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"
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
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。
33 concptr do_death_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
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;
41 PLAYER_LEVEL plev = caster_ptr->lev;
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.");
50 POSITION rad = DETECT_RAD_DEFAULT;
52 if (info) return info_radius(rad);
56 detect_monsters_nonliving(caster_ptr, rad);
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.");
67 DICE_NUMBER dice = 3 + (plev - 1) / 5;
71 if (info) return info_damage(dice, sides, 0);
75 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
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.
85 fire_ball(caster_ptr, GF_HELL_FIRE, dir, damroll(dice, sides), rad);
89 /* Special effect first */
90 int effect = randint1(1000);
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);
99 fire_ball_hide(caster_ptr, GF_STUN, dir, plev, 0);
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.");
110 POSITION rad = DETECT_RAD_DEFAULT;
112 if (info) return info_radius(rad);
116 detect_monsters_evil(caster_ptr, rad);
122 if (name) return _("悪臭雲", "Stinking Cloud");
123 if (desc) return _("毒の球を放つ。", "Fires a ball of poison.");
126 HIT_POINT dam = 10 + plev / 2;
129 if (info) return info_damage(0, 0, dam);
133 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
135 fire_ball(caster_ptr, GF_POIS, dir, dam, rad);
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.");
147 if (info) return info_power(power);
151 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
153 sleep_monster(caster_ptr, dir, plev);
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.");
166 if (info) return info_duration(base, base);
170 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
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.");
182 if (info) return info_power(power);
186 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
188 fear_monster(caster_ptr, dir, plev);
189 stun_monster(caster_ptr, dir, plev);
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.");
201 if (info) return info_power(power);
205 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
207 control_one_undead(caster_ptr, dir, plev);
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.");
217 DICE_NUMBER dice = 3;
219 POSITION rad = (plev < 30) ? 2 : 3;
222 if (IS_WIZARD_CLASS(caster_ptr))
223 base = plev + plev / 2;
225 base = plev + plev / 4;
228 if (info) return info_damage(dice, sides, base);
232 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
234 fire_ball(caster_ptr, GF_HYPODYNAMIA, dir, damroll(dice, sides) + base, rad);
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.");
244 DICE_NUMBER dice = 8 + (plev - 5) / 4;
247 if (info) return info_damage(dice, sides, 0);
251 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
253 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_NETHER, dir, damroll(dice, sides));
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.");
263 HIT_POINT dam = (30 + plev) * 2;
264 POSITION rad = plev / 10 + 2;
266 if (info) return info_damage(0, 0, dam / 2);
270 project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_POIS, PROJECT_KILL | PROJECT_ITEM, -1);
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.");
280 int power = plev + 50;
282 if (info) return info_power(power);
286 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
288 fire_ball_hide(caster_ptr, GF_GENOCIDE, dir, power, 0);
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.");
300 brand_weapon(caster_ptr, 3);
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.");
311 DICE_NUMBER dice = 1;
312 DICE_SID sides = plev * 2;
315 if (info) return info_damage(dice, sides, base);
319 HIT_POINT dam = base + damroll(dice, sides);
321 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
323 if (hypodynamic_bolt(caster_ptr, dir, dam))
325 chg_virtue(caster_ptr, V_SACRIFICE, -1);
326 chg_virtue(caster_ptr, V_VITALITY, -1);
328 hp_player(caster_ptr, dam);
331 * Gain nutritional sustenance:
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
341 dam = caster_ptr->food + MIN(5000, 100 * dam);
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);
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.");
358 animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x);
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.");
369 int power = plev + 50;
371 if (info) return info_power(power);
375 symbol_genocide(caster_ptr, power, TRUE);
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.");
387 if (info) return info_duration(base, base);
391 (void)berserk(caster_ptr, base + randint1(base));
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.");
401 if (info) return KWD_RANDOM;
405 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
407 cast_invoke_spirits(caster_ptr, dir);
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.");
417 DICE_NUMBER dice = 4 + (plev - 5) / 4;
420 if (info) return info_damage(dice, sides, 0);
424 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
426 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_DARK, dir, damroll(dice, sides));
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.");
438 int sp_base = plev / 2;
439 int sp_sides = 20 + plev / 2;
441 if (info) return info_duration(b_base, b_base);
445 (void)berserk(caster_ptr, b_base + randint1(b_base));
446 set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
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.");
458 brand_weapon(caster_ptr, 4);
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.");
470 if (info) return format("%s3*%d", KWD_DAM, dam);
476 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
478 chg_virtue(caster_ptr, V_SACRIFICE, -1);
479 chg_virtue(caster_ptr, V_VITALITY, -1);
481 for (i = 0; i < 3; i++)
483 if (hypodynamic_bolt(caster_ptr, dir, dam))
484 hp_player(caster_ptr, dam);
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.");
495 DICE_SID sides = plev * 3;
497 if (info) return info_damage(1, sides, 0);
501 dispel_living(caster_ptr, randint1(sides));
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.");
511 HIT_POINT dam = 100 + plev * 2;
514 if (info) return info_damage(0, 0, dam);
518 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
520 fire_ball(caster_ptr, GF_DARK, dir, dam, rad);
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.");
532 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
534 death_ray(caster_ptr, dir, plev);
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);
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.");
553 if (randint1(50) > plev)
555 if (!ident_spell(caster_ptr, FALSE, 0)) return NULL;
559 if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
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.");
571 int base = 10 + plev / 2;
573 if (info) return info_duration(base, base);
577 set_mimic(caster_ptr, base + randint1(base), MIMIC_VAMPIRE, FALSE);
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.");
589 restore_level(caster_ptr);
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.");
600 int power = plev + 50;
602 if (info) return info_power(power);
606 mass_genocide(caster_ptr, power, TRUE);
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.");
620 if (info) return info_damage(0, 0, dam);
624 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
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);
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.");
640 if (info) return info_duration(base, base);
644 set_wraith_form(caster_ptr, randint1(base) + base, FALSE);