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[Refactor] #40482 Moved massacre() from spells3.c/h to player-attack.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 "core/hp-mp-processor.h"
4 #include "effect/effect-characteristics.h"
5 #include "effect/spells-effect-util.h"
6 #include "floor/floor-object.h"
7 #include "io/targeting.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/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/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 "status/bad-status-setter.h"
35 #include "status/buff-setter.h"
36 #include "status/element-resistance.h"
37 #include "sv-definition/sv-food-types.h"
38 #include "view/display-messages.h"
39
40 /*!
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
43 * @param spell 魔法ID
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。
46 */
47 concptr do_nature_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
48 {
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;
53
54         DIRECTION dir;
55         PLAYER_LEVEL plev = caster_ptr->lev;
56
57         switch (spell)
58         {
59         case 0:
60                 if (name) return _("モンスター感知", "Detect Creatures");
61                 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.");
62
63                 {
64                         POSITION rad = DETECT_RAD_DEFAULT;
65
66                         if (info) return info_radius(rad);
67
68                         if (cast)
69                         {
70                                 detect_monsters_normal(caster_ptr, rad);
71                         }
72                 }
73                 break;
74
75         case 1:
76                 if (name) return _("稲妻", "Lightning");
77                 if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
78
79                 {
80                         DICE_NUMBER dice = 3 + (plev - 1) / 5;
81                         DICE_SID sides = 4;
82                         POSITION range = plev / 6 + 2;
83
84                         if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
85
86                         if (cast)
87                         {
88                                 project_length = range;
89
90                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
91
92                                 fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
93                         }
94                 }
95                 break;
96
97         case 2:
98                 if (name) return _("罠と扉感知", "Detect Doors and Traps");
99                 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.");
100
101                 {
102                         POSITION rad = DETECT_RAD_DEFAULT;
103
104                         if (info) return info_radius(rad);
105
106                         if (cast)
107                         {
108                                 detect_traps(caster_ptr, rad, TRUE);
109                                 detect_doors(caster_ptr, rad);
110                                 detect_stairs(caster_ptr, rad);
111                         }
112                 }
113                 break;
114
115         case 3:
116                 if (name) return _("食糧生成", "Produce Food");
117                 if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
118
119                 {
120                         if (cast)
121                         {
122                                 object_type forge, *q_ptr = &forge;
123                                 msg_print(_("食料を生成した。", "A food ration is produced."));
124
125                                 /* Create the food ration */
126                                 object_prep(caster_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
127
128                                 /* Drop the object from heaven */
129                                 (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
130                         }
131                 }
132                 break;
133
134         case 4:
135                 if (name) return _("日の光", "Daylight");
136                 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.");
137
138                 {
139                         DICE_NUMBER dice = 2;
140                         DICE_SID sides = plev / 2;
141                         POSITION rad = (plev / 10) + 1;
142
143                         if (info) return info_damage(dice, sides, 0);
144
145                         if (cast)
146                         {
147                                 lite_area(caster_ptr, damroll(dice, sides), rad);
148
149                                 if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
150                                 {
151                                         msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
152                                         take_hit(caster_ptr, DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
153                                 }
154                         }
155                 }
156                 break;
157
158         case 5:
159                 if (name) return _("動物習し", "Animal Taming");
160                 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.");
161
162                 {
163                         int power = plev;
164
165                         if (info) return info_power(power);
166
167                         if (cast)
168                         {
169                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
170
171                                 charm_animal(caster_ptr, dir, plev);
172                         }
173                 }
174                 break;
175
176         case 6:
177                 if (name) return _("環境への耐性", "Resist Environment");
178                 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。",
179                         "Gives resistance to fire, cold and electricity for a while. These resistances can be added to those from equipment for more powerful resistances.");
180
181                 {
182                         int base = 20;
183
184                         if (info) return info_duration(base, base);
185
186                         if (cast)
187                         {
188                                 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
189                                 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
190                                 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
191                         }
192                 }
193                 break;
194
195         case 7:
196                 if (name) return _("傷と毒治療", "Cure Wounds & Poison");
197                 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.");
198
199                 {
200                         DICE_NUMBER dice = 2;
201                         DICE_SID sides = 8;
202
203                         if (info) return info_heal(dice, sides, 0);
204
205                         if (cast)
206                         {
207                                 hp_player(caster_ptr, damroll(dice, sides));
208                                 set_cut(caster_ptr,0);
209                                 set_poisoned(caster_ptr, 0);
210                         }
211                 }
212                 break;
213
214         case 8:
215                 if (name) return _("岩石溶解", "Stone to Mud");
216                 if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
217
218                 {
219                         DICE_NUMBER dice = 1;
220                         DICE_SID sides = 30;
221                         int base = 20;
222
223                         if (info) return info_damage(dice, sides, base);
224
225                         if (cast)
226                         {
227                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
228
229                                 wall_to_mud(caster_ptr, dir, 20 + randint1(30));
230                         }
231                 }
232                 break;
233
234         case 9:
235                 if (name) return _("アイス・ボルト", "Frost Bolt");
236                 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.");
237
238                 {
239                         DICE_NUMBER dice = 3 + (plev - 5) / 4;
240                         DICE_SID sides = 8;
241
242                         if (info) return info_damage(dice, sides, 0);
243
244                         if (cast)
245                         {
246                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
247                                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir, damroll(dice, sides));
248                         }
249                 }
250                 break;
251
252         case 10:
253                 if (name) return _("自然の覚醒", "Nature Awareness");
254                 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。",
255                         "Maps nearby area. Detects all monsters, traps, doors and stairs.");
256
257                 {
258                         int rad1 = DETECT_RAD_MAP;
259                         int rad2 = DETECT_RAD_DEFAULT;
260
261                         if (info) return info_radius(MAX(rad1, rad2));
262
263                         if (cast)
264                         {
265                                 map_area(caster_ptr, rad1);
266                                 detect_traps(caster_ptr, rad2, TRUE);
267                                 detect_doors(caster_ptr, rad2);
268                                 detect_stairs(caster_ptr, rad2);
269                                 detect_monsters_normal(caster_ptr, rad2);
270                         }
271                 }
272                 break;
273
274         case 11:
275                 if (name) return _("ファイア・ボルト", "Fire Bolt");
276                 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.");
277
278                 {
279                         DICE_NUMBER dice = 5 + (plev - 5) / 4;
280                         DICE_SID sides = 8;
281
282                         if (info) return info_damage(dice, sides, 0);
283
284                         if (cast)
285                         {
286                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
287                                 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_FIRE, dir, damroll(dice, sides));
288                         }
289                 }
290                 break;
291
292         case 12:
293                 if (name) return _("太陽光線", "Ray of Sunlight");
294                 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.");
295
296                 {
297                         DICE_NUMBER dice = 6;
298                         DICE_SID sides = 8;
299
300                         if (info) return info_damage(dice, sides, 0);
301
302                         if (cast)
303                         {
304                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
305                                 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
306                                 lite_line(caster_ptr, dir, damroll(6, 8));
307                         }
308                 }
309                 break;
310
311         case 13:
312                 if (name) return _("足かせ", "Entangle");
313                 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.");
314                 {
315                         int power = plev;
316                         if (info) return info_power(power);
317                         if (cast) slow_monsters(caster_ptr, plev);
318                 }
319                 break;
320
321         case 14:
322                 if (name) return _("動物召喚", "Summon Animal");
323                 if (desc) return _("動物を1体召喚する。", "Summons an animal.");
324
325                 {
326                         if (cast)
327                         {
328                                 if (!(summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
329                                 {
330                                         msg_print(_("動物は現れなかった。", "No animals arrive."));
331                                 }
332                                 break;
333                         }
334                 }
335                 break;
336
337         case 15:
338                 if (name) return _("薬草治療", "Herbal Healing");
339                 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.");
340                 {
341                         int heal = 500;
342                         if (info) return info_heal(0, 0, heal);
343                         if (cast) (void)cure_critical_wounds(caster_ptr, heal);
344                 }
345                 break;
346
347         case 16:
348                 if (name) return _("階段生成", "Stair Building");
349                 if (desc) return _("自分のいる位置に階段を作る。", "Creates a staircase which goes down or up.");
350
351                 {
352                         if (cast)
353                         {
354                                 stair_creation(caster_ptr);
355                         }
356                 }
357                 break;
358
359         case 17:
360                 if (name) return _("肌石化", "Stone Skin");
361                 if (desc) return _("一定時間、ACを上昇させる。", "Gives a bonus to AC for a while.");
362
363                 {
364                         int base = 20;
365                         DICE_SID sides = 30;
366
367                         if (info) return info_duration(base, sides);
368
369                         if (cast)
370                         {
371                                 set_shield(caster_ptr, randint1(sides) + base, FALSE);
372                         }
373                 }
374                 break;
375
376         case 18:
377                 if (name) return _("真・耐性", "Resistance True");
378                 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。",
379                         "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.");
380
381                 {
382                         int base = 20;
383
384                         if (info) return info_duration(base, base);
385
386                         if (cast)
387                         {
388                                 set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
389                                 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
390                                 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
391                                 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
392                                 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
393                         }
394                 }
395                 break;
396
397         case 19:
398                 if (name) return _("森林創造", "Forest Creation");
399                 if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
400
401                 {
402                         if (cast)
403                         {
404                                 tree_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
405                         }
406                 }
407                 break;
408
409         case 20:
410                 if (name) return _("動物友和", "Animal Friendship");
411                 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.");
412
413                 {
414                         int power = plev * 2;
415                         if (info) return info_power(power);
416                         if (cast) charm_animals(caster_ptr, power);
417                 }
418                 break;
419
420         case 21:
421                 if (name) return _("試金石", "Stone Tell");
422                 if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
423
424                 {
425                         if (cast)
426                         {
427                                 if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
428                         }
429                 }
430                 break;
431
432         case 22:
433                 if (name) return _("石の壁", "Wall of Stone");
434                 if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
435
436                 {
437                         if (cast)
438                         {
439                                 wall_stone(caster_ptr);
440                         }
441                 }
442                 break;
443
444         case 23:
445                 if (name) return _("腐食防止", "Protect from Corrosion");
446                 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.");
447
448                 {
449                         if (cast)
450                         {
451                                 if (!rustproof(caster_ptr)) return NULL;
452                         }
453                 }
454                 break;
455
456         case 24:
457                 if (name) return _("地震", "Earthquake");
458                 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。",
459                         "Shakes dungeon structure, and results in random swapping of floors and walls.");
460
461                 {
462                         POSITION rad = 10;
463
464                         if (info) return info_radius(rad);
465
466                         if (cast)
467                         {
468                                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
469                         }
470                 }
471                 break;
472
473         case 25:
474                 if (name) return _("カマイタチ", "Whirlwind");
475                 if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
476                 if (cast) massacre(caster_ptr);
477                 break;
478
479         case 26:
480                 if (name) return _("ブリザード", "Blizzard");
481                 if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
482
483                 {
484                         HIT_POINT dam = 70 + plev * 3 / 2;
485                         POSITION rad = plev / 12 + 1;
486
487                         if (info) return info_damage(0, 0, dam);
488
489                         if (cast)
490                         {
491                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
492
493                                 fire_ball(caster_ptr, GF_COLD, dir, dam, rad);
494                         }
495                 }
496                 break;
497
498         case 27:
499                 if (name) return _("稲妻嵐", "Lightning Storm");
500                 if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
501
502                 {
503                         HIT_POINT dam = 90 + plev * 3 / 2;
504                         POSITION rad = plev / 12 + 1;
505
506                         if (info) return info_damage(0, 0, dam);
507
508                         if (cast)
509                         {
510                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
511                                 fire_ball(caster_ptr, GF_ELEC, dir, dam, rad);
512                                 break;
513                         }
514                 }
515                 break;
516
517         case 28:
518                 if (name) return _("渦潮", "Whirlpool");
519                 if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
520
521                 {
522                         HIT_POINT dam = 100 + plev * 3 / 2;
523                         POSITION rad = plev / 12 + 1;
524
525                         if (info) return info_damage(0, 0, dam);
526
527                         if (cast)
528                         {
529                                 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
530                                 fire_ball(caster_ptr, GF_WATER, dir, dam, rad);
531                         }
532                 }
533                 break;
534
535         case 29:
536                 if (name) return _("陽光召喚", "Call Sunlight");
537                 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。",
538                         "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
539
540                 {
541                         HIT_POINT dam = 150;
542                         POSITION rad = 8;
543
544                         if (info) return info_damage(0, 0, dam / 2);
545
546                         if (cast)
547                         {
548                                 fire_ball(caster_ptr, GF_LITE, 0, dam, rad);
549                                 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
550                                 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
551                                 wiz_lite(caster_ptr, FALSE);
552
553                                 if ((is_specific_player_race(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
554                                 {
555                                         msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
556                                         take_hit(caster_ptr, DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
557                                 }
558                         }
559                 }
560                 break;
561
562         case 30:
563                 if (name) return _("精霊の刃", "Elemental Branding");
564                 if (desc) return _("武器に炎か冷気の属性をつける。", "Brands current weapon with fire or frost.");
565
566                 {
567                         if (cast)
568                         {
569                                 brand_weapon(caster_ptr, randint0(2));
570                         }
571                 }
572                 break;
573
574         case 31:
575                 if (name) return _("自然の脅威", "Nature's Wrath");
576                 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。",
577                         "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
578
579                 {
580                         int d_dam = 4 * plev;
581                         int b_dam = (100 + plev) * 2;
582                         POSITION b_rad = 1 + plev / 12;
583                         POSITION q_rad = 20 + plev / 2;
584
585                         if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
586
587                         if (cast)
588                         {
589                                 dispel_monsters(caster_ptr, d_dam);
590                                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
591                                 project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
592                         }
593                 }
594                 break;
595         }
596
597         return "";
598 }
599