6 #include "spells-summon.h"
7 #include "spells-status.h"
8 #include "spells-object.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"
18 * @brief 自然領域魔法の各処理を行う
20 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
21 * @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。
23 concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
25 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
26 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
27 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
28 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
31 PLAYER_LEVEL plev = p_ptr->lev;
36 if (name) return _("モンスター感知", "Detect Creatures");
37 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.");
40 POSITION rad = DETECT_RAD_DEFAULT;
42 if (info) return info_radius(rad);
46 detect_monsters_normal(rad);
52 if (name) return _("稲妻", "Lightning");
53 if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
56 DICE_NUMBER dice = 3 + (plev - 1) / 5;
58 POSITION range = plev / 6 + 2;
60 if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
64 project_length = range;
66 if (!get_aim_dir(&dir)) return NULL;
68 fire_beam(GF_ELEC, dir, damroll(dice, sides));
74 if (name) return _("罠と扉感知", "Detect Doors and Traps");
75 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.");
78 POSITION rad = DETECT_RAD_DEFAULT;
80 if (info) return info_radius(rad);
84 detect_traps(rad, TRUE);
92 if (name) return _("食糧生成", "Produce Food");
93 if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
98 object_type forge, *q_ptr = &forge;
99 msg_print(_("食料を生成した。", "A food ration is produced."));
101 /* Create the food ration */
102 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
104 /* Drop the object from heaven */
105 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
111 if (name) return _("日の光", "Daylight");
112 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.");
115 DICE_NUMBER dice = 2;
116 DICE_SID sides = plev / 2;
117 POSITION rad = (plev / 10) + 1;
119 if (info) return info_damage(dice, sides, 0);
123 lite_area(damroll(dice, sides), rad);
125 if ((PRACE_IS_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
127 msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
128 take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
135 if (name) return _("動物習し", "Animal Taming");
136 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.");
141 if (info) return info_power(power);
145 if (!get_aim_dir(&dir)) return NULL;
147 charm_animal(dir, plev);
153 if (name) return _("環境への耐性", "Resist Environment");
154 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。",
155 "Gives resistance to fire, cold and electricity for a while. These resistances can be added to which from equipment for more powerful resistances.");
160 if (info) return info_duration(base, base);
164 set_oppose_cold(randint1(base) + base, FALSE);
165 set_oppose_fire(randint1(base) + base, FALSE);
166 set_oppose_elec(randint1(base) + base, FALSE);
172 if (name) return _("傷と毒治療", "Cure Wounds & Poison");
173 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 cut and poison status. Heals HP a little.");
176 DICE_NUMBER dice = 2;
179 if (info) return info_heal(dice, sides, 0);
183 hp_player(damroll(dice, sides));
191 if (name) return _("岩石溶解", "Stone to Mud");
192 if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
195 DICE_NUMBER dice = 1;
199 if (info) return info_damage(dice, sides, base);
203 if (!get_aim_dir(&dir)) return NULL;
205 wall_to_mud(dir, 20 + randint1(30));
211 if (name) return _("アイス・ボルト", "Frost Bolt");
212 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.");
215 DICE_NUMBER dice = 3 + (plev - 5) / 4;
218 if (info) return info_damage(dice, sides, 0);
222 if (!get_aim_dir(&dir)) return NULL;
223 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir, damroll(dice, sides));
229 if (name) return _("自然の覚醒", "Nature Awareness");
230 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。",
231 "Maps nearby area. Detects all monsters, traps, doors and stairs.");
234 int rad1 = DETECT_RAD_MAP;
235 int rad2 = DETECT_RAD_DEFAULT;
237 if (info) return info_radius(MAX(rad1, rad2));
242 detect_traps(rad2, TRUE);
245 detect_monsters_normal(rad2);
251 if (name) return _("ファイア・ボルト", "Fire Bolt");
252 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.");
255 DICE_NUMBER dice = 5 + (plev - 5) / 4;
258 if (info) return info_damage(dice, sides, 0);
262 if (!get_aim_dir(&dir)) return NULL;
263 fire_bolt_or_beam(beam_chance() - 10, GF_FIRE, dir, damroll(dice, sides));
269 if (name) return _("太陽光線", "Ray of Sunlight");
270 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 to light-sensitive monsters.");
273 DICE_NUMBER dice = 6;
276 if (info) return info_damage(dice, sides, 0);
280 if (!get_aim_dir(&dir)) return NULL;
281 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
282 lite_line(dir, damroll(6, 8));
288 if (name) return _("足かせ", "Entangle");
289 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.");
292 if (info) return info_power(power);
293 if (cast) slow_monsters(plev);
298 if (name) return _("動物召喚", "Summon Animal");
299 if (desc) return _("動物を1体召喚する。", "Summons an animal.");
304 if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
306 msg_print(_("動物は現れなかった。", "No animals arrive."));
314 if (name) return _("薬草治療", "Herbal Healing");
315 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. And heals cut, stun and poison completely.");
318 if (info) return info_heal(0, 0, heal);
319 if (cast) (void)cure_critical_wounds(heal);
324 if (name) return _("階段生成", "Stair Building");
325 if (desc) return _("自分のいる位置に階段を作る。", "Creates a stair which goes down or up.");
336 if (name) return _("肌石化", "Stone Skin");
337 if (desc) return _("一定時間、ACを上昇させる。", "Gives bonus to AC for a while.");
343 if (info) return info_duration(base, sides);
347 set_shield(randint1(sides) + base, FALSE);
353 if (name) return _("真・耐性", "Resistance True");
354 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。",
355 "Gives resistance to fire, cold, electricity, acid and poison for a while. These resistances can be added to which from equipment for more powerful resistances.");
360 if (info) return info_duration(base, base);
364 set_oppose_acid(randint1(base) + base, FALSE);
365 set_oppose_elec(randint1(base) + base, FALSE);
366 set_oppose_fire(randint1(base) + base, FALSE);
367 set_oppose_cold(randint1(base) + base, FALSE);
368 set_oppose_pois(randint1(base) + base, FALSE);
374 if (name) return _("森林創造", "Forest Creation");
375 if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
386 if (name) return _("動物友和", "Animal Friendship");
387 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.");
390 int power = plev * 2;
391 if (info) return info_power(power);
392 if (cast) charm_animals(power);
397 if (name) return _("試金石", "Stone Tell");
398 if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
403 if (!identify_fully(FALSE)) return NULL;
409 if (name) return _("石の壁", "Wall of Stone");
410 if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
421 if (name) return _("腐食防止", "Protect from Corrosion");
422 if (desc) return _("アイテムを酸で傷つかないよう加工する。", "Makes an equipment acid-proof.");
427 if (!rustproof()) return NULL;
433 if (name) return _("地震", "Earthquake");
434 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。",
435 "Shakes dungeon structure, and results in random swapping of floors and walls.");
440 if (info) return info_radius(rad);
444 earthquake(p_ptr->y, p_ptr->x, rad, 0);
450 if (name) return _("カマイタチ", "Whirlwind");
451 if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
452 if (cast) massacre();
456 if (name) return _("ブリザード", "Blizzard");
457 if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
460 HIT_POINT dam = 70 + plev * 3 / 2;
461 POSITION rad = plev / 12 + 1;
463 if (info) return info_damage(0, 0, dam);
467 if (!get_aim_dir(&dir)) return NULL;
469 fire_ball(GF_COLD, dir, dam, rad);
475 if (name) return _("稲妻嵐", "Lightning Storm");
476 if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
479 HIT_POINT dam = 90 + plev * 3 / 2;
480 POSITION rad = plev / 12 + 1;
482 if (info) return info_damage(0, 0, dam);
486 if (!get_aim_dir(&dir)) return NULL;
487 fire_ball(GF_ELEC, dir, dam, rad);
494 if (name) return _("渦潮", "Whirlpool");
495 if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
498 HIT_POINT dam = 100 + plev * 3 / 2;
499 POSITION rad = plev / 12 + 1;
501 if (info) return info_damage(0, 0, dam);
505 if (!get_aim_dir(&dir)) return NULL;
506 fire_ball(GF_WATER, dir, dam, rad);
512 if (name) return _("陽光召喚", "Call Sunlight");
513 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。",
514 "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
520 if (info) return info_damage(0, 0, dam / 2);
524 fire_ball(GF_LITE, 0, dam, rad);
525 chg_virtue(V_KNOWLEDGE, 1);
526 chg_virtue(V_ENLIGHTEN, 1);
529 if ((PRACE_IS_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
531 msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
532 take_hit(DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
539 if (name) return _("精霊の刃", "Elemental Branding");
540 if (desc) return _("武器に炎か冷気の属性をつける。", "Makes current weapon fire or frost branded.");
545 brand_weapon(randint0(2));
551 if (name) return _("自然の脅威", "Nature's Wrath");
552 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。",
553 "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
556 int d_dam = 4 * plev;
557 int b_dam = (100 + plev) * 2;
558 POSITION b_rad = 1 + plev / 12;
559 POSITION q_rad = 20 + plev / 2;
561 if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
565 dispel_monsters(d_dam);
566 earthquake(p_ptr->y, p_ptr->x, q_rad, 0);
567 project(0, b_rad, p_ptr->y, p_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);