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