1 #include "realm/realm-nature.h"
2 #include "cmd-action/cmd-spell.h"
3 #include "core/hp-mp-processor.h"
4 #include "effect/effect-characteristics.h"
5 #include "effect/effect-processor.h"
6 #include "effect/spells-effect-util.h"
7 #include "floor/floor-object.h"
8 #include "monster-floor/monster-summon.h"
9 #include "monster-floor/place-monster-types.h"
10 #include "object/object-generator.h"
11 #include "object/object-kind-hook.h"
12 #include "player-attack/player-attack.h"
13 #include "player-info/avatar.h"
14 #include "player/player-damage.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/spell-types.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 "status/bad-status-setter.h"
34 #include "status/buff-setter.h"
35 #include "status/element-resistance.h"
36 #include "sv-definition/sv-food-types.h"
37 #include "target/target-getter.h"
38 #include "view/display-messages.h"
41 * @brief 自然領域魔法の各処理を行う
42 * @param caster_ptr プレーヤーへの参照ポインタ
44 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
45 * @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。
47 concptr do_nature_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
49 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
50 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
51 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
52 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
55 PLAYER_LEVEL plev = caster_ptr->lev;
60 return _("モンスター感知", "Detect Creatures");
62 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.");
65 POSITION rad = DETECT_RAD_DEFAULT;
68 return info_radius(rad);
71 detect_monsters_normal(caster_ptr, rad);
78 return _("稲妻", "Lightning");
80 return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
83 DICE_NUMBER dice = 3 + (plev - 1) / 5;
85 POSITION range = plev / 6 + 2;
88 return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
91 project_length = range;
93 if (!get_aim_dir(caster_ptr, &dir))
96 fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
103 return _("罠と扉感知", "Detect Doors and Traps");
105 return _("近くの全ての罠と扉を感知する。", "Detects traps, doors, and stairs in your vicinity.");
108 POSITION rad = DETECT_RAD_DEFAULT;
111 return info_radius(rad);
114 detect_traps(caster_ptr, rad, TRUE);
115 detect_doors(caster_ptr, rad);
116 detect_stairs(caster_ptr, rad);
123 return _("食糧生成", "Produce Food");
125 return _("食料を一つ作り出す。", "Produces a Ration of Food.");
129 object_type forge, *q_ptr = &forge;
130 msg_print(_("食料を生成した。", "A food ration is produced."));
132 /* Create the food ration */
133 object_prep(caster_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
135 /* Drop the object from heaven */
136 (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
143 return _("日の光", "Daylight");
145 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.");
148 DICE_NUMBER dice = 2;
149 DICE_SID sides = plev / 2;
150 POSITION rad = (plev / 10) + 1;
153 return info_damage(dice, sides, 0);
156 lite_area(caster_ptr, damroll(dice, sides), rad);
158 if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite) {
159 msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
160 take_hit(caster_ptr, DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
168 return _("動物習し", "Animal Taming");
170 return _("動物1体を魅了する。抵抗されると無効。", "Attempts to charm an animal.");
176 return info_power(power);
179 if (!get_aim_dir(caster_ptr, &dir))
182 charm_animal(caster_ptr, dir, plev);
189 return _("環境への耐性", "Resist Environment");
191 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。",
192 "Gives resistance to fire, cold and electricity for a while. These resistances can be added to those from equipment for more powerful "
199 return info_duration(base, base);
202 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
203 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
204 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
211 return _("傷と毒治療", "Cure Wounds & Poison");
213 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.");
216 DICE_NUMBER dice = 2;
220 return info_heal(dice, sides, 0);
223 hp_player(caster_ptr, damroll(dice, sides));
224 set_cut(caster_ptr, 0);
225 set_poisoned(caster_ptr, 0);
232 return _("岩石溶解", "Stone to Mud");
234 return _("壁を溶かして床にする。", "Turns one rock square to mud.");
237 DICE_NUMBER dice = 1;
242 return info_damage(dice, sides, base);
245 if (!get_aim_dir(caster_ptr, &dir))
248 wall_to_mud(caster_ptr, dir, 20 + randint1(30));
255 return _("アイス・ボルト", "Frost Bolt");
257 return _("冷気のボルトもしくはビームを放つ。", "Fires a bolt or beam of cold.");
260 DICE_NUMBER dice = 3 + (plev - 5) / 4;
264 return info_damage(dice, sides, 0);
267 if (!get_aim_dir(caster_ptr, &dir))
269 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir, damroll(dice, sides));
276 return _("自然の覚醒", "Nature Awareness");
279 "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。", "Maps nearby area. Detects all monsters, traps, doors and stairs.");
282 int rad1 = DETECT_RAD_MAP;
283 int rad2 = DETECT_RAD_DEFAULT;
286 return info_radius(MAX(rad1, rad2));
289 map_area(caster_ptr, rad1);
290 detect_traps(caster_ptr, rad2, TRUE);
291 detect_doors(caster_ptr, rad2);
292 detect_stairs(caster_ptr, rad2);
293 detect_monsters_normal(caster_ptr, rad2);
300 return _("ファイア・ボルト", "Fire Bolt");
302 return _("火炎のボルトもしくはビームを放つ。", "Fires a bolt or beam of fire.");
305 DICE_NUMBER dice = 5 + (plev - 5) / 4;
309 return info_damage(dice, sides, 0);
312 if (!get_aim_dir(caster_ptr, &dir))
314 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_FIRE, dir, damroll(dice, sides));
321 return _("太陽光線", "Ray of Sunlight");
323 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.");
326 DICE_NUMBER dice = 6;
330 return info_damage(dice, sides, 0);
333 if (!get_aim_dir(caster_ptr, &dir))
335 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
336 lite_line(caster_ptr, dir, damroll(6, 8));
343 return _("足かせ", "Entangle");
345 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.");
349 return info_power(power);
351 slow_monsters(caster_ptr, plev);
357 return _("動物召喚", "Summon Animal");
359 return _("動物を1体召喚する。", "Summons an animal.");
363 if (!(summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET)))) {
364 msg_print(_("動物は現れなかった。", "No animals arrive."));
373 return _("薬草治療", "Herbal Healing");
375 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.");
379 return info_heal(0, 0, heal);
381 (void)cure_critical_wounds(caster_ptr, heal);
387 return _("階段生成", "Stair Building");
389 return _("自分のいる位置に階段を作る。", "Creates a staircase which goes down or up.");
393 stair_creation(caster_ptr);
400 return _("肌石化", "Stone Skin");
402 return _("一定時間、ACを上昇させる。", "Gives a bonus to AC for a while.");
409 return info_duration(base, sides);
412 set_shield(caster_ptr, randint1(sides) + base, FALSE);
419 return _("真・耐性", "Resistance True");
421 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。",
422 "Gives resistance to fire, cold, electricity, acid and poison for a while. These resistances can be added to those from equipment for more "
423 "powerful resistances.");
429 return info_duration(base, base);
432 set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
433 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
434 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
435 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
436 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
443 return _("森林創造", "Forest Creation");
445 return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
449 tree_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
456 return _("動物友和", "Animal Friendship");
458 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.");
461 int power = plev * 2;
463 return info_power(power);
465 charm_animals(caster_ptr, power);
471 return _("試金石", "Stone Tell");
473 return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
477 if (!identify_fully(caster_ptr, FALSE, 0))
485 return _("石の壁", "Wall of Stone");
487 return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
491 wall_stone(caster_ptr);
498 return _("腐食防止", "Protect from Corrosion");
500 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.");
504 if (!rustproof(caster_ptr))
512 return _("地震", "Earthquake");
515 "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。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
521 return info_radius(rad);
524 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
531 return _("カマイタチ", "Whirlwind");
533 return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
535 massacre(caster_ptr);
540 return _("ブリザード", "Blizzard");
542 return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
545 HIT_POINT dam = 70 + plev * 3 / 2;
546 POSITION rad = plev / 12 + 1;
549 return info_damage(0, 0, dam);
552 if (!get_aim_dir(caster_ptr, &dir))
555 fire_ball(caster_ptr, GF_COLD, dir, dam, rad);
562 return _("稲妻嵐", "Lightning Storm");
564 return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
567 HIT_POINT dam = 90 + plev * 3 / 2;
568 POSITION rad = plev / 12 + 1;
571 return info_damage(0, 0, dam);
574 if (!get_aim_dir(caster_ptr, &dir))
576 fire_ball(caster_ptr, GF_ELEC, dir, dam, rad);
584 return _("渦潮", "Whirlpool");
586 return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
589 HIT_POINT dam = 100 + plev * 3 / 2;
590 POSITION rad = plev / 12 + 1;
593 return info_damage(0, 0, dam);
596 if (!get_aim_dir(caster_ptr, &dir))
598 fire_ball(caster_ptr, GF_WATER, dir, dam, rad);
605 return _("陽光召喚", "Call Sunlight");
607 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。",
608 "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
615 return info_damage(0, 0, dam / 2);
618 fire_ball(caster_ptr, GF_LITE, 0, dam, rad);
619 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
620 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
621 wiz_lite(caster_ptr, FALSE);
623 if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite) {
624 msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
625 take_hit(caster_ptr, DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
633 return _("精霊の刃", "Elemental Branding");
635 return _("武器に炎か冷気の属性をつける。", "Brands current weapon with fire or frost.");
639 brand_weapon(caster_ptr, randint0(2));
646 return _("自然の脅威", "Nature's Wrath");
648 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。",
649 "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
652 int d_dam = 4 * plev;
653 int b_dam = (100 + plev) * 2;
654 POSITION b_rad = 1 + plev / 12;
655 POSITION q_rad = 20 + plev / 2;
658 return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
661 dispel_monsters(caster_ptr, d_dam);
662 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
663 project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);