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[Refactor] #40482 Separated spells-perception.c/h from spells3.c/h
[hengband/hengband.git] / src / realm / realm-nature.c
1 #include "realm/realm-nature.h"
2 #include "cmd-action/cmd-spell.h"
3 #include "effect/effect-characteristics.h"
4 #include "effect/spells-effect-util.h"
5 #include "floor/floor-object.h"
6 #include "io/targeting.h"
7 #include "monster-floor/monster-summon.h"
8 #include "monster-floor/place-monster-types.h"
9 #include "object/object-generator.h"
10 #include "object/object-kind-hook.h"
11 #include "player/avatar.h"
12 #include "player/bad-status-setter.h"
13 #include "player/player-damage.h"
14 #include "player/player-effects.h"
15 #include "player/player-race-types.h"
16 #include "player/player-race.h"
17 #include "spell-kind/earthquake.h"
18 #include "spell-kind/spells-beam.h"
19 #include "spell-kind/spells-charm.h"
20 #include "spell-kind/spells-detection.h"
21 #include "spell-kind/spells-floor.h"
22 #include "spell-kind/spells-grid.h"
23 #include "spell-kind/spells-launcher.h"
24 #include "spell-kind/spells-lite.h"
25 #include "spell-kind/spells-neighbor.h"
26 #include "spell-kind/spells-perception.h"
27 #include "spell-kind/spells-sight.h"
28 #include "spell/process-effect.h"
29 #include "spell/spells-diceroll.h"
30 #include "spell/spells-object.h"
31 #include "spell/spells-status.h"
32 #include "spell/spells-summon.h"
33 #include "spell/spell-types.h"
34 #include "spell/spells3.h"
35 #include "sv-definition/sv-food-types.h"
36 #include "view/display-messages.h"
37
38 /*!
39 * @brief 自然領域魔法の各処理を行う
40 * @param caster_ptr プレーヤーへの参照ポインタ
41 * @param spell 魔法ID
42 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
43 * @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。
44 */
45 concptr do_nature_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
46 {
47         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
48         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
49         bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
50         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
51
52         DIRECTION dir;
53         PLAYER_LEVEL plev = caster_ptr->lev;
54
55         switch (spell)
56         {
57         case 0:
58                 if (name) return _("モンスター感知", "Detect Creatures");
59                 if (desc) return _("近くの全ての見えるモンスターを感知する。", "Detects all monsters in your vicinity unless invisible.");
60
61                 {
62                         POSITION rad = DETECT_RAD_DEFAULT;
63
64                         if (info) return info_radius(rad);
65
66                         if (cast)
67                         {
68                                 detect_monsters_normal(caster_ptr, rad);
69                         }
70                 }
71                 break;
72
73         case 1:
74                 if (name) return _("稲妻", "Lightning");
75                 if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
76
77                 {
78                         DICE_NUMBER dice = 3 + (plev - 1) / 5;
79                         DICE_SID sides = 4;
80                         POSITION range = plev / 6 + 2;
81
82                         if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
83
84                         if (cast)
85                         {
86                                 project_length = range;
87
88                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
89
90                                 fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
91                         }
92                 }
93                 break;
94
95         case 2:
96                 if (name) return _("罠と扉感知", "Detect Doors and Traps");
97                 if (desc) return _("近くの全ての罠と扉を感知する。", "Detects traps, doors, and stairs in your vicinity.");
98
99                 {
100                         POSITION rad = DETECT_RAD_DEFAULT;
101
102                         if (info) return info_radius(rad);
103
104                         if (cast)
105                         {
106                                 detect_traps(caster_ptr, rad, TRUE);
107                                 detect_doors(caster_ptr, rad);
108                                 detect_stairs(caster_ptr, rad);
109                         }
110                 }
111                 break;
112
113         case 3:
114                 if (name) return _("食糧生成", "Produce Food");
115                 if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
116
117                 {
118                         if (cast)
119                         {
120                                 object_type forge, *q_ptr = &forge;
121                                 msg_print(_("食料を生成した。", "A food ration is produced."));
122
123                                 /* Create the food ration */
124                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
125
126                                 /* Drop the object from heaven */
127                                 (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
128                         }
129                 }
130                 break;
131
132         case 4:
133                 if (name) return _("日の光", "Daylight");
134                 if (desc) return _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");
135
136                 {
137                         DICE_NUMBER dice = 2;
138                         DICE_SID sides = plev / 2;
139                         POSITION rad = (plev / 10) + 1;
140
141                         if (info) return info_damage(dice, sides, 0);
142
143                         if (cast)
144                         {
145                                 lite_area(caster_ptr, damroll(dice, sides), rad);
146
147                                 if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
148                                 {
149                                         msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
150                                         take_hit(caster_ptr, DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
151                                 }
152                         }
153                 }
154                 break;
155
156         case 5:
157                 if (name) return _("動物習し", "Animal Taming");
158                 if (desc) return _("動物1体を魅了する。抵抗されると無効。", "Attempts to charm an animal.");
159
160                 {
161                         int power = plev;
162
163                         if (info) return info_power(power);
164
165                         if (cast)
166                         {
167                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
168
169                                 charm_animal(caster_ptr, dir, plev);
170                         }
171                 }
172                 break;
173
174         case 6:
175                 if (name) return _("環境への耐性", "Resist Environment");
176                 if (desc) return _("一定時間、冷気、炎、電撃に対する耐性を得る。装備による耐性に累積する。",
177                         "Gives resistance to fire, cold and electricity for a while. These resistances can be added to those from equipment for more powerful resistances.");
178
179                 {
180                         int base = 20;
181
182                         if (info) return info_duration(base, base);
183
184                         if (cast)
185                         {
186                                 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
187                                 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
188                                 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
189                         }
190                 }
191                 break;
192
193         case 7:
194                 if (name) return _("傷と毒治療", "Cure Wounds & Poison");
195                 if (desc) return _("怪我を全快させ、毒を体から完全に取り除き、体力を少し回復させる。", "Heals all cuts and poisons. Heals HP a little.");
196
197                 {
198                         DICE_NUMBER dice = 2;
199                         DICE_SID sides = 8;
200
201                         if (info) return info_heal(dice, sides, 0);
202
203                         if (cast)
204                         {
205                                 hp_player(caster_ptr, damroll(dice, sides));
206                                 set_cut(caster_ptr,0);
207                                 set_poisoned(caster_ptr, 0);
208                         }
209                 }
210                 break;
211
212         case 8:
213                 if (name) return _("岩石溶解", "Stone to Mud");
214                 if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
215
216                 {
217                         DICE_NUMBER dice = 1;
218                         DICE_SID sides = 30;
219                         int base = 20;
220
221                         if (info) return info_damage(dice, sides, base);
222
223                         if (cast)
224                         {
225                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
226
227                                 wall_to_mud(caster_ptr, dir, 20 + randint1(30));
228                         }
229                 }
230                 break;
231
232         case 9:
233                 if (name) return _("アイス・ボルト", "Frost Bolt");
234                 if (desc) return _("冷気のボルトもしくはビームを放つ。", "Fires a bolt or beam of cold.");
235
236                 {
237                         DICE_NUMBER dice = 3 + (plev - 5) / 4;
238                         DICE_SID sides = 8;
239
240                         if (info) return info_damage(dice, sides, 0);
241
242                         if (cast)
243                         {
244                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
245                                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir, damroll(dice, sides));
246                         }
247                 }
248                 break;
249
250         case 10:
251                 if (name) return _("自然の覚醒", "Nature Awareness");
252                 if (desc) return _("周辺の地形を感知し、近くの罠、扉、階段、全てのモンスターを感知する。",
253                         "Maps nearby area. Detects all monsters, traps, doors and stairs.");
254
255                 {
256                         int rad1 = DETECT_RAD_MAP;
257                         int rad2 = DETECT_RAD_DEFAULT;
258
259                         if (info) return info_radius(MAX(rad1, rad2));
260
261                         if (cast)
262                         {
263                                 map_area(caster_ptr, rad1);
264                                 detect_traps(caster_ptr, rad2, TRUE);
265                                 detect_doors(caster_ptr, rad2);
266                                 detect_stairs(caster_ptr, rad2);
267                                 detect_monsters_normal(caster_ptr, rad2);
268                         }
269                 }
270                 break;
271
272         case 11:
273                 if (name) return _("ファイア・ボルト", "Fire Bolt");
274                 if (desc) return _("火炎のボルトもしくはビームを放つ。", "Fires a bolt or beam of fire.");
275
276                 {
277                         DICE_NUMBER dice = 5 + (plev - 5) / 4;
278                         DICE_SID sides = 8;
279
280                         if (info) return info_damage(dice, sides, 0);
281
282                         if (cast)
283                         {
284                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
285                                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_FIRE, dir, damroll(dice, sides));
286                         }
287                 }
288                 break;
289
290         case 12:
291                 if (name) return _("太陽光線", "Ray of Sunlight");
292                 if (desc) return _("光線を放つ。光りを嫌うモンスターに効果がある。", "Fires a beam of light which damages light-sensitive monsters.");
293
294                 {
295                         DICE_NUMBER dice = 6;
296                         DICE_SID sides = 8;
297
298                         if (info) return info_damage(dice, sides, 0);
299
300                         if (cast)
301                         {
302                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
303                                 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
304                                 lite_line(caster_ptr, dir, damroll(6, 8));
305                         }
306                 }
307                 break;
308
309         case 13:
310                 if (name) return _("足かせ", "Entangle");
311                 if (desc) return _("視界内の全てのモンスターを減速させる。抵抗されると無効。", "Attempts to slow all monsters in sight.");
312                 {
313                         int power = plev;
314                         if (info) return info_power(power);
315                         if (cast) slow_monsters(caster_ptr, plev);
316                 }
317                 break;
318
319         case 14:
320                 if (name) return _("動物召喚", "Summon Animal");
321                 if (desc) return _("動物を1体召喚する。", "Summons an animal.");
322
323                 {
324                         if (cast)
325                         {
326                                 if (!(summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
327                                 {
328                                         msg_print(_("動物は現れなかった。", "No animals arrive."));
329                                 }
330                                 break;
331                         }
332                 }
333                 break;
334
335         case 15:
336                 if (name) return _("薬草治療", "Herbal Healing");
337                 if (desc) return _("体力を大幅に回復させ、負傷、朦朧状態、毒から全快する。", "Heals HP greatly. Completely cures cuts, poisons and being stunned.");
338                 {
339                         int heal = 500;
340                         if (info) return info_heal(0, 0, heal);
341                         if (cast) (void)cure_critical_wounds(caster_ptr, heal);
342                 }
343                 break;
344
345         case 16:
346                 if (name) return _("階段生成", "Stair Building");
347                 if (desc) return _("自分のいる位置に階段を作る。", "Creates a staircase which goes down or up.");
348
349                 {
350                         if (cast)
351                         {
352                                 stair_creation(caster_ptr);
353                         }
354                 }
355                 break;
356
357         case 17:
358                 if (name) return _("肌石化", "Stone Skin");
359                 if (desc) return _("一定時間、ACを上昇させる。", "Gives a bonus to AC for a while.");
360
361                 {
362                         int base = 20;
363                         DICE_SID sides = 30;
364
365                         if (info) return info_duration(base, sides);
366
367                         if (cast)
368                         {
369                                 set_shield(caster_ptr, randint1(sides) + base, FALSE);
370                         }
371                 }
372                 break;
373
374         case 18:
375                 if (name) return _("真・耐性", "Resistance True");
376                 if (desc) return _("一定時間、酸、電撃、炎、冷気、毒に対する耐性を得る。装備による耐性に累積する。",
377                         "Gives resistance to fire, cold, electricity, acid and poison for a while. These resistances can be added to those from equipment for more powerful resistances.");
378
379                 {
380                         int base = 20;
381
382                         if (info) return info_duration(base, base);
383
384                         if (cast)
385                         {
386                                 set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
387                                 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
388                                 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
389                                 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
390                                 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
391                         }
392                 }
393                 break;
394
395         case 19:
396                 if (name) return _("森林創造", "Forest Creation");
397                 if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
398
399                 {
400                         if (cast)
401                         {
402                                 tree_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
403                         }
404                 }
405                 break;
406
407         case 20:
408                 if (name) return _("動物友和", "Animal Friendship");
409                 if (desc) return _("視界内の全ての動物を魅了する。抵抗されると無効。", "Attempts to charm all animals in sight.");
410
411                 {
412                         int power = plev * 2;
413                         if (info) return info_power(power);
414                         if (cast) charm_animals(caster_ptr, power);
415                 }
416                 break;
417
418         case 21:
419                 if (name) return _("試金石", "Stone Tell");
420                 if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
421
422                 {
423                         if (cast)
424                         {
425                                 if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
426                         }
427                 }
428                 break;
429
430         case 22:
431                 if (name) return _("石の壁", "Wall of Stone");
432                 if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
433
434                 {
435                         if (cast)
436                         {
437                                 wall_stone(caster_ptr);
438                         }
439                 }
440                 break;
441
442         case 23:
443                 if (name) return _("腐食防止", "Protect from Corrosion");
444                 if (desc) return _("アイテムを酸で傷つかないよう加工する。", "Makes a piece of equipment acid-proof.");
445
446                 {
447                         if (cast)
448                         {
449                                 if (!rustproof(caster_ptr)) return NULL;
450                         }
451                 }
452                 break;
453
454         case 24:
455                 if (name) return _("地震", "Earthquake");
456                 if (desc) return _("周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。",
457                         "Shakes dungeon structure, and results in random swapping of floors and walls.");
458
459                 {
460                         POSITION rad = 10;
461
462                         if (info) return info_radius(rad);
463
464                         if (cast)
465                         {
466                                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
467                         }
468                 }
469                 break;
470
471         case 25:
472                 if (name) return _("カマイタチ", "Whirlwind");
473                 if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
474                 if (cast) massacre(caster_ptr);
475                 break;
476
477         case 26:
478                 if (name) return _("ブリザード", "Blizzard");
479                 if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
480
481                 {
482                         HIT_POINT dam = 70 + plev * 3 / 2;
483                         POSITION rad = plev / 12 + 1;
484
485                         if (info) return info_damage(0, 0, dam);
486
487                         if (cast)
488                         {
489                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
490
491                                 fire_ball(caster_ptr, GF_COLD, dir, dam, rad);
492                         }
493                 }
494                 break;
495
496         case 27:
497                 if (name) return _("稲妻嵐", "Lightning Storm");
498                 if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
499
500                 {
501                         HIT_POINT dam = 90 + plev * 3 / 2;
502                         POSITION rad = plev / 12 + 1;
503
504                         if (info) return info_damage(0, 0, dam);
505
506                         if (cast)
507                         {
508                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
509                                 fire_ball(caster_ptr, GF_ELEC, dir, dam, rad);
510                                 break;
511                         }
512                 }
513                 break;
514
515         case 28:
516                 if (name) return _("渦潮", "Whirlpool");
517                 if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
518
519                 {
520                         HIT_POINT dam = 100 + plev * 3 / 2;
521                         POSITION rad = plev / 12 + 1;
522
523                         if (info) return info_damage(0, 0, dam);
524
525                         if (cast)
526                         {
527                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
528                                 fire_ball(caster_ptr, GF_WATER, dir, dam, rad);
529                         }
530                 }
531                 break;
532
533         case 29:
534                 if (name) return _("陽光召喚", "Call Sunlight");
535                 if (desc) return _("自分を中心とした光の球を発生させる。さらに、その階全体を永久に照らし、ダンジョン内すべてのアイテムを感知する。",
536                         "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
537
538                 {
539                         HIT_POINT dam = 150;
540                         POSITION rad = 8;
541
542                         if (info) return info_damage(0, 0, dam / 2);
543
544                         if (cast)
545                         {
546                                 fire_ball(caster_ptr, GF_LITE, 0, dam, rad);
547                                 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
548                                 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
549                                 wiz_lite(caster_ptr, FALSE);
550
551                                 if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
552                                 {
553                                         msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
554                                         take_hit(caster_ptr, DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
555                                 }
556                         }
557                 }
558                 break;
559
560         case 30:
561                 if (name) return _("精霊の刃", "Elemental Branding");
562                 if (desc) return _("武器に炎か冷気の属性をつける。", "Brands current weapon with fire or frost.");
563
564                 {
565                         if (cast)
566                         {
567                                 brand_weapon(caster_ptr, randint0(2));
568                         }
569                 }
570                 break;
571
572         case 31:
573                 if (name) return _("自然の脅威", "Nature's Wrath");
574                 if (desc) return _("近くの全てのモンスターにダメージを与え、地震を起こし、自分を中心とした分解の球を発生させる。",
575                         "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
576
577                 {
578                         int d_dam = 4 * plev;
579                         int b_dam = (100 + plev) * 2;
580                         POSITION b_rad = 1 + plev / 12;
581                         POSITION q_rad = 20 + plev / 2;
582
583                         if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
584
585                         if (cast)
586                         {
587                                 dispel_monsters(caster_ptr, d_dam);
588                                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
589                                 project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
590                         }
591                 }
592                 break;
593         }
594
595         return "";
596 }
597