1 #include "system/angband.h"
4 #include "cmd-action/cmd-spell.h"
5 #include "spell/spells-summon.h"
6 #include "spell/spells-status.h"
7 #include "spell/spells-object.h"
8 #include "spell/spells-diceroll.h"
9 #include "player/avatar.h"
10 #include "spell/spells-floor.h"
11 #include "player/player-races-table.h"
12 #include "player/player-effects.h"
13 #include "player/player-damage.h"
14 #include "io/targeting.h"
15 #include "effect/spells-effect-util.h"
16 #include "realm/realm-nature.h"
17 #include "spell/spells-type.h"
18 #include "spell/process-effect.h"
19 #include "effect/effect-characteristics.h"
20 #include "spell/spells2.h"
21 #include "spell/spells3.h"
22 #include "spell/spells-detection.h"
23 #include "object/object2.h"
24 #include "object/sv-food-types.h"
27 * @brief 自然領域魔法の各処理を行う
28 * @param caster_ptr プレーヤーへの参照ポインタ
30 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
31 * @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。
33 concptr do_nature_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
35 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
36 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
37 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
38 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
41 PLAYER_LEVEL plev = caster_ptr->lev;
46 if (name) return _("モンスター感知", "Detect Creatures");
47 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.");
50 POSITION rad = DETECT_RAD_DEFAULT;
52 if (info) return info_radius(rad);
56 detect_monsters_normal(caster_ptr, rad);
62 if (name) return _("稲妻", "Lightning");
63 if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
66 DICE_NUMBER dice = 3 + (plev - 1) / 5;
68 POSITION range = plev / 6 + 2;
70 if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
74 project_length = range;
76 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
78 fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
84 if (name) return _("罠と扉感知", "Detect Doors and Traps");
85 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.");
88 POSITION rad = DETECT_RAD_DEFAULT;
90 if (info) return info_radius(rad);
94 detect_traps(caster_ptr, rad, TRUE);
95 detect_doors(caster_ptr, rad);
96 detect_stairs(caster_ptr, rad);
102 if (name) return _("食糧生成", "Produce Food");
103 if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
108 object_type forge, *q_ptr = &forge;
109 msg_print(_("食料を生成した。", "A food ration is produced."));
111 /* Create the food ration */
112 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
114 /* Drop the object from heaven */
115 (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
121 if (name) return _("日の光", "Daylight");
122 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.");
125 DICE_NUMBER dice = 2;
126 DICE_SID sides = plev / 2;
127 POSITION rad = (plev / 10) + 1;
129 if (info) return info_damage(dice, sides, 0);
133 lite_area(caster_ptr, damroll(dice, sides), rad);
135 if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
137 msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
138 take_hit(caster_ptr, DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
145 if (name) return _("動物習し", "Animal Taming");
146 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.");
151 if (info) return info_power(power);
155 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
157 charm_animal(caster_ptr, dir, plev);
163 if (name) return _("環境への耐性", "Resist Environment");
164 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。",
165 "Gives resistance to fire, cold and electricity for a while. These resistances can be added to those from equipment for more powerful resistances.");
170 if (info) return info_duration(base, base);
174 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
175 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
176 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
182 if (name) return _("傷と毒治療", "Cure Wounds & Poison");
183 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.");
186 DICE_NUMBER dice = 2;
189 if (info) return info_heal(dice, sides, 0);
193 hp_player(caster_ptr, damroll(dice, sides));
194 set_cut(caster_ptr,0);
195 set_poisoned(caster_ptr, 0);
201 if (name) return _("岩石溶解", "Stone to Mud");
202 if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
205 DICE_NUMBER dice = 1;
209 if (info) return info_damage(dice, sides, base);
213 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
215 wall_to_mud(caster_ptr, dir, 20 + randint1(30));
221 if (name) return _("アイス・ボルト", "Frost Bolt");
222 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.");
225 DICE_NUMBER dice = 3 + (plev - 5) / 4;
228 if (info) return info_damage(dice, sides, 0);
232 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
233 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir, damroll(dice, sides));
239 if (name) return _("自然の覚醒", "Nature Awareness");
240 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。",
241 "Maps nearby area. Detects all monsters, traps, doors and stairs.");
244 int rad1 = DETECT_RAD_MAP;
245 int rad2 = DETECT_RAD_DEFAULT;
247 if (info) return info_radius(MAX(rad1, rad2));
251 map_area(caster_ptr, rad1);
252 detect_traps(caster_ptr, rad2, TRUE);
253 detect_doors(caster_ptr, rad2);
254 detect_stairs(caster_ptr, rad2);
255 detect_monsters_normal(caster_ptr, rad2);
261 if (name) return _("ファイア・ボルト", "Fire Bolt");
262 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.");
265 DICE_NUMBER dice = 5 + (plev - 5) / 4;
268 if (info) return info_damage(dice, sides, 0);
272 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
273 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_FIRE, dir, damroll(dice, sides));
279 if (name) return _("太陽光線", "Ray of Sunlight");
280 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.");
283 DICE_NUMBER dice = 6;
286 if (info) return info_damage(dice, sides, 0);
290 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
291 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
292 lite_line(caster_ptr, dir, damroll(6, 8));
298 if (name) return _("足かせ", "Entangle");
299 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.");
302 if (info) return info_power(power);
303 if (cast) slow_monsters(caster_ptr, plev);
308 if (name) return _("動物召喚", "Summon Animal");
309 if (desc) return _("動物を1体召喚する。", "Summons an animal.");
314 if (!(summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
316 msg_print(_("動物は現れなかった。", "No animals arrive."));
324 if (name) return _("薬草治療", "Herbal Healing");
325 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.");
328 if (info) return info_heal(0, 0, heal);
329 if (cast) (void)cure_critical_wounds(caster_ptr, heal);
334 if (name) return _("階段生成", "Stair Building");
335 if (desc) return _("自分のいる位置に階段を作る。", "Creates a staircase which goes down or up.");
340 stair_creation(caster_ptr);
346 if (name) return _("肌石化", "Stone Skin");
347 if (desc) return _("一定時間、ACを上昇させる。", "Gives a bonus to AC for a while.");
353 if (info) return info_duration(base, sides);
357 set_shield(caster_ptr, randint1(sides) + base, FALSE);
363 if (name) return _("真・耐性", "Resistance True");
364 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。",
365 "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.");
370 if (info) return info_duration(base, base);
374 set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
375 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
376 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
377 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
378 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
384 if (name) return _("森林創造", "Forest Creation");
385 if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
390 tree_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
396 if (name) return _("動物友和", "Animal Friendship");
397 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.");
400 int power = plev * 2;
401 if (info) return info_power(power);
402 if (cast) charm_animals(caster_ptr, power);
407 if (name) return _("試金石", "Stone Tell");
408 if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
413 if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
419 if (name) return _("石の壁", "Wall of Stone");
420 if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
425 wall_stone(caster_ptr);
431 if (name) return _("腐食防止", "Protect from Corrosion");
432 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.");
437 if (!rustproof(caster_ptr)) return NULL;
443 if (name) return _("地震", "Earthquake");
444 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。",
445 "Shakes dungeon structure, and results in random swapping of floors and walls.");
450 if (info) return info_radius(rad);
454 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
460 if (name) return _("カマイタチ", "Whirlwind");
461 if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
462 if (cast) massacre(caster_ptr);
466 if (name) return _("ブリザード", "Blizzard");
467 if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
470 HIT_POINT dam = 70 + plev * 3 / 2;
471 POSITION rad = plev / 12 + 1;
473 if (info) return info_damage(0, 0, dam);
477 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
479 fire_ball(caster_ptr, GF_COLD, dir, dam, rad);
485 if (name) return _("稲妻嵐", "Lightning Storm");
486 if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
489 HIT_POINT dam = 90 + plev * 3 / 2;
490 POSITION rad = plev / 12 + 1;
492 if (info) return info_damage(0, 0, dam);
496 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
497 fire_ball(caster_ptr, GF_ELEC, dir, dam, rad);
504 if (name) return _("渦潮", "Whirlpool");
505 if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
508 HIT_POINT dam = 100 + plev * 3 / 2;
509 POSITION rad = plev / 12 + 1;
511 if (info) return info_damage(0, 0, dam);
515 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
516 fire_ball(caster_ptr, GF_WATER, dir, dam, rad);
522 if (name) return _("陽光召喚", "Call Sunlight");
523 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。",
524 "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
530 if (info) return info_damage(0, 0, dam / 2);
534 fire_ball(caster_ptr, GF_LITE, 0, dam, rad);
535 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
536 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
537 wiz_lite(caster_ptr, FALSE);
539 if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
541 msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
542 take_hit(caster_ptr, DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
549 if (name) return _("精霊の刃", "Elemental Branding");
550 if (desc) return _("武器に炎か冷気の属性をつける。", "Brands current weapon with fire or frost.");
555 brand_weapon(caster_ptr, randint0(2));
561 if (name) return _("自然の脅威", "Nature's Wrath");
562 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。",
563 "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
566 int d_dam = 4 * plev;
567 int b_dam = (100 + plev) * 2;
568 POSITION b_rad = 1 + plev / 12;
569 POSITION q_rad = 20 + plev / 2;
571 if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
575 dispel_monsters(caster_ptr, d_dam);
576 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
577 project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);