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[Refactor] #40466 Separated bad-status-setter.c/h from player-effects.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-sight.h"
27 #include "spell/process-effect.h"
28 #include "spell/spells-diceroll.h"
29 #include "spell/spells-object.h"
30 #include "spell/spells-status.h"
31 #include "spell/spells-summon.h"
32 #include "spell/spell-types.h"
33 #include "spell/spells3.h"
34 #include "sv-definition/sv-food-types.h"
35 #include "view/display-messages.h"
36
37 /*!
38 * @brief 自然領域魔法の各処理を行う
39 * @param caster_ptr プレーヤーへの参照ポインタ
40 * @param spell 魔法ID
41 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
42 * @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。
43 */
44 concptr do_nature_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
45 {
46         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
47         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
48         bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
49         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
50
51         DIRECTION dir;
52         PLAYER_LEVEL plev = caster_ptr->lev;
53
54         switch (spell)
55         {
56         case 0:
57                 if (name) return _("モンスター感知", "Detect Creatures");
58                 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.");
59
60                 {
61                         POSITION rad = DETECT_RAD_DEFAULT;
62
63                         if (info) return info_radius(rad);
64
65                         if (cast)
66                         {
67                                 detect_monsters_normal(caster_ptr, rad);
68                         }
69                 }
70                 break;
71
72         case 1:
73                 if (name) return _("稲妻", "Lightning");
74                 if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
75
76                 {
77                         DICE_NUMBER dice = 3 + (plev - 1) / 5;
78                         DICE_SID sides = 4;
79                         POSITION range = plev / 6 + 2;
80
81                         if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
82
83                         if (cast)
84                         {
85                                 project_length = range;
86
87                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
88
89                                 fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
90                         }
91                 }
92                 break;
93
94         case 2:
95                 if (name) return _("罠と扉感知", "Detect Doors and Traps");
96                 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.");
97
98                 {
99                         POSITION rad = DETECT_RAD_DEFAULT;
100
101                         if (info) return info_radius(rad);
102
103                         if (cast)
104                         {
105                                 detect_traps(caster_ptr, rad, TRUE);
106                                 detect_doors(caster_ptr, rad);
107                                 detect_stairs(caster_ptr, rad);
108                         }
109                 }
110                 break;
111
112         case 3:
113                 if (name) return _("食糧生成", "Produce Food");
114                 if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
115
116                 {
117                         if (cast)
118                         {
119                                 object_type forge, *q_ptr = &forge;
120                                 msg_print(_("食料を生成した。", "A food ration is produced."));
121
122                                 /* Create the food ration */
123                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
124
125                                 /* Drop the object from heaven */
126                                 (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
127                         }
128                 }
129                 break;
130
131         case 4:
132                 if (name) return _("日の光", "Daylight");
133                 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.");
134
135                 {
136                         DICE_NUMBER dice = 2;
137                         DICE_SID sides = plev / 2;
138                         POSITION rad = (plev / 10) + 1;
139
140                         if (info) return info_damage(dice, sides, 0);
141
142                         if (cast)
143                         {
144                                 lite_area(caster_ptr, damroll(dice, sides), rad);
145
146                                 if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
147                                 {
148                                         msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
149                                         take_hit(caster_ptr, DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
150                                 }
151                         }
152                 }
153                 break;
154
155         case 5:
156                 if (name) return _("動物習し", "Animal Taming");
157                 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.");
158
159                 {
160                         int power = plev;
161
162                         if (info) return info_power(power);
163
164                         if (cast)
165                         {
166                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
167
168                                 charm_animal(caster_ptr, dir, plev);
169                         }
170                 }
171                 break;
172
173         case 6:
174                 if (name) return _("環境への耐性", "Resist Environment");
175                 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。",
176                         "Gives resistance to fire, cold and electricity for a while. These resistances can be added to those from equipment for more powerful resistances.");
177
178                 {
179                         int base = 20;
180
181                         if (info) return info_duration(base, base);
182
183                         if (cast)
184                         {
185                                 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
186                                 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
187                                 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
188                         }
189                 }
190                 break;
191
192         case 7:
193                 if (name) return _("傷と毒治療", "Cure Wounds & Poison");
194                 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.");
195
196                 {
197                         DICE_NUMBER dice = 2;
198                         DICE_SID sides = 8;
199
200                         if (info) return info_heal(dice, sides, 0);
201
202                         if (cast)
203                         {
204                                 hp_player(caster_ptr, damroll(dice, sides));
205                                 set_cut(caster_ptr,0);
206                                 set_poisoned(caster_ptr, 0);
207                         }
208                 }
209                 break;
210
211         case 8:
212                 if (name) return _("岩石溶解", "Stone to Mud");
213                 if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
214
215                 {
216                         DICE_NUMBER dice = 1;
217                         DICE_SID sides = 30;
218                         int base = 20;
219
220                         if (info) return info_damage(dice, sides, base);
221
222                         if (cast)
223                         {
224                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
225
226                                 wall_to_mud(caster_ptr, dir, 20 + randint1(30));
227                         }
228                 }
229                 break;
230
231         case 9:
232                 if (name) return _("アイス・ボルト", "Frost Bolt");
233                 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.");
234
235                 {
236                         DICE_NUMBER dice = 3 + (plev - 5) / 4;
237                         DICE_SID sides = 8;
238
239                         if (info) return info_damage(dice, sides, 0);
240
241                         if (cast)
242                         {
243                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
244                                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir, damroll(dice, sides));
245                         }
246                 }
247                 break;
248
249         case 10:
250                 if (name) return _("自然の覚醒", "Nature Awareness");
251                 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。",
252                         "Maps nearby area. Detects all monsters, traps, doors and stairs.");
253
254                 {
255                         int rad1 = DETECT_RAD_MAP;
256                         int rad2 = DETECT_RAD_DEFAULT;
257
258                         if (info) return info_radius(MAX(rad1, rad2));
259
260                         if (cast)
261                         {
262                                 map_area(caster_ptr, rad1);
263                                 detect_traps(caster_ptr, rad2, TRUE);
264                                 detect_doors(caster_ptr, rad2);
265                                 detect_stairs(caster_ptr, rad2);
266                                 detect_monsters_normal(caster_ptr, rad2);
267                         }
268                 }
269                 break;
270
271         case 11:
272                 if (name) return _("ファイア・ボルト", "Fire Bolt");
273                 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.");
274
275                 {
276                         DICE_NUMBER dice = 5 + (plev - 5) / 4;
277                         DICE_SID sides = 8;
278
279                         if (info) return info_damage(dice, sides, 0);
280
281                         if (cast)
282                         {
283                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
284                                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_FIRE, dir, damroll(dice, sides));
285                         }
286                 }
287                 break;
288
289         case 12:
290                 if (name) return _("太陽光線", "Ray of Sunlight");
291                 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.");
292
293                 {
294                         DICE_NUMBER dice = 6;
295                         DICE_SID sides = 8;
296
297                         if (info) return info_damage(dice, sides, 0);
298
299                         if (cast)
300                         {
301                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
302                                 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
303                                 lite_line(caster_ptr, dir, damroll(6, 8));
304                         }
305                 }
306                 break;
307
308         case 13:
309                 if (name) return _("足かせ", "Entangle");
310                 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.");
311                 {
312                         int power = plev;
313                         if (info) return info_power(power);
314                         if (cast) slow_monsters(caster_ptr, plev);
315                 }
316                 break;
317
318         case 14:
319                 if (name) return _("動物召喚", "Summon Animal");
320                 if (desc) return _("動物を1体召喚する。", "Summons an animal.");
321
322                 {
323                         if (cast)
324                         {
325                                 if (!(summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
326                                 {
327                                         msg_print(_("動物は現れなかった。", "No animals arrive."));
328                                 }
329                                 break;
330                         }
331                 }
332                 break;
333
334         case 15:
335                 if (name) return _("薬草治療", "Herbal Healing");
336                 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.");
337                 {
338                         int heal = 500;
339                         if (info) return info_heal(0, 0, heal);
340                         if (cast) (void)cure_critical_wounds(caster_ptr, heal);
341                 }
342                 break;
343
344         case 16:
345                 if (name) return _("階段生成", "Stair Building");
346                 if (desc) return _("自分のいる位置に階段を作る。", "Creates a staircase which goes down or up.");
347
348                 {
349                         if (cast)
350                         {
351                                 stair_creation(caster_ptr);
352                         }
353                 }
354                 break;
355
356         case 17:
357                 if (name) return _("肌石化", "Stone Skin");
358                 if (desc) return _("一定時間、ACを上昇させる。", "Gives a bonus to AC for a while.");
359
360                 {
361                         int base = 20;
362                         DICE_SID sides = 30;
363
364                         if (info) return info_duration(base, sides);
365
366                         if (cast)
367                         {
368                                 set_shield(caster_ptr, randint1(sides) + base, FALSE);
369                         }
370                 }
371                 break;
372
373         case 18:
374                 if (name) return _("真・耐性", "Resistance True");
375                 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。",
376                         "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.");
377
378                 {
379                         int base = 20;
380
381                         if (info) return info_duration(base, base);
382
383                         if (cast)
384                         {
385                                 set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
386                                 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
387                                 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
388                                 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
389                                 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
390                         }
391                 }
392                 break;
393
394         case 19:
395                 if (name) return _("森林創造", "Forest Creation");
396                 if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
397
398                 {
399                         if (cast)
400                         {
401                                 tree_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
402                         }
403                 }
404                 break;
405
406         case 20:
407                 if (name) return _("動物友和", "Animal Friendship");
408                 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.");
409
410                 {
411                         int power = plev * 2;
412                         if (info) return info_power(power);
413                         if (cast) charm_animals(caster_ptr, power);
414                 }
415                 break;
416
417         case 21:
418                 if (name) return _("試金石", "Stone Tell");
419                 if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
420
421                 {
422                         if (cast)
423                         {
424                                 if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
425                         }
426                 }
427                 break;
428
429         case 22:
430                 if (name) return _("石の壁", "Wall of Stone");
431                 if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
432
433                 {
434                         if (cast)
435                         {
436                                 wall_stone(caster_ptr);
437                         }
438                 }
439                 break;
440
441         case 23:
442                 if (name) return _("腐食防止", "Protect from Corrosion");
443                 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.");
444
445                 {
446                         if (cast)
447                         {
448                                 if (!rustproof(caster_ptr)) return NULL;
449                         }
450                 }
451                 break;
452
453         case 24:
454                 if (name) return _("地震", "Earthquake");
455                 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。",
456                         "Shakes dungeon structure, and results in random swapping of floors and walls.");
457
458                 {
459                         POSITION rad = 10;
460
461                         if (info) return info_radius(rad);
462
463                         if (cast)
464                         {
465                                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
466                         }
467                 }
468                 break;
469
470         case 25:
471                 if (name) return _("カマイタチ", "Whirlwind");
472                 if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
473                 if (cast) massacre(caster_ptr);
474                 break;
475
476         case 26:
477                 if (name) return _("ブリザード", "Blizzard");
478                 if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
479
480                 {
481                         HIT_POINT dam = 70 + plev * 3 / 2;
482                         POSITION rad = plev / 12 + 1;
483
484                         if (info) return info_damage(0, 0, dam);
485
486                         if (cast)
487                         {
488                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
489
490                                 fire_ball(caster_ptr, GF_COLD, dir, dam, rad);
491                         }
492                 }
493                 break;
494
495         case 27:
496                 if (name) return _("稲妻嵐", "Lightning Storm");
497                 if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
498
499                 {
500                         HIT_POINT dam = 90 + plev * 3 / 2;
501                         POSITION rad = plev / 12 + 1;
502
503                         if (info) return info_damage(0, 0, dam);
504
505                         if (cast)
506                         {
507                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
508                                 fire_ball(caster_ptr, GF_ELEC, dir, dam, rad);
509                                 break;
510                         }
511                 }
512                 break;
513
514         case 28:
515                 if (name) return _("渦潮", "Whirlpool");
516                 if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
517
518                 {
519                         HIT_POINT dam = 100 + plev * 3 / 2;
520                         POSITION rad = plev / 12 + 1;
521
522                         if (info) return info_damage(0, 0, dam);
523
524                         if (cast)
525                         {
526                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
527                                 fire_ball(caster_ptr, GF_WATER, dir, dam, rad);
528                         }
529                 }
530                 break;
531
532         case 29:
533                 if (name) return _("陽光召喚", "Call Sunlight");
534                 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。",
535                         "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
536
537                 {
538                         HIT_POINT dam = 150;
539                         POSITION rad = 8;
540
541                         if (info) return info_damage(0, 0, dam / 2);
542
543                         if (cast)
544                         {
545                                 fire_ball(caster_ptr, GF_LITE, 0, dam, rad);
546                                 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
547                                 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
548                                 wiz_lite(caster_ptr, FALSE);
549
550                                 if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
551                                 {
552                                         msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
553                                         take_hit(caster_ptr, DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
554                                 }
555                         }
556                 }
557                 break;
558
559         case 30:
560                 if (name) return _("精霊の刃", "Elemental Branding");
561                 if (desc) return _("武器に炎か冷気の属性をつける。", "Brands current weapon with fire or frost.");
562
563                 {
564                         if (cast)
565                         {
566                                 brand_weapon(caster_ptr, randint0(2));
567                         }
568                 }
569                 break;
570
571         case 31:
572                 if (name) return _("自然の脅威", "Nature's Wrath");
573                 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。",
574                         "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
575
576                 {
577                         int d_dam = 4 * plev;
578                         int b_dam = (100 + plev) * 2;
579                         POSITION b_rad = 1 + plev / 12;
580                         POSITION q_rad = 20 + plev / 2;
581
582                         if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
583
584                         if (cast)
585                         {
586                                 dispel_monsters(caster_ptr, d_dam);
587                                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
588                                 project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
589                         }
590                 }
591                 break;
592         }
593
594         return "";
595 }
596