-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, damroll(2, 2), "Æü¤Î¸÷", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(2, 2), "daylight", -1);
-#endif
-
- }
- break;
- case 5: /* Animal Taming */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)charm_animal(dir, plev);
- break;
- case 6: /* Resist Environment */
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- break;
- case 7: /* Cure Wounds & Poison */
- (void)hp_player(damroll(2, 8));
- (void)set_cut(0);
- (void)set_poisoned(0);
- break;
- case 8: /* Stone to Mud */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)wall_to_mud(dir);
- break;
- case 9: /* Frost Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt_or_beam(beam - 10, GF_COLD, dir,
- damroll(3 + ((plev - 5) / 4), 8));
- break;
- case 10: /* Nature Awareness -- downgraded */
- map_area(DETECT_RAD_MAP);
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- (void)detect_monsters_normal(DETECT_RAD_DEFAULT);
- break;
- case 11: /* Fire Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt_or_beam(beam - 10, GF_FIRE, dir,
- damroll(5 + ((plev - 5) / 4), 8));
- break;
- case 12: /* Ray of Sunlight */
- if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-msg_print("ÂÀÍÛ¸÷Àþ¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("A line of sunlight appears.");
-#endif
-
- (void)lite_line(dir);
- break;
- case 13: /* Entangle */
- slow_monsters();
- break;
- case 14: /* Summon Animals */
- if (!(summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
- no_trump = TRUE;
- break;
- case 15: /* Herbal Healing */
- (void)hp_player(500);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_poisoned(0);
- break;
- case 16: /* Stair Building */
- (void)stair_creation();
- break;
- case 17: /* Stone Skin */
- (void)set_shield(randint1(20) + 30, FALSE);
- break;
- case 18: /* Resistance True */
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- (void)set_oppose_pois(randint1(20) + 20, FALSE);
- break;
- case 19: /* Tree Creation */
- (void)tree_creation();
- break;
- case 20: /* Animal Friendship */
- (void)charm_animals(plev * 2);
- break;
- case 21: /* Stone Tell */
- return identify_fully(FALSE);
- case 22: /* Wall of Stone */
- (void)wall_stone();
- break;
- case 23: /* Protection from Corrosion */
- return rustproof();
- case 24: /* Earthquake */
- earthquake(py, px, 10);
- break;
- case 25: /* Whirlwind Attack */
- {
- int y = 0, x = 0;
- cave_type *c_ptr;
- monster_type *m_ptr;
-
- for (dir = 0; dir < 8; dir++)
- {
- y = py + ddy_ddd[dir];
- x = px + ddx_ddd[dir];
- c_ptr = &cave[y][x];
-
- /* Get the monster */
- m_ptr = &m_list[c_ptr->m_idx];
-
- /* Hack -- attack monsters */
- if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x)))
- py_attack(y, x, 0);
- }
- }
- break;
- case 26: /* Blizzard */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_COLD, dir, 70 + plev * 3 / 2, (plev / 12) + 1);
- break;
- case 27: /* Lightning Storm */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ELEC, dir, 90 + plev * 3 / 2, (plev / 12) + 1);
- break;
- case 28: /* Whirlpool */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_WATER, dir, 100 + plev * 3 / 2, (plev / 12) + 1);
- break;
- case 29: /* Call Sunlight */
- fire_ball(GF_LITE, 0, 150, 8);
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE);
- if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
- {
-#ifdef JP
-msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤ÎÆùÂΤò¾Ç¤¬¤·¤¿¡ª");
-#else
- msg_print("The sunlight scorches your flesh!");
-#endif
-
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 50, "Æü¸÷", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 50, "sunlight", -1);
-#endif
-
- }
- break;
- case 30: /* Elemental Branding */
- brand_weapon(randint0(2));
- break;
- case 31: /* Nature's Wrath */
- (void)dispel_monsters(plev * 4);
- earthquake(py, px, 20 + (plev / 2));
- project(0, 1 + plev / 12, py, px,
- (100 + plev) * 2, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
- break;
- default:
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤ÏÉÔÌÀ¤Ê¥Í¥¤¥Á¥ã¡¼¤Î¼öʸ %d ¤ò¾§¤¨¤¿¡£", spell);
-#else
- msg_format("You cast an unknown Nature spell: %d.", spell);
-#endif
-
- msg_print(NULL);
- }
-
- if (no_trump)
-#ifdef JP
-msg_print("ưʪ¤Ï¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No animals arrive.");
-#endif
-
-
- return TRUE;
-}
-
-
-static bool cast_chaos_spell(int spell)
-{
- int dir, i, beam;
- int plev = p_ptr->lev;
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- switch (spell)
- {
- case 0: /* Magic Missile */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam - 10, GF_MISSILE, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- break;
- case 1: /* Trap / Door destruction */
- (void)destroy_doors_touch();
- break;
- case 2: /* Flash of Light == Light Area */
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- break;
- case 3: /* Touch of Confusion */
- if (!(p_ptr->special_attack & ATTACK_CONFUSE))
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î¼ê¤Ï¸÷¤ê»Ï¤á¤¿¡£");
-#else
- msg_print("Your hands start glowing.");
-#endif
-
- p_ptr->special_attack |= ATTACK_CONFUSE;
- p_ptr->redraw |= (PR_STATUS);
- }
- break;
- case 4: /* Mana Burst */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_MISSILE, dir,
- (damroll(3, 5) + plev +
- (plev / (((p_ptr->pclass == CLASS_MAGE)
- || (p_ptr->pclass == CLASS_HIGH_MAGE)
- || (p_ptr->pclass == CLASS_SORCERER)) ? 2 : 4))),
- ((plev < 30) ? 2 : 3));
- /* Shouldn't actually use GF_MANA, as it will destroy all
- * items on the floor */
- break;
- case 5: /* Fire Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_FIRE, dir,
- damroll(8 + ((plev - 5) / 4), 8));
- break;
- case 6: /* Fist of Force ("Fist of Fun") */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_DISINTEGRATE, dir,
- damroll(8 + ((plev - 5) / 4), 8), 0);
- break;
- case 7: /* Teleport Self */
- teleport_player(plev * 5);
- break;
- case 8: /* Wonder */
- {
- /* This spell should become more useful (more
- controlled) as the player gains experience levels.
- Thus, add 1/5 of the player's level to the die roll.
- This eliminates the worst effects later on, while
- keeping the results quite random. It also allows
- some potent effects only at high level. */
-
- int die = randint1(100) + plev / 5;
- int vir = virtue_number(V_CHANCE);
- if (vir)
- {
- if (p_ptr->virtues[vir - 1] > 0)
- {
- while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
- }
- else
- {
- while (randint1(400) < (0-p_ptr->virtues[vir - 1])) die--;
- }
- }
-
- if (die < 26)
- chg_virtue(V_CHANCE, 1);
-
- if (!get_aim_dir(&dir)) return FALSE;
- if (die > 100)
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÎϤ¬¤ß¤Ê¤®¤ë¤Î¤ò´¶¤¸¤¿¡ª");
-#else
- msg_print("You feel a surge of power!");
-#endif
-
- if (die < 8) clone_monster(dir);
- else if (die < 14) speed_monster(dir);
- else if (die < 26) heal_monster(dir, damroll(4, 6));
- else if (die < 31) poly_monster(dir);
- else if (die < 36)
- fire_bolt_or_beam(beam - 10, GF_MISSILE, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- else if (die < 41) confuse_monster(dir, plev);
- else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
- else if (die < 51) (void)lite_line(dir);
- else if (die < 56)
- fire_bolt_or_beam(beam - 10, GF_ELEC, dir,
- damroll(3 + ((plev - 5) / 4), 8));
- else if (die < 61)
- fire_bolt_or_beam(beam - 10, GF_COLD, dir,
- damroll(5 + ((plev - 5) / 4), 8));
- else if (die < 66)
- fire_bolt_or_beam(beam, GF_ACID, dir,
- damroll(6 + ((plev - 5) / 4), 8));
- else if (die < 71)
- fire_bolt_or_beam(beam, GF_FIRE, dir,
- damroll(8 + ((plev - 5) / 4), 8));
- else if (die < 76) drain_life(dir, 75);
- else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
- else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
- else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
- else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
- else if (die < 101) drain_life(dir, 100 + plev);
- else if (die < 104)
- {
- earthquake(py, px, 12);
- }
- else if (die < 106)
- {
- destroy_area(py, px, 13+randint0(5));
- }
- else if (die < 108)
- {
- symbol_genocide(plev+50, TRUE);
- }
- else if (die < 110) dispel_monsters(120);
- else /* RARE */
- {
- dispel_monsters(150);
- slow_monsters();
- sleep_monsters();
- hp_player(300);
- }
- break;
- }
- break;
- case 9: /* Chaos Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_CHAOS, dir,
- damroll(10 + ((plev - 5) / 4), 8));
- break;
- case 10: /* Sonic Boom */
-#ifdef JP
-msg_print("¥É¡¼¥ó¡ªÉô²°¤¬Íɤ줿¡ª");
-#else
- msg_print("BOOM! Shake the room!");
-#endif
-
- project(0, plev / 10 + 2, py, px,
- (60 + plev), GF_SOUND, PROJECT_KILL | PROJECT_ITEM, -1);
- break;
- case 11: /* Doom Bolt -- always beam in 2.0.7 or later */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_beam(GF_MANA, dir, damroll(11 + ((plev - 5) / 4), 8));
- break;
- case 12: /* Fire Ball */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_FIRE, dir, plev + 55, 2);
- break;
- case 13: /* Teleport Other */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- break;
- case 14: /* Word of Destruction */
- destroy_area(py, px, 13+randint0(5));
- break;
- case 15: /* Invoke Logrus */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_CHAOS, dir, plev*2 + 99, plev / 5);
- break;
- case 16: /* Polymorph Other */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)poly_monster(dir);
- break;
- case 17: /* Chain Lightning */
- for (dir = 0; dir <= 9; dir++)
- fire_beam(GF_ELEC, dir, damroll(5 + (plev / 10), 8));
- break;
- case 18: /* Arcane Binding == Charging */
- return recharge(90);
- case 19: /* Disintegration */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_DISINTEGRATE, dir, plev + 70, 3 + plev / 40);
- break;
- case 20: /* Alter Reality */
- alter_reality();
- break;
- case 21: /* Magic Rocket */
- if (!get_aim_dir(&dir)) return FALSE;
-
-#ifdef JP
-msg_print("¥í¥±¥Ã¥Èȯ¼Í¡ª");
-#else
- msg_print("You launch a rocket!");
-#endif
-
- fire_rocket(GF_ROCKET, dir, 120 + plev*2, 2);
- break;
- case 22: /* Chaos Branding */
- brand_weapon(2);
- break;
- case 23: /* Summon monster, demon */
- {
- u32b mode = 0L;
- bool pet = !one_in_(3);
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
- if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
-
- if (summon_specific((pet ? -1 : 0), py, px, (plev * 3) / 2, SUMMON_DEMON, mode))
- {
-#ifdef JP
-msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
-#else
- msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
-
-
- if (pet)
-#ifdef JP
-msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
- msg_print("'What is thy bidding... Master?'");
-#endif
-
- else
-#ifdef JP
-msg_print("¡ÖÈܤ·¤¼Ô¤è¡¢²æ¤ÏÆò¤Î²¼Ëͤˤ¢¤é¤º¡ª ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
-#else
- msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
-#endif
-
- }
- break;
- }
- case 24: /* Beam of Gravity */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_beam(GF_GRAVITY, dir, damroll(9 + ((plev - 5) / 4), 8));
- break;
- case 25: /* Meteor Swarm */
- {
- int x, y, dx, dy;
- int b = 10 + randint1(10);
- for (i = 0; i < b; i++)
- {
- int count = 0, d = 0;
-
- while (1)
- {
- count++;
- if (count > 20) break;
- x = px - 8 + randint0(17);
- y = py - 8 + randint0(17);
-
- if (!in_bounds(y,x) || (!cave_floor_bold(y,x) && (cave[y][x].feat != FEAT_TREES)) || !player_has_los_bold(y, x)) continue;
-
- dx = (px > x) ? (px - x) : (x - px);
- dy = (py > y) ? (py - y) : (y - py);
-
- /* Approximate distance */
- d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
- if (d < 9) break;
- }
-
- if (count > 20) continue;
-
- project(0, 2, y, x, plev * 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
- }
- }
- break;
- case 26: /* Flame Strike */
- fire_ball(GF_FIRE, 0, 300 + (3 * plev), 8);
- break;
- case 27: /* Call Chaos */
- call_chaos();
- break;
- case 28: /* Polymorph Self */
-#ifdef JP
- if (!get_check("ÊѿȤ·¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return FALSE;
-#else
- if (!get_check("You will polymorph yourself. Are you sure? ")) return FALSE;
-#endif
- do_poly_self();
- break;
- case 29: /* Mana Storm */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_MANA, dir, 300 + (plev * 4), 4);
- break;
- case 30: /* Breathe Logrus */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_CHAOS, dir, p_ptr->chp, 2);
- break;
- case 31: /* Call the Void */
- call_the_();
- break;
- default:
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤ÏÉÔÌÀ¤Ê¥«¥ª¥¹¤Î¼öʸ %d ¤ò¾§¤¨¤¿¡£", spell);
-#else
- msg_format("You cast an unknown Chaos spell: %d.", spell);
-#endif
-
- msg_print(NULL);
- }
-
- return TRUE;
-}
-
-
-static bool cast_death_spell(int spell)
-{
- int dir;
- int beam;
- int plev = p_ptr->lev;
- int dummy = 0;
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- switch (spell)
- {
- case 0: /* Detect Undead & Demons -> Unlife */
- (void)detect_monsters_nonliving(DETECT_RAD_DEFAULT);
- break;
- case 1: /* Malediction */
- if (!get_aim_dir(&dir)) return FALSE;
- /* A radius-0 ball may (1) be aimed at objects etc.,
- * and will affect them; (2) may be aimed at ANY
- * visible monster, unlike a 'bolt' which must travel
- * to the monster. */
-
- fire_ball(GF_HELL_FIRE, dir,
- damroll(3 + ((plev - 1) / 5), 4), 0);
-
- if (one_in_(5))
- { /* Special effect first */
- dummy = randint1(1000);
- if (dummy == 666)
- fire_ball_hide(GF_DEATH_RAY, dir, plev * 200, 0);
- else if (dummy < 500)
- fire_ball_hide(GF_TURN_ALL, dir, plev, 0);
- else if (dummy < 800)
- fire_ball_hide(GF_OLD_CONF, dir, plev, 0);
- else
- fire_ball_hide(GF_STUN, dir, plev, 0);
- }
- break;
- case 2: /* Detect Evil */
- (void)detect_monsters_evil(DETECT_RAD_DEFAULT);
- break;
- case 3: /* Stinking Cloud */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_POIS, dir, 10 + (plev / 2), 2);
- break;
- case 4: /* Black Sleep */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)sleep_monster(dir);
- break;
- case 5: /* Resist Poison */
- (void)set_oppose_pois(randint1(20) + 20, FALSE);
- break;
- case 6: /* Horrify */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fear_monster(dir, plev);
- (void)stun_monster(dir, plev);
- break;
- case 7: /* Enslave Undead */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)control_one_undead(dir, plev);
- break;
- case 8: /* Orb of Entropy */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_OLD_DRAIN, dir,
- (damroll(3, 6) + plev +
- (plev / (((p_ptr->pclass == CLASS_MAGE) ||
- (p_ptr->pclass == CLASS_HIGH_MAGE) ||
- (p_ptr->pclass == CLASS_SORCERER)) ? 2 : 4))),
- ((plev < 30) ? 2 : 3));
- break;
- case 9: /* Nether Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_NETHER, dir,
- damroll(8 + ((plev - 5) / 4), 8));
- break;
- case 10: /* Cloud kill */
- project(0, plev / 10 + 2, py, px,
- (30 + plev) * 2, GF_POIS, PROJECT_KILL | PROJECT_ITEM, -1);
- break;
- case 11: /* Genocide One */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball_hide(GF_GENOCIDE, dir, plev + 50, 0);
- break;
- case 12: /* Poison Branding */
- brand_weapon(3);
- break;
- case 13: /* Vampiric Drain */
- if (!get_aim_dir(&dir)) return FALSE;
-
- dummy = plev * 2 + randint1(plev * 2); /* Dmg */
- if (drain_life(dir, dummy))
- {
- chg_virtue(V_SACRIFICE, -1);
- chg_virtue(V_VITALITY, -1);
-
- (void)hp_player(dummy);
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
- if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
- (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
- }
- break;
- case 14: /* Animate Dead */
- animate_dead(0, py, px);
- break;
- case 15: /* Genocide */
- (void)symbol_genocide(plev+50, TRUE);
- break;
- case 16: /* Berserk */
- (void)set_shero(randint1(25) + 25, FALSE);
- (void)hp_player(30);
- (void)set_afraid(0);
- break;
- case 17: /* Invoke Spirits */
- {
- int die = randint1(100) + plev / 5;
- int vir = virtue_number(V_CHANCE);
- if (vir)
- {
- if (p_ptr->virtues[vir - 1] > 0)
- {
- while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
- }
- else
- {
- while (randint1(400) < (0-p_ptr->virtues[vir - 1])) die--;
- }
- }
-
- if (!get_aim_dir(&dir)) return FALSE;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï»à¼Ô¤¿¤Á¤ÎÎϤò¾·½¸¤·¤¿...");
-#else
- msg_print("You call on the power of the dead...");
-#endif
- if (die < 26)
- chg_virtue(V_CHANCE, 1);
-
- if (die > 100)
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤ÎϤΤ¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
-#else
- msg_print("You feel a surge of eldritch force!");
-#endif
-
-
- if (die < 8)
- {
-#ifdef JP
-msg_print("¤Ê¤ó¤Æ¤³¤Ã¤¿¡ª¤¢¤Ê¤¿¤Î¼þ¤ê¤ÎÃÏÌ̤«¤éµà¤Á¤¿¿Í±Æ¤¬Î©¤Á¾å¤¬¤Ã¤Æ¤¤¿¡ª");
-#else
- msg_print("Oh no! Mouldering forms rise from the earth around you!");
-#endif
-
- (void)summon_specific(0, py, px, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- chg_virtue(V_UNLIFE, 1);
- }
- else if (die < 14)
- {
-#ifdef JP
-msg_print("̾¾õ¤·Æñ¤¤¼Ù°¤Ê¸ºß¤¬¤¢¤Ê¤¿¤Î¿´¤òÄ̤ê²á¤®¤Æ¹Ô¤Ã¤¿...");
-#else
- msg_print("An unnamable evil brushes against your mind...");
-#endif
-
- set_afraid(p_ptr->afraid + randint1(4) + 4);
- }
- else if (die < 26)
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÎƬ¤ËÂçÎ̤ÎÍ©Î¤Á¤ÎÁû¡¹¤·¤¤À¼¤¬²¡¤·´ó¤»¤Æ¤¤¿...");
-#else
- msg_print("Your head is invaded by a horde of gibbering spectral voices...");
-#endif
-
- set_confused(p_ptr->confused + randint1(4) + 4);
- }
- else if (die < 31)
- {
- poly_monster(dir);
- }
- else if (die < 36)
- {
- fire_bolt_or_beam(beam - 10, GF_MISSILE, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- }
- else if (die < 41)
- {
- confuse_monster (dir, plev);
- }
- else if (die < 46)
- {
- fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
- }
- else if (die < 51)
- {
- (void)lite_line(dir);
- }
- else if (die < 56)
- {
- fire_bolt_or_beam(beam - 10, GF_ELEC, dir,
- damroll(3+((plev-5)/4),8));
- }
- else if (die < 61)
- {
- fire_bolt_or_beam(beam - 10, GF_COLD, dir,
- damroll(5+((plev-5)/4),8));
- }
- else if (die < 66)
- {
- fire_bolt_or_beam(beam, GF_ACID, dir,
- damroll(6+((plev-5)/4),8));
- }
- else if (die < 71)
- {
- fire_bolt_or_beam(beam, GF_FIRE, dir,
- damroll(8+((plev-5)/4),8));
- }
- else if (die < 76)
- {
- drain_life(dir, 75);
- }
- else if (die < 81)
- {
- fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
- }
- else if (die < 86)
- {
- fire_ball(GF_ACID, dir, 40 + plev, 2);
- }
- else if (die < 91)
- {
- fire_ball(GF_ICE, dir, 70 + plev, 3);
- }
- else if (die < 96)
- {
- fire_ball(GF_FIRE, dir, 80 + plev, 3);
- }
- else if (die < 101)
- {
- drain_life(dir, 100 + plev);
- }
- else if (die < 104)
- {
- earthquake(py, px, 12);
- }
- else if (die < 106)
- {
- destroy_area(py, px, 13+randint0(5));
- }
- else if (die < 108)
- {
- symbol_genocide(plev+50, TRUE);
- }
- else if (die < 110)
- {
- dispel_monsters(120);
- }
- else
- { /* RARE */
- dispel_monsters(150);
- slow_monsters();
- sleep_monsters();
- hp_player(300);
- }
-
- if (die < 31)
-#ifdef JP
-msg_print("±¢±µ¤ÊÀ¼¤¬¥¯¥¹¥¯¥¹¾Ð¤¦¡£¡Ö¤â¤¦¤¹¤°¤ª¤Þ¤¨¤Ï²æ¡¹¤ÎÃç´Ö¤Ë¤Ê¤ë¤À¤í¤¦¡£¼å¤¼Ô¤è¡£¡×");
-#else
- msg_print("Sepulchral voices chuckle. 'Soon you will join us, mortal.'");
-#endif
-
- break;
- }
- case 18: /* Dark Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_DARK, dir,
- damroll(4 + ((plev - 5) / 4), 8));
- break;
- case 19: /* Battle Frenzy */
- (void)set_shero(randint1(25) + 25, FALSE);
- (void)hp_player(30);
- (void)set_afraid(0);
- (void)set_fast(randint1(20 + (plev / 2)) + (plev / 2), FALSE);
- break;
- case 20: /* Vampiric Branding */
- brand_weapon(4);
- break;
- case 21: /* Vampirism True */
- if (!get_aim_dir(&dir)) return FALSE;
-
- chg_virtue(V_SACRIFICE, -1);
- chg_virtue(V_VITALITY, -1);
-
- for (dummy = 0; dummy < 3; dummy++)
- {
- if (drain_life(dir, 100))
- hp_player(100);
- }
- break;
- case 22: /* Word of Death */
- (void)dispel_living(randint1(plev * 3));
- break;
- case 23: /* Darkness Storm */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_DARK, dir, 100+plev*2, 4);
- break;
- case 24: /* Death Ray */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)death_ray(dir, plev);
- break;
- case 25: /* Raise the Dead */
- {
- int type;
- bool pet = one_in_(3);
- u32b mode = 0L;
-
- type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
-
- if (!pet || (pet && (plev > 24) && one_in_(3)))
- mode |= PM_ALLOW_GROUP;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
-
- if (summon_specific((pet ? -1 : 0), py, px, (plev * 3) / 2, type, mode))
- {
-#ifdef JP
-msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...");
-#else
- msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
-#endif
-
-
- if (pet)
-#ifdef JP
-msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
-#else
- msg_print("Ancient, long-dead forms arise from the ground to serve you!");
-#endif
-
- else
-#ifdef JP
-msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
-#else
- msg_print("'The dead arise... to punish you for disturbing them!'");
-#endif
-
- chg_virtue(V_UNLIFE, 1);
- }
-
- break;
- }
- case 26: /* Esoteria */
- if (randint1(50) > plev)
- return ident_spell(FALSE);
- else
- return identify_fully(FALSE);
- break;
- case 27: /* Mimic vampire */
- (void)set_mimic(10+plev/2 + randint1(10+plev/2), MIMIC_VAMPIRE, FALSE);
- break;
- case 28: /* Restore Life */
- (void)restore_level();
- break;
- case 29: /* Mass Genocide */
- (void)mass_genocide(plev+50, TRUE);
- break;
- case 30: /* Hellfire */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_HELL_FIRE, dir, 666, 3);
-#ifdef JP
-take_hit(DAMAGE_USELIFE, 20 + randint1(30), "ÃϹö¤Î¹å²Ð¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
-#else
- take_hit(DAMAGE_USELIFE, 20 + randint1(30), "the strain of casting Hellfire", -1);
-#endif
-
- break;
- case 31: /* Wraithform */
- set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
- break;
- default:
- msg_format("You cast an unknown Death spell: %d.", spell);
- msg_print(NULL);
- }
-
- return TRUE;
-}
-
-
-static bool cast_trump_spell(int spell, bool success)
-{
- int dir;
- int beam;
- int plev = p_ptr->lev;
- int summon_lev = plev * 2 / 3 + randint1(plev/2);
- int dummy = 0;
- bool no_trump = FALSE;
- bool unique_okay = FALSE;
-
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- if (summon_lev < 1) summon_lev = 1;
- if (!success || (randint1(50+plev) < plev/10)) unique_okay = TRUE;
- switch (spell)
- {
- case 0: /* Phase Door */
- if (success)
- {
- teleport_player(10);
- }
- break;
- case 1: /* Trump Spiders */
- {
- bool pet = success; /* (randint1(5) > 2) */
- u32b mode = PM_ALLOW_GROUP;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÃØéá¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of an spider...");
-#endif
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_SPIDER, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿ÃØéá¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned spiders get angry!");
-#endif
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 2: /* Shuffle */
- if (success)
- {
- /* A limited power 'wonder' spell */
- int die = randint1(120);
- int vir = virtue_number(V_CHANCE);
-
- if ((p_ptr->pclass == CLASS_ROGUE) ||
- (p_ptr->pclass == CLASS_HIGH_MAGE) ||
- (p_ptr->pclass == CLASS_SORCERER))
- die = (randint1(110)) + plev / 5;
- /* Card sharks and high mages get a level bonus */
-
- if (vir)
- {
- if (p_ptr->virtues[vir - 1] > 0)
- {
- while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
- }
- else
- {
- while (randint1(400) < (0-p_ptr->virtues[vir - 1])) die--;
- }
- }
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥«¡¼¥É¤òÀڤäưìËç°ú¤¤¤¿...");
-#else
- msg_print("You shuffle the deck and draw a card...");
-#endif
-
- if (die < 30)
- chg_virtue(V_CHANCE, 1);
-
- if (die < 7)
- {
-#ifdef JP
-msg_print("¤Ê¤ó¤Æ¤³¤Ã¤¿¡ª¡Ô»à¡Õ¤À¡ª");
-#else
- msg_print("Oh no! It's Death!");
-#endif
-
- for (dummy = 0; dummy < randint1(3); dummy++)
- (void)activate_hi_summon(py, px, FALSE);
- }
- else if (die < 14)
- {
-#ifdef JP
-msg_print("¤Ê¤ó¤Æ¤³¤Ã¤¿¡ª¡Ô°Ëâ¡Õ¤À¡ª");
-#else
- msg_print("Oh no! It's the Devil!");
-#endif
-
- (void)summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
- }
- else if (die < 18)
- {
- int count = 0;
-#ifdef JP
-msg_print("¤Ê¤ó¤Æ¤³¤Ã¤¿¡ª¡ÔÄߤé¤ì¤¿ÃË¡Õ¤À¡ª");
-#else
- msg_print("Oh no! It's the Hanged Man.");
-#endif
-
- (void)activate_ty_curse(FALSE, &count);
- }
- else if (die < 22)
- {
-#ifdef JP
-msg_print("¡ÔÉÔĴϤηõ¡Õ¤À¡£");
-#else
- msg_print("It's the swords of discord.");
-#endif
-
- aggravate_monsters(0);
- }
- else if (die < 26)
- {
-#ifdef JP
-msg_print("¡Ô¶ò¼Ô¡Õ¤À¡£");
-#else
- msg_print("It's the Fool.");
-#endif
-
- (void)do_dec_stat(A_INT);
- (void)do_dec_stat(A_WIS);
- }
- else if (die < 30)
- {
-#ifdef JP
-msg_print("´ñ̯¤Ê¥â¥ó¥¹¥¿¡¼¤Î³¨¤À¡£");
-#else
- msg_print("It's the picture of a strange monster.");
-#endif
-
- if (!(summon_specific(0, py, px, (dun_level * 3) / 2, 32 + randint1(6), (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))))
- no_trump = TRUE;
- }
- else if (die < 33)
- {
-#ifdef JP
-msg_print("¡Ô·î¡Õ¤À¡£");
-#else
- msg_print("It's the Moon.");
-#endif
-
- unlite_area(10, 3);
- }
- else if (die < 38)
- {
-#ifdef JP
-msg_print("¡Ô±¿Ì¿¤ÎÎØ¡Õ¤À¡£");
-#else
- msg_print("It's the Wheel of Fortune.");
-#endif
-
- wild_magic(randint0(32));
- }
- else if (die < 40)
- {
-#ifdef JP
-msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥«¡¼¥É¤À¡£");
-#else
- msg_print("It's a teleport trump card.");
-#endif
-
- teleport_player(10);
- }
- else if (die < 42)
- {
-#ifdef JP
-msg_print("¡ÔÀµµÁ¡Õ¤À¡£");
-#else
- msg_print("It's Justice.");
-#endif
-
- set_blessed(p_ptr->lev, FALSE);
- }
- else if (die < 47)
- {
-#ifdef JP
-msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥«¡¼¥É¤À¡£");
-#else
- msg_print("It's a teleport trump card.");
-#endif
-
- teleport_player(100);
- }
- else if (die < 52)
- {
-#ifdef JP
-msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥«¡¼¥É¤À¡£");
-#else
- msg_print("It's a teleport trump card.");
-#endif
-
- teleport_player(200);
- }
- else if (die < 60)
- {
-#ifdef JP
-msg_print("¡ÔÅã¡Õ¤À¡£");
-#else
- msg_print("It's the Tower.");
-#endif
-
- wall_breaker();
- }
- else if (die < 72)
- {
-#ifdef JP
-msg_print("¡ÔÀáÀ©¡Õ¤À¡£");
-#else
- msg_print("It's Temperance.");
-#endif
-
- sleep_monsters_touch();
- }
- else if (die < 80)
- {
-#ifdef JP
-msg_print("¡ÔÅã¡Õ¤À¡£");
-#else
- msg_print("It's the Tower.");
-#endif
-
- earthquake(py, px, 5);
- }
- else if (die < 82)
- {
-#ifdef JP
-msg_print("ͧ¹¥Åª¤Ê¥â¥ó¥¹¥¿¡¼¤Î³¨¤À¡£");
-#else
- msg_print("It's the picture of a friendly monster.");
-#endif
-
- if (!(summon_specific(-1, py, px, (dun_level * 3) / 2, SUMMON_BIZARRE1, PM_FORCE_PET)))
- no_trump = TRUE;
- }
- else if (die < 84)
- {
-#ifdef JP
-msg_print("ͧ¹¥Åª¤Ê¥â¥ó¥¹¥¿¡¼¤Î³¨¤À¡£");
-#else
- msg_print("It's the picture of a friendly monster.");
-#endif
-
- if (!(summon_specific(-1, py, px, (dun_level * 3) / 2, SUMMON_BIZARRE2, PM_FORCE_PET)))
- no_trump = TRUE;
- }
- else if (die < 86)
- {
-#ifdef JP
-msg_print("ͧ¹¥Åª¤Ê¥â¥ó¥¹¥¿¡¼¤Î³¨¤À¡£");
-#else
- msg_print("It's the picture of a friendly monster.");
-#endif
-
- if (!(summon_specific(-1, py, px, (dun_level * 3) / 2, SUMMON_BIZARRE4, PM_FORCE_PET)))
- no_trump = TRUE;
- }
- else if (die < 88)
- {
-#ifdef JP
-msg_print("ͧ¹¥Åª¤Ê¥â¥ó¥¹¥¿¡¼¤Î³¨¤À¡£");
-#else
- msg_print("It's the picture of a friendly monster.");
-#endif
-
- if (!(summon_specific(-1, py, px, (dun_level * 3) / 2, SUMMON_BIZARRE5, PM_FORCE_PET)))
- no_trump = TRUE;
- }
- else if (die < 96)
- {
-#ifdef JP
-msg_print("¡ÔÎø¿Í¡Õ¤À¡£");
-#else
- msg_print("It's the Lovers.");
-#endif
-
- if (get_aim_dir(&dir))
- (void)charm_monster(dir, MIN(p_ptr->lev, 20));
- }
- else if (die < 101)
- {
-#ifdef JP
-msg_print("¡Ô±£¼Ô¡Õ¤À¡£");
-#else
- msg_print("It's the Hermit.");
-#endif
-
- wall_stone();
- }
- else if (die < 111)
- {
-#ifdef JP
-msg_print("¡Ô¿³È½¡Õ¤À¡£");
-#else
- msg_print("It's the Judgement.");
-#endif
-
- do_cmd_rerate(FALSE);
- if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
- {
-#ifdef JP
-msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
-#else
- msg_print("You are cured of all mutations.");
-#endif
-
- p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
- p_ptr->update |= PU_BONUS;
- handle_stuff();
- }
- }
- else if (die < 120)
- {
-#ifdef JP
-msg_print("¡ÔÂÀÍÛ¡Õ¤À¡£");
-#else
- msg_print("It's the Sun.");
-#endif
-
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE);
- }
- else
- {
-#ifdef JP
-msg_print("¡ÔÀ¤³¦¡Õ¤À¡£");
-#else
- msg_print("It's the World.");
-#endif
-
- if (p_ptr->exp < PY_MAX_EXP)
- {
- s32b ee = (p_ptr->exp / 25) + 1;
- if (ee > 5000) ee = 5000;
-#ifdef JP
-msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel more experienced.");
-#endif
-
- gain_exp(ee);
- }
- }
- }
- break;
- case 3: /* Reset Recall */
- if (success)
- {
- if (!reset_recall()) return FALSE;
- }
- break;
- case 4: /* Teleport Self */
- if (success)
- {
- teleport_player(plev * 4);
- }
- break;
- case 5: /* Trump Spying */
- if (success)
- {
- (void)set_tim_esp(randint1(30) + 25, FALSE);
- }
- break;
- case 6: /* Teleport Away */
- if (success)
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- }
- break;
- case 7: /* Trump Animals */
- {
- bool pet = success; /* was (randint1(5) > 2) */
- int type = (pet ? SUMMON_ANIMAL_RANGER : SUMMON_ANIMAL);
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_GROUP | PM_NO_PET);
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïưʪ¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of an animal...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, type, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿Æ°Êª¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned animal gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 8: /* Trump Reach */
- if (success)
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fetch(dir, plev * 15, TRUE);
- }
- break;
- case 9: /* Trump Kamikaze */
- {
- int x = px, y = py;
- if (success)
- {
- if (!target_set(TARGET_KILL)) return FALSE;
- x = target_col;
- y = target_row;
- }
- no_trump = TRUE;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥«¥ß¥«¥¼¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on several trumps at once...");
-#endif
-
-
- for (dummy = 2 + randint0(plev / 7); dummy > 0; dummy--)
- {
- bool pet = success; /* was (randint1(10) > 3) */
- u32b mode = 0L;
- int type;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_GROUP | PM_NO_PET);
-
- if (p_ptr->pclass == CLASS_BEASTMASTER)
- {
- type = SUMMON_KAMIKAZE_LIVING;
- }
- else
- {
- type = SUMMON_KAMIKAZE;
- }
-
- if (summon_specific((pet ? -1 : 0), y, x, summon_lev, type, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned creatures get angry!");
-#endif
-
- no_trump = FALSE;
- }
- }
- break;
- }
- case 10: /* Phantasmal Servant */
- if (success)
- {
- if (summon_specific(-1, py, px, (summon_lev * 3) / 2, SUMMON_PHANTOM, PM_FORCE_PET))
- {
-#ifdef JP
-msg_print("¸æÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¸æ¼ç¿ÍÍÍ¡©");
-#else
- msg_print("'Your wish, master?'");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
- }
- break;
- case 11: /* Speed Monster */
- if (success)
- {
- bool old_target_pet = target_pet;
- target_pet = TRUE;
- if (!get_aim_dir(&dir))
- {
- target_pet = old_target_pet;
- return (FALSE);
- }
- target_pet = old_target_pet;
- (void)speed_monster(dir);
- }
- break;
- case 12: /* Teleport Level */
- if (success)
- {
-#ifdef JP
- if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
-#else
- if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
-#endif
- (void)teleport_player_level();
- }
- break;
- case 13: /* Dimension Door */
- if (success)
- {
-#ifdef JP
-msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
-#else
- msg_print("You open a dimensional gate. Choose a destination.");
-#endif
-
- return dimension_door();
- }
- break;
- case 14: /* Word of Recall */
- if (success)
- {
- if (!word_of_recall()) return FALSE;
- }
- break;
- case 15: /* Banish */
- if (success)
- {
- banish_monsters(plev * 4);
- }
- break;
- case 16: /* Swap Position */
- {
- if (success)
- {
- project_length = -1;
- if (!get_aim_dir(&dir))
- {
- project_length = 0;
- return FALSE;
- }
- project_length = 0;
-
- (void)teleport_swap(dir);
- }
- break;
- }
- case 17: /* Trump Undead */
- {
- bool pet = success; /* (randint1(10) > 3) */
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_GROUP | PM_NO_PET);
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of an undead creature...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNDEAD, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned undead creature gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 18: /* Trump Reptiles */
- {
- bool pet = success; /* was (randint1(5) > 2) */
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_GROUP | PM_NO_PET);
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïà¨ÃîÎà¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a reptile...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HYDRA, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿à¨ÃîÎà¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned reptile gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 19: /* Trump Monsters */
- {
- no_trump = TRUE;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on several trumps at once...");
-#endif
-
-
- for (dummy = 0; dummy < 1 + ((plev - 15)/ 10); dummy++)
- {
- bool pet = success; /* was (randint1(10) > 3) */
- int type;
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_GROUP | PM_NO_PET);
-
- if (unique_okay) mode |= PM_ALLOW_UNIQUE;
-
- if (p_ptr->pclass == CLASS_BEASTMASTER)
- {
- type = SUMMON_LIVING;
- }
- else
- {
- type = 0;
- }
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, type, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned creatures get angry!");
-#endif
-
- no_trump = FALSE;
- }
- }
- break;
- }
- case 20: /* Trump Hounds */
- {
- bool pet = success; /* was (randint1(5) > 2) */
- u32b mode = PM_ALLOW_GROUP;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ï¥¦¥ó¥É¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a hound...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HOUND, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥Ï¥¦¥ó¥É¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned hounds get angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 21: /* Trump Branding */
- if (success)
- {
- brand_weapon(5);
- }
- break;
- case 22: /* Living Trump */
- if (success)
- {
- if (one_in_(7))
- /* Teleport control */
- dummy = 12;
- else
- /* Random teleportation (uncontrolled) */
- dummy = 77;
- /* Gain the mutation */
- if (gain_random_mutation(dummy))
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÀ¸¤¤Æ¤¤¤ë¥«¡¼¥É¤ËÊѤï¤Ã¤¿¡£");
-#else
- msg_print("You have turned into a Living Trump.");
-#endif
-
- }
- break;
- case 23: /* Trump Cyberdemon */
- {
- bool pet = success; /* was (randint1(10) > 3) */
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a Cyberdemon...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_CYBER, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned Cyberdemon gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 24: /* Trump Divination */
- if (success)
- {
- (void)detect_all(DETECT_RAD_DEFAULT);
- }
- break;
- case 25: /* Trump Lore */
- if (success)
- {
- return identify_fully(FALSE);
- }
- break;
- case 26: /* Heal Monster */
- if (success)
- {
- bool old_target_pet = target_pet;
- target_pet = TRUE;
- if (!get_aim_dir(&dir))
- {
- target_pet = old_target_pet;
- return (FALSE);
- }
- target_pet = old_target_pet;
-
- (void)heal_monster(dir, p_ptr->lev * 10 + 200);
- }
- break;
- case 27: /* Trump Dragon */
- {
- bool pet = success; /* was (randint1(10) > 3) */
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_GROUP | PM_NO_PET);
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a dragon...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DRAGON, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned dragon gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 28: /* Trump Meteor */
- if (success)
- {
- int x, y, dx, dy, i;
- int b = 10 + randint1(10);
- for (i = 0; i < b; i++)
- {
- int count = 0, d = 0;
-
- while (1)
- {
- count++;
- if (count > 20) break;
- x = px - 8 + randint0(17);
- y = py - 8 + randint0(17);
-
- if (!in_bounds(y,x) || (!cave_floor_bold(y,x) && (cave[y][x].feat != FEAT_TREES)) || !player_has_los_bold(y, x)) continue;
-
- dx = (px > x) ? (px - x) : (x - px);
- dy = (py > y) ? (py - y) : (y - py);
-
- /* Approximate distance */
- d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
- if (d < 9) break;
- }
-
- if (count > 20) continue;
-
- project(0, 2, y, x, plev * 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
- }
- }
- break;
- case 29: /* Trump Demon */
- {
- bool pet = success; /* was (randint1(10) > 3) */
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_GROUP | PM_NO_PET);
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a demon...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DEMON, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned demon gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 30: /* Trump Greater Undead */
- {
- bool pet = success; /* was (randint1(10) > 3) */
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_GROUP | PM_NO_PET);
-
- if (unique_okay) mode |= PM_ALLOW_UNIQUE;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a greater undead being...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned greater undead creature gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 31: /* Trump Ancient Dragon */
- {
- bool pet = success; /* was (randint1(10) > 3) */
- int type;
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_GROUP | PM_NO_PET);
-
- if (unique_okay) mode |= PM_ALLOW_UNIQUE;
-
- if (p_ptr->pclass == CLASS_BEASTMASTER)
- {
- type = SUMMON_HI_DRAGON_LIVING;
- }
- else
- {
- type = SUMMON_HI_DRAGON;
- }
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¸ÅÂå¥É¥é¥´¥ó¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of an ancient dragon...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, type, mode))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¸ÅÂå¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned ancient dragon gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- default:
-#ifdef JP
-msg_format("̤ÃΤΥ«¡¼¥É¤Î¼öʸ¤Ç¤¹: %d", spell);
-#else
- msg_format("You cast an unknown Trump spell: %d.", spell);
-#endif
-
- msg_print(NULL);
- }
-
- if (no_trump)
- {
-#ifdef JP
-msg_print("ï¤â¤¢¤Ê¤¿¤Î¥«¡¼¥É¤Î¸Æ¤ÓÀ¼¤ËÅú¤¨¤Ê¤¤¡£");
-#else
- msg_print("Nobody answers to your Trump call.");
-#endif
-
- }
-
- return TRUE;
-}
-
-
-static bool cast_arcane_spell(int spell)
-{
- int dir;
- int beam;
- int plev = p_ptr->lev;
- int dummy = 0;
- bool no_trump = FALSE;
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- switch (spell)
- {
- case 0: /* Zap */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam - 10, GF_ELEC, dir,
- damroll(3 + ((plev - 1) / 5), 3));
- break;
- case 1: /* Wizard Lock */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)wizard_lock(dir);
- break;
- case 2: /* Detect Invisibility */
- (void)detect_monsters_invis(DETECT_RAD_DEFAULT);
- break;
- case 3: /* Detect Monsters */
- (void)detect_monsters_normal(DETECT_RAD_DEFAULT);
- break;
- case 4: /* Blink */
- teleport_player(10);
- break;
- case 5: /* Light Area */
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- break;
- case 6: /* Trap & Door Destruction */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)destroy_door(dir);
- break;
- case 7: /* Cure Light Wounds */
- (void)hp_player(damroll(2, 8));
- (void)set_cut(p_ptr->cut - 10);
- break;
- case 8: /* Detect Doors & Traps */
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- break;
- case 9: /* Phlogiston */
- phlogiston();
- break;
- case 10: /* Detect Treasure */
- (void)detect_treasure(DETECT_RAD_DEFAULT);
- (void)detect_objects_gold(DETECT_RAD_DEFAULT);
- break;
- case 11: /* Detect Enchantment */
- (void)detect_objects_magic(DETECT_RAD_DEFAULT);
- break;
- case 12: /* Detect Objects */
- (void)detect_objects_normal(DETECT_RAD_DEFAULT);
- break;
- case 13: /* Cure Poison */
- (void)set_poisoned(0);
- break;
- case 14: /* Resist Cold */
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- break;
- case 15: /* Resist Fire */
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- break;
- case 16: /* Resist Lightning */
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- break;
- case 17: /* Resist Acid */
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- break;
- case 18: /* Cure Medium Wounds */
- (void)hp_player(damroll(4, 8));
- (void)set_cut((p_ptr->cut / 2) - 50);
- break;
- case 19: /* Teleport */
- teleport_player(plev * 5);
- break;
- case 20: /* Identify */
- return ident_spell(FALSE);
- case 21: /* Stone to Mud */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)wall_to_mud(dir);
- break;
- case 22: /* Ray of Light */
- if (!get_aim_dir(&dir)) return FALSE;
-
-#ifdef JP
-msg_print("¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
- msg_print("A line of light appears.");
-#endif
-
- (void)lite_line(dir);
- break;
- case 23: /* Satisfy Hunger */
- (void)set_food(PY_FOOD_MAX - 1);
- break;
- case 24: /* See Invisible */
- (void)set_tim_invis(randint1(24) + 24, FALSE);
- break;
- case 25: /* Conjure Elemental */
- if (!summon_specific(-1, py, px, plev, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_FORCE_PET)))
- no_trump = TRUE;
- break;
- case 26: /* Teleport Level */
-#ifdef JP
- if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
-#else
- if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
-#endif
- (void)teleport_player_level();
- break;
- case 27: /* Teleport Away */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- break;
- case 28: /* Elemental Ball */
- if (!get_aim_dir(&dir)) return FALSE;
-
- switch (randint1(4))
- {
- case 1: dummy = GF_FIRE;break;
- case 2: dummy = GF_ELEC;break;
- case 3: dummy = GF_COLD;break;
- default: dummy = GF_ACID;break;
- }
- fire_ball(dummy, dir, 75 + (plev), 2);
- break;
- case 29: /* Detection */
- (void)detect_all(DETECT_RAD_DEFAULT);
- break;
- case 30: /* Word of Recall */
- if (!word_of_recall()) return FALSE;
- break;
- case 31: /* Clairvoyance */
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE);
- if (!p_ptr->telepathy)
- {
- (void)set_tim_esp(randint1(30) + 25, FALSE);
- }
- break;
- default:
- msg_format("You cast an unknown Arcane spell: %d.", spell);
- msg_print(NULL);
- }
-
- if (no_trump)
-#ifdef JP
-msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤Ï¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No Elementals arrive.");
-#endif
-
- return TRUE;
-}
-
-
-static bool cast_enchant_spell(int spell)
-{
- int plev = p_ptr->lev;
- int dummy = 0;
- bool no_trump = FALSE;
-
- switch (spell)
- {
- case 0: /* Infravision */
- set_tim_infra(100 + randint1(100), FALSE);
- break;
- case 1: /* Regeneration */
- set_tim_regen(80 + randint1(80), FALSE);
- break;
- case 2: /* Satisfy Hunger */
- (void)set_food(PY_FOOD_MAX - 1);
- break;
- case 3: /* Resist Cold */
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- break;
- case 4: /* Resist Fire */
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- break;
- case 5: /* Heroism */
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(10);
- (void)set_afraid(0);
- break;
- case 6: /* Resist Lightning */
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- break;
- case 7: /* Resist Acid */
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- break;
- case 8: /* See Invisibility */
- (void)set_tim_invis(randint1(24) + 24, FALSE);
- break;
- case 9: /* Remove Curse */
- if (remove_curse())
- {
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
- }
- break;
- case 10: /* Resist Poison */
- (void)set_oppose_pois(randint1(20) + 20, FALSE);
- break;
- case 11: /* Berserk */
- (void)set_shero(randint1(25) + 25, FALSE);
- (void)hp_player(30);
- (void)set_afraid(0);
- break;
- case 12: /* Self Knowledge */
- (void)self_knowledge();
- break;
- case 13: /* Protection from Evil */
- (void)set_protevil(randint1(25) + 3 * p_ptr->lev, FALSE);
- break;
- case 14: /* Healing */
- set_poisoned(0);
- set_stun(0);
- set_cut(0);
- set_image(0);
- break;
- case 15: /* Mana Branding */
- return choose_ele_attack();
- break;
- case 16: /* Telepathy */
- (void)set_tim_esp(randint1(30) + 25, FALSE);
- break;
- case 17: /* Stone Skin */
- (void)set_shield(randint1(20) + 30, FALSE);
- break;
- case 18: /* Resistance */
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- (void)set_oppose_pois(randint1(20) + 20, FALSE);
- break;
- case 19: /* Haste */
- (void)set_fast(randint1(20 + plev) + plev, FALSE);
- break;
- case 20: /* Walk through Wall */
- (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
- break;
- case 21: /* Pulish Shield */
- (void)pulish_shield();
- break;
- case 22: /* Create Golem */
- if (summon_specific(-1, py, px, plev, SUMMON_GOLEM, PM_FORCE_PET))
- {
-#ifdef JP
-msg_print("¥´¡¼¥ì¥à¤òºî¤Ã¤¿¡£");
-#else
- msg_print("You make a golem.");
-#endif
- }
- else
- {
- no_trump = TRUE;
- }
- break;
- case 23: /* Magic armor */
- (void)set_magicdef(randint1(20) + 20, FALSE);
- break;
- case 24: /* Remove Enchantment */
- if (!mundane_spell(TRUE)) return FALSE;
- break;
- case 25: /* Remove All Curse */
- if (remove_all_curse())
- {
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
- }
- break;
- case 26: /* Total Knowledge */
- return identify_fully(FALSE);
- break;
- case 27: /* Enchant Weapon */
- return enchant_spell(randint0(4) + 1, randint0(4) + 1, 0);
- break;
- case 28: /* Enchant Armor */
- return enchant_spell(0, 0, randint0(3) + 2);
- break;
- case 29: /* Brand Weapon */
- brand_weapon(randint0(18));
- break;
- case 30: /* Living Trump */
- if (one_in_(7))
- /* Teleport control */
- dummy = 12;
- else
- /* Random teleportation (uncontrolled) */
- dummy = 77;
- /* Gain the mutation */
- if (gain_random_mutation(dummy))
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÀ¸¤¤Æ¤¤¤ë¥«¡¼¥É¤ËÊѤï¤Ã¤¿¡£");
-#else
- msg_print("You have turned into a Living Trump.");
-#endif
- break;
- case 31: /* Immune */
- return (choose_ele_immune(13 + randint1(13)));
- break;
- default:
- msg_format("You cast an unknown Craft spell: %d.", spell);
- msg_print(NULL);
- }
-
- if (no_trump)
-#ifdef JP
-msg_print("¤¦¤Þ¤¯¥´¡¼¥ì¥à¤òºî¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No Golems arrive.");
-#endif
-
- return TRUE;
-}
-
-
-/*
- * An "item_tester_hook" for offer
- */
-static bool item_tester_offer(object_type *o_ptr)
-{
- /* Flasks of oil are okay */
- if (o_ptr->tval != TV_CORPSE) return (FALSE);
-
- if (o_ptr->sval != SV_CORPSE) return (FALSE);
-
- if (strchr("pht", r_info[o_ptr->pval].d_char)) return (TRUE);
-
- /* Assume not okay */
- return (FALSE);
-}
-
-
-static bool cast_daemon_spell(int spell)
-{
- int dir, beam;
- int plev = p_ptr->lev;
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- switch (spell)
- {
- case 0: /* Magic Missile */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam - 10, GF_MISSILE, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- break;
- case 1: /* Detect Undead & Demons -> Unlife */
- (void)detect_monsters_nonliving(DETECT_RAD_DEFAULT);
- break;
- case 2: /* Bless */
- (void)set_blessed(randint1(12) + 12, FALSE);
- break;
- case 3: /* Resist Fire */
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- break;
- case 4: /* Horrify */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fear_monster(dir, plev);
- (void)stun_monster(dir, plev);
- break;
- case 5: /* Nether Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_NETHER, dir,
- damroll(6 + ((plev - 5) / 4), 8));
- break;
- case 6: /* Summon monster, demon */
- if (!summon_specific(-1, py, px, (plev * 3) / 2, SUMMON_MANES, (PM_ALLOW_GROUP | PM_FORCE_PET)))
- {
-#ifdef JP
-msg_print("¸ÅÂå¤Î»àÎî¤Ï¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No Manes arrive.");
-#endif
- }
- break;
- case 7: /* Mini Hellfire */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_HELL_FIRE, dir,
- (damroll(3, 6) + plev +
- (plev / (((p_ptr->pclass == CLASS_MAGE) ||
- (p_ptr->pclass == CLASS_HIGH_MAGE) ||
- (p_ptr->pclass == CLASS_SORCERER)) ? 2 : 4))),
- ((plev < 30) ? 2 : 3));
- break;
- case 8: /* Enslave Demon */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)control_one_demon(dir, plev);
- break;
- case 9: /* Vision */
- map_area(DETECT_RAD_MAP);
- break;
- case 10: /* Resist Nether */
- (void)set_tim_res_nether(randint1(20) + 20, FALSE);
- break;
- case 11: /* Plasma Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_PLASMA, dir,
- damroll(11 + ((plev - 5) / 4), 8));
- break;
- case 12: /* Fire Ball */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_FIRE, dir, plev + 55, 2);
- break;
- case 13: /* Fire Branding */
- brand_weapon(1);
- break;
- case 14: /* Nether Ball */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_NETHER, dir, plev*3/2 + 100, plev / 20+2);
- break;
- case 15: /* Summon monster, demon */
- {
- bool pet = !one_in_(3);
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
- if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
-
- if (summon_specific((pet ? -1 : 0), py, px, plev*2/3+randint1(plev/2), SUMMON_DEMON, mode))
- {
-#ifdef JP
-msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
-#else
- msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
-
-
- if (pet)
-#ifdef JP
-msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
- msg_print("'What is thy bidding... Master?'");
-#endif
-
- else
-#ifdef JP
-msg_print("¡ÖÈܤ·¤¼Ô¤è¡¢²æ¤ÏÆò¤Î²¼Ëͤˤ¢¤é¤º¡ª ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
-#else
- msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
-#endif
-
- }
- else
- {
-#ifdef JP
-msg_print("°Ëâ¤Ï¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No demons arrive.");
-#endif
- }
- break;
- }
- case 16: /* Telepathy */
- (void)set_tim_esp(randint1(30) + 25, FALSE);
- break;
- case 17: /* Demoncloak */
- {
- int dur=randint1(20) + 20;
-
- set_oppose_fire(dur, FALSE);
- set_oppose_cold(dur, FALSE);
- set_tim_sh_fire(dur, FALSE);
- set_afraid(0);
- break;
- }
- case 18: /* Rain of Lava */
- fire_ball(GF_FIRE, 0, (55 + plev)*2, 3);
- fire_ball_hide(GF_LAVA_FLOW, 0, 2+randint1(2), 3);
- break;
- case 19: /* Plasma ball */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_PLASMA, dir, plev*3/2 + 80, 2 + plev/40);
- break;
- case 20: /* Mimic demon */
- (void)set_mimic(10+plev/2 + randint1(10+plev/2), MIMIC_DEMON, FALSE);
- break;
- case 21: /* Nether Wave == Dispel Good */
- (void)dispel_monsters(randint1(plev * 2));
- (void)dispel_good(randint1(plev * 2));
- break;
- case 22: /* */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_NEXUS, dir, 100 + plev*2, 4);
- break;
- case 23: /* Hand Doom */
- if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª");
-#else
- else msg_print("You invoke the Hand of Doom!");
-#endif
-
- fire_ball_hide(GF_HAND_DOOM, dir, plev * 2, 0);
- break;
- case 24: /* Heroism */
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(10);
- (void)set_afraid(0);
- break;
- case 25: /* Tim resist time */
- (void)set_tim_res_time(randint1(20)+20, FALSE);
- break;
- case 26: /* Circle of Madness */
- fire_ball(GF_CHAOS, 0, 50+plev, 3+plev/20);
- fire_ball(GF_CONFUSION, 0, 50+plev, 3+plev/20);
- fire_ball(GF_CHARM, 0, 20+plev, 3+plev/20);
- break;
- case 27: /* True Discharge Minion */
- discharge_minion();
- break;
- case 28: /* Summon Greater Demon */
- {
- int item;
- cptr q, s;
- int summon_lev;
- object_type *o_ptr;
-
- item_tester_hook = item_tester_offer;
-#ifdef JP
- q = "¤É¤Î»àÂΤòÊû¤²¤Þ¤¹¤«? ";
- s = "Êû¤²¤é¤ì¤ë»àÂΤò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
-#else
- q = "Sacrifice which corpse? ";
- s = "You have nothing to scrifice.";
-#endif
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- summon_lev = p_ptr->lev * 2 / 3 + r_info[o_ptr->pval].level;
- if (summon_specific(-1, py, px, summon_lev, SUMMON_HI_DEMON, (PM_ALLOW_GROUP | PM_FORCE_PET)))
- {
-#ifdef JP
-msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
-#else
- msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
-
-
-#ifdef JP
-msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
- msg_print("'What is thy bidding... Master?'");
-#endif
-
- /* Decrease the item (from the pack) */
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Decrease the item (from the floor) */
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- }
- }
- else
- {
-#ifdef JP
-msg_print("°Ëâ¤Ï¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No Greater Demon arrive.");
-#endif
- }
- break;
- }
- case 29: /* Nether Storm */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_NETHER, dir, plev*15, plev / 5);
- break;
- case 30: /* Blood curse */
- {
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball_hide(GF_BLOOD_CURSE, dir, 600, 0);
-#ifdef JP
-take_hit(DAMAGE_USELIFE, 20 + randint1(30), "·ì¤Î¼ö¤¤", -1);
-#else
- take_hit(DAMAGE_USELIFE, 20 + randint1(30), "Blood curse", -1);
-#endif
- break;
- }
- case 31: /* Mimic Demon lord */
- (void)set_mimic(15 + randint1(15), MIMIC_DEMON_LORD, FALSE);
- break;
- default:
- msg_format("You cast an unknown Daemon spell: %d.", spell);
- msg_print(NULL);
- }
-
- return TRUE;
-}
-
-
-static bool cast_crusade_spell(int spell)
-{
- int dir;
- int beam;
- int plev = p_ptr->lev;
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- switch (spell)
- {
- case 0:
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam - 10, GF_ELEC, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- break;
- case 1:
- (void)detect_monsters_evil(DETECT_RAD_DEFAULT);
- break;
- case 2: /* Remove Fear */
- (void)set_afraid(0);
- break;
- case 3:
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fear_monster(dir, plev);
- break;
- case 4:
- (void)sleep_monsters_touch();
- break;
- case 5:
- teleport_player(25+plev/2);
- break;
- case 6:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_blast(GF_LITE, dir, 3+((plev-1)/9), 2, 10, 3);
- break;
- case 7:
- (void)set_cut(0);
- (void)set_poisoned(0);
- (void)set_stun(0);
- break;
- case 8:
- if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_ball(GF_AWAY_EVIL, dir, MAX_SIGHT*5, 0);
- break;
- case 9: /* Holy Orb */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_HOLY_FIRE, dir,
- (damroll(3, 6) + plev +
- (plev / ((p_ptr->pclass == CLASS_PRIEST ||
- p_ptr->pclass == CLASS_HIGH_MAGE ||
- p_ptr->pclass == CLASS_SORCERER) ? 2 : 4))),
- ((plev < 30) ? 2 : 3));
-
- break;
- case 10: /* Exorcism */
- (void)dispel_undead(randint1(plev));
- (void)dispel_demons(randint1(plev));
- (void)turn_evil(plev);
- break;
- case 11: /* Remove Curse */
- if (remove_curse())
- {
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
- }
- break;
- case 12: /* Sense Unseen */
- (void)set_tim_invis(randint1(24) + 24, FALSE);
- break;
- case 13: /* Protection from Evil */
- (void)set_protevil(randint1(25) + 3 * p_ptr->lev, FALSE);
- break;
- case 14:
- if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_bolt(GF_ELEC, dir, plev*5);
- break;
- case 15: /* Holy Word */
- (void)dispel_evil(randint1(plev * 6));
- (void)hp_player(100);
- (void)set_afraid(0);
- (void)set_poisoned(0);
- (void)set_stun(0);
- (void)set_cut(0);
- break;
- case 16:
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)destroy_door(dir);
- break;
- case 17:
- if (!get_aim_dir(&dir)) return FALSE;
- (void)stasis_evil(dir);
- break;
- case 18:
- set_tim_sh_holy(randint1(20)+20, FALSE);
- break;
- case 19: /* Dispel Undead + Demons */
- (void)dispel_undead(randint1(plev * 4));
- (void)dispel_demons(randint1(plev * 4));
- break;
- case 20: /* Dispel Evil */
- (void)dispel_evil(randint1(plev * 4));
- break;
- case 21:
- brand_weapon(13);
- break;
- case 22: /* Star Burst */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_LITE, dir, 100+plev*2, 4);
- break;
- case 23: /* Summon monster, angel */
- {
- bool pet = !one_in_(3);
- u32b mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
- if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
-
- if (summon_specific((pet ? -1 : 0), py, px, (plev * 3) / 2, SUMMON_ANGEL, mode))
- {
- if (pet)
-#ifdef JP
-msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
- msg_print("'What is thy bidding... Master?'");
-#endif
-
- else
-#ifdef JP
-msg_print("¡Ö²æ¤ÏÆò¤Î²¼Ëͤˤ¢¤é¤º¡ª °¹Ô¼Ô¤è¡¢²ù¤¤²þ¤á¤è¡ª¡×");
-#else
- msg_print("Mortal! Repent of thy impiousness.");
-#endif
-
- }
- break;
- }
- case 24: /* Heroism */
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(10);
- (void)set_afraid(0);
- break;
- case 25: /* Remove All Curse */
- if (remove_all_curse())
- {
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
- }
- break;
- case 26: /* Banishment */
- if (banish_evil(100))
- {
-#ifdef JP
-msg_print("¿ÀÀ»¤ÊÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª");
-#else
- msg_print("The holy power banishes evil!");
-#endif
-
- }
- break;
- case 27: /* Word of Destruction */
- destroy_area(py, px, 13+randint0(5));
- break;
- case 28: /* Eye for an Eye */
- set_tim_eyeeye(randint1(10)+10, FALSE);
- break;
- case 29:
- {
- int x, y, tx, ty;
- int nx, ny;
- int dir, i;
- int b = 10 + randint1(10);
-
- if (!get_aim_dir(&dir)) return FALSE;
-
- /* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- x = px;
- y = py;
-
- while(1)
- {
- /* Hack -- Stop at the target */
- if ((y == ty) && (x == tx)) break;
-
- ny = y;
- nx = x;
- mmove2(&ny, &nx, py, px, ty, tx);
-
- /* Stop at maximum range */
- if (MAX_RANGE <= distance(py, px, ny, nx)) break;
-
- /* Stopped by walls/doors */
- if (!cave_floor_bold(ny, nx)) break;
-
- /* Stopped by monsters */
- if ((dir != 5) && cave[ny][nx].m_idx != 0) break;
-
- /* Save the new location */
- x = nx;
- y = ny;
- }
- tx = x;
- ty = y;
-
- for (i = 0; i < b; i++)
- {
- int count = 20, d = 0;
-
- while (count--)
- {
- int dx, dy;
-
- x = tx - 5 + randint0(11);
- y = ty - 5 + randint0(11);
-
- dx = (tx > x) ? (tx - x) : (x - tx);
- dy = (ty > y) ? (ty - y) : (y - ty);
-
- /* Approximate distance */
- d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
- /* Within the radius */
- if (d < 5) break;
- }
-
- if (count < 0) continue;
-
- /* Cannot penetrate perm walls */
- if (!in_bounds(y,x) ||
- cave_stop_disintegration(y,x) ||
- !in_disintegration_range(ty, tx, y, x))
- continue;
-
- project(0, 2, y, x, plev * 3+25, GF_DISINTEGRATE, PROJECT_JUMP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
- }
- }
- break;
- case 30: /* Divine Intervention */
- project(0, 1, py, px, plev*11, GF_HOLY_FIRE, PROJECT_KILL, -1);
- dispel_monsters(plev * 4);
- slow_monsters();
- stun_monsters(plev * 4);
- confuse_monsters(plev * 4);
- turn_monsters(plev * 4);
- stasis_monsters(plev * 4);
- (void)hp_player(100);
- break;
- case 31:
- {
- int i;
- (void)crusade();
- for (i = 0; i < 12; i++)
- {
- int attempt = 10;
- int my, mx;
-
- while (attempt--)
- {
- scatter(&my, &mx, py, px, 4, 0);
-
- /* Require empty grids */
- if (cave_empty_bold2(my, mx)) break;
- }
- if (attempt < 0) continue;
- summon_specific(-1, my, mx, plev, SUMMON_KNIGHTS, (PM_ALLOW_GROUP | PM_FORCE_PET | PM_HASTE));
- }
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)set_blessed(randint1(25) + 25, FALSE);
- (void)set_fast(randint1(20 + plev) + plev, FALSE);
- (void)set_protevil(randint1(25) + 25, FALSE);
- (void)set_afraid(0);
- break;
- }
- default:
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤ÏÉÔÌÀ¤ÊÇ˼٤μöʸ %d ¤ò¾§¤¨¤¿¡£", spell);
-#else
- msg_format("You cast an unknown crusade spell: %d.", spell);
-#endif
-
- msg_print(NULL);
- }
-
- return TRUE;
-}
-
-
-
-void stop_singing(void)
-{
- if (p_ptr->pclass != CLASS_BARD) return;
-
- if (p_ptr->magic_num1[1])
- {
- p_ptr->magic_num1[1] = 0;
- return;
- }
- if (!p_ptr->magic_num1[0]) return;
-
- set_action(ACTION_NONE);
-
- switch(p_ptr->magic_num1[0])
- {
- case MUSIC_BLESS:
- if (!p_ptr->blessed)
-#ifdef JP
-msg_print("¹â·é¤Êµ¤Ê¬¤¬¾Ã¤¨¼º¤»¤¿¡£");
-#else
- msg_print("The prayer has expired.");
-#endif
- break;
- case MUSIC_HERO:
- if (!p_ptr->hero)
- {
-#ifdef JP
-msg_print("¥Ò¡¼¥í¡¼¤Îµ¤Ê¬¤¬¾Ã¤¨¼º¤»¤¿¡£");
-#else
- msg_print("The heroism wears off.");
-#endif
- /* Recalculate hitpoints */
- p_ptr->update |= (PU_HP);
- }
- break;
- case MUSIC_MIND:
- if (!p_ptr->tim_esp)
- {
-#ifdef JP
-msg_print("°Õ¼±¤Ï¸µ¤ËÌá¤Ã¤¿¡£");
-#else
- msg_print("Your consciousness contracts again.");
-#endif
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
- }
- break;
- case MUSIC_STEALTH:
- if (!p_ptr->tim_stealth)
-#ifdef JP
-msg_print("»Ñ¤¬¤Ï¤Ã¤¤ê¤È¸«¤¨¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You are no longer hided.");
-#endif
- break;
- case MUSIC_RESIST:
- if (!p_ptr->oppose_acid)
-#ifdef JP
-msg_print("»À¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to acid.");
-#endif
- if (!p_ptr->oppose_elec)
-#ifdef JP
-msg_print("ÅÅ·â¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to elec.");
-#endif
- if (!p_ptr->oppose_fire)
-#ifdef JP
-msg_print("²Ð¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to fire.");
-#endif
- if (!p_ptr->oppose_cold)
-#ifdef JP
-msg_print("Î䵤¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to cold.");
-#endif
- if (!p_ptr->oppose_pois)
-#ifdef JP
-msg_print("ÆǤؤÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to pois.");
-#endif
- break;
- case MUSIC_SPEED:
- if (!p_ptr->fast)
-#ifdef JP
-msg_print("Æ°¤¤ÎÁÇÁᤵ¤¬¤Ê¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£");
-#else
- msg_print("You feel yourself slow down.");
-#endif
- break;
- case MUSIC_SHERO:
- if (!p_ptr->hero)
- {
-#ifdef JP
-msg_print("¥Ò¡¼¥í¡¼¤Îµ¤Ê¬¤¬¾Ã¤¨¼º¤»¤¿¡£");
-#else
- msg_print("The heroism wears off.");
-#endif
- /* Recalculate hitpoints */
- p_ptr->update |= (PU_HP);
- }
-
- if (!p_ptr->fast)
-#ifdef JP
-msg_print("Æ°¤¤ÎÁÇÁᤵ¤¬¤Ê¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£");
-#else
- msg_print("You feel yourself slow down.");
-#endif
- break;
- case MUSIC_INVULN:
- if (!p_ptr->invuln)
- {
-#ifdef JP
-msg_print("̵Ũ¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("The invulnerability wears off.");
-#endif
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
- break;
- }
- p_ptr->magic_num1[0] = MUSIC_NONE;
- p_ptr->magic_num2[0] = 0;
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-}
-
-
-static bool cast_music_spell(int spell)
-{
- int plev = p_ptr->lev;
- int dir;
-
- if(p_ptr->magic_num1[0])
- {
- stop_singing();
- }
-
- p_ptr->magic_num2[0] = spell;
-
- switch (spell)
- {
- case 0: /* Song of Holding ÃÙÆߤβΠ*/
-#ifdef JP
- msg_print("¤æ¤Ã¤¯¤ê¤È¤·¤¿¥á¥í¥Ç¥£¤ò¸ý¤º¤µ¤ß»Ï¤á¤¿¡¥¡¥¡¥");
-#else
- msg_print("You start humming a slow, steady melody...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_SLOW;
- break;
- case 1: /* Song of Blessing ½ËÊ¡¤Î²Î */
-#ifdef JP
- msg_print("¸·¤«¤Ê¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("The holy power of the Music of the Ainur enters you...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_BLESS;
- break;
-
- case 2: /* Wrecking Note Êø²õ¤Î²»¿§ */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_SOUND, dir,
- damroll(4 + ((plev - 1) / 5), 4));
- break;
- case 3: /* Stun Pattern Û¯Û°¤ÎÀûΧ */
-#ifdef JP
- msg_print("âÁÏǤµ¤»¤ë¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("You weave a pattern of sounds to bewilder and daze...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_STUN;
- break;
- case 4: /* Flow of life À¸Ì¿¤Îή¤ì */
-#ifdef JP
- msg_print("²Î¤òÄ̤·¤ÆÂΤ˳赤¤¬Ìá¤Ã¤Æ¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("Life flows through you as you sing a song of healing...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_L_LIFE;
- break;
- case 5: /* Song of the Sun ÂÀÍۤβΠ*/
-#ifdef JP
- msg_print("¸÷¤êµ±¤¯²Î¤¬ÊÕ¤ê¤ò¾È¤é¤·¤¿¡£");
-#else
- msg_print("Your uplifting song brings brightness to dark places...");
-#endif
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- break;
- case 6: /* Song of fear ¶²ÉݤβΠ*/
-#ifdef JP
- msg_print("¤ª¤É¤í¤ª¤É¤í¤·¤¤¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("You start weaving a fearful pattern...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_FEAR;
- break;
- case 7: /* Heroic Ballad À襤¤Î²Î */
-#ifdef JP
- msg_print("·ã¤·¤¤À襤¤Î²Î¤ò²Î¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("You start singing a song of intense fighting...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_HERO;
- break;
- case 8: /* Clairaudience ÎîŪÃγР*/
-#ifdef JP
- msg_print("ÀŤ«¤Ê²»³Ú¤¬´¶³Ð¤ò¸¦¤®À¡¤Þ¤µ¤»¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your quiet music sharpens your sense of hearing...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_DETECT;
- break;
- case 9: /* º²¤Î²Î */
-#ifdef JP
- msg_print("Àº¿À¤òDZ¤¸¶Ê¤²¤ë²Î¤ò²Î¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("You start singing a song of soul in pain...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_PSI;
- break;
- case 10: /* Song of Lore Ãμ±¤Î²Î */
-#ifdef JP
- msg_print("¤³¤ÎÀ¤³¦¤ÎÃ챤¬Î®¤ì¹þ¤ó¤Ç¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("You recall the rich lore of the world...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_ID;
- break;
- case 11: /* hidding song ±£ÆۤβΠ*/
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Î»Ñ¤¬·Ê¿§¤Ë¤È¤±¤³¤ó¤Ç¤¤¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your song carries you beyond the sight of mortal eyes...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_STEALTH;
- break;
- case 12: /* Illusion Pattern ¸¸±Æ¤ÎÀûΧ */
-#ifdef JP
- msg_print("ÊÕ¤ê°ìÌ̤˸¸±Æ¤¬¸½¤ì¤¿¡¥¡¥¡¥");
-#else
- msg_print("You weave a pattern of sounds to beguile and confuse...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_CONF;
- break;
- case 13: /* Doomcall (vibration song) ÇËÌǤζ«¤Ó */
-#ifdef JP
- msg_print("¹ì²»¤¬¶Á¤¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("The fury of the Downfall of Numenor lashes out...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_SOUND;
- break;
- case 14: /* Firiel's Song (song of the Undeads) ¥Õ¥£¥ê¥¨¥ë¤Î²Î */
-#ifdef JP
- msg_print("À¸Ì¿¤ÈÉü³è¤Î¥Æ¡¼¥Þ¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("The themes of life and revival are woven into your song...");
-#endif
- animate_dead(0, py, px);
- break;
- case 15: /* Fellowship Chant (charming song) ι¤ÎÃç´Ö */
-#ifdef JP
- msg_print("°Â¤é¤«¤Ê¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("You weave a slow, soothing melody of imploration...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_CHARM;
- break;
- case 16: /* (wall breaking song) ʬ²ò²»ÇÈ */
-#ifdef JP
- msg_print("Ê´ºÕ¤¹¤ë¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("You weave a violent pattern of sounds to break wall.");
-#endif
- p_ptr->magic_num1[0] = MUSIC_WALL;
- project(0, 0, py, px,
- 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
- break;
- case 17: /* Finrod's Resistance (song of resistance) ¸µÁÇÂÑÀ */
-#ifdef JP
- msg_print("¸µÁǤÎÎϤËÂФ¹¤ëǦÂѤβΤò²Î¤Ã¤¿¡£");
-#else
- msg_print("You sing a song of perseverance against powers...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_RESIST;
- break;
- case 18: /* Hobbit Melodies (song of time) ¥Û¥Ó¥Ã¥È¤Î¥á¥í¥Ç¥£ */
-#ifdef JP
- msg_print("·Ú²÷¤Ê²Î¤ò¸ý¤º¤µ¤ß»Ï¤á¤¿¡¥¡¥¡¥");
-#else
- msg_print("You start singing joyful pop song...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_SPEED;
- break;
- case 19: /* World Contortion ÏĤó¤ÀÀ¤³¦ */
-#ifdef JP
- msg_print("²Î¤¬¶õ´Ö¤òÏĤ᤿¡¥¡¥¡¥");
-#else
- msg_print("Reality whirls wildly as you sing a dizzying melody...");
-#endif
- project(0, plev/15 + 1, py, px, plev * 3 + 1, GF_AWAY_ALL , PROJECT_KILL, -1);
- break;
- case 20: /* Â໶¤Î²Î */
-#ifdef JP
- msg_print("ÂѤ¨¤é¤ì¤Ê¤¤ÉÔ¶¨Ï²»¤¬Å¨¤òÀÕ¤áΩ¤Æ¤¿¡¥¡¥¡¥");
-#else
- msg_print("You cry out in an ear-wracking voice...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_DISPEL;
- break;
- case 21: /* The Voice of Saruman ¥µ¥ë¥Þ¥ó¤Î´Å¸À */
-#ifdef JP
- msg_print("Í¥¤·¤¯¡¢Ì¥ÎÏŪ¤Ê²Î¤ò¸ý¤º¤µ¤ß»Ï¤á¤¿¡¥¡¥¡¥");
-#else
- msg_print("You start humming a gentle and attractive song...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_SARUMAN;
- break;
- case 22: /* Song of Tempest (song of death) Íò¤Î²»¿§ */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(GF_SOUND, dir,
- damroll(15 + ((plev - 1) / 2), 10));
- break;
- case 23: /* (song of disruption) ¤â¤¦°ì¤Ä¤ÎÀ¤³¦ */
-#ifdef JP
- msg_print("¼þ°Ï¤¬ÊѲ½¤·»Ï¤á¤¿¡¥¡¥¡¥");
-#else
- msg_print("You sing of the primeval shaping of Middle-earth...");
-#endif
- alter_reality();
- break;
- case 24: /* Wrecking Pattern (destruction shriek) Ç˲õ¤ÎÀûΧ */
-#ifdef JP
- msg_print("Ç˲õŪ¤Ê²Î¤¬¶Á¤¤ï¤¿¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("You weave a pattern of sounds to contort and shatter...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_QUAKE;
- break;
- case 25: /* ÄäÂڤβΠ*/
-#ifdef JP
- msg_print("¤æ¤Ã¤¯¤ê¤È¤·¤¿¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("You weave a very slow pattern which is almost likely to stop...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_STASIS;
- break;
- case 26: /* ¼é¤ê¤Î²Î */
-#ifdef JP
- msg_print("²Î¤¬¿ÀÀ»¤Ê¾ì¤òºî¤ê½Ð¤·¤¿¡¥¡¥¡¥");
-#else
- msg_print("The holy power of the Music is creating sacred field...");
-#endif
- warding_glyph();
- break;
- case 27: /* ±Ñͺ¤Î»í */
-#ifdef JP
- msg_print("±Ñͺ¤Î²Î¤ò¸ý¤º¤µ¤ó¤À¡¥¡¥¡¥");
-#else
- msg_print("You chant a powerful, heroic call to arms...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_SHERO;
- (void)hp_player(10);
- (void)set_afraid(0);
- break;
- case 28: /* ¥ä¥ô¥¡¥ó¥Ê¤Î½õ¤± */
-#ifdef JP
- msg_print("²Î¤òÄ̤·¤ÆÂΤ˳赤¤¬Ìá¤Ã¤Æ¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("Life flows through you as you sing the song...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_H_LIFE;
- break;
- case 29: /* ºÆÀ¸¤Î²Î */
-#ifdef JP
- msg_print("°Å¹õ¤ÎÃæ¤Ë¸÷¤ÈÈþ¤ò¤Õ¤ê¤Þ¤¤¤¿¡£ÂΤ¬¸µ¤Î³èÎϤò¼è¤êÌᤷ¤¿¡£");
-#else
- msg_print("You strewed light and beauty in the dark as you sing. You feel refreshed.");
-#endif
- (void)do_res_stat(A_STR);
- (void)do_res_stat(A_INT);
- (void)do_res_stat(A_WIS);
- (void)do_res_stat(A_DEX);
- (void)do_res_stat(A_CON);
- (void)do_res_stat(A_CHR);
- (void)restore_level();
- break;
- case 30: /* shriek of death ¥µ¥¦¥í¥ó¤ÎËâ½Ñ */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_SOUND, dir, damroll(50 + plev, 10), 0);
- break;
- case 31: /* song of liberty ¥Õ¥£¥ó¥´¥ë¥Õ¥£¥ó¤ÎÄ©Àï */
-#ifdef JP
- msg_print("¥Õ¥£¥ó¥´¥ë¥Õ¥£¥ó¤Î̽²¦¤Ø¤ÎÄ©Àï¤ò²Î¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("You recall the valor of Fingolfin's challenge to the Dark Lord...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_INVULN;
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- break;
- default:
-#ifdef JP
- msg_format("̤ÃΤβÎ(%d)¤ò²Î¤Ã¤¿¡£", spell);
-#else
- msg_format("You sing an unknown song: %d.", spell);
-#endif
- msg_print(NULL);
- }
-
- if (p_ptr->magic_num1[0]) set_action(ACTION_SING);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
- return TRUE;
-}
-
-
-/*
- * Cast a spell
- */
-void do_cmd_cast(void)
-{
- int item, sval, spell, realm;
- int chance;
- int increment = 0;
- int use_realm;
- int need_mana;
- bool cast;
-
- cptr prayer;
-
- object_type *o_ptr;
-
- magic_type *s_ptr;
-
- cptr q, s;
-
- /* Require spell ability */
- if (!p_ptr->realm1 && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE))
- {
-#ifdef JP
-msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You cannot cast spells!");
-#endif
-
- return;
- }
-
- /* Require lite */
- if (p_ptr->blind || no_lite())