-#include "angband.h"
-#include "util.h"
-
-#include "world.h"
-#include "cmd-spell.h"
-#include "floor.h"
-#include "spells.h"
-#include "spells-object.h"
-#include "spells-summon.h"
-#include "spells-status.h"
-#include "spells-floor.h"
-#include "spells-diceroll.h"
-#include "player-class.h"
-#include "player-effects.h"
-#include "targeting.h"
-
-
-
-/*!
-* @brief 破邪領域魔法の各処理を行う
-* @param caster_ptr プレーヤーへの参照ポインタ
-* @param spell 魔法ID
-* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
-* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
-*/
-concptr do_crusade_spell(player_type *caster_ptr, 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;
-
- DIRECTION dir;
- PLAYER_LEVEL plev = caster_ptr->lev;
-
- switch (spell)
- {
- case 0:
- if (name) return _("懲罰", "Punishment");
- if (desc) return _("電撃のボルトもしくはビームを放つ。", "Fires a bolt or beam of lightning.");
- {
- DICE_NUMBER dice = 3 + (plev - 1) / 5;
- DICE_SID sides = 4;
- if (info) return info_damage(dice, sides, 0);
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir, damroll(dice, sides));
- }
- }
- break;
-
- case 1:
- if (name) return _("邪悪存在感知", "Detect Evil");
- if (desc) return _("近くの邪悪なモンスターを感知する。", "Detects all evil monsters in your vicinity.");
- {
- POSITION rad = DETECT_RAD_DEFAULT;
- if (info) return info_radius(rad);
- if (cast)
- {
- detect_monsters_evil(caster_ptr, rad);
- }
- }
- break;
-
- case 2:
- if (name) return _("恐怖除去", "Remove Fear");
- if (desc) return _("恐怖を取り除く。", "Removes fear.");
- {
- if (cast) set_afraid(caster_ptr, 0);
- }
- break;
-
- case 3:
- if (name) return _("威圧", "Scare Monster");
- if (desc) return _("モンスター1体を恐怖させる。抵抗されると無効。", "Attempts to scare a monster.");
-
- {
- PLAYER_LEVEL power = plev;
- if (info) return info_power(power);
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fear_monster(caster_ptr, dir, power);
- }
- }
- break;
-
- case 4:
- if (name) return _("聖域", "Sanctuary");
- if (desc) return _("隣接した全てのモンスターを眠らせる。抵抗されると無効。", "Attempts to put to sleep monsters in the adjacent squares.");
- {
- PLAYER_LEVEL power = plev;
- if (info) return info_power(power);
- if (cast) sleep_monsters_touch(caster_ptr);
- }
- break;
-
- case 5:
- if (name) return _("入口", "Portal");
- if (desc) return _("中距離のテレポートをする。", "Teleports you a medium distance.");
-
- {
- POSITION range = 25 + plev / 2;
- if (info) return info_range(range);
- if (cast) teleport_player(caster_ptr, range, 0L);
- }
- break;
-
- case 6:
- if (name) return _("スターダスト", "Star Dust");
- if (desc) return _("ターゲット付近に閃光のボルトを連射する。", "Fires many bolts of light near the target.");
-
- {
- DICE_NUMBER dice = 3 + (plev - 1) / 9;
- DICE_SID sides = 2;
- if (info) return info_multi_damage_dice(dice, sides);
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_blast(caster_ptr, GF_LITE, dir, dice, sides, 10, 3);
- }
- }
- break;
-
- case 7:
- if (name) return _("身体浄化", "Purify");
- if (desc) return _("傷、毒、朦朧から全快する。", "Heals all cut, stun and poison status.");
- {
- if (cast)
- {
- set_cut(caster_ptr,0);
- set_poisoned(caster_ptr, 0);
- set_stun(caster_ptr, 0);
- }
- }
- break;
-
- case 8:
- if (name) return _("邪悪飛ばし", "Scatter Evil");
- if (desc) return _("邪悪なモンスター1体をテレポートさせる。抵抗されると無効。", "Attempts to teleport an evil monster away.");
-
- {
- int power = MAX_SIGHT * 5;
- if (info) return info_power(power);
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_ball(caster_ptr, GF_AWAY_EVIL, dir, power, 0);
- }
- }
- break;
-
- case 9:
- if (name) return _("聖なる光球", "Holy Orb");
- if (desc) return _("聖なる力をもつ宝珠を放つ。邪悪なモンスターに対して大きなダメージを与えるが、善良なモンスターには効果がない。",
- "Fires a ball with holy power. Hurts evil monsters greatly, but doesn't effect good monsters.");
-
- {
- DICE_NUMBER dice = 3;
- DICE_SID sides = 6;
- POSITION rad = (plev < 30) ? 2 : 3;
- int base;
- if (caster_ptr->pclass == CLASS_PRIEST ||
- caster_ptr->pclass == CLASS_HIGH_MAGE ||
- caster_ptr->pclass == CLASS_SORCERER)
- base = plev + plev / 2;
- else
- base = plev + plev / 4;
-
-
- if (info) return info_damage(dice, sides, base);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_HOLY_FIRE, dir, damroll(dice, sides) + base, rad);
- }
- }
- break;
-
- case 10:
- if (name) return _("悪魔払い", "Exorcism");
- if (desc) return _("視界内の全てのアンデッド及び悪魔にダメージを与え、邪悪なモンスターを恐怖させる。",
- "Damages all undead and demons in sight, and scares all evil monsters in sight.");
- {
- DICE_SID sides = plev;
- int power = plev;
- if (info) return info_damage(1, sides, 0);
- if (cast)
- {
- dispel_undead(caster_ptr, randint1(sides));
- dispel_demons(caster_ptr, randint1(sides));
- turn_evil(caster_ptr, power);
- }
- }
- break;
-
- case 11:
- if (name) return _("解呪", "Remove Curse");
- if (desc) return _("アイテムにかかった弱い呪いを解除する。", "Removes normal curses from equipped items.");
- {
- if (cast) (void)remove_curse(caster_ptr);
- }
- break;
-
- case 12:
- if (name) return _("透明視認", "Sense Unseen");
- if (desc) return _("一定時間、透明なものが見えるようになる。", "Gives see invisible for a while.");
-
- {
- int base = 24;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_tim_invis(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 13:
- if (name) return _("対邪悪結界", "Protection from Evil");
- if (desc) return _("邪悪なモンスターの攻撃を防ぐバリアを張る。", "Gives aura which protects you from evil monster's physical attack.");
-
- {
- int base = 25;
- DICE_SID sides = 3 * plev;
-
- if (info) return info_duration(base, sides);
-
- if (cast)
- {
- set_protevil(caster_ptr, randint1(sides) + base, FALSE);
- }
- }
- break;
-
- case 14:
- if (name) return _("裁きの雷", "Judgment Thunder");
- if (desc) return _("強力な電撃のボルトを放つ。", "Fires a powerful bolt of lightning.");
-
- {
- HIT_POINT dam = plev * 5;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_bolt(caster_ptr, GF_ELEC, dir, dam);
- }
- }
- break;
-
- case 15:
- if (name) return _("聖なる御言葉", "Holy Word");
- if (desc) return _("視界内の邪悪な存在に大きなダメージを与え、体力を回復し、毒、恐怖、朦朧状態、負傷から全快する。",
- "Damages all evil monsters in sight, heals HP somewhat, and completely heals poison, fear, stun and cut status.");
-
- {
- int dam_sides = plev * 6;
- int heal = 100;
-
- if (info) return format(_("損:1d%d/回%d", "dam:d%d/h%d"), dam_sides, heal);
- if (cast)
- {
- dispel_evil(caster_ptr, randint1(dam_sides));
- hp_player(caster_ptr, heal);
- set_afraid(caster_ptr, 0);
- set_poisoned(caster_ptr, 0);
- set_stun(caster_ptr, 0);
- set_cut(caster_ptr,0);
- }
- }
- break;
-
- case 16:
- if (name) return _("開かれた道", "Unbarring Ways");
- if (desc) return _("一直線上の全ての罠と扉を破壊する。", "Fires a beam which destroy traps and doors.");
-
- {
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- destroy_door(caster_ptr, dir);
- }
- }
- break;
-
- case 17:
- if (name) return _("封魔", "Arrest");
- if (desc) return _("邪悪なモンスターの動きを止める。", "Attempts to paralyze an evil monster.");
-
- {
- int power = plev * 2;
-
- if (info) return info_power(power);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- stasis_evil(caster_ptr, dir);
- }
- }
- break;
-
- case 18:
- if (name) return _("聖なるオーラ", "Holy Aura");
- if (desc) return _("一定時間、邪悪なモンスターを傷つける聖なるオーラを得る。",
- "Gives aura of holy power which injures evil monsters which attacked you for a while.");
-
- {
- int base = 20;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_tim_sh_holy(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 19:
- if (name) return _("アンデッド&悪魔退散", "Dispel Undead & Demons");
- if (desc) return _("視界内の全てのアンデッド及び悪魔にダメージを与える。", "Damages all undead and demons in sight.");
-
- {
- DICE_SID sides = plev * 4;
-
- if (info) return info_damage(1, sides, 0);
-
- if (cast)
- {
- dispel_undead(caster_ptr, randint1(sides));
- dispel_demons(caster_ptr, randint1(sides));
- }
- }
- break;
-
- case 20:
- if (name) return _("邪悪退散", "Dispel Evil");
- if (desc) return _("視界内の全ての邪悪なモンスターにダメージを与える。", "Damages all evil monsters in sight.");
-
- {
- DICE_SID sides = plev * 4;
-
- if (info) return info_damage(1, sides, 0);
-
- if (cast)
- {
- dispel_evil(caster_ptr, randint1(sides));
- }
- }
- break;
-
- case 21:
- if (name) return _("聖なる刃", "Holy Blade");
- if (desc) return _("通常の武器に滅邪の属性をつける。", "Makes current weapon especially deadly against evil monsters.");
-
- {
- if (cast)
- {
- brand_weapon(caster_ptr, 13);
- }
- }
- break;
-
- case 22:
- if (name) return _("スターバースト", "Star Burst");
- if (desc) return _("巨大な閃光の球を放つ。", "Fires a huge ball of powerful light.");
-
- {
- HIT_POINT dam = 100 + plev * 2;
- POSITION rad = 4;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_LITE, dir, dam, rad);
- }
- }
- break;
-
- case 23:
- if (name) return _("天使召喚", "Summon Angel");
- if (desc) return _("天使を1体召喚する。", "Summons an angel.");
-
- {
- if (cast)
- {
- bool pet = !one_in_(3);
- u32b flg = 0L;
-
- if (pet) flg |= PM_FORCE_PET;
- else flg |= PM_NO_PET;
- if (!(pet && (plev < 50))) flg |= PM_ALLOW_GROUP;
-
- if (summon_specific(caster_ptr, (pet ? -1 : 0), caster_ptr->y, caster_ptr->x, (plev * 3) / 2, SUMMON_ANGEL, flg))
- {
- if (pet)
- {
- msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
- }
- else
- {
- msg_print(_("「我は汝の下僕にあらず! 悪行者よ、悔い改めよ!」", "Mortal! Repent of thy impiousness."));
- }
- }
- }
- }
- break;
-
- case 24:
- if (name) return _("士気高揚", "Heroism");
- if (desc) return _("一定時間、ヒーロー気分になる。", "Removes fear, and gives a bonus to hit and 10 more HP for a while.");
-
- {
- int base = 25;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- (void)heroism(caster_ptr, base);
- }
- }
- break;
-
- case 25:
- if (name) return _("呪い退散", "Dispel Curse");
- if (desc) return _("アイテムにかかった強力な呪いを解除する。", "Removes normal and heavy curse from equipped items.");
-
- {
- if (cast) (void)remove_all_curse(caster_ptr);
- }
- break;
-
- case 26:
- if (name) return _("邪悪追放", "Banish Evil");
- if (desc) return _("視界内の全ての邪悪なモンスターをテレポートさせる。抵抗されると無効。",
- "Teleports all evil monsters in sight away unless resisted.");
-
- {
- int power = 100;
-
- if (info) return info_power(power);
-
- if (cast)
- {
- if (banish_evil(caster_ptr, power))
- {
- msg_print(_("神聖な力が邪悪を打ち払った!", "The holy power banishes evil!"));
- }
- }
- }
- break;
-
- case 27:
- if (name) return _("ハルマゲドン", "Armageddon");
- if (desc) return _("周辺のアイテム、モンスター、地形を破壊する。", "Destroys everything in nearby area.");
-
- {
- int base = 12;
- DICE_SID sides = 4;
-
- if (cast)
- {
- destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, base + randint1(sides), FALSE);
- }
- }
- break;
-
- case 28:
- if (name) return _("目には目を", "An Eye for an Eye");
- if (desc) return _("一定時間、自分がダメージを受けたときに攻撃を行ったモンスターに対して同等のダメージを与える。",
- "Gives special aura for a while. When you are attacked by a monster, the monster is injured with same amount of damage as you take.");
-
- {
- int base = 10;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_tim_eyeeye(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 29:
- if (name) return _("神の怒り", "Wrath of the God");
- if (desc) return _("ターゲットの周囲に分解の球を多数落とす。", "Drops many balls of disintegration near the target.");
-
- {
- HIT_POINT dam = plev * 3 + 25;
- POSITION rad = 2;
-
- if (info) return info_multi_damage(dam);
-
- if (cast)
- {
- if (!cast_wrath_of_the_god(caster_ptr, dam, rad)) return NULL;
- }
- }
- break;
-
- case 30:
- if (name) return _("神威", "Divine Intervention");
- if (desc) return _("隣接するモンスターに聖なるダメージを与え、視界内のモンスターにダメージ、減速、朦朧、混乱、恐怖、眠りを与える。さらに体力を回復する。",
- "Damages all adjacent monsters with holy power. Damages and attempt to slow, stun, confuse, scare and freeze all monsters in sight. And heals HP.");
-
- {
- int b_dam = plev * 11;
- int d_dam = plev * 4;
- int heal = 100;
- int power = plev * 4;
-
- if (info) return format(_("回%d/損%d+%d", "h%d/dm%d+%d"), heal, d_dam, b_dam / 2);
- if (cast)
- {
- project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, b_dam, GF_HOLY_FIRE, PROJECT_KILL, -1);
- dispel_monsters(caster_ptr, d_dam);
- slow_monsters(caster_ptr, plev);
- stun_monsters(caster_ptr, power);
- confuse_monsters(caster_ptr, power);
- turn_monsters(caster_ptr, power);
- stasis_monsters(caster_ptr, power);
- hp_player(caster_ptr, heal);
- }
- }
- break;
-
- case 31:
- if (name) return _("聖戦", "Crusade");
- if (desc) return _("視界内の善良なモンスターをペットにしようとし、ならなかった場合及び善良でないモンスターを恐怖させる。さらに多数の加速された騎士を召喚し、ヒーロー、祝福、加速、対邪悪結界を得る。",
- "Attempts to charm all good monsters in sight and scares all non-charmed monsters. Summons a great number of knights. Gives heroism, bless, speed and protection from evil to the caster.");
-
- {
- if (cast)
- {
- int base = 25;
- int sp_sides = 20 + plev;
- int sp_base = plev;
-
- int i;
- crusade(caster_ptr);
- for (i = 0; i < 12; i++)
- {
- int attempt = 10;
- POSITION my = 0, mx = 0;
-
- while (attempt--)
- {
- scatter(caster_ptr, &my, &mx, caster_ptr->y, caster_ptr->x, 4, 0);
-
- /* Require empty grids */
- if (is_cave_empty_bold2(caster_ptr, my, mx)) break;
- }
- if (attempt < 0) continue;
- summon_specific(caster_ptr, -1, my, mx, plev, SUMMON_KNIGHTS, (PM_ALLOW_GROUP | PM_FORCE_PET | PM_HASTE));
- }
- set_hero(caster_ptr, randint1(base) + base, FALSE);
- set_blessed(caster_ptr, randint1(base) + base, FALSE);
- set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
- set_protevil(caster_ptr, randint1(base) + base, FALSE);
- set_afraid(caster_ptr, 0);
- }
- }
- break;
- }
-
- return "";
-}
-