3 * @brief 呪術の処理実装 / Hex code
6 * 2014 Deskull rearranged comment for Doxygen.\n
9 * 0: Flag bits of spelling spells\n
10 * 1: Flag bits of despelled spells\n
13 * 0: Number of spelling spells\n
14 * 1: Type of revenge\n
15 * 2: Turn count for revenge\n
20 #include "cmd-spell.h"
21 #include "cmd-quaff.h"
22 #include "object-flavor.h"
23 #include "object-hook.h"
24 #include "object-curse.h"
25 #include "spells-status.h"
27 #include "player-status.h"
28 #include "player-effects.h"
29 #include "realm-hex.h"
32 #define MAX_KEEP 4 /*!<呪術の最大詠唱数 */
35 * @brief プレイヤーが詠唱中の全呪術を停止する
38 bool stop_hex_spell_all(void)
42 for (i = 0; i < 32; i++)
44 if (hex_spelling(i)) do_spell(REALM_HEX, i, SPELL_STOP);
47 CASTING_HEX_FLAGS(p_ptr) = 0;
48 CASTING_HEX_NUM(p_ptr) = 0;
50 if (p_ptr->action == ACTION_SPELL) set_action(ACTION_NONE);
52 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
53 p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
59 * @brief プレイヤーが詠唱中の呪術から一つを選んで停止する
62 bool stop_hex_spell(void)
72 if (!hex_spelling_any())
74 msg_print(_("呪文を詠唱していません。", "You are casting no spell."));
79 else if ((CASTING_HEX_NUM(p_ptr) == 1) || (p_ptr->lev < 35))
81 return stop_hex_spell_all();
85 strnfmt(out_val, 78, _("どの呪文の詠唱を中断しますか?(呪文 %c-%c, 'l'全て, ESC)", "Which spell do you stop casting? (Spell %c-%c, 'l' to all, ESC)"),
86 I2A(0), I2A(CASTING_HEX_NUM(p_ptr) - 1));
93 Term_erase(x, y, 255);
94 prt(_(" 名前", " Name"), y, x + 5);
95 for (spell = 0; spell < 32; spell++)
97 if (hex_spelling(spell))
99 Term_erase(x, y + n + 1, 255);
100 put_str(format("%c) %s", I2A(n), do_spell(REALM_HEX, spell, SPELL_NAME)), y + n + 1, x + 2);
105 if (!get_com(out_val, &choice, TRUE)) break;
106 if (isupper(choice)) choice = (char)tolower(choice);
108 if (choice == 'l') /* All */
111 return stop_hex_spell_all();
113 if ((choice < I2A(0)) || (choice > I2A(CASTING_HEX_NUM(p_ptr) - 1))) continue;
122 int n = sp[A2I(choice)];
124 do_spell(REALM_HEX, n, SPELL_STOP);
125 CASTING_HEX_FLAGS(p_ptr) &= ~(1L << n);
126 CASTING_HEX_NUM(p_ptr)--;
129 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
130 p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
137 * @brief 一定時間毎に呪術で消費するMPを処理する /
138 * Upkeeping hex spells Called from dungeon.c
144 MANA_POINT need_mana;
148 /* Spells spelled by player */
149 if (p_ptr->realm1 != REALM_HEX) return;
150 if (!CASTING_HEX_FLAGS(p_ptr) && !p_ptr->magic_num1[1]) return;
152 if (p_ptr->magic_num1[1])
154 p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
155 p_ptr->magic_num1[1] = 0;
159 /* Stop all spells when anti-magic ability is given */
160 if (p_ptr->anti_magic)
162 stop_hex_spell_all();
167 for (spell = 0; spell < 32; spell++)
169 if (hex_spelling(spell))
171 const magic_type *s_ptr;
172 s_ptr = &technic_info[REALM_HEX - MIN_TECHNIC][spell];
173 need_mana += mod_need_mana(s_ptr->smana, spell, REALM_HEX);
177 /* Culcurates final mana cost */
179 s64b_div(&need_mana, &need_mana_frac, 0, 3); /* Divide by 3 */
180 need_mana += (CASTING_HEX_NUM(p_ptr) - 1);
182 /* Not enough mana */
183 if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
185 stop_hex_spell_all();
192 s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
194 p_ptr->redraw |= PR_MANA;
197 msg_print(_("詠唱を再開した。", "You restart spelling."));
199 p_ptr->action = ACTION_SPELL;
201 p_ptr->update |= (PU_BONUS | PU_HP);
202 p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
203 p_ptr->update |= (PU_MONSTERS);
204 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
208 /* Gain experiences of spelling spells */
209 for (spell = 0; spell < 32; spell++)
211 const magic_type *s_ptr;
213 if (!hex_spelling(spell)) continue;
215 s_ptr = &technic_info[REALM_HEX - MIN_TECHNIC][spell];
217 if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
218 p_ptr->spell_exp[spell] += 5;
219 else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
220 { if (one_in_(2) && (current_floor_ptr->dun_level > 4) && ((current_floor_ptr->dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
221 else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
222 { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && ((current_floor_ptr->dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
223 else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
224 { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && (current_floor_ptr->dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
227 /* Do any effects of continual spells */
228 for (spell = 0; spell < 32; spell++)
230 if (hex_spelling(spell))
232 do_spell(REALM_HEX, spell, SPELL_CONT);
238 * @brief プレイヤーの呪術詠唱枠がすでに最大かどうかを返す
239 * @return すでに全枠を利用しているならTRUEを返す
241 bool hex_spell_fully(void)
244 k_max = (p_ptr->lev / 15) + 1;
245 k_max = MIN(k_max, MAX_KEEP);
246 if (CASTING_HEX_NUM(p_ptr) < k_max) return FALSE;
251 * @brief 一定ゲームターン毎に復讐処理の残り期間の判定を行う
254 void revenge_spell(void)
256 if (p_ptr->realm1 != REALM_HEX) return;
257 if (HEX_REVENGE_TURN(p_ptr) <= 0) return;
259 switch(HEX_REVENGE_TYPE(p_ptr))
261 case 1: do_spell(REALM_HEX, HEX_PATIENCE, SPELL_CONT); break;
262 case 2: do_spell(REALM_HEX, HEX_REVENGE, SPELL_CONT); break;
267 * @brief 復讐ダメージの追加を行う
268 * @param dam 蓄積されるダメージ量
271 void revenge_store(HIT_POINT dam)
273 if (p_ptr->realm1 != REALM_HEX) return;
274 if (HEX_REVENGE_TURN(p_ptr) <= 0) return;
276 HEX_REVENGE_POWER(p_ptr) += dam;
281 * @param m_idx 判定の対象となるモンスターID
282 * @return 反テレポートの効果が適用されるならTRUEを返す
284 bool teleport_barrier(MONSTER_IDX m_idx)
286 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
287 monster_race *r_ptr = &r_info[m_ptr->r_idx];
289 if (!hex_spelling(HEX_ANTI_TELE)) return FALSE;
290 if ((p_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
297 * @param m_idx 判定の対象となるモンスターID
298 * @return 反魔法の効果が適用されるならTRUEを返す
300 bool magic_barrier(MONSTER_IDX m_idx)
302 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
303 monster_race *r_ptr = &r_info[m_ptr->r_idx];
305 if (!hex_spelling(HEX_ANTI_MAGIC)) return FALSE;
306 if ((p_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
313 * @param m_idx 判定の対象となるモンスターID
314 * @return 反増殖の効果が適用されるならTRUEを返す
316 bool multiply_barrier(MONSTER_IDX m_idx)
318 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
319 monster_race *r_ptr = &r_info[m_ptr->r_idx];
321 if (!hex_spelling(HEX_ANTI_MULTI)) return FALSE;
322 if ((p_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
328 * @brief 呪術領域魔法の各処理を行う
330 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_CONT / SPELL_STOP)
331 * @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST / SPELL_CONT / SPELL_STOP 時はNULL文字列を返す。
333 concptr do_hex_spell(SPELL_IDX spell, BIT_FLAGS mode)
335 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
336 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
337 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
338 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
339 bool cont = (mode == SPELL_CONT) ? TRUE : FALSE;
340 bool stop = (mode == SPELL_STOP) ? TRUE : FALSE;
344 PLAYER_LEVEL plev = p_ptr->lev;
349 /*** 1st book (0-7) ***/
351 if (name) return _("邪なる祝福", "Evily blessing");
352 if (desc) return _("祝福により攻撃精度と防御力が上がる。", "Attempts to increase +to_hit of a weapon and AC");
357 msg_print(_("高潔な気分になった!", "You feel righteous!"));
364 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
370 if (name) return _("軽傷の治癒", "Cure light wounds");
371 if (desc) return _("HPや傷を少し回復させる。", "Heals cut and HP a little.");
372 if (info) return info_heal(1, 10, 0);
375 msg_print(_("気分が良くなってくる。", "You feel better and better."));
377 if (cast || cont) (void)cure_light_wounds(1, 10);
381 if (name) return _("悪魔のオーラ", "Demonic aura");
382 if (desc) return _("炎のオーラを身にまとい、回復速度が速くなる。", "Gives fire aura and regeneration.");
385 msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
389 msg_print(_("炎のオーラが消え去った。", "Fiery aura disappeared."));
394 if (name) return _("悪臭霧", "Stinking mist");
395 if (desc) return _("視界内のモンスターに微弱量の毒のダメージを与える。", "Deals few damages of poison to all monsters in your sight.");
396 power = plev / 2 + 5;
397 if (info) return info_damage(1, power, 0);
400 project_all_los(GF_POIS, randint1(power));
405 if (name) return _("腕力強化", "Extra might");
406 if (desc) return _("術者の腕力を上昇させる。", "Attempts to increase your strength.");
409 msg_print(_("何だか力が湧いて来る。", "You feel you get stronger."));
414 if (name) return _("武器呪縛", "Curse weapon");
415 if (desc) return _("装備している武器を呪う。", "Curses your weapon.");
420 GAME_TEXT o_name[MAX_NLEN];
422 u32b f[TR_FLAG_SIZE];
424 item_tester_hook = item_tester_hook_weapon_except_bow;
425 q = _("どれを呪いますか?", "Which weapon do you curse?");
426 s = _("武器を装備していない。", "You wield no weapons.");
428 o_ptr = choose_object(&item, q, s, (USE_EQUIP));
429 if (!o_ptr) return FALSE;
431 object_desc(o_name, o_ptr, OD_NAME_ONLY);
432 object_flags(o_ptr, f);
434 if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name))) return FALSE;
437 (object_is_artifact(o_ptr) || have_flag(f, TR_BLESSED)))
439 msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), o_name);
444 o_ptr->to_d -= randint1(3) % 2;
445 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
449 o_ptr->to_h -= randint1(3) % 2;
450 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
454 o_ptr->to_a -= randint1(3) % 2;
455 if (o_ptr->to_a < 0) o_ptr->to_a = 0;
457 msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), o_name);
463 msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
464 o_ptr->curse_flags |= (TRC_CURSED);
466 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
469 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
472 o_ptr->curse_flags |= (TRC_TY_CURSE);
473 if (one_in_(666)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
475 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
476 add_flag(o_ptr->art_flags, TR_VORPAL);
477 add_flag(o_ptr->art_flags, TR_VAMPIRIC);
478 msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
483 o_ptr->curse_flags |= get_curse(curse_rank, o_ptr);
486 p_ptr->update |= (PU_BONUS);
492 if (name) return _("邪悪感知", "Evil detection");
493 if (desc) return _("周囲の邪悪なモンスターを感知する。", "Detects evil monsters.");
494 if (info) return info_range(MAX_SIGHT);
497 msg_print(_("邪悪な生物の存在を感じ取ろうとした。", "You attend to the presence of evil creatures."));
502 if (name) return _("我慢", "Patience");
503 if (desc) return _("数ターン攻撃を耐えた後、受けたダメージを地獄の業火として周囲に放出する。",
504 "Bursts hell fire strongly after patients any damage while few turns.");
505 power = MIN(200, (HEX_REVENGE_POWER(p_ptr) * 2));
506 if (info) return info_damage(0, 0, power);
509 int a = 3 - (p_ptr->pspeed - 100) / 10;
510 MAGIC_NUM2 r = 3 + randint1(3) + MAX(0, MIN(3, a));
512 if (HEX_REVENGE_TURN(p_ptr) > 0)
514 msg_print(_("すでに我慢をしている。", "You are already patienting."));
518 HEX_REVENGE_TYPE(p_ptr) = 1;
519 HEX_REVENGE_TURN(p_ptr) = r;
520 HEX_REVENGE_POWER(p_ptr) = 0;
521 msg_print(_("じっと耐えることにした。", "You decide to patient all damages."));
526 POSITION rad = 2 + (power / 50);
528 HEX_REVENGE_TURN(p_ptr)--;
530 if ((HEX_REVENGE_TURN(p_ptr) <= 0) || (power >= 200))
532 msg_print(_("我慢が解かれた!", "Time for end of patioence!"));
535 project(0, rad, p_ptr->y, p_ptr->x, power, GF_HELL_FIRE,
536 (PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
540 msg_format(_("%d点のダメージを返した。", "You return %d damages."), power);
544 HEX_REVENGE_TYPE(p_ptr) = 0;
545 HEX_REVENGE_TURN(p_ptr) = 0;
546 HEX_REVENGE_POWER(p_ptr) = 0;
551 /*** 2nd book (8-15) ***/
553 if (name) return _("氷の鎧", "Ice armor");
554 if (desc) return _("氷のオーラを身にまとい、防御力が上昇する。", "Gives fire aura and bonus to AC.");
557 msg_print(_("体が氷の鎧で覆われた。", "You have enveloped by ice armor!"));
561 msg_print(_("氷の鎧が消え去った。", "Ice armor disappeared."));
566 if (name) return _("重傷の治癒", "Cure serious wounds");
567 if (desc) return _("体力や傷を多少回復させる。", "Heals cut and HP more.");
568 if (info) return info_heal(2, 10, 0);
571 msg_print(_("気分が良くなってくる。", "You feel better and better."));
573 if (cast || cont) (void)cure_serious_wounds(2, 10);
577 if (name) return _("薬品吸入", "Inhail potion");
578 if (desc) return _("呪文詠唱を中止することなく、薬の効果を得ることができる。", "Quaffs a potion without canceling of casting a spell.");
581 CASTING_HEX_FLAGS(p_ptr) |= (1L << HEX_INHAIL);
582 do_cmd_quaff_potion();
583 CASTING_HEX_FLAGS(p_ptr) &= ~(1L << HEX_INHAIL);
589 if (name) return _("衰弱の霧", "Hypodynamic mist");
590 if (desc) return _("視界内のモンスターに微弱量の衰弱属性のダメージを与える。",
591 "Deals few damages of hypodynamia to all monsters in your sight.");
592 power = (plev / 2) + 5;
593 if (info) return info_damage(1, power, 0);
596 project_all_los(GF_HYPODYNAMIA, randint1(power));
601 if (name) return _("魔剣化", "Swords to runeswords");
602 if (desc) return _("武器の攻撃力を上げる。切れ味を得、呪いに応じて与えるダメージが上昇し、善良なモンスターに対するダメージが2倍になる。",
603 "Gives vorpal ability to your weapon. Increases damages by your weapon acccording to curse of your weapon.");
607 msg_print("あなたの武器が黒く輝いた。");
609 if (!empty_hands(FALSE))
610 msg_print("Your weapons glow bright black.");
612 msg_print("Your weapon glows bright black.");
618 msg_print("武器の輝きが消え去った。");
620 msg_format("Brightness of weapon%s disappeared.", (empty_hands(FALSE)) ? "" : "s");
626 if (name) return _("混乱の手", "Touch of confusion");
627 if (desc) return _("攻撃した際モンスターを混乱させる。", "Confuses a monster when you attack.");
630 msg_print(_("あなたの手が赤く輝き始めた。", "Your hands glow bright red."));
634 msg_print(_("手の輝きがなくなった。", "Brightness on your hands disappeard."));
639 if (name) return _("肉体強化", "Building up");
640 if (desc) return _("術者の腕力、器用さ、耐久力を上昇させる。攻撃回数の上限を 1 増加させる。",
641 "Attempts to increases your strength, dexterity and constitusion.");
644 msg_print(_("身体が強くなった気がした。", "You feel your body is developed more now."));
649 if (name) return _("反テレポート結界", "Anti teleport barrier");
650 if (desc) return _("視界内のモンスターのテレポートを阻害するバリアを張る。", "Obstructs all teleportations by monsters in your sight.");
651 power = plev * 3 / 2;
652 if (info) return info_power(power);
655 msg_print(_("テレポートを防ぐ呪いをかけた。", "You feel anyone can not teleport except you."));
659 /*** 3rd book (16-23) ***/
661 if (name) return _("衝撃のクローク", "Cloak of shock");
662 if (desc) return _("電気のオーラを身にまとい、動きが速くなる。", "Gives lightning aura and a bonus to speed.");
665 msg_print(_("体が稲妻のオーラで覆われた。", "You have enveloped by electrical aura!"));
669 msg_print(_("稲妻のオーラが消え去った。", "Electrical aura disappeared."));
674 if (name) return _("致命傷の治癒", "Cure critical wounds");
675 if (desc) return _("体力や傷を回復させる。", "Heals cut and HP greatry.");
676 if (info) return info_heal(4, 10, 0);
679 msg_print(_("気分が良くなってくる。", "You feel better and better."));
681 if (cast || cont) (void)cure_critical_wounds(damroll(4, 10));
685 if (name) return _("呪力封入", "Recharging");
686 if (desc) return _("魔法の道具に魔力を再充填する。", "Recharges a magic device.");
688 if (info) return info_power(power);
691 if (!recharge(power)) return NULL;
697 if (name) return _("死者復活", "Animate Dead");
698 if (desc) return _("死体を蘇らせてペットにする。", "Raises corpses and skeletons from dead.");
701 msg_print(_("死者への呼びかけを始めた。", "You start to call deads.!"));
705 animate_dead(0, p_ptr->y, p_ptr->x);
710 if (name) return _("防具呪縛", "Curse armor");
711 if (desc) return _("装備している防具に呪いをかける。", "Curse a piece of armour that you wielding.");
716 GAME_TEXT o_name[MAX_NLEN];
718 u32b f[TR_FLAG_SIZE];
720 item_tester_hook = object_is_armour;
721 q = _("どれを呪いますか?", "Which piece of armour do you curse?");
722 s = _("防具を装備していない。", "You wield no piece of armours.");
724 o_ptr = choose_object(&item, q, s, (USE_EQUIP));
725 if (!o_ptr) return FALSE;
727 o_ptr = &inventory[item];
728 object_desc(o_name, o_ptr, OD_NAME_ONLY);
729 object_flags(o_ptr, f);
731 if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name))) return FALSE;
734 (object_is_artifact(o_ptr) || have_flag(f, TR_BLESSED)))
736 msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), o_name);
741 o_ptr->to_d -= randint1(3) % 2;
742 if (o_ptr->to_d < 0) o_ptr->to_d = 0;
746 o_ptr->to_h -= randint1(3) % 2;
747 if (o_ptr->to_h < 0) o_ptr->to_h = 0;
751 o_ptr->to_a -= randint1(3) % 2;
752 if (o_ptr->to_a < 0) o_ptr->to_a = 0;
754 msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), o_name);
760 msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
761 o_ptr->curse_flags |= (TRC_CURSED);
763 if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
766 if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
769 o_ptr->curse_flags |= (TRC_TY_CURSE);
770 if (one_in_(666)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
772 add_flag(o_ptr->art_flags, TR_AGGRAVATE);
773 add_flag(o_ptr->art_flags, TR_RES_POIS);
774 add_flag(o_ptr->art_flags, TR_RES_DARK);
775 add_flag(o_ptr->art_flags, TR_RES_NETHER);
776 msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
781 o_ptr->curse_flags |= get_curse(curse_rank, o_ptr);
784 p_ptr->update |= (PU_BONUS);
790 if (name) return _("影のクローク", "Cloak of shadow");
791 if (desc) return _("影のオーラを身にまとい、敵に影のダメージを与える。", "Gives aura of shadow.");
794 object_type *o_ptr = &inventory[INVEN_OUTER];
798 msg_print(_("クロークを身につけていない!", "You don't ware any cloak."));
801 else if (!object_is_cursed(o_ptr))
803 msg_print(_("クロークは呪われていない!", "Your cloak is not cursed."));
808 msg_print(_("影のオーラを身にまとった。", "You have enveloped by shadow aura!"));
813 object_type *o_ptr = &inventory[INVEN_OUTER];
815 if ((!o_ptr->k_idx) || (!object_is_cursed(o_ptr)))
817 do_spell(REALM_HEX, spell, SPELL_STOP);
818 CASTING_HEX_FLAGS(p_ptr) &= ~(1L << spell);
819 CASTING_HEX_NUM(p_ptr)--;
820 if (!SINGING_SONG_ID(p_ptr)) set_action(ACTION_NONE);
825 msg_print(_("影のオーラが消え去った。", "Shadow aura disappeared."));
830 if (name) return _("苦痛を魔力に", "Pains to mana");
831 if (desc) return _("視界内のモンスターに精神ダメージ与え、魔力を吸い取る。", "Deals psychic damages to all monsters in sight, and drains some mana.");
832 power = plev * 3 / 2;
833 if (info) return info_damage(1, power, 0);
836 project_all_los(GF_PSI_DRAIN, randint1(power));
841 if (name) return _("目には目を", "Eye for an eye");
842 if (desc) return _("打撃や魔法で受けたダメージを、攻撃元のモンスターにも与える。", "Returns same damage which you got to the monster which damaged you.");
845 msg_print(_("復讐したい欲望にかられた。", "You wish strongly you want to revenge anything."));
849 /*** 4th book (24-31) ***/
851 if (name) return _("反増殖結界", "Anti multiply barrier");
852 if (desc) return _("その階の増殖するモンスターの増殖を阻止する。", "Obstructs all multiplying by monsters in entire floor.");
855 msg_print(_("増殖を阻止する呪いをかけた。", "You feel anyone can not already multiply."));
860 if (name) return _("全復活", "Restoration");
861 if (desc) return _("経験値を徐々に復活し、減少した能力値を回復させる。", "Restores experience and status.");
864 msg_print(_("体が元の活力を取り戻し始めた。", "You feel your lost status starting to return."));
869 int d = (p_ptr->max_exp - p_ptr->exp);
870 int r = (p_ptr->exp / 20);
876 p_ptr->exp = p_ptr->max_exp;
880 /* Check the experience */
885 for (i = A_STR; i < A_MAX; i++)
887 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
889 if (p_ptr->stat_cur[i] < 18)
890 p_ptr->stat_cur[i]++;
892 p_ptr->stat_cur[i] += 10;
894 if (p_ptr->stat_cur[i] > p_ptr->stat_max[i])
895 p_ptr->stat_cur[i] = p_ptr->stat_max[i];
896 p_ptr->update |= (PU_BONUS);
904 msg_format(_("%sの呪文の詠唱をやめた。", "Finish casting '%^s'."), do_spell(REALM_HEX, HEX_RESTORE, SPELL_NAME));
905 CASTING_HEX_FLAGS(p_ptr) &= ~(1L << HEX_RESTORE);
906 if (cont) CASTING_HEX_NUM(p_ptr)--;
907 if (CASTING_HEX_NUM(p_ptr)) p_ptr->action = ACTION_NONE;
909 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
910 p_ptr->redraw |= (PR_EXTRA);
918 if (name) return _("呪力吸収", "Drain curse power");
919 if (desc) return _("呪われた武器の呪いを吸収して魔力を回復する。", "Drains curse on your weapon and heals SP a little.");
924 u32b f[TR_FLAG_SIZE];
927 item_tester_hook = item_tester_hook_cursed;
928 q = _("どの装備品から吸収しますか?", "Which cursed equipment do you drain mana from?");
929 s = _("呪われたアイテムを装備していない。", "You have no cursed equipment.");
931 o_ptr = choose_object(&item, q, s, (USE_EQUIP));
932 if (!o_ptr) return FALSE;
934 object_flags(o_ptr, f);
936 p_ptr->csp += (p_ptr->lev / 5) + randint1(p_ptr->lev / 5);
937 if (have_flag(f, TR_TY_CURSE) || (o_ptr->curse_flags & TRC_TY_CURSE)) p_ptr->csp += randint1(5);
938 if (p_ptr->csp > p_ptr->msp) p_ptr->csp = p_ptr->msp;
940 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
944 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
948 msg_print(_("呪いを全て吸い取った。", "Heavy curse vanished away."));
949 o_ptr->curse_flags = 0L;
952 else if ((o_ptr->curse_flags & (TRC_CURSED)) && one_in_(3))
954 msg_print(_("呪いを全て吸い取った。", "Curse vanished away."));
955 o_ptr->curse_flags = 0L;
963 if (name) return _("吸血の刃", "Swords to vampires");
964 if (desc) return _("吸血属性で攻撃する。", "Gives vampiric ability to your weapon.");
968 msg_print("あなたの武器が血を欲している。");
970 if (!empty_hands(FALSE))
971 msg_print("Your weapons want more blood now.");
973 msg_print("Your weapon wants more blood now.");
979 msg_print("武器の渇望が消え去った。");
981 msg_format("Thirsty of weapon%s disappeared.", (empty_hands(FALSE)) ? "" : "s");
987 if (name) return _("朦朧の言葉", "Word of stun");
988 if (desc) return _("視界内のモンスターを朦朧とさせる。", "Stuns all monsters in your sight.");
990 if (info) return info_power(power);
993 stun_monsters(power);
998 if (name) return _("影移動", "Moving into shadow");
999 if (desc) return _("モンスターの隣のマスに瞬間移動する。", "Teleports you close to a monster.");
1006 for (i = 0; i < 3; i++)
1008 if (!tgt_pt(&x, &y)) return FALSE;
1012 for (dir = 0; dir < 8; dir++)
1014 int dy = y + ddy_ddd[dir];
1015 int dx = x + ddx_ddd[dir];
1016 if (dir == 5) continue;
1017 if (current_floor_ptr->grid_array[dy][dx].m_idx) flag = TRUE;
1020 if (!cave_empty_bold(y, x) || (current_floor_ptr->grid_array[y][x].info & CAVE_ICKY) ||
1021 (distance(y, x, p_ptr->y, p_ptr->x) > plev + 2))
1023 msg_print(_("そこには移動できない。", "Can not teleport to there."));
1029 if (flag && randint0(plev * plev / 2))
1031 teleport_player_to(y, x, 0L);
1035 msg_print(_("おっと!", "Oops!"));
1036 teleport_player(30, 0L);
1044 if (name) return _("反魔法結界", "Anti magic barrier");
1045 if (desc) return _("視界内のモンスターの魔法を阻害するバリアを張る。", "Obstructs all magic spell of monsters in your sight.");
1046 power = plev * 3 / 2;
1047 if (info) return info_power(power);
1050 msg_print(_("魔法を防ぐ呪いをかけた。", "You feel anyone can not cast spells except you."));
1055 if (name) return _("復讐の宣告", "Revenge sentence");
1056 if (desc) return _("数ターン後にそれまで受けたダメージに応じた威力の地獄の劫火の弾を放つ。",
1057 "Fires a ball of hell fire to try revenging after few turns.");
1058 power = HEX_REVENGE_POWER(p_ptr);
1059 if (info) return info_damage(0, 0, power);
1063 int a = 3 - (p_ptr->pspeed - 100) / 10;
1064 r = 1 + randint1(2) + MAX(0, MIN(3, a));
1066 if (HEX_REVENGE_TURN(p_ptr) > 0)
1068 msg_print(_("すでに復讐は宣告済みだ。", "You already pronounced your revenge."));
1072 HEX_REVENGE_TYPE(p_ptr) = 2;
1073 HEX_REVENGE_TURN(p_ptr) = r;
1074 msg_format(_("あなたは復讐を宣告した。あと %d ターン。", "You pronounce your revenge. %d turns left."), r);
1079 HEX_REVENGE_TURN(p_ptr)--;
1081 if (HEX_REVENGE_TURN(p_ptr) <= 0)
1091 msg_print(_("復讐の時だ!", "Time to revenge!"));
1092 } while (!get_aim_dir(&dir));
1094 fire_ball(GF_HELL_FIRE, dir, power, 1);
1098 msg_format(_("%d点のダメージを返した。", "You return %d damages."), power);
1103 msg_print(_("復讐する気が失せた。", "You are not a mood to revenge."));
1105 HEX_REVENGE_POWER(p_ptr) = 0;
1112 if ((cast) && (add))
1115 CASTING_HEX_FLAGS(p_ptr) |= 1L << (spell);
1116 CASTING_HEX_NUM(p_ptr)++;
1118 if (p_ptr->action != ACTION_SPELL) set_action(ACTION_SPELL);
1123 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
1124 p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);