5 * @brief 歌の開始を処理する / Start singing if the player is a Bard
6 * @param spell 領域魔法としてのID
10 static void start_singing(SPELL_IDX spell, MAGIC_NUM1 song)
12 /* Remember the song index */
13 SINGING_SONG_EFFECT(p_ptr) = (MAGIC_NUM1)song;
15 /* Remember the index of the spell which activated the song */
16 SINGING_SONG_ID(p_ptr) = (MAGIC_NUM2)spell;
19 /* Now the player is singing */
20 set_action(ACTION_SING);
22 p_ptr->update |= (PU_BONUS);
24 /* Redraw status bar */
25 p_ptr->redraw |= (PR_STATUS);
29 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
32 void stop_singing(void)
34 if (p_ptr->pclass != CLASS_BARD) return;
36 /* Are there interupted song? */
37 if (INTERUPTING_SONG_EFFECT(p_ptr))
39 /* Forget interupted song */
40 INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
44 /* The player is singing? */
45 if (!SINGING_SONG_EFFECT(p_ptr)) return;
47 /* Hack -- if called from set_action(), avoid recursive loop */
48 if (p_ptr->action == ACTION_SING) set_action(ACTION_NONE);
50 /* Message text of each song or etc. */
51 do_spell(REALM_MUSIC, SINGING_SONG_ID(p_ptr), SPELL_STOP);
53 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
54 SINGING_SONG_ID(p_ptr) = 0;
55 p_ptr->update |= (PU_BONUS);
57 /* Redraw status bar */
58 p_ptr->redraw |= (PR_STATUS);
64 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP)
65 * @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。
67 concptr do_music_spell(SPELL_IDX spell, BIT_FLAGS mode)
69 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
70 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
71 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
72 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
73 bool fail = (mode == SPELL_FAIL) ? TRUE : FALSE;
74 bool cont = (mode == SPELL_CONT) ? TRUE : FALSE;
75 bool stop = (mode == SPELL_STOP) ? TRUE : FALSE;
78 PLAYER_LEVEL plev = p_ptr->lev;
83 if (name) return _("遅鈍の歌", "Song of Holding");
84 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.");
86 /* Stop singing before start another */
87 if (cast || fail) stop_singing();
91 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..."));
92 start_singing(spell, MUSIC_SLOW);
98 if (info) return info_power(power);
108 if (name) return _("祝福の歌", "Song of Blessing");
109 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.");
111 /* Stop singing before start another */
112 if (cast || fail) stop_singing();
116 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..."));
117 start_singing(spell, MUSIC_BLESS);
124 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
131 if (name) return _("崩壊の音色", "Wrecking Note");
132 if (desc) return _("轟音のボルトを放つ。", "Fires a bolt of sound.");
134 /* Stop singing before start another */
135 if (cast || fail) stop_singing();
138 DICE_NUMBER dice = 4 + (plev - 1) / 5;
141 if (info) return info_damage(dice, sides, 0);
145 if (!get_aim_dir(&dir)) return NULL;
147 fire_bolt(GF_SOUND, dir, damroll(dice, sides));
153 if (name) return _("朦朧の旋律", "Stun Pattern");
154 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.");
156 /* Stop singing before start another */
157 if (cast || fail) stop_singing();
161 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..."));
162 start_singing(spell, MUSIC_STUN);
166 DICE_NUMBER dice = plev / 10;
169 if (info) return info_power_dice(dice, sides);
173 stun_monsters(damroll(dice, sides));
180 if (name) return _("生命の流れ", "Flow of Life");
181 if (desc) return _("体力を少し回復させる。", "Heals HP a little.");
183 /* Stop singing before start another */
184 if (cast || fail) stop_singing();
188 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..."));
189 start_singing(spell, MUSIC_L_LIFE);
193 DICE_NUMBER dice = 2;
196 if (info) return info_heal(dice, sides, 0);
200 hp_player(damroll(dice, sides));
207 if (name) return _("太陽の歌", "Song of the Sun");
208 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.");
210 /* Stop singing before start another */
211 if (cast || fail) stop_singing();
214 DICE_NUMBER dice = 2;
215 DICE_SID sides = plev / 2;
216 POSITION rad = plev / 10 + 1;
218 if (info) return info_damage(dice, sides, 0);
222 msg_print(_("光り輝く歌が辺りを照らした。", "Your uplifting song brings brightness to dark places..."));
223 lite_area(damroll(dice, sides), rad);
229 if (name) return _("恐怖の歌", "Song of Fear");
230 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.");
232 /* Stop singing before start another */
233 if (cast || fail) stop_singing();
237 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..."));
238 start_singing(spell, MUSIC_FEAR);
244 if (info) return info_power(power);
248 project_all_los(GF_TURN_ALL, power);
255 if (name) return _("戦いの歌", "Heroic Ballad");
256 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.");
258 /* Stop singing before start another */
259 if (cast || fail) stop_singing();
263 msg_print(_("激しい戦いの歌を歌った...", "You start singing a song of intense fighting..."));
268 /* Recalculate hitpoints */
269 p_ptr->update |= (PU_HP);
271 start_singing(spell, MUSIC_HERO);
278 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
279 /* Recalculate hitpoints */
280 p_ptr->update |= (PU_HP);
287 if (name) return _("霊的知覚", "Clairaudience");
288 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。",
289 "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.");
291 /* Stop singing before start another */
292 if (cast || fail) stop_singing();
296 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..."));
297 /* Hack -- Initialize the turn count */
298 SINGING_COUNT(p_ptr) = 0;
299 start_singing(spell, MUSIC_DETECT);
303 POSITION rad = DETECT_RAD_DEFAULT;
305 if (info) return info_radius(rad);
309 int count = SINGING_COUNT(p_ptr);
311 if (count >= 19) wiz_lite(FALSE);
315 if (plev > 39 && count < 19)
316 SINGING_COUNT(p_ptr) = count + 1;
320 /* There are too many hidden treasure. So... */
321 /* detect_treasure(rad); */
322 detect_objects_gold(rad);
323 detect_objects_normal(rad);
325 if (plev > 24 && count < 11)
326 SINGING_COUNT(p_ptr) = count + 1;
330 detect_monsters_invis(rad);
331 detect_monsters_normal(rad);
333 if (plev > 19 && count < A_MAX)
334 SINGING_COUNT(p_ptr) = count + 1;
336 detect_traps(rad, TRUE);
340 if (plev > 14 && count < 3)
341 SINGING_COUNT(p_ptr) = count + 1;
348 if (name) return _("魂の歌", "Soul Shriek");
349 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.");
351 /* Stop singing before start another */
352 if (cast || fail) stop_singing();
356 msg_print(_("精神を捻じ曲げる歌を歌った...", "You start singing a song of soul in pain..."));
357 start_singing(spell, MUSIC_PSI);
361 DICE_NUMBER dice = 1;
362 DICE_SID sides = plev * 3 / 2;
364 if (info) return info_damage(dice, sides, 0);
368 project_all_los(GF_PSI, damroll(dice, sides));
375 if (name) return _("知識の歌", "Song of Lore");
376 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.");
378 /* Stop singing before start another */
379 if (cast || fail) stop_singing();
383 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..."));
384 start_singing(spell, MUSIC_ID);
390 if (info) return info_radius(rad);
394 * 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。
398 project(0, rad, p_ptr->y, p_ptr->x, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
405 if (name) return _("隠遁の歌", "Hiding Tune");
406 if (desc) return _("隠密行動能力を上昇させる。", "Gives improved stealth.");
408 /* Stop singing before start another */
409 if (cast || fail) stop_singing();
413 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..."));
414 start_singing(spell, MUSIC_STEALTH);
419 if (!p_ptr->tim_stealth)
421 msg_print(_("姿がはっきりと見えるようになった。", "You are no longer hided."));
428 if (name) return _("幻影の旋律", "Illusion Pattern");
429 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.");
431 /* Stop singing before start another */
432 if (cast || fail) stop_singing();
436 msg_print(_("辺り一面に幻影が現れた...", "You weave a pattern of sounds to beguile and confuse..."));
437 start_singing(spell, MUSIC_CONF);
441 POWER power = plev * 2;
443 if (info) return info_power(power);
447 confuse_monsters(power);
454 if (name) return _("破滅の叫び", "Doomcall");
455 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.");
457 /* Stop singing before start another */
458 if (cast || fail) stop_singing();
462 msg_print(_("轟音が響いた...", "The fury of the Downfall of Numenor lashes out..."));
463 start_singing(spell, MUSIC_SOUND);
467 DICE_NUMBER dice = 10 + plev / 5;
470 if (info) return info_damage(dice, sides, 0);
474 project_all_los(GF_SOUND, damroll(dice, sides));
481 if (name) return _("フィリエルの歌", "Firiel's Song");
482 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.");
485 /* Stop singing before start another */
486 if (cast || fail) stop_singing();
490 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..."));
491 animate_dead(0, p_ptr->y, p_ptr->x);
497 if (name) return _("旅の仲間", "Fellowship Chant");
498 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.");
500 /* Stop singing before start another */
501 if (cast || fail) stop_singing();
505 msg_print(_("安らかなメロディを奏で始めた...", "You weave a slow, soothing melody of imploration..."));
506 start_singing(spell, MUSIC_CHARM);
510 DICE_NUMBER dice = 10 + plev / 15;
513 if (info) return info_power_dice(dice, sides);
517 charm_monsters(damroll(dice, sides));
524 if (name) return _("分解音波", "Sound of disintegration");
525 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.");
527 /* Stop singing before start another */
528 if (cast || fail) stop_singing();
532 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."));
533 start_singing(spell, MUSIC_WALL);
539 * 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。
543 project(0, 0, p_ptr->y, p_ptr->x,
544 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
550 if (name) return _("元素耐性", "Finrod's Resistance");
551 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。",
552 "Gives resistance to fire, cold, electricity, acid and poison. These resistances can be added to which from equipment for more powerful resistances.");
554 /* Stop singing before start another */
555 if (cast || fail) stop_singing();
559 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..."));
560 start_singing(spell, MUSIC_RESIST);
565 if (!p_ptr->oppose_acid)
567 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
570 if (!p_ptr->oppose_elec)
572 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to elec."));
575 if (!p_ptr->oppose_fire)
577 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
580 if (!p_ptr->oppose_cold)
582 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
585 if (!p_ptr->oppose_pois)
587 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to pois."));
594 if (name) return _("ホビットのメロディ", "Hobbit Melodies");
595 if (desc) return _("加速する。", "Hastes you.");
597 /* Stop singing before start another */
598 if (cast || fail) stop_singing();
602 msg_print(_("軽快な歌を口ずさみ始めた...", "You start singing joyful pop song..."));
603 start_singing(spell, MUSIC_SPEED);
610 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
617 if (name) return _("歪んだ世界", "World Contortion");
618 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.");
621 POSITION rad = plev / 15 + 1;
622 POWER power = plev * 3 + 1;
624 if (info) return info_radius(rad);
626 /* Stop singing before start another */
627 if (cast || fail) stop_singing();
631 msg_print(_("歌が空間を歪めた...", "Reality whirls wildly as you sing a dizzying melody..."));
632 project(0, rad, p_ptr->y, p_ptr->x, power, GF_AWAY_ALL, PROJECT_KILL, -1);
638 if (name) return _("退散の歌", "Dispelling chant");
639 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。",
640 "Damages all monsters in sight. Hurts evil monsters greatly.");
642 /* Stop singing before start another */
643 if (cast || fail) stop_singing();
647 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..."));
648 start_singing(spell, MUSIC_DISPEL);
652 DICE_SID m_sides = plev * 3;
653 DICE_SID e_sides = plev * 3;
655 if (info) return format("%s1d%d+1d%d", s_dam, m_sides, e_sides);
659 dispel_monsters(randint1(m_sides));
660 dispel_evil(randint1(e_sides));
666 if (name) return _("サルマンの甘言", "The Voice of Saruman");
667 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.");
669 /* Stop singing before start another */
670 if (cast || fail) stop_singing();
674 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..."));
675 start_singing(spell, MUSIC_SARUMAN);
681 if (info) return info_power(power);
686 sleep_monsters(plev);
693 if (name) return _("嵐の音色", "Song of the Tempest");
694 if (desc) return _("轟音のビームを放つ。", "Fires a beam of sound.");
697 DICE_NUMBER dice = 15 + (plev - 1) / 2;
700 if (info) return info_damage(dice, sides, 0);
702 /* Stop singing before start another */
703 if (cast || fail) stop_singing();
707 if (!get_aim_dir(&dir)) return NULL;
709 fire_beam(GF_SOUND, dir, damroll(dice, sides));
715 if (name) return _("もう一つの世界", "Ambarkanta");
716 if (desc) return _("現在の階を再構成する。", "Recreates current dungeon level.");
722 if (info) return info_delay(base, sides);
724 /* Stop singing before start another */
725 if (cast || fail) stop_singing();
729 msg_print(_("周囲が変化し始めた...", "You sing of the primeval shaping of Middle-earth..."));
736 if (name) return _("破壊の旋律", "Wrecking Pattern");
737 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。",
738 "Shakes dungeon structure, and results in random swapping of floors and walls.");
740 /* Stop singing before start another */
741 if (cast || fail) stop_singing();
745 msg_print(_("破壊的な歌が響きわたった...", "You weave a pattern of sounds to contort and shatter..."));
746 start_singing(spell, MUSIC_QUAKE);
752 if (info) return info_radius(rad);
756 earthquake(p_ptr->y, p_ptr->x, 10);
764 if (name) return _("停滞の歌", "Stationary Shriek");
765 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.");
767 /* Stop singing before start another */
768 if (cast || fail) stop_singing();
772 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..."));
773 start_singing(spell, MUSIC_STASIS);
777 POWER power = plev * 4;
779 if (info) return info_power(power);
783 stasis_monsters(power);
790 if (name) return _("守りの歌", "Endurance");
791 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。",
792 "Sets a glyph on the floor beneath you. Monsters cannot attack you if you are on a glyph, but can try to break glyph.");
795 /* Stop singing before start another */
796 if (cast || fail) stop_singing();
800 msg_print(_("歌が神聖な場を作り出した...", "The holy power of the Music is creating sacred field..."));
807 if (name) return _("英雄の詩", "The Hero's Poem");
808 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。",
809 "Hastes you. Gives heroism. Damages all monsters in sight.");
811 /* Stop singing before start another */
812 if (cast || fail) stop_singing();
816 msg_print(_("英雄の歌を口ずさんだ...", "You chant a powerful, heroic call to arms..."));
820 /* Recalculate hitpoints */
821 p_ptr->update |= (PU_HP);
823 start_singing(spell, MUSIC_SHERO);
830 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
831 /* Recalculate hitpoints */
832 p_ptr->update |= (PU_HP);
837 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
842 DICE_NUMBER dice = 1;
843 DICE_SID sides = plev * 3;
845 if (info) return info_damage(dice, sides, 0);
849 dispel_monsters(damroll(dice, sides));
855 if (name) return _("ヤヴァンナの助け", "Relief of Yavanna");
856 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.");
858 /* Stop singing before start another */
859 if (cast || fail) stop_singing();
863 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..."));
864 start_singing(spell, MUSIC_H_LIFE);
868 DICE_NUMBER dice = 15;
871 if (info) return info_heal(dice, sides, 0);
875 hp_player(damroll(dice, sides));
884 if (name) return _("再生の歌", "Goddess' rebirth");
885 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.");
888 /* Stop singing before start another */
889 if (cast || fail) stop_singing();
893 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。",
894 "You strewed light and beauty in the dark as you sing. You feel refreshed."));
895 (void)restore_all_status();
896 (void)restore_level();
902 if (name) return _("サウロンの魔術", "Wizardry of Sauron");
903 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.");
906 DICE_NUMBER dice = 50 + plev;
910 if (info) return info_damage(dice, sides, 0);
912 /* Stop singing before start another */
913 if (cast || fail) stop_singing();
917 if (!get_aim_dir(&dir)) return NULL;
919 fire_ball(GF_SOUND, dir, damroll(dice, sides), rad);
925 if (name) return _("フィンゴルフィンの挑戦", "Fingolfin's Challenge");
926 if (desc) return _("ダメージを受けなくなるバリアを張る。",
927 "Generates barrier which completely protect you from almost all damages. Takes a few your turns when the barrier breaks.");
929 /* Stop singing before start another */
930 if (cast || fail) stop_singing();
934 msg_print(_("フィンゴルフィンの冥王への挑戦を歌った...",
935 "You recall the valor of Fingolfin's challenge to the Dark Lord..."));
937 p_ptr->redraw |= (PR_MAP);
938 p_ptr->update |= (PU_MONSTERS);
939 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
941 start_singing(spell, MUSIC_INVULN);
948 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
950 p_ptr->redraw |= (PR_MAP);
951 p_ptr->update |= (PU_MONSTERS);
952 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);