5 #include "spells-summon.h"
6 #include "spells-status.h"
7 #include "spells-object.h"
8 #include "spells-diceroll.h"
10 #include "spells-floor.h"
11 #include "player-race.h"
12 #include "player-effects.h"
13 #include "player-damage.h"
14 #include "targeting.h"
15 #include "effect/spells-effect-util.h"
16 #include "realm/realm-nature.h"
17 #include "spell/spells-type.h"
20 * @brief 自然領域魔法の各処理を行う
21 * @param caster_ptr プレーヤーへの参照ポインタ
23 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
24 * @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。
26 concptr do_nature_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
28 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
29 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
30 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
31 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
34 PLAYER_LEVEL plev = caster_ptr->lev;
39 if (name) return _("モンスター感知", "Detect Creatures");
40 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.");
43 POSITION rad = DETECT_RAD_DEFAULT;
45 if (info) return info_radius(rad);
49 detect_monsters_normal(caster_ptr, rad);
55 if (name) return _("稲妻", "Lightning");
56 if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
59 DICE_NUMBER dice = 3 + (plev - 1) / 5;
61 POSITION range = plev / 6 + 2;
63 if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
67 project_length = range;
69 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
71 fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
77 if (name) return _("罠と扉感知", "Detect Doors and Traps");
78 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.");
81 POSITION rad = DETECT_RAD_DEFAULT;
83 if (info) return info_radius(rad);
87 detect_traps(caster_ptr, rad, TRUE);
88 detect_doors(caster_ptr, rad);
89 detect_stairs(caster_ptr, rad);
95 if (name) return _("食糧生成", "Produce Food");
96 if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
101 object_type forge, *q_ptr = &forge;
102 msg_print(_("食料を生成した。", "A food ration is produced."));
104 /* Create the food ration */
105 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
107 /* Drop the object from heaven */
108 (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
114 if (name) return _("日の光", "Daylight");
115 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.");
118 DICE_NUMBER dice = 2;
119 DICE_SID sides = plev / 2;
120 POSITION rad = (plev / 10) + 1;
122 if (info) return info_damage(dice, sides, 0);
126 lite_area(caster_ptr, damroll(dice, sides), rad);
128 if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
130 msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
131 take_hit(caster_ptr, DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
138 if (name) return _("動物習し", "Animal Taming");
139 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.");
144 if (info) return info_power(power);
148 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
150 charm_animal(caster_ptr, dir, plev);
156 if (name) return _("環境への耐性", "Resist Environment");
157 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。",
158 "Gives resistance to fire, cold and electricity for a while. These resistances can be added to those from equipment for more powerful resistances.");
163 if (info) return info_duration(base, base);
167 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
168 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
169 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
175 if (name) return _("傷と毒治療", "Cure Wounds & Poison");
176 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.");
179 DICE_NUMBER dice = 2;
182 if (info) return info_heal(dice, sides, 0);
186 hp_player(caster_ptr, damroll(dice, sides));
187 set_cut(caster_ptr,0);
188 set_poisoned(caster_ptr, 0);
194 if (name) return _("岩石溶解", "Stone to Mud");
195 if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
198 DICE_NUMBER dice = 1;
202 if (info) return info_damage(dice, sides, base);
206 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
208 wall_to_mud(caster_ptr, dir, 20 + randint1(30));
214 if (name) return _("アイス・ボルト", "Frost Bolt");
215 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.");
218 DICE_NUMBER dice = 3 + (plev - 5) / 4;
221 if (info) return info_damage(dice, sides, 0);
225 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
226 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir, damroll(dice, sides));
232 if (name) return _("自然の覚醒", "Nature Awareness");
233 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。",
234 "Maps nearby area. Detects all monsters, traps, doors and stairs.");
237 int rad1 = DETECT_RAD_MAP;
238 int rad2 = DETECT_RAD_DEFAULT;
240 if (info) return info_radius(MAX(rad1, rad2));
244 map_area(caster_ptr, rad1);
245 detect_traps(caster_ptr, rad2, TRUE);
246 detect_doors(caster_ptr, rad2);
247 detect_stairs(caster_ptr, rad2);
248 detect_monsters_normal(caster_ptr, rad2);
254 if (name) return _("ファイア・ボルト", "Fire Bolt");
255 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.");
258 DICE_NUMBER dice = 5 + (plev - 5) / 4;
261 if (info) return info_damage(dice, sides, 0);
265 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
266 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_FIRE, dir, damroll(dice, sides));
272 if (name) return _("太陽光線", "Ray of Sunlight");
273 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.");
276 DICE_NUMBER dice = 6;
279 if (info) return info_damage(dice, sides, 0);
283 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
284 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
285 lite_line(caster_ptr, dir, damroll(6, 8));
291 if (name) return _("足かせ", "Entangle");
292 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.");
295 if (info) return info_power(power);
296 if (cast) slow_monsters(caster_ptr, plev);
301 if (name) return _("動物召喚", "Summon Animal");
302 if (desc) return _("動物を1体召喚する。", "Summons an animal.");
307 if (!(summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
309 msg_print(_("動物は現れなかった。", "No animals arrive."));
317 if (name) return _("薬草治療", "Herbal Healing");
318 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.");
321 if (info) return info_heal(0, 0, heal);
322 if (cast) (void)cure_critical_wounds(caster_ptr, heal);
327 if (name) return _("階段生成", "Stair Building");
328 if (desc) return _("自分のいる位置に階段を作る。", "Creates a staircase which goes down or up.");
333 stair_creation(caster_ptr);
339 if (name) return _("肌石化", "Stone Skin");
340 if (desc) return _("一定時間、ACを上昇させる。", "Gives a bonus to AC for a while.");
346 if (info) return info_duration(base, sides);
350 set_shield(caster_ptr, randint1(sides) + base, FALSE);
356 if (name) return _("真・耐性", "Resistance True");
357 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。",
358 "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.");
363 if (info) return info_duration(base, base);
367 set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
368 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
369 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
370 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
371 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
377 if (name) return _("森林創造", "Forest Creation");
378 if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
383 tree_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
389 if (name) return _("動物友和", "Animal Friendship");
390 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.");
393 int power = plev * 2;
394 if (info) return info_power(power);
395 if (cast) charm_animals(caster_ptr, power);
400 if (name) return _("試金石", "Stone Tell");
401 if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
406 if (!identify_fully(caster_ptr, FALSE)) return NULL;
412 if (name) return _("石の壁", "Wall of Stone");
413 if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
418 wall_stone(caster_ptr);
424 if (name) return _("腐食防止", "Protect from Corrosion");
425 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.");
430 if (!rustproof(caster_ptr)) return NULL;
436 if (name) return _("地震", "Earthquake");
437 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。",
438 "Shakes dungeon structure, and results in random swapping of floors and walls.");
443 if (info) return info_radius(rad);
447 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
453 if (name) return _("カマイタチ", "Whirlwind");
454 if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
455 if (cast) massacre(caster_ptr);
459 if (name) return _("ブリザード", "Blizzard");
460 if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
463 HIT_POINT dam = 70 + plev * 3 / 2;
464 POSITION rad = plev / 12 + 1;
466 if (info) return info_damage(0, 0, dam);
470 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
472 fire_ball(caster_ptr, GF_COLD, dir, dam, rad);
478 if (name) return _("稲妻嵐", "Lightning Storm");
479 if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
482 HIT_POINT dam = 90 + plev * 3 / 2;
483 POSITION rad = plev / 12 + 1;
485 if (info) return info_damage(0, 0, dam);
489 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
490 fire_ball(caster_ptr, GF_ELEC, dir, dam, rad);
497 if (name) return _("渦潮", "Whirlpool");
498 if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
501 HIT_POINT dam = 100 + plev * 3 / 2;
502 POSITION rad = plev / 12 + 1;
504 if (info) return info_damage(0, 0, dam);
508 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
509 fire_ball(caster_ptr, GF_WATER, dir, dam, rad);
515 if (name) return _("陽光召喚", "Call Sunlight");
516 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。",
517 "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
523 if (info) return info_damage(0, 0, dam / 2);
527 fire_ball(caster_ptr, GF_LITE, 0, dam, rad);
528 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
529 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
530 wiz_lite(caster_ptr, FALSE);
532 if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
534 msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
535 take_hit(caster_ptr, DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
542 if (name) return _("精霊の刃", "Elemental Branding");
543 if (desc) return _("武器に炎か冷気の属性をつける。", "Brands current weapon with fire or frost.");
548 brand_weapon(caster_ptr, randint0(2));
554 if (name) return _("自然の脅威", "Nature's Wrath");
555 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。",
556 "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
559 int d_dam = 4 * plev;
560 int b_dam = (100 + plev) * 2;
561 POSITION b_rad = 1 + plev / 12;
562 POSITION q_rad = 20 + plev / 2;
564 if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
568 dispel_monsters(caster_ptr, d_dam);
569 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
570 project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);