4 #include "realm-song.h"
8 #include "spells-status.h"
9 #include "spells-floor.h"
10 #include "player-effects.h"
11 #include "targeting.h"
12 #include "view-mainwindow.h"
15 * @brief 歌の開始を処理する / Start singing if the player is a Bard
16 * @param spell 領域魔法としてのID
20 static void start_singing(SPELL_IDX spell, MAGIC_NUM1 song)
22 /* Remember the song index */
23 SINGING_SONG_EFFECT(p_ptr) = (MAGIC_NUM1)song;
25 /* Remember the index of the spell which activated the song */
26 SINGING_SONG_ID(p_ptr) = (MAGIC_NUM2)spell;
29 /* Now the player is singing */
30 set_action(ACTION_SING);
32 p_ptr->update |= (PU_BONUS);
33 p_ptr->redraw |= (PR_STATUS);
39 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP)
40 * @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP 時はNULL文字列を返す。
42 concptr do_music_spell(SPELL_IDX spell, BIT_FLAGS mode)
44 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
45 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
46 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
47 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
48 bool fail = (mode == SPELL_FAIL) ? TRUE : FALSE;
49 bool cont = (mode == SPELL_CONT) ? TRUE : FALSE;
50 bool stop = (mode == SPELL_STOP) ? TRUE : FALSE;
53 PLAYER_LEVEL plev = p_ptr->lev;
58 if (name) return _("遅鈍の歌", "Song of Holding");
59 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.");
61 /* Stop singing before start another */
62 if (cast || fail) stop_singing(p_ptr);
66 msg_print(_("ゆっくりとしたメロディを口ずさみ始めた...", "You start humming a slow, steady melody..."));
67 start_singing(spell, MUSIC_SLOW);
73 if (info) return info_power(power);
83 if (name) return _("祝福の歌", "Song of Blessing");
84 if (desc) return _("命中率とACのボーナスを得る。", "Gives bonus to hit and AC for a few turns.");
86 /* Stop singing before start another */
87 if (cast || fail) stop_singing(p_ptr);
91 msg_print(_("厳かなメロディを奏で始めた...", "The holy power of the Music of the Ainur enters you..."));
92 start_singing(spell, MUSIC_BLESS);
99 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
106 if (name) return _("崩壊の音色", "Wrecking Note");
107 if (desc) return _("轟音のボルトを放つ。", "Fires a bolt of sound.");
109 /* Stop singing before start another */
110 if (cast || fail) stop_singing(p_ptr);
113 DICE_NUMBER dice = 4 + (plev - 1) / 5;
116 if (info) return info_damage(dice, sides, 0);
120 if (!get_aim_dir(&dir)) return NULL;
122 fire_bolt(GF_SOUND, dir, damroll(dice, sides));
128 if (name) return _("朦朧の旋律", "Stun Pattern");
129 if (desc) return _("視界内の全てのモンスターを朦朧させる。抵抗されると無効。", "Attempts to stun all monsters in sight.");
131 /* Stop singing before start another */
132 if (cast || fail) stop_singing(p_ptr);
136 msg_print(_("眩惑させるメロディを奏で始めた...", "You weave a pattern of sounds to bewilder and daze..."));
137 start_singing(spell, MUSIC_STUN);
141 DICE_NUMBER dice = plev / 10;
144 if (info) return info_power_dice(dice, sides);
148 stun_monsters(damroll(dice, sides));
155 if (name) return _("生命の流れ", "Flow of Life");
156 if (desc) return _("体力を少し回復させる。", "Heals HP a little.");
158 /* Stop singing before start another */
159 if (cast || fail) stop_singing(p_ptr);
163 msg_print(_("歌を通して体に活気が戻ってきた...", "Life flows through you as you sing a song of healing..."));
164 start_singing(spell, MUSIC_L_LIFE);
168 DICE_NUMBER dice = 2;
171 if (info) return info_heal(dice, sides, 0);
175 hp_player(damroll(dice, sides));
182 if (name) return _("太陽の歌", "Song of the Sun");
183 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.");
185 /* Stop singing before start another */
186 if (cast || fail) stop_singing(p_ptr);
189 DICE_NUMBER dice = 2;
190 DICE_SID sides = plev / 2;
191 POSITION rad = plev / 10 + 1;
193 if (info) return info_damage(dice, sides, 0);
197 msg_print(_("光り輝く歌が辺りを照らした。", "Your uplifting song brings brightness to dark places..."));
198 lite_area(damroll(dice, sides), rad);
204 if (name) return _("恐怖の歌", "Song of Fear");
205 if (desc) return _("視界内の全てのモンスターを恐怖させる。抵抗されると無効。", "Attempts to scare all monsters in sight.");
207 /* Stop singing before start another */
208 if (cast || fail) stop_singing(p_ptr);
212 msg_print(_("おどろおどろしいメロディを奏で始めた...", "You start weaving a fearful pattern..."));
213 start_singing(spell, MUSIC_FEAR);
219 if (info) return info_power(power);
223 project_all_los(GF_TURN_ALL, power);
230 if (name) return _("戦いの歌", "Heroic Ballad");
231 if (desc) return _("ヒーロー気分になる。", "Removes fear, and gives bonus to hit and 10 more HP for a while.");
233 /* Stop singing before start another */
234 if (cast || fail) stop_singing(p_ptr);
238 msg_print(_("激しい戦いの歌を歌った...", "You start singing a song of intense fighting..."));
243 /* Recalculate hitpoints */
244 p_ptr->update |= (PU_HP);
246 start_singing(spell, MUSIC_HERO);
253 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
254 /* Recalculate hitpoints */
255 p_ptr->update |= (PU_HP);
262 if (name) return _("霊的知覚", "Clairaudience");
263 if (desc) return _("近くの罠/扉/階段を感知する。レベル15で全てのモンスター、20で財宝とアイテムを感知できるようになる。レベル25で周辺の地形を感知し、40でその階全体を永久に照らし、ダンジョン内のすべてのアイテムを感知する。この効果は歌い続けることで順に起こる。",
264 "Detects traps, doors and stairs in your vicinity. And detects all monsters at level 15, treasures and items at level 20. Maps nearby area at level 25. Lights and know the whole level at level 40. These effects occurs by turns while this song continues.");
266 /* Stop singing before start another */
267 if (cast || fail) stop_singing(p_ptr);
271 msg_print(_("静かな音楽が感覚を研ぎ澄まさせた...", "Your quiet music sharpens your sense of hearing..."));
272 /* Hack -- Initialize the current_world_ptr->game_turn count */
273 SINGING_COUNT(p_ptr) = 0;
274 start_singing(spell, MUSIC_DETECT);
278 POSITION rad = DETECT_RAD_DEFAULT;
280 if (info) return info_radius(rad);
284 int count = SINGING_COUNT(p_ptr);
286 if (count >= 19) wiz_lite(FALSE);
290 if (plev > 39 && count < 19)
291 SINGING_COUNT(p_ptr) = count + 1;
295 /* There are too many hidden treasure. So... */
296 /* detect_treasure(rad); */
297 detect_objects_gold(rad);
298 detect_objects_normal(rad);
300 if (plev > 24 && count < 11)
301 SINGING_COUNT(p_ptr) = count + 1;
305 detect_monsters_invis(rad);
306 detect_monsters_normal(rad);
308 if (plev > 19 && count < A_MAX)
309 SINGING_COUNT(p_ptr) = count + 1;
311 detect_traps(rad, TRUE);
315 if (plev > 14 && count < 3)
316 SINGING_COUNT(p_ptr) = count + 1;
323 if (name) return _("魂の歌", "Soul Shriek");
324 if (desc) return _("視界内の全てのモンスターに対して精神攻撃を行う。", "Damages all monsters in sight with PSI damages.");
326 /* Stop singing before start another */
327 if (cast || fail) stop_singing(p_ptr);
331 msg_print(_("精神を捻じ曲げる歌を歌った...", "You start singing a song of soul in pain..."));
332 start_singing(spell, MUSIC_PSI);
336 DICE_NUMBER dice = 1;
337 DICE_SID sides = plev * 3 / 2;
339 if (info) return info_damage(dice, sides, 0);
343 project_all_los(GF_PSI, damroll(dice, sides));
350 if (name) return _("知識の歌", "Song of Lore");
351 if (desc) return _("自分のいるマスと隣りのマスに落ちているアイテムを鑑定する。", "Identifies all items which are in the adjacent squares.");
353 /* Stop singing before start another */
354 if (cast || fail) stop_singing(p_ptr);
358 msg_print(_("この世界の知識が流れ込んできた...", "You recall the rich lore of the world..."));
359 start_singing(spell, MUSIC_ID);
365 if (info) return info_radius(rad);
369 * MP不足で鑑定が発動される前に歌が中断してしまうのを防止。
373 project(0, rad, p_ptr->y, p_ptr->x, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
380 if (name) return _("隠遁の歌", "Hiding Tune");
381 if (desc) return _("隠密行動能力を上昇させる。", "Gives improved stealth.");
383 /* Stop singing before start another */
384 if (cast || fail) stop_singing(p_ptr);
388 msg_print(_("あなたの姿が景色にとけこんでいった...", "Your song carries you beyond the sight of mortal eyes..."));
389 start_singing(spell, MUSIC_STEALTH);
394 if (!p_ptr->tim_stealth)
396 msg_print(_("姿がはっきりと見えるようになった。", "You are no longer hided."));
403 if (name) return _("幻影の旋律", "Illusion Pattern");
404 if (desc) return _("視界内の全てのモンスターを混乱させる。抵抗されると無効。", "Attempts to confuse all monsters in sight.");
406 /* Stop singing before start another */
407 if (cast || fail) stop_singing(p_ptr);
411 msg_print(_("辺り一面に幻影が現れた...", "You weave a pattern of sounds to beguile and confuse..."));
412 start_singing(spell, MUSIC_CONF);
416 POWER power = plev * 2;
418 if (info) return info_power(power);
422 confuse_monsters(power);
429 if (name) return _("破滅の叫び", "Doomcall");
430 if (desc) return _("視界内の全てのモンスターに対して轟音攻撃を行う。", "Damages all monsters in sight with booming sound.");
432 /* Stop singing before start another */
433 if (cast || fail) stop_singing(p_ptr);
437 msg_print(_("轟音が響いた...", "The fury of the Downfall of Numenor lashes out..."));
438 start_singing(spell, MUSIC_SOUND);
442 DICE_NUMBER dice = 10 + plev / 5;
445 if (info) return info_damage(dice, sides, 0);
449 project_all_los(GF_SOUND, damroll(dice, sides));
456 if (name) return _("フィリエルの歌", "Firiel's Song");
457 if (desc) return _("周囲の死体や骨を生き返す。", "Resurrects nearby corpse and skeletons. And makes these your pets.");
460 /* Stop singing before start another */
461 if (cast || fail) stop_singing(p_ptr);
465 msg_print(_("生命と復活のテーマを奏で始めた...", "The themes of life and revival are woven into your song..."));
466 animate_dead(0, p_ptr->y, p_ptr->x);
472 if (name) return _("旅の仲間", "Fellowship Chant");
473 if (desc) return _("視界内の全てのモンスターを魅了する。抵抗されると無効。", "Attempts to charm all monsters in sight.");
475 /* Stop singing before start another */
476 if (cast || fail) stop_singing(p_ptr);
480 msg_print(_("安らかなメロディを奏で始めた...", "You weave a slow, soothing melody of imploration..."));
481 start_singing(spell, MUSIC_CHARM);
485 DICE_NUMBER dice = 10 + plev / 15;
488 if (info) return info_power_dice(dice, sides);
492 charm_monsters(damroll(dice, sides));
499 if (name) return _("分解音波", "Sound of disintegration");
500 if (desc) return _("壁を掘り進む。自分の足元のアイテムは蒸発する。", "Makes you be able to burrow into walls. Objects under your feet evaporate.");
502 /* Stop singing before start another */
503 if (cast || fail) stop_singing(p_ptr);
507 msg_print(_("粉砕するメロディを奏で始めた...", "You weave a violent pattern of sounds to break wall."));
508 start_singing(spell, MUSIC_WALL);
514 * MP不足で効果が発動される前に歌が中断してしまうのを防止。
518 project(0, 0, p_ptr->y, p_ptr->x,
519 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
525 if (name) return _("元素耐性", "Finrod's Resistance");
526 if (desc) return _("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。",
527 "Gives resistance to fire, cold, electricity, acid and poison. These resistances can be added to which from equipment for more powerful resistances.");
529 /* Stop singing before start another */
530 if (cast || fail) stop_singing(p_ptr);
534 msg_print(_("元素の力に対する忍耐の歌を歌った。", "You sing a song of perseverance against powers..."));
535 start_singing(spell, MUSIC_RESIST);
540 if (!p_ptr->oppose_acid)
542 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
545 if (!p_ptr->oppose_elec)
547 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to elec."));
550 if (!p_ptr->oppose_fire)
552 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
555 if (!p_ptr->oppose_cold)
557 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
560 if (!p_ptr->oppose_pois)
562 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to pois."));
569 if (name) return _("ホビットのメロディ", "Hobbit Melodies");
570 if (desc) return _("加速する。", "Hastes you.");
572 /* Stop singing before start another */
573 if (cast || fail) stop_singing(p_ptr);
577 msg_print(_("軽快な歌を口ずさみ始めた...", "You start singing joyful pop song..."));
578 start_singing(spell, MUSIC_SPEED);
585 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
592 if (name) return _("歪んだ世界", "World Contortion");
593 if (desc) return _("近くのモンスターをテレポートさせる。抵抗されると無効。", "Teleports all nearby monsters away unless resisted.");
596 POSITION rad = plev / 15 + 1;
597 POWER power = plev * 3 + 1;
599 if (info) return info_radius(rad);
601 /* Stop singing before start another */
602 if (cast || fail) stop_singing(p_ptr);
606 msg_print(_("歌が空間を歪めた...", "Reality whirls wildly as you sing a dizzying melody..."));
607 project(0, rad, p_ptr->y, p_ptr->x, power, GF_AWAY_ALL, PROJECT_KILL, -1);
613 if (name) return _("退散の歌", "Dispelling chant");
614 if (desc) return _("視界内の全てのモンスターにダメージを与える。邪悪なモンスターに特に大きなダメージを与える。",
615 "Damages all monsters in sight. Hurts evil monsters greatly.");
617 /* Stop singing before start another */
618 if (cast || fail) stop_singing(p_ptr);
622 msg_print(_("耐えられない不協和音が敵を責め立てた...", "You cry out in an ear-wracking voice..."));
623 start_singing(spell, MUSIC_DISPEL);
627 DICE_SID m_sides = plev * 3;
628 DICE_SID e_sides = plev * 3;
630 if (info) return format("%s1d%d+1d%d", KWD_DAM, m_sides, e_sides);
634 dispel_monsters(randint1(m_sides));
635 dispel_evil(randint1(e_sides));
641 if (name) return _("サルマンの甘言", "The Voice of Saruman");
642 if (desc) return _("視界内の全てのモンスターを減速させ、眠らせようとする。抵抗されると無効。", "Attempts to slow and sleep all monsters in sight.");
644 /* Stop singing before start another */
645 if (cast || fail) stop_singing(p_ptr);
649 msg_print(_("優しく、魅力的な歌を口ずさみ始めた...", "You start humming a gentle and attractive song..."));
650 start_singing(spell, MUSIC_SARUMAN);
656 if (info) return info_power(power);
661 sleep_monsters(plev);
668 if (name) return _("嵐の音色", "Song of the Tempest");
669 if (desc) return _("轟音のビームを放つ。", "Fires a beam of sound.");
672 DICE_NUMBER dice = 15 + (plev - 1) / 2;
675 if (info) return info_damage(dice, sides, 0);
677 /* Stop singing before start another */
678 if (cast || fail) stop_singing(p_ptr);
682 if (!get_aim_dir(&dir)) return NULL;
684 fire_beam(GF_SOUND, dir, damroll(dice, sides));
690 if (name) return _("もう一つの世界", "Ambarkanta");
691 if (desc) return _("現在の階を再構成する。", "Recreates current dungeon level.");
697 if (info) return info_delay(base, sides);
699 /* Stop singing before start another */
700 if (cast || fail) stop_singing(p_ptr);
704 msg_print(_("周囲が変化し始めた...", "You sing of the primeval shaping of Middle-earth..."));
711 if (name) return _("破壊の旋律", "Wrecking Pattern");
712 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。",
713 "Shakes dungeon structure, and results in random swapping of floors and walls.");
715 /* Stop singing before start another */
716 if (cast || fail) stop_singing(p_ptr);
720 msg_print(_("破壊的な歌が響きわたった...", "You weave a pattern of sounds to contort and shatter..."));
721 start_singing(spell, MUSIC_QUAKE);
727 if (info) return info_radius(rad);
731 earthquake(p_ptr->y, p_ptr->x, 10);
739 if (name) return _("停滞の歌", "Stationary Shriek");
740 if (desc) return _("視界内の全てのモンスターを麻痺させようとする。抵抗されると無効。", "Attempts to freeze all monsters in sight.");
742 /* Stop singing before start another */
743 if (cast || fail) stop_singing(p_ptr);
747 msg_print(_("ゆっくりとしたメロディを奏で始めた...", "You weave a very slow pattern which is almost likely to stop..."));
748 start_singing(spell, MUSIC_STASIS);
752 POWER power = plev * 4;
754 if (info) return info_power(power);
758 stasis_monsters(power);
765 if (name) return _("守りの歌", "Endurance");
766 if (desc) return _("自分のいる床の上に、モンスターが通り抜けたり召喚されたりすることができなくなるルーンを描く。",
767 "Sets a glyph on the floor beneath you. Monsters cannot attack you if you are on a glyph, but can try to break glyph.");
770 /* Stop singing before start another */
771 if (cast || fail) stop_singing(p_ptr);
775 msg_print(_("歌が神聖な場を作り出した...", "The holy power of the Music is creating sacred field..."));
782 if (name) return _("英雄の詩", "The Hero's Poem");
783 if (desc) return _("加速し、ヒーロー気分になり、視界内の全てのモンスターにダメージを与える。",
784 "Hastes you. Gives heroism. Damages all monsters in sight.");
786 /* Stop singing before start another */
787 if (cast || fail) stop_singing(p_ptr);
791 msg_print(_("英雄の歌を口ずさんだ...", "You chant a powerful, heroic call to arms..."));
795 /* Recalculate hitpoints */
796 p_ptr->update |= (PU_HP);
798 start_singing(spell, MUSIC_SHERO);
805 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
806 /* Recalculate hitpoints */
807 p_ptr->update |= (PU_HP);
812 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
817 DICE_NUMBER dice = 1;
818 DICE_SID sides = plev * 3;
820 if (info) return info_damage(dice, sides, 0);
824 dispel_monsters(damroll(dice, sides));
830 if (name) return _("ヤヴァンナの助け", "Relief of Yavanna");
831 if (desc) return _("強力な回復の歌で、負傷と朦朧状態も全快する。", "Powerful healing song. Also heals cut and stun completely.");
833 /* Stop singing before start another */
834 if (cast || fail) stop_singing(p_ptr);
838 msg_print(_("歌を通して体に活気が戻ってきた...", "Life flows through you as you sing the song..."));
839 start_singing(spell, MUSIC_H_LIFE);
843 DICE_NUMBER dice = 15;
846 if (info) return info_heal(dice, sides, 0);
850 hp_player(damroll(dice, sides));
859 if (name) return _("再生の歌", "Goddess' rebirth");
860 if (desc) return _("すべてのステータスと経験値を回復する。", "Restores all stats and experience.");
863 /* Stop singing before start another */
864 if (cast || fail) stop_singing(p_ptr);
868 msg_print(_("暗黒の中に光と美をふりまいた。体が元の活力を取り戻した。",
869 "You strewed light and beauty in the dark as you sing. You feel refreshed."));
870 (void)restore_all_status();
871 (void)restore_level();
877 if (name) return _("サウロンの魔術", "Wizardry of Sauron");
878 if (desc) return _("非常に強力でごく小さい轟音の球を放つ。", "Fires an extremely powerful tiny ball of sound.");
881 DICE_NUMBER dice = 50 + plev;
885 if (info) return info_damage(dice, sides, 0);
887 /* Stop singing before start another */
888 if (cast || fail) stop_singing(p_ptr);
892 if (!get_aim_dir(&dir)) return NULL;
894 fire_ball(GF_SOUND, dir, damroll(dice, sides), rad);
900 if (name) return _("フィンゴルフィンの挑戦", "Fingolfin's Challenge");
901 if (desc) return _("ダメージを受けなくなるバリアを張る。",
902 "Generates barrier which completely protect you from almost all damages. Takes a few your turns when the barrier breaks.");
904 /* Stop singing before start another */
905 if (cast || fail) stop_singing(p_ptr);
909 msg_print(_("フィンゴルフィンの冥王への挑戦を歌った...",
910 "You recall the valor of Fingolfin's challenge to the Dark Lord..."));
912 p_ptr->redraw |= (PR_MAP);
913 p_ptr->update |= (PU_MONSTERS);
914 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
916 start_singing(spell, MUSIC_INVULN);
923 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
925 p_ptr->redraw |= (PR_MAP);
926 p_ptr->update |= (PU_MONSTERS);
927 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);