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/cave.h"
6 #include "floor/floor.h"
7 #include "monster-floor/monster-summon.h"
8 #include "monster-floor/place-monster-types.h"
9 #include "player/player-class.h"
10 #include "spell-kind/spells-beam.h"
11 #include "spell-kind/spells-curse-removal.h"
12 #include "spell-kind/spells-detection.h"
13 #include "spell-kind/spells-floor.h"
14 #include "spell-kind/spells-launcher.h"
15 #include "spell-kind/spells-neighbor.h"
16 #include "spell-kind/spells-sight.h"
17 #include "spell-kind/spells-teleport.h"
18 #include "spell-realm/spells-crusade.h"
19 #include "spell/process-effect.h"
20 #include "spell/spell-types.h"
21 #include "spell/spells-diceroll.h"
22 #include "spell/spells-object.h"
23 #include "spell/spells-status.h"
24 #include "spell/spells-summon.h"
25 #include "status/bad-status-setter.h"
26 #include "status/body-improvement.h"
27 #include "status/buff-setter.h"
28 #include "status/sight-setter.h"
29 #include "target/targeting.h"
30 #include "view/display-messages.h"
31 #include "world/world.h"
34 * @brief 破邪領域魔法の各処理を行う
35 * @param caster_ptr プレーヤーへの参照ポインタ
37 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
38 * @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。
40 concptr do_crusade_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
42 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
43 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
44 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
45 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
48 PLAYER_LEVEL plev = caster_ptr->lev;
53 return _("懲罰", "Punishment");
55 return _("電撃のボルトもしくはビームを放つ。", "Fires a bolt or beam of lightning.");
57 DICE_NUMBER dice = 3 + (plev - 1) / 5;
60 return info_damage(dice, sides, 0);
62 if (!get_aim_dir(caster_ptr, &dir))
64 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir, damroll(dice, sides));
71 return _("邪悪存在感知", "Detect Evil");
73 return _("近くの邪悪なモンスターを感知する。", "Detects all evil monsters in your vicinity.");
75 POSITION rad = DETECT_RAD_DEFAULT;
77 return info_radius(rad);
79 detect_monsters_evil(caster_ptr, rad);
86 return _("恐怖除去", "Remove Fear");
88 return _("恐怖を取り除く。", "Removes fear.");
91 set_afraid(caster_ptr, 0);
97 return _("威圧", "Scare Monster");
99 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.");
102 PLAYER_LEVEL power = plev;
104 return info_power(power);
106 if (!get_aim_dir(caster_ptr, &dir))
108 fear_monster(caster_ptr, dir, power);
115 return _("聖域", "Sanctuary");
117 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.");
119 PLAYER_LEVEL power = plev;
121 return info_power(power);
123 sleep_monsters_touch(caster_ptr);
129 return _("入口", "Portal");
131 return _("中距離のテレポートをする。", "Teleports you a medium distance.");
134 POSITION range = 25 + plev / 2;
136 return info_range(range);
138 teleport_player(caster_ptr, range, TELEPORT_SPONTANEOUS);
144 return _("スターダスト", "Star Dust");
146 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.");
149 DICE_NUMBER dice = 3 + (plev - 1) / 9;
152 return info_multi_damage_dice(dice, sides);
154 if (!get_aim_dir(caster_ptr, &dir))
156 fire_blast(caster_ptr, GF_LITE, dir, dice, sides, 10, 3);
163 return _("身体浄化", "Purify");
165 return _("傷、毒、朦朧から全快する。", "Heals all cuts, poisons and being stunned.");
168 set_cut(caster_ptr, 0);
169 set_poisoned(caster_ptr, 0);
170 set_stun(caster_ptr, 0);
177 return _("邪悪飛ばし", "Scatter Evil");
179 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.");
182 int power = MAX_SIGHT * 5;
184 return info_power(power);
186 if (!get_aim_dir(caster_ptr, &dir))
188 fire_ball(caster_ptr, GF_AWAY_EVIL, dir, power, 0);
195 return _("聖なる光球", "Holy Orb");
197 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。",
198 "Fires a ball with holy power. Hurts evil monsters greatly but doesn't affect good monsters.");
201 DICE_NUMBER dice = 3;
203 POSITION rad = (plev < 30) ? 2 : 3;
205 if (caster_ptr->pclass == CLASS_PRIEST || caster_ptr->pclass == CLASS_HIGH_MAGE || caster_ptr->pclass == CLASS_SORCERER)
206 base = plev + plev / 2;
208 base = plev + plev / 4;
211 return info_damage(dice, sides, base);
214 if (!get_aim_dir(caster_ptr, &dir))
217 fire_ball(caster_ptr, GF_HOLY_FIRE, dir, damroll(dice, sides) + base, rad);
224 return _("悪魔払い", "Exorcism");
226 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。",
227 "Damages all undead and demons in sight, and scares all evil monsters in sight.");
229 DICE_SID sides = plev;
232 return info_damage(1, sides, 0);
234 dispel_undead(caster_ptr, randint1(sides));
235 dispel_demons(caster_ptr, randint1(sides));
236 turn_evil(caster_ptr, power);
243 return _("解呪", "Remove Curse");
245 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.");
248 (void)remove_curse(caster_ptr);
254 return _("透明視認", "Sense Unseen");
256 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.");
262 return info_duration(base, base);
265 set_tim_invis(caster_ptr, randint1(base) + base, FALSE);
272 return _("対邪悪結界", "Protection from Evil");
274 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.");
278 DICE_SID sides = 3 * plev;
281 return info_duration(base, sides);
284 set_protevil(caster_ptr, randint1(sides) + base, FALSE);
291 return _("裁きの雷", "Judgment Thunder");
293 return _("強力な電撃のボルトを放つ。", "Fires a powerful bolt of lightning.");
296 HIT_POINT dam = plev * 5;
299 return info_damage(0, 0, dam);
302 if (!get_aim_dir(caster_ptr, &dir))
304 fire_bolt(caster_ptr, GF_ELEC, dir, dam);
311 return _("聖なる御言葉", "Holy Word");
313 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。",
314 "Damages all evil monsters in sight, heals HP somewhat and completely cures fear, poisons, cuts and being stunned.");
317 int dam_sides = plev * 6;
321 return format(_("損:1d%d/回%d", "dam:d%d/h%d"), dam_sides, heal);
323 dispel_evil(caster_ptr, randint1(dam_sides));
324 hp_player(caster_ptr, heal);
325 set_afraid(caster_ptr, 0);
326 set_poisoned(caster_ptr, 0);
327 set_stun(caster_ptr, 0);
328 set_cut(caster_ptr, 0);
335 return _("開かれた道", "Unbarring Ways");
337 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.");
341 if (!get_aim_dir(caster_ptr, &dir))
344 destroy_door(caster_ptr, dir);
351 return _("封魔", "Arrest");
353 return _("邪悪なモンスターの動きを止める。", "Attempts to paralyze an evil monster.");
356 int power = plev * 2;
359 return info_power(power);
362 if (!get_aim_dir(caster_ptr, &dir))
364 stasis_evil(caster_ptr, dir);
371 return _("聖なるオーラ", "Holy Aura");
373 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。",
374 "Gives aura of holy power that injures evil monsters which attacked you for a while.");
380 return info_duration(base, base);
383 set_tim_sh_holy(caster_ptr, randint1(base) + base, FALSE);
390 return _("アンデッド&悪魔退散", "Dispel Undead & Demons");
392 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.");
395 DICE_SID sides = plev * 4;
398 return info_damage(1, sides, 0);
401 dispel_undead(caster_ptr, randint1(sides));
402 dispel_demons(caster_ptr, randint1(sides));
409 return _("邪悪退散", "Dispel Evil");
411 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.");
414 DICE_SID sides = plev * 4;
417 return info_damage(1, sides, 0);
420 dispel_evil(caster_ptr, randint1(sides));
427 return _("聖なる刃", "Holy Blade");
429 return _("通常の武器に滅邪の属性をつける。", "Makes current weapon especially deadly against evil monsters.");
433 brand_weapon(caster_ptr, 13);
440 return _("スターバースト", "Star Burst");
442 return _("巨大な閃光の球を放つ。", "Fires a huge ball of powerful light.");
445 HIT_POINT dam = 100 + plev * 2;
449 return info_damage(0, 0, dam);
452 if (!get_aim_dir(caster_ptr, &dir))
455 fire_ball(caster_ptr, GF_LITE, dir, dam, rad);
462 return _("天使召喚", "Summon Angel");
464 return _("天使を1体召喚する。", "Summons an angel.");
468 bool pet = !one_in_(3);
475 if (!(pet && (plev < 50)))
476 flg |= PM_ALLOW_GROUP;
478 if (summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (plev * 3) / 2, SUMMON_ANGEL, flg)) {
480 msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
482 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."));
491 return _("士気高揚", "Heroism");
493 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.");
499 return info_duration(base, base);
502 (void)heroism(caster_ptr, base);
509 return _("呪い退散", "Dispel Curse");
511 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.");
515 (void)remove_all_curse(caster_ptr);
521 return _("邪悪追放", "Banish Evil");
523 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。", "Teleports all evil monsters in sight away unless resisted.");
529 return info_power(power);
532 if (banish_evil(caster_ptr, power)) {
533 msg_print(_("神聖な力が邪悪を打ち払った!", "The holy power banishes evil!"));
541 return _("ハルマゲドン", "Armageddon");
543 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.");
550 destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, base + randint1(sides), FALSE);
557 return _("目には目を", "An Eye for an Eye");
559 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。",
560 "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.");
566 return info_duration(base, base);
569 set_tim_eyeeye(caster_ptr, randint1(base) + base, FALSE);
576 return _("神の怒り", "Wrath of the God");
578 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.");
581 HIT_POINT dam = plev * 3 + 25;
585 return info_multi_damage(dam);
588 if (!cast_wrath_of_the_god(caster_ptr, dam, rad))
596 return _("神威", "Divine Intervention");
598 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。",
599 "Damages all adjacent monsters with holy power. Damages and attempt to slow, stun, confuse, scare and freeze all monsters in sight. And heals "
603 int b_dam = plev * 11;
604 int d_dam = plev * 4;
606 int power = plev * 4;
609 return format(_("回%d/損%d+%d", "h%d/dm%d+%d"), heal, d_dam, b_dam / 2);
611 project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, b_dam, GF_HOLY_FIRE, PROJECT_KILL, -1);
612 dispel_monsters(caster_ptr, d_dam);
613 slow_monsters(caster_ptr, plev);
614 stun_monsters(caster_ptr, power);
615 confuse_monsters(caster_ptr, power);
616 turn_monsters(caster_ptr, power);
617 stasis_monsters(caster_ptr, power);
618 hp_player(caster_ptr, heal);
625 return _("聖戦", "Crusade");
627 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、"
628 "ヒーロー、祝福、加速、対邪悪結界を得る。",
629 "Attempts to charm all good monsters in sight and scares all non-charmed monsters. Summons a great number of knights. Gives heroism, bless, "
630 "speed and protection from evil to the caster.");
635 int sp_sides = 20 + plev;
640 for (i = 0; i < 12; i++) {
642 POSITION my = 0, mx = 0;
645 scatter(caster_ptr, &my, &mx, caster_ptr->y, caster_ptr->x, 4, 0);
647 /* Require empty grids */
648 if (is_cave_empty_bold2(caster_ptr, my, mx))
653 summon_specific(caster_ptr, -1, my, mx, plev, SUMMON_KNIGHTS, (PM_ALLOW_GROUP | PM_FORCE_PET | PM_HASTE));
655 set_hero(caster_ptr, randint1(base) + base, FALSE);
656 set_blessed(caster_ptr, randint1(base) + base, FALSE);
657 set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
658 set_protevil(caster_ptr, randint1(base) + base, FALSE);
659 set_afraid(caster_ptr, 0);