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[Refactor] #40414 Separated spells-specific-bolt.c/h from spells2.c/h
[hengband/hengband.git] / src / realm / realm-death.c
1 #include "realm/realm-death.h"
2 #include "cmd-action/cmd-spell.h"
3 #include "effect/effect-characteristics.h"
4 #include "io/targeting.h"
5 #include "player/avatar.h"
6 #include "player/player-class.h"
7 #include "player/player-damage.h"
8 #include "player/player-effects.h"
9 #include "player/player-race.h"
10 #include "player/player-status.h"
11 #include "spell/process-effect.h"
12 #include "spell/spells-detection.h"
13 #include "spell/spells-diceroll.h"
14 #include "spell/spells-genocide.h"
15 #include "spell/spells-launcher.h"
16 #include "spell/spells-neighbor.h"
17 #include "spell/spells-object.h"
18 #include "spell/spells-sight.h"
19 #include "spell/spells-specific-bolt.h"
20 #include "spell/spells-status.h"
21 #include "spell/spells-summon.h"
22 #include "spell/spells-type.h"
23 #include "spell/spells2.h"
24 #include "spell/spells3.h"
25
26 /*!
27 * @brief 暗黒領域魔法の各処理を行う
28 * @param caster_ptr プレーヤーへの参照ポインタ
29 * @param spell 魔法ID
30 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
31 * @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。
32 */
33 concptr do_death_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
34 {
35         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
36         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
37         bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
38         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
39
40         DIRECTION dir;
41         PLAYER_LEVEL plev = caster_ptr->lev;
42
43         switch (spell)
44         {
45         case 0:
46                 if (name) return _("無生命感知", "Detect Unlife");
47                 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.");
48
49                 {
50                         POSITION rad = DETECT_RAD_DEFAULT;
51
52                         if (info) return info_radius(rad);
53
54                         if (cast)
55                         {
56                                 detect_monsters_nonliving(caster_ptr, rad);
57                         }
58                 }
59                 break;
60
61         case 1:
62                 if (name) return _("呪殺弾", "Malediction");
63                 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。",
64                         "Fires a tiny ball of evil power which hurts good monsters greatly.");
65
66                 {
67                         DICE_NUMBER dice = 3 + (plev - 1) / 5;
68                         DICE_SID sides = 4;
69                         POSITION rad = 0;
70
71                         if (info) return info_damage(dice, sides, 0);
72
73                         if (cast)
74                         {
75                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
76
77                                 /*
78                                 * A radius-0 ball may (1) be aimed at
79                                 * objects etc., and will affect them;
80                                 * (2) may be aimed at ANY visible
81                                 * monster, unlike a 'bolt' which must
82                                 * travel to the monster.
83                                 */
84
85                                 fire_ball(caster_ptr, GF_HELL_FIRE, dir, damroll(dice, sides), rad);
86
87                                 if (one_in_(5))
88                                 {
89                                         /* Special effect first */
90                                         int effect = randint1(1000);
91
92                                         if (effect == 666)
93                                                 fire_ball_hide(caster_ptr, GF_DEATH_RAY, dir, plev * 200, 0);
94                                         else if (effect < 500)
95                                                 fire_ball_hide(caster_ptr, GF_TURN_ALL, dir, plev, 0);
96                                         else if (effect < 800)
97                                                 fire_ball_hide(caster_ptr, GF_OLD_CONF, dir, plev, 0);
98                                         else
99                                                 fire_ball_hide(caster_ptr, GF_STUN, dir, plev, 0);
100                                 }
101                         }
102                 }
103                 break;
104
105         case 2:
106                 if (name) return _("邪悪感知", "Detect Evil");
107                 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.");
108
109                 {
110                         POSITION rad = DETECT_RAD_DEFAULT;
111
112                         if (info) return info_radius(rad);
113
114                         if (cast)
115                         {
116                                 detect_monsters_evil(caster_ptr, rad);
117                         }
118                 }
119                 break;
120
121         case 3:
122                 if (name) return _("悪臭雲", "Stinking Cloud");
123                 if (desc) return _("毒の球を放つ。", "Fires a ball of poison.");
124
125                 {
126                         HIT_POINT dam = 10 + plev / 2;
127                         POSITION rad = 2;
128
129                         if (info) return info_damage(0, 0, dam);
130
131                         if (cast)
132                         {
133                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
134
135                                 fire_ball(caster_ptr, GF_POIS, dir, dam, rad);
136                         }
137                 }
138                 break;
139
140         case 4:
141                 if (name) return _("黒い眠り", "Black Sleep");
142                 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.");
143
144                 {
145                         int power = plev;
146
147                         if (info) return info_power(power);
148
149                         if (cast)
150                         {
151                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
152
153                                 sleep_monster(caster_ptr, dir, plev);
154                         }
155                 }
156                 break;
157
158         case 5:
159                 if (name) return _("耐毒", "Resist Poison");
160                 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。",
161                         "Gives resistance to poison. This resistance can be added to that from equipment for more powerful resistance.");
162
163                 {
164                         int base = 20;
165
166                         if (info) return info_duration(base, base);
167
168                         if (cast)
169                         {
170                                 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
171                         }
172                 }
173                 break;
174
175         case 6:
176                 if (name) return _("恐慌", "Horrify");
177                 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.");
178
179                 {
180                         int power = plev;
181
182                         if (info) return info_power(power);
183
184                         if (cast)
185                         {
186                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
187
188                                 fear_monster(caster_ptr, dir, plev);
189                                 stun_monster(caster_ptr, dir, plev);
190                         }
191                 }
192                 break;
193
194         case 7:
195                 if (name) return _("アンデッド従属", "Enslave Undead");
196                 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.");
197
198                 {
199                         int power = plev;
200
201                         if (info) return info_power(power);
202
203                         if (cast)
204                         {
205                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
206
207                                 control_one_undead(caster_ptr, dir, plev);
208                         }
209                 }
210                 break;
211
212         case 8:
213                 if (name) return _("エントロピーの球", "Orb of Entropy");
214                 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.");
215
216                 {
217                         DICE_NUMBER dice = 3;
218                         DICE_SID sides = 6;
219                         POSITION rad = (plev < 30) ? 2 : 3;
220                         int base;
221
222                         if (IS_WIZARD_CLASS(caster_ptr))
223                                 base = plev + plev / 2;
224                         else
225                                 base = plev + plev / 4;
226
227
228                         if (info) return info_damage(dice, sides, base);
229
230                         if (cast)
231                         {
232                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
233
234                                 fire_ball(caster_ptr, GF_HYPODYNAMIA, dir, damroll(dice, sides) + base, rad);
235                         }
236                 }
237                 break;
238
239         case 9:
240                 if (name) return _("地獄の矢", "Nether Bolt");
241                 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.");
242
243                 {
244                         DICE_NUMBER dice = 8 + (plev - 5) / 4;
245                         DICE_SID sides = 8;
246
247                         if (info) return info_damage(dice, sides, 0);
248
249                         if (cast)
250                         {
251                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
252
253                                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_NETHER, dir, damroll(dice, sides));
254                         }
255                 }
256                 break;
257
258         case 10:
259                 if (name) return _("殺戮雲", "Cloud kill");
260                 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.");
261
262                 {
263                         HIT_POINT dam = (30 + plev) * 2;
264                         POSITION rad = plev / 10 + 2;
265
266                         if (info) return info_damage(0, 0, dam / 2);
267
268                         if (cast)
269                         {
270                                 project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_POIS, PROJECT_KILL | PROJECT_ITEM, -1);
271                         }
272                 }
273                 break;
274
275         case 11:
276                 if (name) return _("モンスター消滅", "Genocide One");
277                 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.");
278
279                 {
280                         int power = plev + 50;
281
282                         if (info) return info_power(power);
283
284                         if (cast)
285                         {
286                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
287
288                                 fire_ball_hide(caster_ptr, GF_GENOCIDE, dir, power, 0);
289                         }
290                 }
291                 break;
292
293         case 12:
294                 if (name) return _("毒の刃", "Poison Branding");
295                 if (desc) return _("武器に毒の属性をつける。", "Makes current weapon poison branded.");
296
297                 {
298                         if (cast)
299                         {
300                                 brand_weapon(caster_ptr, 3);
301                         }
302                 }
303                 break;
304
305         case 13:
306                 if (name) return _("吸血の矢", "Vampiric Bolt");
307                 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。",
308                         "Fires a bolt which transfers HP from a monster to you. You will also gain nutritional sustenance from this.");
309
310                 {
311                         DICE_NUMBER dice = 1;
312                         DICE_SID sides = plev * 2;
313                         int base = plev * 2;
314
315                         if (info) return info_damage(dice, sides, base);
316
317                         if (cast)
318                         {
319                                 HIT_POINT dam = base + damroll(dice, sides);
320
321                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
322
323                                 if (hypodynamic_bolt(caster_ptr, dir, dam))
324                                 {
325                                         chg_virtue(caster_ptr, V_SACRIFICE, -1);
326                                         chg_virtue(caster_ptr, V_VITALITY, -1);
327
328                                         hp_player(caster_ptr, dam);
329
330                                         /*
331                                         * Gain nutritional sustenance:
332                                         * 150/hp drained
333                                         *
334                                         * A Food ration gives 5000
335                                         * food points (by contrast)
336                                         * Don't ever get more than
337                                         * "Full" this way But if we
338                                         * ARE Gorged, it won't cure
339                                         * us
340                                         */
341                                         dam = caster_ptr->food + MIN(5000, 100 * dam);
342
343                                         /* Not gorged already */
344                                         if (caster_ptr->food < PY_FOOD_MAX)
345                                                 set_food(caster_ptr, dam >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dam);
346                                 }
347                         }
348                 }
349                 break;
350
351         case 14:
352                 if (name) return _("反魂の術", "Animate dead");
353                 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.");
354
355                 {
356                         if (cast)
357                         {
358                                 animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x);
359                         }
360                 }
361                 break;
362
363         case 15:
364                 if (name) return _("抹殺", "Genocide");
365                 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。",
366                         "Eliminates an entire class of monster, exhausting you. Powerful or unique monsters may resist.");
367
368                 {
369                         int power = plev + 50;
370
371                         if (info) return info_power(power);
372
373                         if (cast)
374                         {
375                                 symbol_genocide(caster_ptr, power, TRUE);
376                         }
377                 }
378                 break;
379
380         case 16:
381                 if (name) return _("狂戦士化", "Berserk");
382                 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.");
383
384                 {
385                         int base = 25;
386
387                         if (info) return info_duration(base, base);
388
389                         if (cast)
390                         {
391                                 (void)berserk(caster_ptr, base + randint1(base));
392                         }
393                 }
394                 break;
395
396         case 17:
397                 if (name) return _("悪霊召喚", "Invoke Spirits");
398                 if (desc) return _("ランダムで様々な効果が起こる。", "Causes random effects.");
399
400                 {
401                         if (info) return KWD_RANDOM;
402
403                         if (cast)
404                         {
405                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
406
407                                 cast_invoke_spirits(caster_ptr, dir);
408                         }
409                 }
410                 break;
411
412         case 18:
413                 if (name) return _("暗黒の矢", "Dark Bolt");
414                 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.");
415
416                 {
417                         DICE_NUMBER dice = 4 + (plev - 5) / 4;
418                         DICE_SID sides = 8;
419
420                         if (info) return info_damage(dice, sides, 0);
421
422                         if (cast)
423                         {
424                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
425
426                                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_DARK, dir, damroll(dice, sides));
427                         }
428                 }
429                 break;
430
431         case 19:
432                 if (name) return _("狂乱戦士", "Battle Frenzy");
433                 if (desc) return _("狂戦士化し、恐怖を除去し、加速する。",
434                         "Gives another bonus to hit and HP, immunity to fear for a while. Hastes you. But decreases AC.");
435
436                 {
437                         int b_base = 25;
438                         int sp_base = plev / 2;
439                         int sp_sides = 20 + plev / 2;
440
441                         if (info) return info_duration(b_base, b_base);
442
443                         if (cast)
444                         {
445                                 (void)berserk(caster_ptr, b_base + randint1(b_base));
446                                 set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
447                         }
448                 }
449                 break;
450
451         case 20:
452                 if (name) return _("吸血の刃", "Vampiric Branding");
453                 if (desc) return _("武器に吸血の属性をつける。", "Makes current weapon Vampiric.");
454
455                 {
456                         if (cast)
457                         {
458                                 brand_weapon(caster_ptr, 4);
459                         }
460                 }
461                 break;
462
463         case 21:
464                 if (name) return _("吸血の連矢", "Vampiric Bolts");
465                 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。",
466                         "Fires 3 bolts. Each of the bolts absorbs some HP from a monster and gives them to you.");
467                 {
468                         HIT_POINT dam = 100;
469
470                         if (info) return format("%s3*%d", KWD_DAM, dam);
471
472                         if (cast)
473                         {
474                                 int i;
475
476                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
477
478                                 chg_virtue(caster_ptr, V_SACRIFICE, -1);
479                                 chg_virtue(caster_ptr, V_VITALITY, -1);
480
481                                 for (i = 0; i < 3; i++)
482                                 {
483                                         if (hypodynamic_bolt(caster_ptr, dir, dam))
484                                                 hp_player(caster_ptr, dam);
485                                 }
486                         }
487                 }
488                 break;
489
490         case 22:
491                 if (name) return _("死の言魂", "Nether Wave");
492                 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.");
493
494                 {
495                         DICE_SID sides = plev * 3;
496
497                         if (info) return info_damage(1, sides, 0);
498
499                         if (cast)
500                         {
501                                 dispel_living(caster_ptr, randint1(sides));
502                         }
503                 }
504                 break;
505
506         case 23:
507                 if (name) return _("暗黒の嵐", "Darkness Storm");
508                 if (desc) return _("巨大な暗黒の球を放つ。", "Fires a huge ball of darkness.");
509
510                 {
511                         HIT_POINT dam = 100 + plev * 2;
512                         POSITION rad = 4;
513
514                         if (info) return info_damage(0, 0, dam);
515
516                         if (cast)
517                         {
518                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
519
520                                 fire_ball(caster_ptr, GF_DARK, dir, dam, rad);
521                         }
522                 }
523                 break;
524
525         case 24:
526                 if (name) return _("死の光線", "Death Ray");
527                 if (desc) return _("死の光線を放つ。", "Fires a beam of death.");
528
529                 {
530                         if (cast)
531                         {
532                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
533
534                                 death_ray(caster_ptr, dir, plev);
535                         }
536                 }
537                 break;
538
539         case 25:
540                 if (name) return _("死者召喚", "Raise the Dead");
541                 if (desc) return _("1体のアンデッドを召喚する。", "Summons an undead monster.");
542                 if (cast) cast_summon_undead(caster_ptr, (plev * 3) / 2);
543                 break;
544
545         case 26:
546                 if (name) return _("死者の秘伝", "Secrets of the Dead");
547                 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。",
548                         "Identifies or, at higher levels, *identifies* an item.");
549
550                 {
551                         if (cast)
552                         {
553                                 if (randint1(50) > plev)
554                                 {
555                                         if (!ident_spell(caster_ptr, FALSE, 0)) return NULL;
556                                 }
557                                 else
558                                 {
559                                         if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
560                                 }
561                         }
562                 }
563                 break;
564
565         case 27:
566                 if (name) return _("吸血鬼変化", "Polymorph Vampire");
567                 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。",
568                         "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.");
569
570                 {
571                         int base = 10 + plev / 2;
572
573                         if (info) return info_duration(base, base);
574
575                         if (cast)
576                         {
577                                 set_mimic(caster_ptr, base + randint1(base), MIMIC_VAMPIRE, FALSE);
578                         }
579                 }
580                 break;
581
582         case 28:
583                 if (name) return _("経験値復活", "Restore Life");
584                 if (desc) return _("失った経験値を回復する。", "Restores lost experience.");
585
586                 {
587                         if (cast)
588                         {
589                                 restore_level(caster_ptr);
590                         }
591                 }
592                 break;
593
594         case 29:
595                 if (name) return _("周辺抹殺", "Mass Genocide");
596                 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。",
597                         "Eliminates all nearby monsters, exhausting you. Powerful or unique monsters may be able to resist.");
598
599                 {
600                         int power = plev + 50;
601
602                         if (info) return info_power(power);
603
604                         if (cast)
605                         {
606                                 mass_genocide(caster_ptr, power, TRUE);
607                         }
608                 }
609                 break;
610
611         case 30:
612                 if (name) return _("地獄の劫火", "Hellfire");
613                 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。",
614                         "Fires a powerful ball of evil power. Hurts good monsters greatly.");
615
616                 {
617                         HIT_POINT dam = 666;
618                         POSITION rad = 3;
619
620                         if (info) return info_damage(0, 0, dam);
621
622                         if (cast)
623                         {
624                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
625
626                                 fire_ball(caster_ptr, GF_HELL_FIRE, dir, dam, rad);
627                                 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);
628                         }
629                 }
630                 break;
631
632         case 31:
633                 if (name) return _("幽体化", "Wraithform");
634                 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。",
635                         "Causes you to be ghost-like for a while. That reduces the damage you take and allows you to pass through walls.");
636
637                 {
638                         int base = plev / 2;
639
640                         if (info) return info_duration(base, base);
641
642                         if (cast)
643                         {
644                                 set_wraith_form(caster_ptr, randint1(base) + base, FALSE);
645                         }
646                 }
647                 break;
648         }
649
650         return "";
651 }