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[hengband/hengband.git] / src / realm / realm-death.c
1 #include "realm/realm-death.h"
2 #include "cmd-action/cmd-spell.h"
3 #include "core/hp-mp-processor.h"
4 #include "effect/effect-characteristics.h"
5 #include "io/targeting.h"
6 #include "player/avatar.h"
7 #include "player/digestion-processor.h"
8 #include "player/player-damage.h"
9 #include "player/player-race.h"
10 #include "player/player-realm.h"
11 #include "spell-kind/spells-charm.h"
12 #include "spell-kind/spells-detection.h"
13 #include "spell-kind/spells-genocide.h"
14 #include "spell-kind/spells-launcher.h"
15 #include "spell-kind/spells-neighbor.h"
16 #include "spell-kind/spells-perception.h"
17 #include "spell-kind/spells-sight.h"
18 #include "spell-kind/spells-specific-bolt.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/buff-setter.h"
26 #include "status/experience.h"
27 #include "status/shape-changer.h"
28 #include "status/element-resistance.h"
29
30 /*!
31 * @brief 暗黒領域魔法の各処理を行う
32 * @param caster_ptr プレーヤーへの参照ポインタ
33 * @param spell 魔法ID
34 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
35 * @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。
36 */
37 concptr do_death_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
38 {
39         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
40         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
41         bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
42         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
43
44         DIRECTION dir;
45         PLAYER_LEVEL plev = caster_ptr->lev;
46
47         switch (spell)
48         {
49         case 0:
50                 if (name) return _("無生命感知", "Detect Unlife");
51                 if (desc) return _("近くの生命のないモンスターを感知する。", "Detects all nonliving monsters in your vicinity.");
52
53                 {
54                         POSITION rad = DETECT_RAD_DEFAULT;
55
56                         if (info) return info_radius(rad);
57
58                         if (cast)
59                         {
60                                 detect_monsters_nonliving(caster_ptr, rad);
61                         }
62                 }
63                 break;
64
65         case 1:
66                 if (name) return _("呪殺弾", "Malediction");
67                 if (desc) return _("ごく小さな邪悪な力を持つボールを放つ。善良なモンスターには大きなダメージを与える。",
68                         "Fires a tiny ball of evil power which hurts good monsters greatly.");
69
70                 {
71                         DICE_NUMBER dice = 3 + (plev - 1) / 5;
72                         DICE_SID sides = 4;
73                         POSITION rad = 0;
74
75                         if (info) return info_damage(dice, sides, 0);
76
77                         if (cast)
78                         {
79                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
80
81                                 /*
82                                 * A radius-0 ball may (1) be aimed at
83                                 * objects etc., and will affect them;
84                                 * (2) may be aimed at ANY visible
85                                 * monster, unlike a 'bolt' which must
86                                 * travel to the monster.
87                                 */
88
89                                 fire_ball(caster_ptr, GF_HELL_FIRE, dir, damroll(dice, sides), rad);
90
91                                 if (one_in_(5))
92                                 {
93                                         /* Special effect first */
94                                         int effect = randint1(1000);
95
96                                         if (effect == 666)
97                                                 fire_ball_hide(caster_ptr, GF_DEATH_RAY, dir, plev * 200, 0);
98                                         else if (effect < 500)
99                                                 fire_ball_hide(caster_ptr, GF_TURN_ALL, dir, plev, 0);
100                                         else if (effect < 800)
101                                                 fire_ball_hide(caster_ptr, GF_OLD_CONF, dir, plev, 0);
102                                         else
103                                                 fire_ball_hide(caster_ptr, GF_STUN, dir, plev, 0);
104                                 }
105                         }
106                 }
107                 break;
108
109         case 2:
110                 if (name) return _("邪悪感知", "Detect Evil");
111                 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.");
112
113                 {
114                         POSITION rad = DETECT_RAD_DEFAULT;
115
116                         if (info) return info_radius(rad);
117
118                         if (cast)
119                         {
120                                 detect_monsters_evil(caster_ptr, rad);
121                         }
122                 }
123                 break;
124
125         case 3:
126                 if (name) return _("悪臭雲", "Stinking Cloud");
127                 if (desc) return _("毒の球を放つ。", "Fires a ball of poison.");
128
129                 {
130                         HIT_POINT dam = 10 + plev / 2;
131                         POSITION rad = 2;
132
133                         if (info) return info_damage(0, 0, dam);
134
135                         if (cast)
136                         {
137                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
138
139                                 fire_ball(caster_ptr, GF_POIS, dir, dam, rad);
140                         }
141                 }
142                 break;
143
144         case 4:
145                 if (name) return _("黒い眠り", "Black Sleep");
146                 if (desc) return _("1体のモンスターを眠らせる。抵抗されると無効。", "Attempts to put a monster to sleep.");
147
148                 {
149                         int power = plev;
150
151                         if (info) return info_power(power);
152
153                         if (cast)
154                         {
155                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
156
157                                 sleep_monster(caster_ptr, dir, plev);
158                         }
159                 }
160                 break;
161
162         case 5:
163                 if (name) return _("耐毒", "Resist Poison");
164                 if (desc) return _("一定時間、毒への耐性を得る。装備による耐性に累積する。",
165                         "Gives resistance to poison. This resistance can be added to that from equipment for more powerful resistance.");
166
167                 {
168                         int base = 20;
169
170                         if (info) return info_duration(base, base);
171
172                         if (cast)
173                         {
174                                 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
175                         }
176                 }
177                 break;
178
179         case 6:
180                 if (name) return _("恐慌", "Horrify");
181                 if (desc) return _("モンスター1体を恐怖させ、朦朧させる。抵抗されると無効。", "Attempts to scare and stun a monster.");
182
183                 {
184                         int power = plev;
185
186                         if (info) return info_power(power);
187
188                         if (cast)
189                         {
190                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
191
192                                 fear_monster(caster_ptr, dir, plev);
193                                 stun_monster(caster_ptr, dir, plev);
194                         }
195                 }
196                 break;
197
198         case 7:
199                 if (name) return _("アンデッド従属", "Enslave Undead");
200                 if (desc) return _("アンデッド1体を魅了する。抵抗されると無効。", "Attempts to charm an undead monster.");
201
202                 {
203                         int power = plev;
204
205                         if (info) return info_power(power);
206
207                         if (cast)
208                         {
209                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
210
211                                 control_one_undead(caster_ptr, dir, plev);
212                         }
213                 }
214                 break;
215
216         case 8:
217                 if (name) return _("エントロピーの球", "Orb of Entropy");
218                 if (desc) return _("生命のある者のHPと最大HP双方にダメージを与える効果のある球を放つ。", "Fires a ball which damages to both HP and MaxHP of living monsters.");
219
220                 {
221                         DICE_NUMBER dice = 3;
222                         DICE_SID sides = 6;
223                         POSITION rad = (plev < 30) ? 2 : 3;
224                         int base;
225
226                         if (is_wizard_class(caster_ptr))
227                                 base = plev + plev / 2;
228                         else
229                                 base = plev + plev / 4;
230
231
232                         if (info) return info_damage(dice, sides, base);
233
234                         if (cast)
235                         {
236                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
237
238                                 fire_ball(caster_ptr, GF_HYPODYNAMIA, dir, damroll(dice, sides) + base, rad);
239                         }
240                 }
241                 break;
242
243         case 9:
244                 if (name) return _("地獄の矢", "Nether Bolt");
245                 if (desc) return _("地獄のボルトもしくはビームを放つ。", "Fires a bolt or beam of nether.");
246
247                 {
248                         DICE_NUMBER dice = 8 + (plev - 5) / 4;
249                         DICE_SID sides = 8;
250
251                         if (info) return info_damage(dice, sides, 0);
252
253                         if (cast)
254                         {
255                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
256
257                                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_NETHER, dir, damroll(dice, sides));
258                         }
259                 }
260                 break;
261
262         case 10:
263                 if (name) return _("殺戮雲", "Cloud kill");
264                 if (desc) return _("自分を中心とした毒の球を発生させる。", "Generates a ball of poison centered on you.");
265
266                 {
267                         HIT_POINT dam = (30 + plev) * 2;
268                         POSITION rad = plev / 10 + 2;
269
270                         if (info) return info_damage(0, 0, dam / 2);
271
272                         if (cast)
273                         {
274                                 project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_POIS, PROJECT_KILL | PROJECT_ITEM, -1);
275                         }
276                 }
277                 break;
278
279         case 11:
280                 if (name) return _("モンスター消滅", "Genocide One");
281                 if (desc) return _("モンスター1体を消し去る。経験値やアイテムは手に入らない。抵抗されると無効。", "Attempts to eradicate one monster.");
282
283                 {
284                         int power = plev + 50;
285
286                         if (info) return info_power(power);
287
288                         if (cast)
289                         {
290                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
291
292                                 fire_ball_hide(caster_ptr, GF_GENOCIDE, dir, power, 0);
293                         }
294                 }
295                 break;
296
297         case 12:
298                 if (name) return _("毒の刃", "Poison Branding");
299                 if (desc) return _("武器に毒の属性をつける。", "Makes current weapon poison branded.");
300
301                 {
302                         if (cast)
303                         {
304                                 brand_weapon(caster_ptr, 3);
305                         }
306                 }
307                 break;
308
309         case 13:
310                 if (name) return _("吸血の矢", "Vampiric Bolt");
311                 if (desc) return _("ボルトによりモンスター1体から生命力を吸いとる。吸いとった生命力によって満腹度が上がる。",
312                         "Fires a bolt which transfers HP from a monster to you. You will also gain nutritional sustenance from this.");
313
314                 {
315                         DICE_NUMBER dice = 1;
316                         DICE_SID sides = plev * 2;
317                         int base = plev * 2;
318
319                         if (info) return info_damage(dice, sides, base);
320
321                         if (cast)
322                         {
323                                 HIT_POINT dam = base + damroll(dice, sides);
324
325                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
326
327                                 if (hypodynamic_bolt(caster_ptr, dir, dam))
328                                 {
329                                         chg_virtue(caster_ptr, V_SACRIFICE, -1);
330                                         chg_virtue(caster_ptr, V_VITALITY, -1);
331
332                                         hp_player(caster_ptr, dam);
333
334                                         /*
335                                         * Gain nutritional sustenance:
336                                         * 150/hp drained
337                                         *
338                                         * A Food ration gives 5000
339                                         * food points (by contrast)
340                                         * Don't ever get more than
341                                         * "Full" this way But if we
342                                         * ARE Gorged, it won't cure
343                                         * us
344                                         */
345                                         dam = caster_ptr->food + MIN(5000, 100 * dam);
346
347                                         /* Not gorged already */
348                                         if (caster_ptr->food < PY_FOOD_MAX)
349                                                 set_food(caster_ptr, dam >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dam);
350                                 }
351                         }
352                 }
353                 break;
354
355         case 14:
356                 if (name) return _("反魂の術", "Animate dead");
357                 if (desc) return _("周囲の死体や骨を生き返す。", "Resurrects nearby corpse and skeletons. And makes these your pets.");
358
359                 {
360                         if (cast)
361                         {
362                                 animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x);
363                         }
364                 }
365                 break;
366
367         case 15:
368                 if (name) return _("抹殺", "Genocide");
369                 if (desc) return _("指定した文字のモンスターを現在の階から消し去る。抵抗されると無効。",
370                         "Eliminates an entire class of monster, exhausting you. Powerful or unique monsters may resist.");
371
372                 {
373                         int power = plev + 50;
374
375                         if (info) return info_power(power);
376
377                         if (cast)
378                         {
379                                 symbol_genocide(caster_ptr, power, TRUE);
380                         }
381                 }
382                 break;
383
384         case 16:
385                 if (name) return _("狂戦士化", "Berserk");
386                 if (desc) return _("狂戦士化し、恐怖を除去する。", "Gives a bonus to hit and HP, immunity to fear for a while. But decreases AC.");
387
388                 {
389                         int base = 25;
390
391                         if (info) return info_duration(base, base);
392
393                         if (cast)
394                         {
395                                 (void)berserk(caster_ptr, base + randint1(base));
396                         }
397                 }
398                 break;
399
400         case 17:
401                 if (name) return _("悪霊召喚", "Invoke Spirits");
402                 if (desc) return _("ランダムで様々な効果が起こる。", "Causes random effects.");
403
404                 {
405                         if (info) return KWD_RANDOM;
406
407                         if (cast)
408                         {
409                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
410
411                                 cast_invoke_spirits(caster_ptr, dir);
412                         }
413                 }
414                 break;
415
416         case 18:
417                 if (name) return _("暗黒の矢", "Dark Bolt");
418                 if (desc) return _("暗黒のボルトもしくはビームを放つ。", "Fires a bolt or beam of darkness.");
419
420                 {
421                         DICE_NUMBER dice = 4 + (plev - 5) / 4;
422                         DICE_SID sides = 8;
423
424                         if (info) return info_damage(dice, sides, 0);
425
426                         if (cast)
427                         {
428                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
429
430                                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_DARK, dir, damroll(dice, sides));
431                         }
432                 }
433                 break;
434
435         case 19:
436                 if (name) return _("狂乱戦士", "Battle Frenzy");
437                 if (desc) return _("狂戦士化し、恐怖を除去し、加速する。",
438                         "Gives another bonus to hit and HP, immunity to fear for a while. Hastes you. But decreases AC.");
439
440                 {
441                         int b_base = 25;
442                         int sp_base = plev / 2;
443                         int sp_sides = 20 + plev / 2;
444
445                         if (info) return info_duration(b_base, b_base);
446
447                         if (cast)
448                         {
449                                 (void)berserk(caster_ptr, b_base + randint1(b_base));
450                                 set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
451                         }
452                 }
453                 break;
454
455         case 20:
456                 if (name) return _("吸血の刃", "Vampiric Branding");
457                 if (desc) return _("武器に吸血の属性をつける。", "Makes current weapon Vampiric.");
458
459                 {
460                         if (cast)
461                         {
462                                 brand_weapon(caster_ptr, 4);
463                         }
464                 }
465                 break;
466
467         case 21:
468                 if (name) return _("吸血の連矢", "Vampiric Bolts");
469                 if (desc) return _("3連射のボルトによりモンスター1体から生命力を吸いとる。吸いとった生命力によって体力が回復する。",
470                         "Fires 3 bolts. Each of the bolts absorbs some HP from a monster and gives them to you.");
471                 {
472                         HIT_POINT dam = 100;
473
474                         if (info) return format("%s3*%d", KWD_DAM, dam);
475
476                         if (cast)
477                         {
478                                 int i;
479
480                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
481
482                                 chg_virtue(caster_ptr, V_SACRIFICE, -1);
483                                 chg_virtue(caster_ptr, V_VITALITY, -1);
484
485                                 for (i = 0; i < 3; i++)
486                                 {
487                                         if (hypodynamic_bolt(caster_ptr, dir, dam))
488                                                 hp_player(caster_ptr, dam);
489                                 }
490                         }
491                 }
492                 break;
493
494         case 22:
495                 if (name) return _("死の言魂", "Nether Wave");
496                 if (desc) return _("視界内の生命のあるモンスターにダメージを与える。", "Damages all living monsters in sight.");
497
498                 {
499                         DICE_SID sides = plev * 3;
500
501                         if (info) return info_damage(1, sides, 0);
502
503                         if (cast)
504                         {
505                                 dispel_living(caster_ptr, randint1(sides));
506                         }
507                 }
508                 break;
509
510         case 23:
511                 if (name) return _("暗黒の嵐", "Darkness Storm");
512                 if (desc) return _("巨大な暗黒の球を放つ。", "Fires a huge ball of darkness.");
513
514                 {
515                         HIT_POINT dam = 100 + plev * 2;
516                         POSITION rad = 4;
517
518                         if (info) return info_damage(0, 0, dam);
519
520                         if (cast)
521                         {
522                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
523
524                                 fire_ball(caster_ptr, GF_DARK, dir, dam, rad);
525                         }
526                 }
527                 break;
528
529         case 24:
530                 if (name) return _("死の光線", "Death Ray");
531                 if (desc) return _("死の光線を放つ。", "Fires a beam of death.");
532
533                 {
534                         if (cast)
535                         {
536                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
537
538                                 death_ray(caster_ptr, dir, plev);
539                         }
540                 }
541                 break;
542
543         case 25:
544                 if (name) return _("死者召喚", "Raise the Dead");
545                 if (desc) return _("1体のアンデッドを召喚する。", "Summons an undead monster.");
546                 if (cast) cast_summon_undead(caster_ptr, (plev * 3) / 2);
547                 break;
548
549         case 26:
550                 if (name) return _("死者の秘伝", "Secrets of the Dead");
551                 if (desc) return _("アイテムを1つ識別する。レベルが高いとアイテムの能力を完全に知ることができる。",
552                         "Identifies or, at higher levels, *identifies* an item.");
553
554                 {
555                         if (cast)
556                         {
557                                 if (randint1(50) > plev)
558                                 {
559                                         if (!ident_spell(caster_ptr, FALSE, 0)) return NULL;
560                                 }
561                                 else
562                                 {
563                                         if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
564                                 }
565                         }
566                 }
567                 break;
568
569         case 27:
570                 if (name) return _("吸血鬼変化", "Polymorph Vampire");
571                 if (desc) return _("一定時間、吸血鬼に変化する。変化している間は本来の種族の能力を失い、代わりに吸血鬼としての能力を得る。",
572                         "Causes you to mimic a vampire for a while. You lose the abilities of your original race and get the abilities of a vampire for that time.");
573
574                 {
575                         int base = 10 + plev / 2;
576
577                         if (info) return info_duration(base, base);
578
579                         if (cast)
580                         {
581                                 set_mimic(caster_ptr, base + randint1(base), MIMIC_VAMPIRE, FALSE);
582                         }
583                 }
584                 break;
585
586         case 28:
587                 if (name) return _("経験値復活", "Restore Life");
588                 if (desc) return _("失った経験値を回復する。", "Restores lost experience.");
589
590                 {
591                         if (cast)
592                         {
593                                 restore_level(caster_ptr);
594                         }
595                 }
596                 break;
597
598         case 29:
599                 if (name) return _("周辺抹殺", "Mass Genocide");
600                 if (desc) return _("自分の周囲にいるモンスターを現在の階から消し去る。抵抗されると無効。",
601                         "Eliminates all nearby monsters, exhausting you. Powerful or unique monsters may be able to resist.");
602
603                 {
604                         int power = plev + 50;
605
606                         if (info) return info_power(power);
607
608                         if (cast)
609                         {
610                                 mass_genocide(caster_ptr, power, TRUE);
611                         }
612                 }
613                 break;
614
615         case 30:
616                 if (name) return _("地獄の劫火", "Hellfire");
617                 if (desc) return _("邪悪な力を持つ宝珠を放つ。善良なモンスターには大きなダメージを与える。",
618                         "Fires a powerful ball of evil power. Hurts good monsters greatly.");
619
620                 {
621                         HIT_POINT dam = 666;
622                         POSITION rad = 3;
623
624                         if (info) return info_damage(0, 0, dam);
625
626                         if (cast)
627                         {
628                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
629
630                                 fire_ball(caster_ptr, GF_HELL_FIRE, dir, dam, rad);
631                                 take_hit(caster_ptr, DAMAGE_USELIFE, 20 + randint1(30), _("地獄の劫火の呪文を唱えた疲労", "the strain of casting Hellfire"), -1);
632                         }
633                 }
634                 break;
635
636         case 31:
637                 if (name) return _("幽体化", "Wraithform");
638                 if (desc) return _("一定時間、壁を通り抜けることができ受けるダメージが軽減される幽体の状態に変身する。",
639                         "Causes you to be ghost-like for a while. That reduces the damage you take and allows you to pass through walls.");
640
641                 {
642                         int base = plev / 2;
643
644                         if (info) return info_duration(base, base);
645
646                         if (cast)
647                         {
648                                 set_wraith_form(caster_ptr, randint1(base) + base, FALSE);
649                         }
650                 }
651                 break;
652         }
653
654         return "";
655 }