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-class.h"
9 #include "player/player-damage.h"
10 #include "player/player-race.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/form-changer.h"
28 #include "status/element-resistance.h"
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
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。
37 concptr do_death_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
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;
45 PLAYER_LEVEL plev = caster_ptr->lev;
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.");
54 POSITION rad = DETECT_RAD_DEFAULT;
56 if (info) return info_radius(rad);
60 detect_monsters_nonliving(caster_ptr, rad);
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.");
71 DICE_NUMBER dice = 3 + (plev - 1) / 5;
75 if (info) return info_damage(dice, sides, 0);
79 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
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.
89 fire_ball(caster_ptr, GF_HELL_FIRE, dir, damroll(dice, sides), rad);
93 /* Special effect first */
94 int effect = randint1(1000);
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);
103 fire_ball_hide(caster_ptr, GF_STUN, dir, plev, 0);
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.");
114 POSITION rad = DETECT_RAD_DEFAULT;
116 if (info) return info_radius(rad);
120 detect_monsters_evil(caster_ptr, rad);
126 if (name) return _("悪臭雲", "Stinking Cloud");
127 if (desc) return _("毒の球を放つ。", "Fires a ball of poison.");
130 HIT_POINT dam = 10 + plev / 2;
133 if (info) return info_damage(0, 0, dam);
137 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
139 fire_ball(caster_ptr, GF_POIS, dir, dam, rad);
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.");
151 if (info) return info_power(power);
155 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
157 sleep_monster(caster_ptr, dir, plev);
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.");
170 if (info) return info_duration(base, base);
174 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
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.");
186 if (info) return info_power(power);
190 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
192 fear_monster(caster_ptr, dir, plev);
193 stun_monster(caster_ptr, dir, plev);
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.");
205 if (info) return info_power(power);
209 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
211 control_one_undead(caster_ptr, dir, plev);
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.");
221 DICE_NUMBER dice = 3;
223 POSITION rad = (plev < 30) ? 2 : 3;
226 if (IS_WIZARD_CLASS(caster_ptr))
227 base = plev + plev / 2;
229 base = plev + plev / 4;
232 if (info) return info_damage(dice, sides, base);
236 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
238 fire_ball(caster_ptr, GF_HYPODYNAMIA, dir, damroll(dice, sides) + base, rad);
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.");
248 DICE_NUMBER dice = 8 + (plev - 5) / 4;
251 if (info) return info_damage(dice, sides, 0);
255 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
257 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_NETHER, dir, damroll(dice, sides));
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.");
267 HIT_POINT dam = (30 + plev) * 2;
268 POSITION rad = plev / 10 + 2;
270 if (info) return info_damage(0, 0, dam / 2);
274 project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_POIS, PROJECT_KILL | PROJECT_ITEM, -1);
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.");
284 int power = plev + 50;
286 if (info) return info_power(power);
290 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
292 fire_ball_hide(caster_ptr, GF_GENOCIDE, dir, power, 0);
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.");
304 brand_weapon(caster_ptr, 3);
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.");
315 DICE_NUMBER dice = 1;
316 DICE_SID sides = plev * 2;
319 if (info) return info_damage(dice, sides, base);
323 HIT_POINT dam = base + damroll(dice, sides);
325 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
327 if (hypodynamic_bolt(caster_ptr, dir, dam))
329 chg_virtue(caster_ptr, V_SACRIFICE, -1);
330 chg_virtue(caster_ptr, V_VITALITY, -1);
332 hp_player(caster_ptr, dam);
335 * Gain nutritional sustenance:
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
345 dam = caster_ptr->food + MIN(5000, 100 * dam);
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);
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.");
362 animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x);
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.");
373 int power = plev + 50;
375 if (info) return info_power(power);
379 symbol_genocide(caster_ptr, power, TRUE);
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.");
391 if (info) return info_duration(base, base);
395 (void)berserk(caster_ptr, base + randint1(base));
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.");
405 if (info) return KWD_RANDOM;
409 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
411 cast_invoke_spirits(caster_ptr, dir);
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.");
421 DICE_NUMBER dice = 4 + (plev - 5) / 4;
424 if (info) return info_damage(dice, sides, 0);
428 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
430 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_DARK, dir, damroll(dice, sides));
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.");
442 int sp_base = plev / 2;
443 int sp_sides = 20 + plev / 2;
445 if (info) return info_duration(b_base, b_base);
449 (void)berserk(caster_ptr, b_base + randint1(b_base));
450 set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
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.");
462 brand_weapon(caster_ptr, 4);
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.");
474 if (info) return format("%s3*%d", KWD_DAM, dam);
480 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
482 chg_virtue(caster_ptr, V_SACRIFICE, -1);
483 chg_virtue(caster_ptr, V_VITALITY, -1);
485 for (i = 0; i < 3; i++)
487 if (hypodynamic_bolt(caster_ptr, dir, dam))
488 hp_player(caster_ptr, dam);
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.");
499 DICE_SID sides = plev * 3;
501 if (info) return info_damage(1, sides, 0);
505 dispel_living(caster_ptr, randint1(sides));
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.");
515 HIT_POINT dam = 100 + plev * 2;
518 if (info) return info_damage(0, 0, dam);
522 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
524 fire_ball(caster_ptr, GF_DARK, dir, dam, rad);
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.");
536 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
538 death_ray(caster_ptr, dir, plev);
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);
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.");
557 if (randint1(50) > plev)
559 if (!ident_spell(caster_ptr, FALSE, 0)) return NULL;
563 if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
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.");
575 int base = 10 + plev / 2;
577 if (info) return info_duration(base, base);
581 set_mimic(caster_ptr, base + randint1(base), MIMIC_VAMPIRE, FALSE);
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.");
593 restore_level(caster_ptr);
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.");
604 int power = plev + 50;
606 if (info) return info_power(power);
610 mass_genocide(caster_ptr, power, TRUE);
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.");
624 if (info) return info_damage(0, 0, dam);
628 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
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);
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.");
644 if (info) return info_duration(base, base);
648 set_wraith_form(caster_ptr, randint1(base) + base, FALSE);