+/*!
+ * @brief 呪術領域魔法の各処理を行う
+ * @param spell 魔法ID
+ * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_CONT / SPELL_STOP)
+ * @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST / SPELL_CONT / SPELL_STOP 時はNULL文字列を返す。
+ */
+static cptr do_hex_spell(SPELL_IDX spell, BIT_FLAGS mode)
+{
+ bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
+ bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
+ bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
+ bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
+ bool cont = (mode == SPELL_CONT) ? TRUE : FALSE;
+ bool stop = (mode == SPELL_STOP) ? TRUE : FALSE;
+
+ bool add = TRUE;
+
+ PLAYER_LEVEL plev = p_ptr->lev;
+ HIT_POINT power;
+
+ switch (spell)
+ {
+ /*** 1st book (0-7) ***/
+ case 0:
+ if (name) return _("邪なる祝福", "Evily blessing");
+ if (desc) return _("祝福により攻撃精度と防御力が上がる。", "Attempts to increase +to_hit of a weapon and AC");
+ if (cast)
+ {
+ if (!p_ptr->blessed)
+ {
+ msg_print(_("高潔な気分になった!", "You feel righteous!"));
+ }
+ }
+ if (stop)
+ {
+ if (!p_ptr->blessed)
+ {
+ msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
+ }
+ }
+ break;
+
+ case 1:
+ if (name) return _("軽傷の治癒", "Cure light wounds");
+ if (desc) return _("HPや傷を少し回復させる。", "Heals cut and HP a little.");
+ if (info) return info_heal(1, 10, 0);
+ if (cast)
+ {
+ msg_print(_("気分が良くなってくる。", "You feel better and better."));
+ }
+ if (cast || cont)
+ {
+ hp_player(damroll(1, 10));
+ set_cut(p_ptr->cut - 10);
+ }
+ break;
+
+ case 2:
+ if (name) return _("悪魔のオーラ", "Demonic aura");
+ if (desc) return _("炎のオーラを身にまとい、回復速度が速くなる。", "Gives fire aura and regeneration.");
+ if (cast)
+ {
+ msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
+ }
+ if (stop)
+ {
+ msg_print(_("炎のオーラが消え去った。", "Fiery aura disappeared."));
+ }
+ break;
+
+ case 3:
+ if (name) return _("悪臭霧", "Stinking mist");
+ if (desc) return _("視界内のモンスターに微弱量の毒のダメージを与える。", "Deals few damages of poison to all monsters in your sight.");
+ power = plev / 2 + 5;
+ if (info) return info_damage(1, power, 0);
+ if (cast || cont)
+ {
+ project_hack(GF_POIS, randint1(power));
+ }
+ break;
+
+ case 4:
+ if (name) return _("腕力強化", "Extra might");
+ if (desc) return _("術者の腕力を上昇させる。", "Attempts to increase your strength.");
+ if (cast)
+ {
+ msg_print(_("何だか力が湧いて来る。", "You feel you get stronger."));
+ }
+ break;
+
+ case 5:
+ if (name) return _("武器呪縛", "Curse weapon");
+ if (desc) return _("装備している武器を呪う。", "Curses your weapon.");
+ if (cast)
+ {
+ OBJECT_IDX item;
+ cptr q, s;
+ char o_name[MAX_NLEN];
+ object_type *o_ptr;
+ u32b f[TR_FLAG_SIZE];
+
+ item_tester_hook = item_tester_hook_weapon_except_bow;
+ q = _("どれを呪いますか?", "Which weapon do you curse?");
+ s = _("武器を装備していない。", "You wield no weapons.");
+
+ if (!get_item(&item, q, s, (USE_EQUIP))) return FALSE;
+
+ o_ptr = &inventory[item];
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ object_flags(o_ptr, f);
+
+ if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name))) return FALSE;
+
+ if (!one_in_(3) &&
+ (object_is_artifact(o_ptr) || have_flag(f, TR_BLESSED)))
+ {
+ msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), o_name);
+ if (one_in_(3))
+ {
+ if (o_ptr->to_d > 0)
+ {
+ o_ptr->to_d -= randint1(3) % 2;
+ if (o_ptr->to_d < 0) o_ptr->to_d = 0;
+ }
+ if (o_ptr->to_h > 0)
+ {
+ o_ptr->to_h -= randint1(3) % 2;
+ if (o_ptr->to_h < 0) o_ptr->to_h = 0;
+ }
+ if (o_ptr->to_a > 0)
+ {
+ o_ptr->to_a -= randint1(3) % 2;
+ if (o_ptr->to_a < 0) o_ptr->to_a = 0;
+ }
+ msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), o_name);
+ }
+ }
+ else
+ {
+ int curse_rank = 0;
+ msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
+ o_ptr->curse_flags |= (TRC_CURSED);
+
+ if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
+ {
+
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ if (one_in_(666))
+ {
+ o_ptr->curse_flags |= (TRC_TY_CURSE);
+ if (one_in_(666)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
+
+ add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ add_flag(o_ptr->art_flags, TR_VORPAL);
+ add_flag(o_ptr->art_flags, TR_VAMPIRIC);
+ msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
+ curse_rank = 2;
+ }
+ }
+
+ o_ptr->curse_flags |= get_curse(curse_rank, o_ptr);
+ }
+
+ p_ptr->update |= (PU_BONUS);
+ add = FALSE;
+ }
+ break;
+
+ case 6:
+ if (name) return _("邪悪感知", "Evil detection");
+ if (desc) return _("周囲の邪悪なモンスターを感知する。", "Detects evil monsters.");
+ if (info) return info_range(MAX_SIGHT);
+ if (cast)
+ {
+ msg_print(_("邪悪な生物の存在を感じ取ろうとした。", "You attend to the presence of evil creatures."));
+ }
+ break;
+
+ case 7:
+ if (name) return _("我慢", "Patience");
+ if (desc) return _("数ターン攻撃を耐えた後、受けたダメージを地獄の業火として周囲に放出する。",
+ "Bursts hell fire strongly after patients any damage while few turns.");
+ power = MIN(200, (HEX_REVENGE_POWER(p_ptr) * 2));
+ if (info) return info_damage(0, 0, power);
+ if (cast)
+ {
+ int a = 3 - (p_ptr->pspeed - 100) / 10;
+ MAGIC_NUM2 r = 3 + randint1(3) + MAX(0, MIN(3, a));
+
+ if (HEX_REVENGE_TURN(p_ptr) > 0)
+ {
+ msg_print(_("すでに我慢をしている。", "You are already patienting."));
+ return NULL;
+ }
+
+ HEX_REVENGE_TYPE(p_ptr) = 1;
+ HEX_REVENGE_TURN(p_ptr) = r;
+ HEX_REVENGE_POWER(p_ptr) = 0;
+ msg_print(_("じっと耐えることにした。", "You decide to patient all damages."));
+ add = FALSE;
+ }
+ if (cont)
+ {
+ int rad = 2 + (power / 50);
+
+ HEX_REVENGE_TURN(p_ptr)--;
+
+ if ((HEX_REVENGE_TURN(p_ptr) <= 0) || (power >= 200))
+ {
+ msg_print(_("我慢が解かれた!", "Time for end of patioence!"));
+ if (power)
+ {
+ project(0, rad, p_ptr->y, p_ptr->x, power, GF_HELL_FIRE,
+ (PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
+ }
+ if (p_ptr->wizard)
+ {
+ msg_format(_("%d点のダメージを返した。", "You return %d damages."), power);
+ }
+
+ /* Reset */
+ HEX_REVENGE_TYPE(p_ptr) = 0;
+ HEX_REVENGE_TURN(p_ptr) = 0;
+ HEX_REVENGE_POWER(p_ptr) = 0;
+ }
+ }
+ break;
+
+ /*** 2nd book (8-15) ***/
+ case 8:
+ if (name) return _("氷の鎧", "Ice armor");
+ if (desc) return _("氷のオーラを身にまとい、防御力が上昇する。", "Gives fire aura and bonus to AC.");
+ if (cast)
+ {
+ msg_print(_("体が氷の鎧で覆われた。", "You have enveloped by ice armor!"));
+ }
+ if (stop)
+ {
+ msg_print(_("氷の鎧が消え去った。", "Ice armor disappeared."));
+ }
+ break;
+
+ case 9:
+ if (name) return _("重傷の治癒", "Cure serious wounds");
+ if (desc) return _("体力や傷を多少回復させる。", "Heals cut and HP more.");
+ if (info) return info_heal(2, 10, 0);
+ if (cast)
+ {
+ msg_print(_("気分が良くなってくる。", "You feel better and better."));
+ }
+ if (cast || cont)
+ {
+ hp_player(damroll(2, 10));
+ set_cut((p_ptr->cut / 2) - 10);
+ }
+ break;
+
+ case 10:
+ if (name) return _("薬品吸入", "Inhail potion");
+ if (desc) return _("呪文詠唱を中止することなく、薬の効果を得ることができる。", "Quaffs a potion without canceling of casting a spell.");
+ if (cast)
+ {
+ CASTING_HEX_FLAGS(p_ptr) |= (1L << HEX_INHAIL);
+ do_cmd_quaff_potion();
+ CASTING_HEX_FLAGS(p_ptr) &= ~(1L << HEX_INHAIL);
+ add = FALSE;
+ }
+ break;
+
+ case 11:
+ if (name) return _("衰弱の霧", "Hypodynamic mist");
+ if (desc) return _("視界内のモンスターに微弱量の衰弱属性のダメージを与える。",
+ "Deals few damages of hypodynamia to all monsters in your sight.");
+ power = (plev / 2) + 5;
+ if (info) return info_damage(1, power, 0);
+ if (cast || cont)
+ {
+ project_hack(GF_HYPODYNAMIA, randint1(power));
+ }
+ break;
+
+ case 12:
+ if (name) return _("魔剣化", "Swords to runeswords");
+ if (desc) return _("武器の攻撃力を上げる。切れ味を得、呪いに応じて与えるダメージが上昇し、善良なモンスターに対するダメージが2倍になる。",
+ "Gives vorpal ability to your weapon. Increases damages by your weapon acccording to curse of your weapon.");
+ if (cast)
+ {
+#ifdef JP
+ msg_print("あなたの武器が黒く輝いた。");
+#else
+ if (!empty_hands(FALSE))
+ msg_print("Your weapons glow bright black.");
+ else
+ msg_print("Your weapon glows bright black.");
+#endif
+ }
+ if (stop)
+ {
+#ifdef JP
+ msg_print("武器の輝きが消え去った。");
+#else
+ msg_format("Brightness of weapon%s disappeared.", (empty_hands(FALSE)) ? "" : "s");
+#endif
+ }
+ break;
+
+ case 13:
+ if (name) return _("混乱の手", "Touch of confusion");
+ if (desc) return _("攻撃した際モンスターを混乱させる。", "Confuses a monster when you attack.");
+ if (cast)
+ {
+ msg_print(_("あなたの手が赤く輝き始めた。", "Your hands glow bright red."));
+ }
+ if (stop)
+ {
+ msg_print(_("手の輝きがなくなった。", "Brightness on your hands disappeard."));
+ }
+ break;
+
+ case 14:
+ if (name) return _("肉体強化", "Building up");
+ if (desc) return _("術者の腕力、器用さ、耐久力を上昇させる。攻撃回数の上限を 1 増加させる。",
+ "Attempts to increases your strength, dexterity and constitusion.");
+ if (cast)
+ {
+ msg_print(_("身体が強くなった気がした。", "You feel your body is developed more now."));
+ }
+ break;
+
+ case 15:
+ if (name) return _("反テレポート結界", "Anti teleport barrier");
+ if (desc) return _("視界内のモンスターのテレポートを阻害するバリアを張る。", "Obstructs all teleportations by monsters in your sight.");
+ power = plev * 3 / 2;
+ if (info) return info_power(power);
+ if (cast)
+ {
+ msg_print(_("テレポートを防ぐ呪いをかけた。", "You feel anyone can not teleport except you."));
+ }
+ break;
+
+ /*** 3rd book (16-23) ***/
+ case 16:
+ if (name) return _("衝撃のクローク", "Cloak of shock");
+ if (desc) return _("電気のオーラを身にまとい、動きが速くなる。", "Gives lightning aura and a bonus to speed.");
+ if (cast)
+ {
+ msg_print(_("体が稲妻のオーラで覆われた。", "You have enveloped by electrical aura!"));
+ }
+ if (stop)
+ {
+ msg_print(_("稲妻のオーラが消え去った。", "Electrical aura disappeared."));
+ }
+ break;
+
+ case 17:
+ if (name) return _("致命傷の治癒", "Cure critical wounds");
+ if (desc) return _("体力や傷を回復させる。", "Heals cut and HP greatry.");
+ if (info) return info_heal(4, 10, 0);
+ if (cast)
+ {
+ msg_print(_("気分が良くなってくる。", "You feel better and better."));
+ }
+ if (cast || cont)
+ {
+ hp_player(damroll(4, 10));
+ set_stun(0);
+ set_cut(0);
+ set_poisoned(0);
+ }
+ break;
+
+ case 18:
+ if (name) return _("呪力封入", "Recharging");
+ if (desc) return _("魔法の道具に魔力を再充填する。", "Recharges a magic device.");
+ power = plev * 2;
+ if (info) return info_power(power);
+ if (cast)
+ {
+ if (!recharge(power)) return NULL;
+ add = FALSE;
+ }
+ break;
+
+ case 19:
+ if (name) return _("死者復活", "Animate Dead");
+ if (desc) return _("死体を蘇らせてペットにする。", "Raises corpses and skeletons from dead.");
+ if (cast)
+ {
+ msg_print(_("死者への呼びかけを始めた。", "You start to call deads.!"));
+ }
+ if (cast || cont)
+ {
+ animate_dead(0, p_ptr->y, p_ptr->x);
+ }
+ break;
+
+ case 20:
+ if (name) return _("防具呪縛", "Curse armor");
+ if (desc) return _("装備している防具に呪いをかける。", "Curse a piece of armour that you wielding.");
+ if (cast)
+ {
+ OBJECT_IDX item;
+ cptr q, s;
+ char o_name[MAX_NLEN];
+ object_type *o_ptr;
+ u32b f[TR_FLAG_SIZE];
+
+ item_tester_hook = object_is_armour;
+ q = _("どれを呪いますか?", "Which piece of armour do you curse?");
+ s = _("防具を装備していない。", "You wield no piece of armours.");
+
+ if (!get_item(&item, q, s, (USE_EQUIP))) return FALSE;
+
+ o_ptr = &inventory[item];
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ object_flags(o_ptr, f);
+
+ if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name))) return FALSE;
+
+ if (!one_in_(3) &&
+ (object_is_artifact(o_ptr) || have_flag(f, TR_BLESSED)))
+ {
+ msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), o_name);
+ if (one_in_(3))
+ {
+ if (o_ptr->to_d > 0)
+ {
+ o_ptr->to_d -= randint1(3) % 2;
+ if (o_ptr->to_d < 0) o_ptr->to_d = 0;
+ }
+ if (o_ptr->to_h > 0)
+ {
+ o_ptr->to_h -= randint1(3) % 2;
+ if (o_ptr->to_h < 0) o_ptr->to_h = 0;
+ }
+ if (o_ptr->to_a > 0)
+ {
+ o_ptr->to_a -= randint1(3) % 2;
+ if (o_ptr->to_a < 0) o_ptr->to_a = 0;
+ }
+ msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), o_name);
+ }
+ }
+ else
+ {
+ int curse_rank = 0;
+ msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
+ o_ptr->curse_flags |= (TRC_CURSED);
+
+ if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
+ {
+
+ if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
+ if (one_in_(666))
+ {
+ o_ptr->curse_flags |= (TRC_TY_CURSE);
+ if (one_in_(666)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
+
+ add_flag(o_ptr->art_flags, TR_AGGRAVATE);
+ add_flag(o_ptr->art_flags, TR_RES_POIS);
+ add_flag(o_ptr->art_flags, TR_RES_DARK);
+ add_flag(o_ptr->art_flags, TR_RES_NETHER);
+ msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
+ curse_rank = 2;
+ }
+ }
+
+ o_ptr->curse_flags |= get_curse(curse_rank, o_ptr);
+ }
+
+ p_ptr->update |= (PU_BONUS);
+ add = FALSE;
+ }
+ break;
+
+ case 21:
+ if (name) return _("影のクローク", "Cloak of shadow");
+ if (desc) return _("影のオーラを身にまとい、敵に影のダメージを与える。", "Gives aura of shadow.");
+ if (cast)
+ {
+ object_type *o_ptr = &inventory[INVEN_OUTER];
+
+ if (!o_ptr->k_idx)
+ {
+ msg_print(_("クロークを身につけていない!", "You don't ware any cloak."));
+ return NULL;
+ }
+ else if (!object_is_cursed(o_ptr))
+ {
+ msg_print(_("クロークは呪われていない!", "Your cloak is not cursed."));
+ return NULL;
+ }
+ else
+ {
+ msg_print(_("影のオーラを身にまとった。", "You have enveloped by shadow aura!"));
+ }
+ }
+ if (cont)
+ {
+ object_type *o_ptr = &inventory[INVEN_OUTER];
+
+ if ((!o_ptr->k_idx) || (!object_is_cursed(o_ptr)))
+ {
+ do_spell(REALM_HEX, spell, SPELL_STOP);
+ CASTING_HEX_FLAGS(p_ptr) &= ~(1L << spell);
+ CASTING_HEX_NUM(p_ptr)--;
+ if (!SINGING_SONG_ID(p_ptr)) set_action(ACTION_NONE);
+ }
+ }
+ if (stop)
+ {
+ msg_print(_("影のオーラが消え去った。", "Shadow aura disappeared."));
+ }
+ break;
+
+ case 22:
+ if (name) return _("苦痛を魔力に", "Pains to mana");
+ if (desc) return _("視界内のモンスターに精神ダメージ与え、魔力を吸い取る。", "Deals psychic damages to all monsters in sight, and drains some mana.");
+ power = plev * 3 / 2;
+ if (info) return info_damage(1, power, 0);
+ if (cast || cont)
+ {
+ project_hack(GF_PSI_DRAIN, randint1(power));
+ }
+ break;
+
+ case 23:
+ if (name) return _("目には目を", "Eye for an eye");
+ if (desc) return _("打撃や魔法で受けたダメージを、攻撃元のモンスターにも与える。", "Returns same damage which you got to the monster which damaged you.");
+ if (cast)
+ {
+ msg_print(_("復讐したい欲望にかられた。", "You wish strongly you want to revenge anything."));
+ }
+ break;
+
+ /*** 4th book (24-31) ***/
+ case 24:
+ if (name) return _("反増殖結界", "Anti multiply barrier");
+ if (desc) return _("その階の増殖するモンスターの増殖を阻止する。", "Obstructs all multiplying by monsters in entire floor.");
+ if (cast)
+ {
+ msg_print(_("増殖を阻止する呪いをかけた。", "You feel anyone can not already multiply."));
+ }
+ break;
+
+ case 25:
+ if (name) return _("全復活", "Restoration");
+ if (desc) return _("経験値を徐々に復活し、減少した能力値を回復させる。", "Restores experience and status.");
+ if (cast)
+ {
+ msg_print(_("体が元の活力を取り戻し始めた。", "You feel your lost status starting to return."));
+ }
+ if (cast || cont)
+ {
+ bool flag = FALSE;
+ int d = (p_ptr->max_exp - p_ptr->exp);
+ int r = (p_ptr->exp / 20);
+ int i;
+
+ if (d > 0)
+ {
+ if (d < r)
+ p_ptr->exp = p_ptr->max_exp;
+ else
+ p_ptr->exp += r;
+
+ /* Check the experience */
+ check_experience();
+
+ flag = TRUE;
+ }
+ for (i = A_STR; i < 6; i ++)
+ {
+ if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
+ {
+ if (p_ptr->stat_cur[i] < 18)
+ p_ptr->stat_cur[i]++;
+ else
+ p_ptr->stat_cur[i] += 10;
+
+ if (p_ptr->stat_cur[i] > p_ptr->stat_max[i])
+ p_ptr->stat_cur[i] = p_ptr->stat_max[i];
+
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS);
+
+ flag = TRUE;
+ }
+ }
+
+ if (!flag)
+ {
+ msg_format(_("%sの呪文の詠唱をやめた。", "Finish casting '%^s'."), do_spell(REALM_HEX, HEX_RESTORE, SPELL_NAME));
+ CASTING_HEX_FLAGS(p_ptr) &= ~(1L << HEX_RESTORE);
+ if (cont) CASTING_HEX_NUM(p_ptr)--;
+ if (CASTING_HEX_NUM(p_ptr)) p_ptr->action = ACTION_NONE;
+
+ /* Redraw status */
+ p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+ p_ptr->redraw |= (PR_EXTRA);
+
+ return "";
+ }
+ }
+ break;
+
+ case 26:
+ if (name) return _("呪力吸収", "Drain curse power");
+ if (desc) return _("呪われた武器の呪いを吸収して魔力を回復する。", "Drains curse on your weapon and heals SP a little.");
+ if (cast)
+ {
+ OBJECT_IDX item;
+ cptr s, q;
+ u32b f[TR_FLAG_SIZE];
+ object_type *o_ptr;
+
+ item_tester_hook = item_tester_hook_cursed;
+ q = _("どの装備品から吸収しますか?", "Which cursed equipment do you drain mana from?");
+ s = _("呪われたアイテムを装備していない。", "You have no cursed equipment.");
+
+ if (!get_item(&item, q, s, (USE_EQUIP))) return FALSE;
+
+ o_ptr = &inventory[item];
+ object_flags(o_ptr, f);
+
+ p_ptr->csp += (p_ptr->lev / 5) + randint1(p_ptr->lev / 5);
+ if (have_flag(f, TR_TY_CURSE) || (o_ptr->curse_flags & TRC_TY_CURSE)) p_ptr->csp += randint1(5);
+ if (p_ptr->csp > p_ptr->msp) p_ptr->csp = p_ptr->msp;
+
+ if (o_ptr->curse_flags & TRC_PERMA_CURSE)
+ {
+ /* Nothing */
+ }
+ else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
+ {
+ if (one_in_(7))
+ {
+ msg_print(_("呪いを全て吸い取った。", "Heavy curse vanished away."));
+ o_ptr->curse_flags = 0L;
+ }
+ }
+ else if ((o_ptr->curse_flags & (TRC_CURSED)) && one_in_(3))
+ {
+ msg_print(_("呪いを全て吸い取った。", "Curse vanished away."));
+ o_ptr->curse_flags = 0L;
+ }
+
+ add = FALSE;
+ }
+ break;
+
+ case 27:
+ if (name) return _("吸血の刃", "Swords to vampires");
+ if (desc) return _("吸血属性で攻撃する。", "Gives vampiric ability to your weapon.");
+ if (cast)
+ {
+#ifdef JP
+ msg_print("あなたの武器が血を欲している。");
+#else
+ if (!empty_hands(FALSE))
+ msg_print("Your weapons want more blood now.");
+ else
+ msg_print("Your weapon wants more blood now.");
+#endif
+ }
+ if (stop)
+ {
+#ifdef JP
+ msg_print("武器の渇望が消え去った。");
+#else
+ msg_format("Thirsty of weapon%s disappeared.", (empty_hands(FALSE)) ? "" : "s");
+#endif
+ }
+ break;
+
+ case 28:
+ if (name) return _("朦朧の言葉", "Word of stun");
+ if (desc) return _("視界内のモンスターを朦朧とさせる。", "Stuns all monsters in your sight.");
+ power = plev * 4;
+ if (info) return info_power(power);
+ if (cast || cont)
+ {
+ stun_monsters(power);
+ }
+ break;
+
+ case 29:
+ if (name) return _("影移動", "Moving into shadow");
+ if (desc) return _("モンスターの隣のマスに瞬間移動する。", "Teleports you close to a monster.");
+ if (cast)
+ {
+ int i, dir;
+ POSITION y, x;
+ bool flag;
+
+ for (i = 0; i < 3; i++)
+ {
+ if (!tgt_pt(&x, &y)) return FALSE;
+
+ flag = FALSE;
+
+ for (dir = 0; dir < 8; dir++)
+ {
+ int dy = y + ddy_ddd[dir];
+ int dx = x + ddx_ddd[dir];
+ if (dir == 5) continue;
+ if(cave[dy][dx].m_idx) flag = TRUE;
+ }
+
+ if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
+ (distance(y, x, p_ptr->y, p_ptr->x) > plev + 2))
+ {
+ msg_print(_("そこには移動できない。", "Can not teleport to there."));
+ continue;
+ }
+ break;
+ }
+
+ if (flag && randint0(plev * plev / 2))
+ {
+ teleport_player_to(y, x, 0L);
+ }
+ else
+ {
+ msg_print(_("おっと!", "Oops!"));
+ teleport_player(30, 0L);
+ }
+
+ add = FALSE;
+ }
+ break;
+
+ case 30:
+ if (name) return _("反魔法結界", "Anti magic barrier");
+ if (desc) return _("視界内のモンスターの魔法を阻害するバリアを張る。", "Obstructs all magic spell of monsters in your sight.");
+ power = plev * 3 / 2;
+ if (info) return info_power(power);
+ if (cast)
+ {
+ msg_print(_("魔法を防ぐ呪いをかけた。", "You feel anyone can not cast spells except you."));
+ }
+ break;
+
+ case 31:
+ if (name) return _("復讐の宣告", "Revenge sentence");
+ if (desc) return _("数ターン後にそれまで受けたダメージに応じた威力の地獄の劫火の弾を放つ。",
+ "Fires a ball of hell fire to try revenging after few turns.");
+ power = HEX_REVENGE_POWER(p_ptr);
+ if (info) return info_damage(0, 0, power);
+ if (cast)
+ {
+ MAGIC_NUM2 r;
+ int a = 3 - (p_ptr->pspeed - 100) / 10;
+ r = 1 + randint1(2) + MAX(0, MIN(3, a));
+
+ if (HEX_REVENGE_TURN(p_ptr) > 0)
+ {
+ msg_print(_("すでに復讐は宣告済みだ。", "You already pronounced your revenge."));
+ return NULL;
+ }
+
+ HEX_REVENGE_TYPE(p_ptr) = 2;
+ HEX_REVENGE_TURN(p_ptr) = r;
+ msg_format(_("あなたは復讐を宣告した。あと %d ターン。", "You pronounce your revenge. %d turns left."), r);
+ add = FALSE;
+ }
+ if (cont)
+ {
+ HEX_REVENGE_TURN(p_ptr)--;
+
+ if (HEX_REVENGE_TURN(p_ptr) <= 0)
+ {
+ int dir;
+
+ if (power)
+ {
+ command_dir = 0;
+
+ do
+ {
+ msg_print(_("復讐の時だ!", "Time to revenge!"));
+ }
+ while (!get_aim_dir(&dir));
+
+ fire_ball(GF_HELL_FIRE, dir, power, 1);
+
+ if (p_ptr->wizard)
+ {
+ msg_format(_("%d点のダメージを返した。", "You return %d damages."), power);
+ }
+ }
+ else
+ {
+ msg_print(_("復讐する気が失せた。", "You are not a mood to revenge."));
+ }
+ HEX_REVENGE_POWER(p_ptr) = 0;
+ }
+ }
+ break;
+ }
+
+ /* start casting */
+ if ((cast) && (add))
+ {
+ /* add spell */
+ CASTING_HEX_FLAGS(p_ptr) |= 1L << (spell);
+ CASTING_HEX_NUM(p_ptr)++;
+
+ if (p_ptr->action != ACTION_SPELL) set_action(ACTION_SPELL);
+ }
+
+ /* Redraw status */
+ if (!info)
+ {
+ p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+ p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
+ }
+
+ return "";
+}
+
+
+/*!
+ * @brief 魔法処理のメインルーチン
+ * @param realm 魔法領域のID
+ * @param spell 各領域の魔法ID
+ * @param mode 求める処理
+ * @return 各領域魔法に各種テキストを求めた場合は文字列参照ポインタ、そうでない場合はNULLポインタを返す。