 2;
-
- /* XXX Hack -- Wand of wonder can do anything before it */
- if (sval == SV_WAND_WONDER)
- {
- int vir = virtue_number(V_CHANCE);
- sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
-
- if (vir)
- {
- if (p_ptr->virtues[vir - 1] > 0)
- {
- while (randint1(300) < p_ptr->virtues[vir - 1]) sval++;
- if (sval > SV_WAND_COLD_BALL) sval = randint0(4) + SV_WAND_ACID_BALL;
- }
- else
- {
- while (randint1(300) < (0-p_ptr->virtues[vir - 1])) sval--;
- if (sval < SV_WAND_HEAL_MONSTER) sval = randint0(3) + SV_WAND_HEAL_MONSTER;
- }
- }
- if (sval < SV_WAND_TELEPORT_AWAY)
- chg_virtue(V_CHANCE, 1);
- }
-
- /* Analyze the wand */
- switch (sval)
- {
- case SV_WAND_HEAL_MONSTER:
- {
- HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
- if (heal_monster(dir, dam)) ident = TRUE;
- break;
- }
-
- case SV_WAND_HASTE_MONSTER:
- {
- if (speed_monster(dir, lev)) ident = TRUE;
- break;
- }
-
- case SV_WAND_CLONE_MONSTER:
- {
- if (clone_monster(dir)) ident = TRUE;
- break;
- }
-
- case SV_WAND_TELEPORT_AWAY:
- {
- int distance = MAX_SIGHT * (powerful ? 8 : 5);
- if (teleport_monster(dir, distance)) ident = TRUE;
- break;
- }
-
- case SV_WAND_DISARMING:
- {
- if (disarm_trap(dir)) ident = TRUE;
- if (powerful && disarm_traps_touch()) ident = TRUE;
- break;
- }
-
- case SV_WAND_TRAP_DOOR_DEST:
- {
- if (destroy_door(dir)) ident = TRUE;
- if (powerful && destroy_doors_touch()) ident = TRUE;
- break;
- }
-
- case SV_WAND_STONE_TO_MUD:
- {
- HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
- if (wall_to_mud(dir, dam)) ident = TRUE;
- break;
- }
-
- case SV_WAND_LITE:
- {
- HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
- msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
- (void)lite_line(dir, dam);
- ident = TRUE;
- break;
- }
-
- case SV_WAND_SLEEP_MONSTER:
- {
- if (sleep_monster(dir, lev)) ident = TRUE;
- break;
- }
-
- case SV_WAND_SLOW_MONSTER:
- {
- if (slow_monster(dir, lev)) ident = TRUE;
- break;
- }
-
- case SV_WAND_CONFUSE_MONSTER:
- {
- if (confuse_monster(dir, lev)) ident = TRUE;
- break;
- }
-
- case SV_WAND_FEAR_MONSTER:
- {
- if (fear_monster(dir, lev)) ident = TRUE;
- break;
- }
-
- case SV_WAND_HYPODYNAMIA:
- {
- if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
- break;
- }
-
- case SV_WAND_POLYMORPH:
- {
- if (poly_monster(dir, lev)) ident = TRUE;
- break;
- }
-
- case SV_WAND_STINKING_CLOUD:
- {
- fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
- ident = TRUE;
- break;
- }
-
- case SV_WAND_MAGIC_MISSILE:
- {
- fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
- ident = TRUE;
- break;
- }
-
- case SV_WAND_ACID_BOLT:
- {
- fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
- ident = TRUE;
- break;
- }
-
- case SV_WAND_CHARM_MONSTER:
- {
- if (charm_monster(dir, MAX(20, lev)))
- ident = TRUE;
- break;
- }
-
- case SV_WAND_FIRE_BOLT:
- {
- fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
- ident = TRUE;
- break;
- }
-
- case SV_WAND_COLD_BOLT:
- {
- fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
- ident = TRUE;
- break;
- }
-
- case SV_WAND_ACID_BALL:
- {
- fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
- ident = TRUE;
- break;
- }
-
- case SV_WAND_ELEC_BALL:
- {
- fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
- ident = TRUE;
- break;
- }
-
- case SV_WAND_FIRE_BALL:
- {
- fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
- ident = TRUE;
- break;
- }
-
- case SV_WAND_COLD_BALL:
- {
- fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
- ident = TRUE;
- break;
- }
-
- case SV_WAND_WONDER:
- {
- msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
- break;
- }
-
- case SV_WAND_DRAGON_FIRE:
- {
- fire_breath(GF_FIRE, dir, (powerful ? 300 : 200), 3);
- ident = TRUE;
- break;
- }
-
- case SV_WAND_DRAGON_COLD:
- {
- fire_breath(GF_COLD, dir, (powerful ? 270 : 180), 3);
- ident = TRUE;
- break;
- }
-
- case SV_WAND_DRAGON_BREATH:
- {
- HIT_POINT dam;
- int typ;
-
- switch (randint1(5))
- {
- case 1:
- dam = 240;
- typ = GF_ACID;
- break;
- case 2:
- dam = 210;
- typ = GF_ELEC;
- break;
- case 3:
- dam = 240;
- typ = GF_FIRE;
- break;
- case 4:
- dam = 210;
- typ = GF_COLD;
- break;
- default:
- dam = 180;
- typ = GF_POIS;
- break;
- }
-
- if (powerful) dam = (dam * 3) / 2;
-
- fire_ball(typ, dir, dam, -3);
-
- ident = TRUE;
- break;
- }
-
- case SV_WAND_DISINTEGRATE:
- {
- fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
- ident = TRUE;
- break;
- }
-
- case SV_WAND_ROCKETS:
- {
- msg_print(_("ロケットを発射した!", "You launch a rocket!"));
- fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
- ident = TRUE;
- break;
- }
-
- case SV_WAND_STRIKING:
- {
- fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
- ident = TRUE;
- break;
- }
-
- case SV_WAND_GENOCIDE:
- {
- fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
- ident = TRUE;
- break;
- }
- }
- return ident;
-}
-
-/*!
- * @brief 魔法棒を使うコマンドのサブルーチン /
- * Aim a wand (from the pack or floor).
- * @param item 使うオブジェクトの所持品ID
- * @return なし
- * @details
- * <pre>
- * Use a single charge from a single item.
- * Handle "unstacking" in a logical manner.
- * For simplicity, you cannot use a stack of items from the
- * ground. This would require too much nasty code.
- * There are no wands which can "destroy" themselves, in the inventory
- * or on the ground, so we can ignore this possibility. Note that this
- * required giving "wand of wonder" the ability to ignore destruction
- * by electric balls.
- * All wands can be "cancelled" at the "Direction?" prompt for free.
- * Note that the basic "bolt" wands do slightly less damage than the
- * basic "bolt" rods, but the basic "ball" wands do the same damage
- * as the basic "ball" rods.
- * </pre>
- */
-static void do_cmd_aim_wand_aux(int item)
-{
- int lev, ident, chance, dir;
- object_type *o_ptr;
- bool old_target_pet = target_pet;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- /* Mega-Hack -- refuse to aim a pile from the ground */
- if ((item < 0) && (o_ptr->number > 1))
- {
- msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
- return;
- }
-
-
- /* Allow direction to be cancelled for free */
- if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
- || o_ptr->sval == SV_WAND_HASTE_MONSTER))
- target_pet = TRUE;
- if (!get_aim_dir(&dir))
- {
- target_pet = old_target_pet;
- return;
- }
- target_pet = old_target_pet;
-
- /* Take a turn */
- p_ptr->energy_use = 100;
-
- /* Get the level */
- lev = k_info[o_ptr->k_idx].level;
- if (lev > 50) lev = 50 + (lev - 50)/2;
-
- /* Base chance of success */
- chance = p_ptr->skill_dev;
-
- /* Confusion hurts skill */
- if (p_ptr->confused) chance = chance / 2;
-
- /* Hight level objects are harder */
- chance = chance - lev;
-
- /* Give everyone a (slight) chance */
- if ((chance < USE_DEVICE) && one_in_(USE_DEVICE - chance + 1))
- {
- chance = USE_DEVICE;
- }
-
- if (world_player)
- {
- if (flush_failure) flush();
- 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."));
- sound(SOUND_FAIL);
- return;
- }
-
- /* Roll for usage */
- if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
- {
- if (flush_failure) flush();
- msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
- sound(SOUND_FAIL);
- return;
- }
-
- /* The wand is already empty! */
- if (o_ptr->pval <= 0)
- {
- if (flush_failure) flush();
- 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."));
- o_ptr->ident |= (IDENT_EMPTY);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- p_ptr->window |= (PW_INVEN);
-
- return;
- }
-
- /* Sound */
- sound(SOUND_ZAP);
-
- ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- if (!(object_is_aware(o_ptr)))
- {
- chg_virtue(V_PATIENCE, -1);
- chg_virtue(V_CHANCE, 1);
- chg_virtue(V_KNOWLEDGE, -1);
- }
-
- /* Mark it as tried */
- object_tried(o_ptr);
-
- /* Apply identification */
- if (ident && !object_is_aware(o_ptr))
- {
- object_aware(o_ptr);
- gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
- }
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
-
- /* Use a single charge */
- o_ptr->pval--;
-
- /* Describe the charges in the pack */
- if (item >= 0)
- {
- inven_item_charges(item);
- }
-
- /* Describe the charges on the floor */
- else
- {
- floor_item_charges(0 - item);
- }
-}
-
-/*!
- * @brief 魔法棒を使うコマンドのメインルーチン /
- * @return なし
- */
-void do_cmd_aim_wand(void)
-{
- OBJECT_IDX item;
- cptr q, s;
-
- /* Restrict choices to wands */
- item_tester_tval = TV_WAND;
-
- if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
- {
- set_action(ACTION_NONE);
- }
-
- /* Get an item */
- q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
- s = _("使える魔法棒がない。", "You have no wand to aim.");
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Aim the wand */
- do_cmd_aim_wand_aux(item);
-}
-
-/*!
* @brief ロッドの効果を発動する
* @param sval オブジェクトのsval
* @param dir 発動目標の方向ID