1 #include "realm/realm-crusade.h"
2 #include "cmd-action/cmd-spell.h"
3 #include "core/hp-mp-processor.h"
4 #include "effect/effect-characteristics.h"
5 #include "floor/floor.h"
6 #include "io/targeting.h"
7 #include "monster-floor/monster-summon.h"
8 #include "monster-floor/place-monster-types.h"
9 #include "status/bad-status-setter.h"
10 #include "status/buff-setter.h"
11 #include "player/player-class.h"
12 #include "spell-kind/spells-beam.h"
13 #include "spell-kind/spells-curse-removal.h"
14 #include "spell-kind/spells-detection.h"
15 #include "spell-kind/spells-floor.h"
16 #include "spell-kind/spells-launcher.h"
17 #include "spell-kind/spells-neighbor.h"
18 #include "spell-kind/spells-sight.h"
19 #include "spell-kind/spells-teleport.h"
20 #include "spell-realm/spells-crusade.h"
21 #include "spell/process-effect.h"
22 #include "spell/spell-types.h"
23 #include "spell/spells-diceroll.h"
24 #include "spell/spells-object.h"
25 #include "spell/spells-status.h"
26 #include "spell/spells-summon.h"
27 #include "status/body-improvement.h"
28 #include "status/sight-setter.h"
29 #include "view/display-messages.h"
30 #include "world/world.h"
33 * @brief 破邪領域魔法の各処理を行う
34 * @param caster_ptr プレーヤーへの参照ポインタ
36 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
37 * @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
39 concptr do_crusade_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
41 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
42 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
43 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
44 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
47 PLAYER_LEVEL plev = caster_ptr->lev;
52 if (name) return _("懲罰", "Punishment");
53 if (desc) return _("電撃のボルトもしくはビームを放つ。", "Fires a bolt or beam of lightning.");
55 DICE_NUMBER dice = 3 + (plev - 1) / 5;
57 if (info) return info_damage(dice, sides, 0);
60 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
61 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir, damroll(dice, sides));
67 if (name) return _("邪悪存在感知", "Detect Evil");
68 if (desc) return _("近くの邪悪なモンスターを感知する。", "Detects all evil monsters in your vicinity.");
70 POSITION rad = DETECT_RAD_DEFAULT;
71 if (info) return info_radius(rad);
74 detect_monsters_evil(caster_ptr, rad);
80 if (name) return _("恐怖除去", "Remove Fear");
81 if (desc) return _("恐怖を取り除く。", "Removes fear.");
83 if (cast) set_afraid(caster_ptr, 0);
88 if (name) return _("威圧", "Scare Monster");
89 if (desc) return _("モンスター1体を恐怖させる。抵抗されると無効。", "Attempts to scare a monster.");
92 PLAYER_LEVEL power = plev;
93 if (info) return info_power(power);
96 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
97 fear_monster(caster_ptr, dir, power);
103 if (name) return _("聖域", "Sanctuary");
104 if (desc) return _("隣接した全てのモンスターを眠らせる。抵抗されると無効。", "Attempts to put to sleep monsters in the adjacent squares.");
106 PLAYER_LEVEL power = plev;
107 if (info) return info_power(power);
108 if (cast) sleep_monsters_touch(caster_ptr);
113 if (name) return _("入口", "Portal");
114 if (desc) return _("中距離のテレポートをする。", "Teleports you a medium distance.");
117 POSITION range = 25 + plev / 2;
118 if (info) return info_range(range);
119 if (cast) teleport_player(caster_ptr, range, TELEPORT_SPONTANEOUS);
124 if (name) return _("スターダスト", "Star Dust");
125 if (desc) return _("ターゲット付近に閃光のボルトを連射する。", "Fires many bolts of light near the target.");
128 DICE_NUMBER dice = 3 + (plev - 1) / 9;
130 if (info) return info_multi_damage_dice(dice, sides);
133 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
134 fire_blast(caster_ptr, GF_LITE, dir, dice, sides, 10, 3);
140 if (name) return _("身体浄化", "Purify");
141 if (desc) return _("傷、毒、朦朧から全快する。", "Heals all cuts, poisons and being stunned.");
145 set_cut(caster_ptr,0);
146 set_poisoned(caster_ptr, 0);
147 set_stun(caster_ptr, 0);
153 if (name) return _("邪悪飛ばし", "Scatter Evil");
154 if (desc) return _("邪悪なモンスター1体をテレポートさせる。抵抗されると無効。", "Attempts to teleport an evil monster away.");
157 int power = MAX_SIGHT * 5;
158 if (info) return info_power(power);
161 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
162 fire_ball(caster_ptr, GF_AWAY_EVIL, dir, power, 0);
168 if (name) return _("聖なる光球", "Holy Orb");
169 if (desc) return _("聖なる力をもつ宝珠を放つ。邪悪なモンスターに対して大きなダメージを与えるが、善良なモンスターには効果がない。",
170 "Fires a ball with holy power. Hurts evil monsters greatly but doesn't affect good monsters.");
173 DICE_NUMBER dice = 3;
175 POSITION rad = (plev < 30) ? 2 : 3;
177 if (caster_ptr->pclass == CLASS_PRIEST ||
178 caster_ptr->pclass == CLASS_HIGH_MAGE ||
179 caster_ptr->pclass == CLASS_SORCERER)
180 base = plev + plev / 2;
182 base = plev + plev / 4;
185 if (info) return info_damage(dice, sides, base);
189 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
191 fire_ball(caster_ptr, GF_HOLY_FIRE, dir, damroll(dice, sides) + base, rad);
197 if (name) return _("悪魔払い", "Exorcism");
198 if (desc) return _("視界内の全てのアンデッド及び悪魔にダメージを与え、邪悪なモンスターを恐怖させる。",
199 "Damages all undead and demons in sight, and scares all evil monsters in sight.");
201 DICE_SID sides = plev;
203 if (info) return info_damage(1, sides, 0);
206 dispel_undead(caster_ptr, randint1(sides));
207 dispel_demons(caster_ptr, randint1(sides));
208 turn_evil(caster_ptr, power);
214 if (name) return _("解呪", "Remove Curse");
215 if (desc) return _("アイテムにかかった弱い呪いを解除する。", "Removes normal curses from equipped items.");
217 if (cast) (void)remove_curse(caster_ptr);
222 if (name) return _("透明視認", "Sense Unseen");
223 if (desc) return _("一定時間、透明なものが見えるようになる。", "Gives see invisible for a while.");
228 if (info) return info_duration(base, base);
232 set_tim_invis(caster_ptr, randint1(base) + base, FALSE);
238 if (name) return _("対邪悪結界", "Protection from Evil");
239 if (desc) return _("邪悪なモンスターの攻撃を防ぐバリアを張る。", "Gives aura which protects you from evil monster's physical attack.");
243 DICE_SID sides = 3 * plev;
245 if (info) return info_duration(base, sides);
249 set_protevil(caster_ptr, randint1(sides) + base, FALSE);
255 if (name) return _("裁きの雷", "Judgment Thunder");
256 if (desc) return _("強力な電撃のボルトを放つ。", "Fires a powerful bolt of lightning.");
259 HIT_POINT dam = plev * 5;
261 if (info) return info_damage(0, 0, dam);
265 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
266 fire_bolt(caster_ptr, GF_ELEC, dir, dam);
272 if (name) return _("聖なる御言葉", "Holy Word");
273 if (desc) return _("視界内の邪悪な存在に大きなダメージを与え、体力を回復し、毒、恐怖、朦朧状態、負傷から全快する。",
274 "Damages all evil monsters in sight, heals HP somewhat and completely cures fear, poisons, cuts and being stunned.");
277 int dam_sides = plev * 6;
280 if (info) return format(_("損:1d%d/回%d", "dam:d%d/h%d"), dam_sides, heal);
283 dispel_evil(caster_ptr, randint1(dam_sides));
284 hp_player(caster_ptr, heal);
285 set_afraid(caster_ptr, 0);
286 set_poisoned(caster_ptr, 0);
287 set_stun(caster_ptr, 0);
288 set_cut(caster_ptr,0);
294 if (name) return _("開かれた道", "Unbarring Ways");
295 if (desc) return _("一直線上の全ての罠と扉を破壊する。", "Fires a beam which destroy traps and doors.");
300 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
302 destroy_door(caster_ptr, dir);
308 if (name) return _("封魔", "Arrest");
309 if (desc) return _("邪悪なモンスターの動きを止める。", "Attempts to paralyze an evil monster.");
312 int power = plev * 2;
314 if (info) return info_power(power);
318 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
319 stasis_evil(caster_ptr, dir);
325 if (name) return _("聖なるオーラ", "Holy Aura");
326 if (desc) return _("一定時間、邪悪なモンスターを傷つける聖なるオーラを得る。",
327 "Gives aura of holy power that injures evil monsters which attacked you for a while.");
332 if (info) return info_duration(base, base);
336 set_tim_sh_holy(caster_ptr, randint1(base) + base, FALSE);
342 if (name) return _("アンデッド&悪魔退散", "Dispel Undead & Demons");
343 if (desc) return _("視界内の全てのアンデッド及び悪魔にダメージを与える。", "Damages all undead and demons in sight.");
346 DICE_SID sides = plev * 4;
348 if (info) return info_damage(1, sides, 0);
352 dispel_undead(caster_ptr, randint1(sides));
353 dispel_demons(caster_ptr, randint1(sides));
359 if (name) return _("邪悪退散", "Dispel Evil");
360 if (desc) return _("視界内の全ての邪悪なモンスターにダメージを与える。", "Damages all evil monsters in sight.");
363 DICE_SID sides = plev * 4;
365 if (info) return info_damage(1, sides, 0);
369 dispel_evil(caster_ptr, randint1(sides));
375 if (name) return _("聖なる刃", "Holy Blade");
376 if (desc) return _("通常の武器に滅邪の属性をつける。", "Makes current weapon especially deadly against evil monsters.");
381 brand_weapon(caster_ptr, 13);
387 if (name) return _("スターバースト", "Star Burst");
388 if (desc) return _("巨大な閃光の球を放つ。", "Fires a huge ball of powerful light.");
391 HIT_POINT dam = 100 + plev * 2;
394 if (info) return info_damage(0, 0, dam);
398 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
400 fire_ball(caster_ptr, GF_LITE, dir, dam, rad);
406 if (name) return _("天使召喚", "Summon Angel");
407 if (desc) return _("天使を1体召喚する。", "Summons an angel.");
412 bool pet = !one_in_(3);
415 if (pet) flg |= PM_FORCE_PET;
416 else flg |= PM_NO_PET;
417 if (!(pet && (plev < 50))) flg |= PM_ALLOW_GROUP;
419 if (summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (plev * 3) / 2, SUMMON_ANGEL, flg))
423 msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
427 msg_print(_("「我は汝の下僕にあらず! 悪行者よ、悔い改めよ!」", "Mortal! Repent of thy impiousness."));
435 if (name) return _("士気高揚", "Heroism");
436 if (desc) return _("一定時間、ヒーロー気分になる。", "Removes fear. Gives a bonus to hit for a while. Heals you for 10 HP.");
441 if (info) return info_duration(base, base);
445 (void)heroism(caster_ptr, base);
451 if (name) return _("呪い退散", "Dispel Curse");
452 if (desc) return _("アイテムにかかった強力な呪いを解除する。", "Removes normal and heavy curse from equipped items.");
455 if (cast) (void)remove_all_curse(caster_ptr);
460 if (name) return _("邪悪追放", "Banish Evil");
461 if (desc) return _("視界内の全ての邪悪なモンスターをテレポートさせる。抵抗されると無効。",
462 "Teleports all evil monsters in sight away unless resisted.");
467 if (info) return info_power(power);
471 if (banish_evil(caster_ptr, power))
473 msg_print(_("神聖な力が邪悪を打ち払った!", "The holy power banishes evil!"));
480 if (name) return _("ハルマゲドン", "Armageddon");
481 if (desc) return _("周辺のアイテム、モンスター、地形を破壊する。", "Destroys everything in nearby area.");
489 destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, base + randint1(sides), FALSE);
495 if (name) return _("目には目を", "An Eye for an Eye");
496 if (desc) return _("一定時間、自分がダメージを受けたときに攻撃を行ったモンスターに対して同等のダメージを与える。",
497 "Gives special aura for a while. When you are attacked by a monster, the monster is injured with same amount of damage as you took.");
502 if (info) return info_duration(base, base);
506 set_tim_eyeeye(caster_ptr, randint1(base) + base, FALSE);
512 if (name) return _("神の怒り", "Wrath of the God");
513 if (desc) return _("ターゲットの周囲に分解の球を多数落とす。", "Drops many balls of disintegration near the target.");
516 HIT_POINT dam = plev * 3 + 25;
519 if (info) return info_multi_damage(dam);
523 if (!cast_wrath_of_the_god(caster_ptr, dam, rad)) return NULL;
529 if (name) return _("神威", "Divine Intervention");
530 if (desc) return _("隣接するモンスターに聖なるダメージを与え、視界内のモンスターにダメージ、減速、朦朧、混乱、恐怖、眠りを与える。さらに体力を回復する。",
531 "Damages all adjacent monsters with holy power. Damages and attempt to slow, stun, confuse, scare and freeze all monsters in sight. And heals HP.");
534 int b_dam = plev * 11;
535 int d_dam = plev * 4;
537 int power = plev * 4;
539 if (info) return format(_("回%d/損%d+%d", "h%d/dm%d+%d"), heal, d_dam, b_dam / 2);
542 project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, b_dam, GF_HOLY_FIRE, PROJECT_KILL, -1);
543 dispel_monsters(caster_ptr, d_dam);
544 slow_monsters(caster_ptr, plev);
545 stun_monsters(caster_ptr, power);
546 confuse_monsters(caster_ptr, power);
547 turn_monsters(caster_ptr, power);
548 stasis_monsters(caster_ptr, power);
549 hp_player(caster_ptr, heal);
555 if (name) return _("聖戦", "Crusade");
556 if (desc) return _("視界内の善良なモンスターをペットにしようとし、ならなかった場合及び善良でないモンスターを恐怖させる。さらに多数の加速された騎士を召喚し、ヒーロー、祝福、加速、対邪悪結界を得る。",
557 "Attempts to charm all good monsters in sight and scares all non-charmed monsters. Summons a great number of knights. Gives heroism, bless, speed and protection from evil to the caster.");
563 int sp_sides = 20 + plev;
568 for (i = 0; i < 12; i++)
571 POSITION my = 0, mx = 0;
575 scatter(caster_ptr, &my, &mx, caster_ptr->y, caster_ptr->x, 4, 0);
577 /* Require empty grids */
578 if (is_cave_empty_bold2(caster_ptr, my, mx)) break;
580 if (attempt < 0) continue;
581 summon_specific(caster_ptr, -1, my, mx, plev, SUMMON_KNIGHTS, (PM_ALLOW_GROUP | PM_FORCE_PET | PM_HASTE));
583 set_hero(caster_ptr, randint1(base) + base, FALSE);
584 set_blessed(caster_ptr, randint1(base) + base, FALSE);
585 set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
586 set_protevil(caster_ptr, randint1(base) + base, FALSE);
587 set_afraid(caster_ptr, 0);