-#include "angband.h"
-#include "util.h"
-
-#include "cmd-spell.h"
-#include "avatar.h"
-
-#include "spell/spells2.h"
-#include "spell/spells3.h"
-#include "spells-floor.h"
-#include "spells-object.h"
-#include "spells-summon.h"
-#include "spells-status.h"
-#include "spells-diceroll.h"
-#include "player-status.h"
-#include "player-effects.h"
-#include "targeting.h"
-#include "realm/realm-arcane.h"
-#include "spell/spells-type.h"
+#include "realm/realm-arcane.h"
+#include "cmd-action/cmd-spell.h"
+#include "core/asking-player.h"
+#include "monster-floor/monster-summon.h"
+#include "monster-floor/place-monster-types.h"
+#include "player-info/avatar.h"
+#include "player/digestion-processor.h"
+#include "spell-kind/spells-beam.h"
+#include "spell-kind/spells-detection.h"
+#include "spell-kind/spells-floor.h"
+#include "spell-kind/spells-launcher.h"
+#include "spell-kind/spells-lite.h"
+#include "spell-kind/spells-perception.h"
+#include "spell-kind/spells-teleport.h"
+#include "spell-kind/spells-world.h"
+#include "spell-realm/spells-arcane.h"
+#include "spell/spell-types.h"
+#include "spell/spells-diceroll.h"
+#include "spell/spells-status.h"
+#include "spell/summon-types.h"
+#include "status/bad-status-setter.h"
+#include "status/element-resistance.h"
+#include "status/sight-setter.h"
+#include "target/target-getter.h"
+#include "view/display-messages.h"
/*!
-* @brief 秘術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。
-*/
+ * @brief 秘術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_arcane_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type 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 _("電撃", "Zap");
- 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 = 3;
-
- 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 _("魔法の施錠", "Wizard Lock");
- if (desc) return _("扉に鍵をかける。", "Locks a door.");
-
- {
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- wizard_lock(caster_ptr, dir);
- }
- }
- break;
-
- case 2:
- if (name) return _("透明体感知", "Detect Invisibility");
- if (desc) return _("近くの透明なモンスターを感知する。", "Detects all invisible monsters in your vicinity.");
-
- {
- POSITION rad = DETECT_RAD_DEFAULT;
-
- if (info) return info_radius(rad);
-
- if (cast)
- {
- detect_monsters_invis(caster_ptr, rad);
- }
- }
- break;
-
- case 3:
- if (name) return _("モンスター感知", "Detect Monsters");
- if (desc) return _("近くの全ての見えるモンスターを感知する。", "Detects all monsters in your vicinity unless invisible.");
-
- {
- POSITION rad = DETECT_RAD_DEFAULT;
-
- if (info) return info_radius(rad);
-
- if (cast)
- {
- detect_monsters_normal(caster_ptr, rad);
- }
- }
- break;
-
- case 4:
- if (name) return _("ショート・テレポート", "Blink");
- if (desc) return _("近距離のテレポートをする。", "Teleports you a short distance.");
-
- {
- POSITION range = 10;
-
- if (info) return info_range(range);
-
- if (cast)
- {
- teleport_player(caster_ptr, range, TELEPORT_SPONTANEOUS);
- }
- }
- break;
-
- case 5:
- if (name) return _("ライト・エリア", "Light Area");
- if (desc) return _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");
-
- {
- DICE_NUMBER dice = 2;
- DICE_SID sides = plev / 2;
- POSITION rad = plev / 10 + 1;
-
- if (info) return info_damage(dice, sides, 0);
-
- if (cast)
- {
- lite_area(caster_ptr, damroll(dice, sides), rad);
- }
- }
- break;
-
- case 6:
- if (name) return _("罠と扉 破壊", "Trap & Door Destruction");
- 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 7:
- if (name) return _("軽傷の治癒", "Cure Light Wounds");
- if (desc) return _("怪我と体力を少し回復させる。", "Heals cuts and HP a little.");
-
- {
- DICE_NUMBER dice = 2;
- DICE_SID sides = 8;
-
- if (info) return info_heal(dice, sides, 0);
- if (cast) (void)cure_light_wounds(caster_ptr, dice, sides);
- }
- break;
-
- case 8:
- if (name) return _("罠と扉 感知", "Detect Doors & Traps");
- if (desc) return _("近くの全ての罠と扉と階段を感知する。", "Detects traps, doors, and stairs in your vicinity.");
-
- {
- POSITION rad = DETECT_RAD_DEFAULT;
-
- if (info) return info_radius(rad);
-
- if (cast)
- {
- detect_traps(caster_ptr, rad, TRUE);
- detect_doors(caster_ptr, rad);
- detect_stairs(caster_ptr, rad);
- }
- }
- break;
-
- case 9:
- if (name) return _("燃素", "Phlogiston");
- if (desc) return _("光源に燃料を補給する。", "Adds more turns of light to a lantern or torch.");
-
- {
- if (cast)
- {
- phlogiston(caster_ptr);
- }
- }
- break;
-
- case 10:
- if (name) return _("財宝感知", "Detect Treasure");
- if (desc) return _("近くの財宝を感知する。", "Detects all treasures in your vicinity.");
-
- {
- POSITION rad = DETECT_RAD_DEFAULT;
-
- if (info) return info_radius(rad);
-
- if (cast)
- {
- detect_treasure(caster_ptr, rad);
- detect_objects_gold(caster_ptr, rad);
- }
- }
- break;
-
- case 11:
- if (name) return _("魔法 感知", "Detect Enchantment");
- if (desc) return _("近くの魔法がかかったアイテムを感知する。", "Detects all magical items in your vicinity.");
-
- {
- POSITION rad = DETECT_RAD_DEFAULT;
-
- if (info) return info_radius(rad);
-
- if (cast)
- {
- detect_objects_magic(caster_ptr, rad);
- }
- }
- break;
-
- case 12:
- if (name) return _("アイテム感知", "Detect Objects");
- if (desc) return _("近くの全てのアイテムを感知する。", "Detects all items in your vicinity.");
-
- {
- POSITION rad = DETECT_RAD_DEFAULT;
-
- if (info) return info_radius(rad);
-
- if (cast)
- {
- detect_objects_normal(caster_ptr, rad);
- }
- }
- break;
-
- case 13:
- if (name) return _("解毒", "Cure Poison");
- if (desc) return _("毒を体内から完全に取り除く。", "Cures poison status.");
-
- {
- if (cast)
- {
- set_poisoned(caster_ptr, 0);
- }
- }
- break;
-
- case 14:
- if (name) return _("耐冷", "Resist Cold");
- if (desc) return _("一定時間、冷気への耐性を得る。装備による耐性に累積する。", "Gives resistance to cold. This resistance can be added to that from equipment for more powerful resistance.");
-
- {
- int base = 20;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 15:
- if (name) return _("耐火", "Resist Fire");
- if (desc) return _("一定時間、炎への耐性を得る。装備による耐性に累積する。",
- "Gives resistance to fire. This resistance can be added to that from equipment for more powerful resistance.");
-
- {
- int base = 20;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 16:
- if (name) return _("耐電", "Resist Lightning");
- if (desc) return _("一定時間、電撃への耐性を得る。装備による耐性に累積する。",
- "Gives resistance to electricity. This resistance can be added to that from equipment for more powerful resistance.");
-
- {
- int base = 20;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 17:
- if (name) return _("耐酸", "Resist Acid");
- if (desc) return _("一定時間、酸への耐性を得る。装備による耐性に累積する。",
- "Gives resistance to acid. This resistance can be added to that from equipment for more powerful resistance.");
-
- {
- int base = 20;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 18:
- if (name) return _("重傷の治癒", "Cure Medium Wounds");
- if (desc) return _("怪我と体力を中程度回復させる。", "Heals cuts and HP.");
-
- {
- DICE_NUMBER dice = 4;
- DICE_SID sides = 8;
-
- if (info) return info_heal(dice, sides, 0);
- if (cast) (void)cure_serious_wounds(caster_ptr, 4, 8);
- }
- break;
-
- case 19:
- if (name) return _("テレポート", "Teleport");
- if (desc) return _("遠距離のテレポートをする。", "Teleports you a long distance.");
-
- {
- POSITION range = plev * 5;
-
- if (info) return info_range(range);
-
- if (cast)
- {
- teleport_player(caster_ptr, range, TELEPORT_SPONTANEOUS);
- }
- }
- break;
-
- case 20:
- if (name) return _("鑑定", "Identify");
- if (desc) return _("アイテムを識別する。", "Identifies an item.");
-
- {
- if (cast)
- {
- if (!ident_spell(caster_ptr, FALSE, 0)) return NULL;
- }
- }
- break;
-
- case 21:
- if (name) return _("岩石溶解", "Stone to Mud");
- if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
-
- {
- DICE_NUMBER dice = 1;
- DICE_SID sides = 30;
- int base = 20;
-
- if (info) return info_damage(dice, sides, base);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- wall_to_mud(caster_ptr, dir, 20 + randint1(30));
- }
- }
- break;
-
- case 22:
- if (name) return _("閃光", "Ray of Light");
- if (desc) return _("光線を放つ。光りを嫌うモンスターに効果がある。", "Fires a beam of light which damages to light-sensitive monsters.");
-
- {
- DICE_NUMBER dice = 6;
- DICE_SID sides = 8;
-
- if (info) return info_damage(dice, sides, 0);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- msg_print(_("光線が放たれた。", "A line of light appears."));
- lite_line(caster_ptr, dir, damroll(6, 8));
- }
- }
- break;
-
- case 23:
- if (name) return _("空腹充足", "Satisfy Hunger");
- if (desc) return _("満腹にする。", "Satisfies hunger.");
-
- {
- if (cast)
- {
- set_food(caster_ptr, PY_FOOD_MAX - 1);
- }
- }
- break;
-
- case 24:
- if (name) return _("透明視認", "See Invisible");
- 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 25:
- if (name) return _("エレメンタル召喚", "Conjure Elemental");
- if (desc) return _("1体のエレメンタルを召喚する。", "Summons an elemental.");
- {
- if (cast)
- {
- if (!summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_FORCE_PET)))
- {
- msg_print(_("エレメンタルは現れなかった。", "No Elementals arrive."));
- }
- }
- }
- break;
-
- case 26:
- if (name) return _("テレポート・レベル", "Teleport Level");
- if (desc) return _("瞬時に上か下の階にテレポートする。", "Instantly teleports you up or down a level.");
-
- {
- if (cast)
- {
- if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return NULL;
- teleport_level(caster_ptr, 0);
- }
- }
- break;
-
- case 27:
- if (name) return _("テレポート・モンスター", "Teleport Away");
- if (desc) return _("モンスターをテレポートさせるビームを放つ。抵抗されると無効。", "Teleports all monsters on the line away unless resisted.");
-
- {
- int power = plev;
-
- if (info) return info_power(power);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_beam(caster_ptr, GF_AWAY_ALL, dir, power);
- }
- }
- break;
-
- case 28:
- if (name) return _("元素の球", "Elemental Ball");
- if (desc) return _("炎、電撃、冷気、酸のどれかの球を放つ。", "Fires a ball of some elements.");
-
- {
- HIT_POINT dam = 75 + plev;
- POSITION rad = 2;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- int type;
-
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- switch (randint1(4))
- {
- case 1: type = GF_FIRE; break;
- case 2: type = GF_ELEC; break;
- case 3: type = GF_COLD; break;
- default: type = GF_ACID; break;
- }
-
- fire_ball(caster_ptr, type, dir, dam, rad);
- }
- }
- break;
-
- case 29:
- if (name) return _("全感知", "Detection");
- if (desc) return _("近くの全てのモンスター、罠、扉、階段、財宝、そしてアイテムを感知する。",
- "Detects all monsters, traps, doors, stairs, treasures and items in your vicinity.");
-
- {
- POSITION rad = DETECT_RAD_DEFAULT;
-
- if (info) return info_radius(rad);
-
- if (cast)
- {
- detect_all(caster_ptr, rad);
- }
- }
- break;
-
- case 30:
- if (name) return _("帰還の呪文", "Word of Recall");
- if (desc) return _("地上にいるときはダンジョンの最深階へ、ダンジョンにいるときは地上へと移動する。",
- "Recalls player from dungeon to town or from town to the deepest level of dungeon.");
-
- {
- int base = 15;
- DICE_SID sides = 20;
-
- if (info) return info_delay(base, sides);
-
- if (cast)
- {
- if (!recall_player(caster_ptr, randint0(21) + 15)) return NULL;
- }
- }
- break;
-
- case 31:
- if (name) return _("千里眼", "Clairvoyance");
- if (desc) return _("その階全体を永久に照らし、ダンジョン内すべてのアイテムを感知する。さらに、一定時間テレパシー能力を得る。",
- "Maps and lights whole dungeon level. Reveals locations of all objects. Gives telepathy for a while.");
-
- {
- int base = 25;
- DICE_SID sides = 30;
-
- if (info) return info_duration(base, sides);
-
- if (cast)
- {
- chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
- chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
-
- wiz_lite(caster_ptr, FALSE);
-
- if (!caster_ptr->telepathy)
- {
- set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
- }
- }
- }
- break;
- }
-
- return "";
+ 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 _("電撃", "Zap");
+ 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 = 3;
+
+ 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 _("魔法の施錠", "Wizard Lock");
+ if (desc)
+ return _("扉に鍵をかける。", "Locks a door.");
+
+ {
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ wizard_lock(caster_ptr, dir);
+ }
+ }
+ break;
+
+ case 2:
+ if (name)
+ return _("透明体感知", "Detect Invisibility");
+ if (desc)
+ return _("近くの透明なモンスターを感知する。", "Detects all invisible monsters in your vicinity.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info)
+ return info_radius(rad);
+
+ if (cast) {
+ detect_monsters_invis(caster_ptr, rad);
+ }
+ }
+ break;
+
+ case 3:
+ if (name)
+ return _("モンスター感知", "Detect Monsters");
+ if (desc)
+ return _("近くの全ての見えるモンスターを感知する。", "Detects all monsters in your vicinity unless invisible.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info)
+ return info_radius(rad);
+
+ if (cast) {
+ detect_monsters_normal(caster_ptr, rad);
+ }
+ }
+ break;
+
+ case 4:
+ if (name)
+ return _("ショート・テレポート", "Blink");
+ if (desc)
+ return _("近距離のテレポートをする。", "Teleports you a short distance.");
+
+ {
+ POSITION range = 10;
+
+ if (info)
+ return info_range(range);
+
+ if (cast) {
+ teleport_player(caster_ptr, range, TELEPORT_SPONTANEOUS);
+ }
+ }
+ break;
+
+ case 5:
+ if (name)
+ return _("ライト・エリア", "Light Area");
+ if (desc)
+ return _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");
+
+ {
+ DICE_NUMBER dice = 2;
+ DICE_SID sides = plev / 2;
+ POSITION rad = plev / 10 + 1;
+
+ if (info)
+ return info_damage(dice, sides, 0);
+
+ if (cast) {
+ lite_area(caster_ptr, damroll(dice, sides), rad);
+ }
+ }
+ break;
+
+ case 6:
+ if (name)
+ return _("罠と扉 破壊", "Trap & Door Destruction");
+ 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 7:
+ if (name)
+ return _("軽傷の治癒", "Cure Light Wounds");
+ if (desc)
+ return _("怪我と体力を少し回復させる。", "Heals cuts and HP a little.");
+
+ {
+ DICE_NUMBER dice = 2;
+ DICE_SID sides = 8;
+
+ if (info)
+ return info_heal(dice, sides, 0);
+ if (cast)
+ (void)cure_light_wounds(caster_ptr, dice, sides);
+ }
+ break;
+
+ case 8:
+ if (name)
+ return _("罠と扉 感知", "Detect Doors & Traps");
+ if (desc)
+ return _("近くの全ての罠と扉と階段を感知する。", "Detects traps, doors, and stairs in your vicinity.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info)
+ return info_radius(rad);
+
+ if (cast) {
+ detect_traps(caster_ptr, rad, TRUE);
+ detect_doors(caster_ptr, rad);
+ detect_stairs(caster_ptr, rad);
+ }
+ }
+ break;
+
+ case 9:
+ if (name)
+ return _("燃素", "Phlogiston");
+ if (desc)
+ return _("光源に燃料を補給する。", "Adds more turns of light to a lantern or torch.");
+
+ {
+ if (cast) {
+ phlogiston(caster_ptr);
+ }
+ }
+ break;
+
+ case 10:
+ if (name)
+ return _("財宝感知", "Detect Treasure");
+ if (desc)
+ return _("近くの財宝を感知する。", "Detects all treasures in your vicinity.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info)
+ return info_radius(rad);
+
+ if (cast) {
+ detect_treasure(caster_ptr, rad);
+ detect_objects_gold(caster_ptr, rad);
+ }
+ }
+ break;
+
+ case 11:
+ if (name)
+ return _("魔法 感知", "Detect Enchantment");
+ if (desc)
+ return _("近くの魔法がかかったアイテムを感知する。", "Detects all magical items in your vicinity.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info)
+ return info_radius(rad);
+
+ if (cast) {
+ detect_objects_magic(caster_ptr, rad);
+ }
+ }
+ break;
+
+ case 12:
+ if (name)
+ return _("アイテム感知", "Detect Objects");
+ if (desc)
+ return _("近くの全てのアイテムを感知する。", "Detects all items in your vicinity.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info)
+ return info_radius(rad);
+
+ if (cast) {
+ detect_objects_normal(caster_ptr, rad);
+ }
+ }
+ break;
+
+ case 13:
+ if (name)
+ return _("解毒", "Cure Poison");
+ if (desc)
+ return _("毒を体内から完全に取り除く。", "Cures poison status.");
+
+ {
+ if (cast) {
+ set_poisoned(caster_ptr, 0);
+ }
+ }
+ break;
+
+ case 14:
+ if (name)
+ return _("耐冷", "Resist Cold");
+ if (desc)
+ return _("一定時間、冷気への耐性を得る。装備による耐性に累積する。",
+ "Gives resistance to cold. This resistance can be added to that from equipment for more powerful resistance.");
+
+ {
+ int base = 20;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
+ }
+ }
+ break;
+
+ case 15:
+ if (name)
+ return _("耐火", "Resist Fire");
+ if (desc)
+ return _("一定時間、炎への耐性を得る。装備による耐性に累積する。",
+ "Gives resistance to fire. This resistance can be added to that from equipment for more powerful resistance.");
+
+ {
+ int base = 20;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
+ }
+ }
+ break;
+
+ case 16:
+ if (name)
+ return _("耐電", "Resist Lightning");
+ if (desc)
+ return _("一定時間、電撃への耐性を得る。装備による耐性に累積する。",
+ "Gives resistance to electricity. This resistance can be added to that from equipment for more powerful resistance.");
+
+ {
+ int base = 20;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
+ }
+ }
+ break;
+
+ case 17:
+ if (name)
+ return _("耐酸", "Resist Acid");
+ if (desc)
+ return _("一定時間、酸への耐性を得る。装備による耐性に累積する。",
+ "Gives resistance to acid. This resistance can be added to that from equipment for more powerful resistance.");
+
+ {
+ int base = 20;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
+ }
+ }
+ break;
+
+ case 18:
+ if (name)
+ return _("重傷の治癒", "Cure Medium Wounds");
+ if (desc)
+ return _("怪我と体力を中程度回復させる。", "Heals cuts and HP.");
+
+ {
+ DICE_NUMBER dice = 4;
+ DICE_SID sides = 8;
+
+ if (info)
+ return info_heal(dice, sides, 0);
+ if (cast)
+ (void)cure_serious_wounds(caster_ptr, 4, 8);
+ }
+ break;
+
+ case 19:
+ if (name)
+ return _("テレポート", "Teleport");
+ if (desc)
+ return _("遠距離のテレポートをする。", "Teleports you a long distance.");
+
+ {
+ POSITION range = plev * 5;
+
+ if (info)
+ return info_range(range);
+
+ if (cast) {
+ teleport_player(caster_ptr, range, TELEPORT_SPONTANEOUS);
+ }
+ }
+ break;
+
+ case 20:
+ if (name)
+ return _("鑑定", "Identify");
+ if (desc)
+ return _("アイテムを識別する。", "Identifies an item.");
+
+ {
+ if (cast) {
+ if (!ident_spell(caster_ptr, FALSE, 0))
+ return NULL;
+ }
+ }
+ break;
+
+ case 21:
+ if (name)
+ return _("岩石溶解", "Stone to Mud");
+ if (desc)
+ return _("壁を溶かして床にする。", "Turns one rock square to mud.");
+
+ {
+ DICE_NUMBER dice = 1;
+ DICE_SID sides = 30;
+ int base = 20;
+
+ if (info)
+ return info_damage(dice, sides, base);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ wall_to_mud(caster_ptr, dir, 20 + randint1(30));
+ }
+ }
+ break;
+
+ case 22:
+ if (name)
+ return _("閃光", "Ray of Light");
+ if (desc)
+ return _("光線を放つ。光りを嫌うモンスターに効果がある。", "Fires a beam of light which damages to light-sensitive monsters.");
+
+ {
+ DICE_NUMBER dice = 6;
+ DICE_SID sides = 8;
+
+ if (info)
+ return info_damage(dice, sides, 0);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ msg_print(_("光線が放たれた。", "A line of light appears."));
+ lite_line(caster_ptr, dir, damroll(6, 8));
+ }
+ }
+ break;
+
+ case 23:
+ if (name)
+ return _("空腹充足", "Satisfy Hunger");
+ if (desc)
+ return _("満腹にする。", "Satisfies hunger.");
+
+ {
+ if (cast) {
+ set_food(caster_ptr, PY_FOOD_MAX - 1);
+ }
+ }
+ break;
+
+ case 24:
+ if (name)
+ return _("透明視認", "See Invisible");
+ 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 25:
+ if (name)
+ return _("エレメンタル召喚", "Conjure Elemental");
+ if (desc)
+ return _("1体のエレメンタルを召喚する。", "Summons an elemental.");
+ {
+ if (cast) {
+ if (!summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_FORCE_PET))) {
+ msg_print(_("エレメンタルは現れなかった。", "No Elementals arrive."));
+ }
+ }
+ }
+ break;
+
+ case 26:
+ if (name)
+ return _("テレポート・レベル", "Teleport Level");
+ if (desc)
+ return _("瞬時に上か下の階にテレポートする。", "Instantly teleports you up or down a level.");
+
+ {
+ if (cast) {
+ if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)")))
+ return NULL;
+ teleport_level(caster_ptr, 0);
+ }
+ }
+ break;
+
+ case 27:
+ if (name)
+ return _("テレポート・モンスター", "Teleport Away");
+ if (desc)
+ return _("モンスターをテレポートさせるビームを放つ。抵抗されると無効。", "Teleports all monsters on the line away unless resisted.");
+
+ {
+ int power = plev;
+
+ if (info)
+ return info_power(power);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_beam(caster_ptr, GF_AWAY_ALL, dir, power);
+ }
+ }
+ break;
+
+ case 28:
+ if (name)
+ return _("元素の球", "Elemental Ball");
+ if (desc)
+ return _("炎、電撃、冷気、酸のどれかの球を放つ。", "Fires a ball of some elements.");
+
+ {
+ HIT_POINT dam = 75 + plev;
+ POSITION rad = 2;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ int type;
+
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ switch (randint1(4)) {
+ case 1:
+ type = GF_FIRE;
+ break;
+ case 2:
+ type = GF_ELEC;
+ break;
+ case 3:
+ type = GF_COLD;
+ break;
+ default:
+ type = GF_ACID;
+ break;
+ }
+
+ fire_ball(caster_ptr, type, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 29:
+ if (name)
+ return _("全感知", "Detection");
+ if (desc)
+ return _("近くの全てのモンスター、罠、扉、階段、財宝、そしてアイテムを感知する。",
+ "Detects all monsters, traps, doors, stairs, treasures and items in your vicinity.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info)
+ return info_radius(rad);
+
+ if (cast) {
+ detect_all(caster_ptr, rad);
+ }
+ }
+ break;
+
+ case 30:
+ if (name)
+ return _("帰還の呪文", "Word of Recall");
+ if (desc)
+ return _("地上にいるときはダンジョンの最深階へ、ダンジョンにいるときは地上へと移動する。",
+ "Recalls player from dungeon to town or from town to the deepest level of dungeon.");
+
+ {
+ int base = 15;
+ DICE_SID sides = 20;
+
+ if (info)
+ return info_delay(base, sides);
+
+ if (cast) {
+ if (!recall_player(caster_ptr, randint0(21) + 15))
+ return NULL;
+ }
+ }
+ break;
+
+ case 31:
+ if (name)
+ return _("千里眼", "Clairvoyance");
+ if (desc)
+ return _("その階全体を永久に照らし、ダンジョン内すべてのアイテムを感知する。さらに、一定時間テレパシー能力を得る。",
+ "Maps and lights whole dungeon level. Reveals locations of all objects. Gives telepathy for a while.");
+
+ {
+ int base = 25;
+ DICE_SID sides = 30;
+
+ if (info)
+ return info_duration(base, sides);
+
+ if (cast) {
+ chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
+ chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
+
+ wiz_lite(caster_ptr, FALSE);
+
+ if (!caster_ptr->telepathy) {
+ set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
+ }
+ }
+ }
+ break;
+ }
+
+ return "";
}