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[Refactor] #37353 致命傷の治癒の効果をcure_critical_wounds()にまとめる。
[hengband/hengband.git] / src / realm-life.c
1 #include "angband.h"\r
2 #include "cmd-spell.h"\r
3 \r
4 /*!\r
5 * @brief \90\96½\97Ì\88æ\96\82\96@\82Ì\8ae\8f\88\97\9d\82ð\8ds\82¤\r
6 * @param spell \96\82\96@ID\r
7 * @param mode \8f\88\97\9d\93à\97e (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)\r
8 * @return SPELL_NAME / SPELL_DESC / SPELL_INFO \8e\9e\82É\82Í\95\8e\9a\97ñ\83|\83C\83\93\83^\82ð\95Ô\82·\81BSPELL_CAST\8e\9e\82ÍNULL\95\8e\9a\97ñ\82ð\95Ô\82·\81B\r
9 */\r
10 cptr do_life_spell(SPELL_IDX spell, BIT_FLAGS mode)\r
11 {\r
12         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;\r
13         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;\r
14         bool info = (mode == SPELL_INFO) ? TRUE : FALSE;\r
15         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;\r
16 \r
17         int dir;\r
18         int plev = p_ptr->lev;\r
19 \r
20         switch (spell)\r
21         {\r
22         case 0:\r
23                 if (name) return _("\8cy\8f\9d\82Ì\8e¡\96ü", "Cure Light Wounds");\r
24                 if (desc) return _("\89ö\89ä\82Æ\91Ì\97Í\82ð\8f­\82µ\89ñ\95\9c\82³\82¹\82é\81B", "Heals cut and HP a little.");\r
25                 {\r
26                         int dice = 2;\r
27                         int sides = 10;\r
28                         if (info) return info_heal(dice, sides, 0);\r
29                         if (cast) (void)cure_light_wounds(dice, sides);                 \r
30                 }\r
31                 break;\r
32 \r
33         case 1:\r
34                 if (name) return _("\8fj\95\9f", "Bless");\r
35                 if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\96½\92\86\97¦\82ÆAC\82É\83{\81[\83i\83X\82ð\93¾\82é\81B", "Gives bonus to hit and AC for a few turns.");\r
36                 {\r
37                         int base = 12;\r
38 \r
39                         if (info) return info_duration(base, base);\r
40 \r
41                         if (cast)\r
42                         {\r
43                                 set_blessed(randint1(base) + base, FALSE);\r
44                         }\r
45                 }\r
46                 break;\r
47 \r
48         case 2:\r
49                 if (name) return _("\8cy\8f\9d", "Cause Light Wounds");\r
50                 if (desc) return _("1\91Ì\82Ì\83\82\83\93\83X\83^\81[\82É\8f¬\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Wounds a monster a little unless resisted.");\r
51                 {\r
52                         int dice = 3 + (plev - 1) / 5;\r
53                         int sides = 4;\r
54 \r
55                         if (info) return info_damage(dice, sides, 0);\r
56 \r
57                         if (cast)\r
58                         {\r
59                                 if (!get_aim_dir(&dir)) return NULL;\r
60                                 fire_ball_hide(GF_WOUNDS, dir, damroll(dice, sides), 0);\r
61                         }\r
62                 }\r
63                 break;\r
64 \r
65         case 3:\r
66                 if (name) return _("\8cõ\82Ì\8f¢\8a«", "Call Light");\r
67                 if (desc) return _("\8cõ\8c¹\82ª\8fÆ\82ç\82µ\82Ä\82¢\82é\94Í\88Í\82©\95\94\89®\91S\91Ì\82ð\89i\8bv\82É\96¾\82é\82­\82·\82é\81B", "Lights up nearby area and the inside of a room permanently.");\r
68                 {\r
69                         int dice = 2;\r
70                         int sides = plev / 2;\r
71                         int rad = plev / 10 + 1;\r
72 \r
73                         if (info) return info_damage(dice, sides, 0);\r
74 \r
75                         if (cast)\r
76                         {\r
77                                 lite_area(damroll(dice, sides), rad);\r
78                         }\r
79                 }\r
80                 break;\r
81 \r
82         case 4:\r
83                 if (name) return _("ã© & \89B\82µ\94à\8a´\92m", "Detect Doors & Traps");\r
84                 if (desc) return _("\8bß\82­\82Ì\91S\82Ä\82Ìã©\82Æ\94à\82Æ\8aK\92i\82ð\8a´\92m\82·\82é\81B", "Detects traps, doors, and stairs in your vicinity.");\r
85                 {\r
86                         int rad = DETECT_RAD_DEFAULT;\r
87 \r
88                         if (info) return info_radius(rad);\r
89 \r
90                         if (cast)\r
91                         {\r
92                                 detect_traps(rad, TRUE);\r
93                                 detect_doors(rad);\r
94                                 detect_stairs(rad);\r
95                         }\r
96                 }\r
97                 break;\r
98 \r
99         case 5:\r
100                 if (name) return _("\8fd\8f\9d\82Ì\8e¡\96ü", "Cure Medium Wounds");\r
101                 if (desc) return _("\89ö\89ä\82Æ\91Ì\97Í\82ð\92\86\92ö\93x\89ñ\95\9c\82³\82¹\82é\81B", "Heals cut and HP more.");\r
102                 {\r
103                         int dice = 4;\r
104                         int sides = 10;\r
105 \r
106                         if (info) return info_heal(dice, sides, 0);\r
107                         if (cast) (void)cure_serious_wounds(dice, sides);\r
108                 }\r
109                 break;\r
110 \r
111         case 6:\r
112                 if (name) return _("\89ð\93Å", "Cure Poison");\r
113                 if (desc) return _("\91Ì\93à\82Ì\93Å\82ð\8eæ\82è\8f\9c\82­\81B", "Cure poison status.");\r
114                 {\r
115                         if (cast)\r
116                         {\r
117                                 set_poisoned(0);\r
118                         }\r
119                 }\r
120                 break;\r
121 \r
122         case 7:\r
123                 if (name) return _("\8bó\95 \8f[\91«", "Satisfy Hunger");\r
124                 if (desc) return _("\96\9e\95 \82É\82·\82é\81B", "Satisfies hunger.");\r
125                 {\r
126                         if (cast)\r
127                         {\r
128                                 set_food(PY_FOOD_MAX - 1);\r
129                         }\r
130                 }\r
131                 break;\r
132 \r
133         case 8:\r
134                 if (name) return _("\89ð\8eô", "Remove Curse");\r
135                 if (desc) return _("\83A\83C\83e\83\80\82É\82©\82©\82Á\82½\8eã\82¢\8eô\82¢\82ð\89ð\8f\9c\82·\82é\81B", "Removes normal curses from equipped items.");\r
136                 {\r
137                         if (cast)\r
138                         {\r
139                                 if (remove_curse())\r
140                                 {\r
141                                         msg_print(_("\92N\82©\82É\8c©\8eç\82ç\82ê\82Ä\82¢\82é\82æ\82¤\82È\8bC\82ª\82·\82é\81B", "You feel as if someone is watching over you."));\r
142                                 }\r
143                         }\r
144                 }\r
145                 break;\r
146 \r
147         case 9:\r
148                 if (name) return _("\8fd\8f\9d", "Cause Medium Wounds");\r
149                 if (desc) return _("1\91Ì\82Ì\83\82\83\93\83X\83^\81[\82É\92\86\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Wounds a monster unless resisted.");\r
150                 {\r
151                         int sides = 8 + (plev - 5) / 4;\r
152                         int dice = 8;\r
153 \r
154                         if (info) return info_damage(dice, sides, 0);\r
155 \r
156                         if (cast)\r
157                         {\r
158                                 if (!get_aim_dir(&dir)) return NULL;\r
159                                 fire_ball_hide(GF_WOUNDS, dir, damroll(dice, sides), 0);\r
160                         }\r
161                 }\r
162                 break;\r
163 \r
164         case 10:\r
165                 if (name) return _("\92v\96½\8f\9d\82Ì\8e¡\96ü", "Cure Critical Wounds");\r
166                 if (desc) return _("\91Ì\97Í\82ð\91å\95\9d\82É\89ñ\95\9c\82³\82¹\81A\95\89\8f\9d\82Æ\9eN\9eO\8fó\91Ô\82à\91S\89õ\82·\82é\81B", "Heals cut, stun and HP greatly.");\r
167                 {\r
168                         int dice = 8;\r
169                         int sides = 10;\r
170 \r
171                         if (info) return info_heal(dice, sides, 0);\r
172                         if (cast) (void)cure_serious_wounds(dice, sides);\r
173                 }\r
174                 break;\r
175 \r
176         case 11:\r
177                 if (name) return _("\91Ï\94M\91Ï\8a¦", "Resist Heat and Cold");\r
178                 if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\89Î\89\8a\82Æ\97â\8bC\82É\91Î\82·\82é\91Ï\90«\82ð\93¾\82é\81B\91\95\94õ\82É\82æ\82é\91Ï\90«\82É\97Ý\90Ï\82·\82é\81B",\r
179                         "Gives resistance to fire and cold. These resistances can be added to which from equipment for more powerful resistances.");\r
180 \r
181                 {\r
182                         int base = 20;\r
183 \r
184                         if (info) return info_duration(base, base);\r
185 \r
186                         if (cast)\r
187                         {\r
188                                 set_oppose_cold(randint1(base) + base, FALSE);\r
189                                 set_oppose_fire(randint1(base) + base, FALSE);\r
190                         }\r
191                 }\r
192                 break;\r
193 \r
194         case 12:\r
195                 if (name) return _("\8eü\95Ó\8a´\92m", "Sense Surroundings");\r
196                 if (desc) return _("\8eü\95Ó\82Ì\92n\8c`\82ð\8a´\92m\82·\82é\81B", "Maps nearby area.");\r
197 \r
198                 {\r
199                         int rad = DETECT_RAD_MAP;\r
200 \r
201                         if (info) return info_radius(rad);\r
202 \r
203                         if (cast)\r
204                         {\r
205                                 map_area(rad);\r
206                         }\r
207                 }\r
208                 break;\r
209 \r
210         case 13:\r
211                 if (name) return _("\83p\83j\83b\83N\81E\83A\83\93\83f\83b\83h", "Turn Undead");\r
212                 if (desc) return _("\8e\8b\8aE\93à\82Ì\83A\83\93\83f\83b\83h\82ð\8b°\95|\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to scare undead monsters in sight.");\r
213 \r
214                 {\r
215                         if (cast)\r
216                         {\r
217                                 turn_undead();\r
218                         }\r
219                 }\r
220                 break;\r
221 \r
222         case 14:\r
223                 if (name) return _("\91Ì\97Í\89ñ\95\9c", "Healing");\r
224                 if (desc) return _("\8bÉ\82ß\82Ä\8b­\97Í\82È\89ñ\95\9c\8eô\95\82Å\81A\95\89\8f\9d\82Æ\9eN\9eO\8fó\91Ô\82à\91S\89õ\82·\82é\81B", "Much powerful healing magic, and heals cut and stun completely.");\r
225 \r
226                 {\r
227                         int heal = 300;\r
228 \r
229                         if (info) return info_heal(0, 0, heal);\r
230 \r
231                         if (cast)\r
232                         {\r
233                                 hp_player(heal);\r
234                                 set_stun(0);\r
235                                 set_cut(0);\r
236                         }\r
237                 }\r
238                 break;\r
239 \r
240         case 15:\r
241                 if (name) return _("\8c\8b\8aE\82Ì\96ä\8fÍ", "Glyph of Warding");\r
242                 if (desc) return _("\8e©\95ª\82Ì\82¢\82é\8f°\82Ì\8fã\82É\81A\83\82\83\93\83X\83^\81[\82ª\92Ê\82è\94²\82¯\82½\82è\8f¢\8a«\82³\82ê\82½\82è\82·\82é\82±\82Æ\82ª\82Å\82«\82È\82­\82È\82é\83\8b\81[\83\93\82ð\95`\82­\81B",\r
243                         "Sets a glyph on the floor beneath you. Monsters cannot attack you if you are on a glyph, but can try to break glyph.");\r
244 \r
245                 {\r
246                         if (cast)\r
247                         {\r
248                                 warding_glyph();\r
249                         }\r
250                 }\r
251                 break;\r
252 \r
253         case 16:\r
254                 if (name) return _("*\89ð\8eô*", "Dispel Curse");\r
255                 if (desc) return _("\83A\83C\83e\83\80\82É\82©\82©\82Á\82½\8b­\97Í\82È\8eô\82¢\82ð\89ð\8f\9c\82·\82é\81B", "Removes normal and heavy curse from equipped items.");\r
256 \r
257                 {\r
258                         if (cast)\r
259                         {\r
260                                 if (remove_all_curse())\r
261                                 {\r
262                                         msg_print(_("\92N\82©\82É\8c©\8eç\82ç\82ê\82Ä\82¢\82é\82æ\82¤\82È\8bC\82ª\82·\82é\81B", "You feel as if someone is watching over you."));\r
263                                 }\r
264                         }\r
265                 }\r
266                 break;\r
267 \r
268         case 17:\r
269                 if (name) return _("\8aÓ\8e¯", "Perception");\r
270                 if (desc) return _("\83A\83C\83e\83\80\82ð\8e¯\95Ê\82·\82é\81B", "Identifies an item.");\r
271 \r
272                 {\r
273                         if (cast)\r
274                         {\r
275                                 if (!ident_spell(FALSE)) return NULL;\r
276                         }\r
277                 }\r
278                 break;\r
279 \r
280         case 18:\r
281                 if (name) return _("\83A\83\93\83f\83b\83h\91Þ\8eU", "Dispel Undead");\r
282                 if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83A\83\93\83f\83b\83h\82É\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Damages all undead monsters in sight.");\r
283 \r
284                 {\r
285                         int dice = 1;\r
286                         int sides = plev * 5;\r
287 \r
288                         if (info) return info_damage(dice, sides, 0);\r
289 \r
290                         if (cast)\r
291                         {\r
292                                 dispel_undead(damroll(dice, sides));\r
293                         }\r
294                 }\r
295                 break;\r
296 \r
297         case 19:\r
298                 if (name) return _("\93â\82Ì\8d\8f", "Day of the Dove");\r
299                 if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\96£\97¹\82·\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to charm all monsters in sight.");\r
300 \r
301                 {\r
302                         int power = plev * 2;\r
303 \r
304                         if (info) return info_power(power);\r
305 \r
306                         if (cast)\r
307                         {\r
308                                 charm_monsters(power);\r
309                         }\r
310                 }\r
311                 break;\r
312 \r
313         case 20:\r
314                 if (name) return _("\92v\96½\8f\9d", "Cause Critical Wounds");\r
315                 if (desc) return _("1\91Ì\82Ì\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Wounds a monster critically unless resisted.");\r
316 \r
317                 {\r
318                         int dice = 5 + (plev - 5) / 3;\r
319                         int sides = 15;\r
320 \r
321                         if (info) return info_damage(dice, sides, 0);\r
322 \r
323                         if (cast)\r
324                         {\r
325                                 if (!get_aim_dir(&dir)) return NULL;\r
326                                 fire_ball_hide(GF_WOUNDS, dir, damroll(dice, sides), 0);\r
327                         }\r
328                 }\r
329                 break;\r
330 \r
331         case 21:\r
332                 if (name) return _("\8bA\8aÒ\82Ì\8fÙ", "Word of Recall");\r
333                 if (desc) return _("\92n\8fã\82É\82¢\82é\82Æ\82«\82Í\83_\83\93\83W\83\87\83\93\82Ì\8dÅ\90[\8aK\82Ö\81A\83_\83\93\83W\83\87\83\93\82É\82¢\82é\82Æ\82«\82Í\92n\8fã\82Ö\82Æ\88Ú\93®\82·\82é\81B", "Recalls player from dungeon to town, or from town to the deepest level of dungeon.");\r
334 \r
335                 {\r
336                         int base = 15;\r
337                         int sides = 20;\r
338 \r
339                         if (info) return info_delay(base, sides);\r
340 \r
341                         if (cast)\r
342                         {\r
343                                 if (!word_of_recall()) return NULL;\r
344                         }\r
345                 }\r
346                 break;\r
347 \r
348         case 22:\r
349                 if (name) return _("\90^\8eÀ\82Ì\8dÕ\92d", "Alter Reality");\r
350                 if (desc) return _("\8c»\8dÝ\82Ì\8aK\82ð\8dÄ\8d\\90¬\82·\82é\81B", "Recreates current dungeon level.");\r
351 \r
352                 {\r
353                         int base = 15;\r
354                         int sides = 20;\r
355 \r
356                         if (info) return info_delay(base, sides);\r
357 \r
358                         if (cast)\r
359                         {\r
360                                 alter_reality();\r
361                         }\r
362                 }\r
363                 break;\r
364 \r
365         case 23:\r
366                 if (name) return _("\90^\81E\8c\8b\8aE", "Warding True");\r
367                 if (desc) return _("\8e©\95ª\82Ì\82¢\82é\8f°\82Æ\8eü\88Í8\83}\83X\82Ì\8f°\82Ì\8fã\82É\81A\83\82\83\93\83X\83^\81[\82ª\92Ê\82è\94²\82¯\82½\82è\8f¢\8a«\82³\82ê\82½\82è\82·\82é\82±\82Æ\82ª\82Å\82«\82È\82­\82È\82é\83\8b\81[\83\93\82ð\95`\82­\81B", "Creates glyphs in all adjacent squares and under you.");\r
368 \r
369                 {\r
370                         int rad = 1;\r
371 \r
372                         if (info) return info_radius(rad);\r
373 \r
374                         if (cast)\r
375                         {\r
376                                 warding_glyph();\r
377                                 glyph_creation();\r
378                         }\r
379                 }\r
380                 break;\r
381 \r
382         case 24:\r
383                 if (name) return _("\95s\96Ñ\89»", "Sterilization");\r
384                 if (desc) return _("\82±\82Ì\8aK\82Ì\91\9d\90B\82·\82é\83\82\83\93\83X\83^\81[\82ª\91\9d\90B\82Å\82«\82È\82­\82È\82é\81B", "Prevents any breeders on current level from breeding.");\r
385 \r
386                 {\r
387                         if (cast)\r
388                         {\r
389                                 num_repro += MAX_REPRO;\r
390                         }\r
391                 }\r
392                 break;\r
393 \r
394         case 25:\r
395                 if (name) return _("\91S\8a´\92m", "Detection");\r
396                 if (desc) return _("\8bß\82­\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\81Aã©\81A\94à\81A\8aK\92i\81A\8dà\95ó\81A\82»\82µ\82Ä\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B", "Detects all monsters, traps, doors, stairs, treasures and items in your vicinity.");\r
397 \r
398                 {\r
399                         int rad = DETECT_RAD_DEFAULT;\r
400 \r
401                         if (info) return info_radius(rad);\r
402 \r
403                         if (cast)\r
404                         {\r
405                                 detect_all(rad);\r
406                         }\r
407                 }\r
408                 break;\r
409 \r
410         case 26:\r
411                 if (name) return _("\83A\83\93\83f\83b\83h\8fÁ\96Å", "Annihilate Undead");\r
412                 if (desc) return _("\8e©\95ª\82Ì\8eü\88Í\82É\82¢\82é\83A\83\93\83f\83b\83h\82ð\8c»\8dÝ\82Ì\8aK\82©\82ç\8fÁ\82µ\8b\8e\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B",\r
413                         "Eliminates all nearby undead monsters, exhausting you.  Powerful or unique monsters may be able to resist.");\r
414 \r
415                 {\r
416                         int power = plev + 50;\r
417 \r
418                         if (info) return info_power(power);\r
419 \r
420                         if (cast)\r
421                         {\r
422                                 mass_genocide_undead(power, TRUE);\r
423                         }\r
424                 }\r
425                 break;\r
426 \r
427         case 27:\r
428                 if (name) return _("\90ç\97¢\8aá", "Clairvoyance");\r
429                 if (desc) return _("\82»\82Ì\8aK\91S\91Ì\82ð\89i\8bv\82É\8fÆ\82ç\82µ\81A\83_\83\93\83W\83\87\83\93\93à\82·\82×\82Ä\82Ì\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B", "Maps and lights whole dungeon level. Knows all objects location. And gives telepathy for a while.");\r
430 \r
431                 {\r
432                         if (cast)\r
433                         {\r
434                                 wiz_lite(FALSE);\r
435                         }\r
436                 }\r
437                 break;\r
438 \r
439         case 28:\r
440                 if (name) return _("\91S\95\9c\8a\88", "Restoration");\r
441                 if (desc) return _("\82·\82×\82Ä\82Ì\83X\83e\81[\83^\83X\82Æ\8co\8c±\92l\82ð\89ñ\95\9c\82·\82é\81B", "Restores all stats and experience.");\r
442 \r
443                 {\r
444                         if (cast)\r
445                         {\r
446                                 do_res_stat(A_STR);\r
447                                 do_res_stat(A_INT);\r
448                                 do_res_stat(A_WIS);\r
449                                 do_res_stat(A_DEX);\r
450                                 do_res_stat(A_CON);\r
451                                 do_res_stat(A_CHR);\r
452                                 restore_level();\r
453                         }\r
454                 }\r
455                 break;\r
456 \r
457         case 29:\r
458                 if (name) return _("*\91Ì\97Í\89ñ\95\9c*", "Healing True");\r
459                 if (desc) return _("\8dÅ\8b­\82Ì\8e¡\96ü\82Ì\96\82\96@\82Å\81A\95\89\8f\9d\82Æ\9eN\9eO\8fó\91Ô\82à\91S\89õ\82·\82é\81B", "The greatest healing magic. Heals all HP, cut and stun.");\r
460 \r
461                 {\r
462                         int heal = 2000;\r
463 \r
464                         if (info) return info_heal(0, 0, heal);\r
465 \r
466                         if (cast)\r
467                         {\r
468                                 hp_player(heal);\r
469                                 set_stun(0);\r
470                                 set_cut(0);\r
471                         }\r
472                 }\r
473                 break;\r
474 \r
475         case 30:\r
476                 if (name) return _("\90¹\82È\82é\83r\83W\83\87\83\93", "Holy Vision");\r
477                 if (desc) return _("\83A\83C\83e\83\80\82Ì\8e\9d\82Â\94\\97Í\82ð\8a®\91S\82É\92m\82é\81B", "*Identifies* an item.");\r
478 \r
479                 {\r
480                         if (cast)\r
481                         {\r
482                                 if (!identify_fully(FALSE)) return NULL;\r
483                         }\r
484                 }\r
485                 break;\r
486 \r
487         case 31:\r
488                 if (name) return _("\8b\86\8bÉ\82Ì\91Ï\90«", "Ultimate Resistance");\r
489                 if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\82 \82ç\82ä\82é\91Ï\90«\82ð\95t\82¯\81AAC\82Æ\96\82\96@\96h\8cä\94\\97Í\82ð\8fã\8f¸\82³\82¹\82é\81B", "Gives ultimate resistance, bonus to AC and speed.");\r
490 \r
491                 {\r
492                         TIME_EFFECT base = (TIME_EFFECT)plev / 2;\r
493 \r
494                         if (info) return info_duration(base, base);\r
495 \r
496                         if (cast)\r
497                         {\r
498                                 TIME_EFFECT v = randint1(base) + base;\r
499                                 set_fast(v, FALSE);\r
500                                 set_oppose_acid(v, FALSE);\r
501                                 set_oppose_elec(v, FALSE);\r
502                                 set_oppose_fire(v, FALSE);\r
503                                 set_oppose_cold(v, FALSE);\r
504                                 set_oppose_pois(v, FALSE);\r
505                                 set_ultimate_res(v, FALSE);\r
506                         }\r
507                 }\r
508                 break;\r
509         }\r
510 \r
511         return "";\r
512 }\r