#include "realm/realm-chaos.h"
#include "cmd-action/cmd-spell.h"
+#include "core/asking-player.h"
+#include "core/player-redraw-types.h"
#include "effect/effect-characteristics.h"
-#include "io/targeting.h"
-#include "player/player-class.h"
-#include "player/player-effects.h"
-#include "spell/process-effect.h"
-#include "spell/spells-diceroll.h"
-#include "spell-kind/spells-chaos.h"
+#include "player/attack-defense-types.h"
+#include "player/player-realm.h"
+#include "spell-kind/magic-item-recharger.h"
#include "spell-kind/spells-floor.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-lite.h"
#include "spell-kind/spells-neighbor.h"
+#include "spell-kind/spells-random.h"
#include "spell-kind/spells-teleport.h"
+#include "spell-kind/spells-world.h"
+#include "spell-realm/spells-chaos.h"
+#include "spell/process-effect.h"
+#include "spell/spell-types.h"
+#include "spell/spells-diceroll.h"
#include "spell/spells-object.h"
#include "spell/spells-status.h"
#include "spell/spells-summon.h"
-#include "spell/spells-type.h"
-#include "spell/spells2.h"
-#include "spell/spells3.h"
-#include "util/util.h"
-#include "view/display-main-window.h"
+#include "status/shape-changer.h"
+#include "target/target-getter.h"
+#include "view/display-messages.h"
/*!
-* @brief カオス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 カオス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_chaos_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 _("マジック・ミサイル", "Magic Missile");
- if (desc) return _("弱い魔法の矢を放つ。", "Fires a weak bolt of magic.");
-
- {
- 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_MISSILE, dir, damroll(dice, sides));
- }
- }
- break;
-
- case 1:
- if (name) return _("トラップ/ドア破壊", "Trap / Door Destruction");
- if (desc) return _("隣接する罠と扉を破壊する。", "Destroys all traps in adjacent squares.");
-
- {
- POSITION rad = 1;
-
- if (info) return info_radius(rad);
-
- if (cast)
- {
- destroy_doors_touch(caster_ptr);
- }
- }
- break;
-
- case 2:
- if (name) return _("閃光", "Flash of Light");
- 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 3:
- if (name) return _("混乱の手", "Touch of Confusion");
- if (desc) return _("相手を混乱させる攻撃をできるようにする。", "Attempts to confuse the next monster that you hit.");
-
- {
- if (cast)
- {
- if (!(caster_ptr->special_attack & ATTACK_CONFUSE))
- {
- msg_print(_("あなたの手は光り始めた。", "Your hands start glowing."));
- caster_ptr->special_attack |= ATTACK_CONFUSE;
- caster_ptr->redraw |= (PR_STATUS);
- }
- }
- }
- break;
-
- case 4:
- if (name) return _("魔力炸裂", "Mana Burst");
- if (desc) return _("魔法の球を放つ。", "Fires a ball of magic.");
-
- {
- DICE_NUMBER dice = 3;
- DICE_SID sides = 5;
- POSITION rad = (plev < 30) ? 2 : 3;
- int base;
-
- if (IS_WIZARD_CLASS(caster_ptr))
- 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_MISSILE, dir, damroll(dice, sides) + base, rad);
-
- /*
- * Shouldn't actually use GF_MANA, as
- * it will destroy all items on the
- * floor
- */
- }
- }
- break;
-
- case 5:
- if (name) return _("ファイア・ボルト", "Fire Bolt");
- if (desc) return _("炎のボルトもしくはビームを放つ。", "Fires a bolt or beam of fire.");
-
- {
- DICE_NUMBER dice = 8 + (plev - 5) / 4;
- DICE_SID sides = 8;
-
- 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), GF_FIRE, dir, damroll(dice, sides));
- }
- }
- break;
-
- case 6:
- if (name) return _("力の拳", "Fist of Force");
- if (desc) return _("ごく小さな分解の球を放つ。", "Fires a tiny ball of disintegration.");
-
- {
- DICE_NUMBER dice = 8 + ((plev - 5) / 4);
- DICE_SID sides = 8;
-
- if (info) return info_damage(dice, sides, 0);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_DISINTEGRATE, dir, damroll(dice, sides), 0);
- }
- }
- break;
-
- case 7:
- if (name) return _("テレポート", "Teleport Self");
- 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 8:
- if (name) return _("ワンダー", "Wonder");
- if (desc) return _("モンスターにランダムな効果を与える。", "Fires something with random effects.");
-
- {
- if (info) return KWD_RANDOM;
-
- if (cast)
- {
-
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- cast_wonder(caster_ptr, dir);
- }
- }
- break;
-
- case 9:
- if (name) return _("カオス・ボルト", "Chaos Bolt");
- if (desc) return _("カオスのボルトもしくはビームを放つ。", "Fires a bolt or ball of chaos.");
-
- {
- DICE_NUMBER dice = 10 + (plev - 5) / 4;
- DICE_SID sides = 8;
-
- 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), GF_CHAOS, dir, damroll(dice, sides));
- }
- }
- break;
-
- case 10:
- if (name) return _("ソニック・ブーム", "Sonic Boom");
- if (desc) return _("自分を中心とした轟音の球を発生させる。", "Generates a ball of sound centered on you.");
-
- {
- HIT_POINT dam = 60 + plev;
- POSITION rad = plev / 10 + 2;
-
- if (info) return info_damage(0, 0, dam / 2);
-
- if (cast)
- {
- msg_print(_("ドーン!部屋が揺れた!", "BOOM! Shake the room!"));
- project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_SOUND, PROJECT_KILL | PROJECT_ITEM, -1);
- }
- }
- break;
-
- case 11:
- if (name) return _("破滅の矢", "Doom Bolt");
- if (desc) return _("純粋な魔力のビームを放つ。", "Fires a beam of pure mana.");
-
- {
- DICE_NUMBER dice = 11 + (plev - 5) / 4;
- DICE_SID sides = 8;
-
- if (info) return info_damage(dice, sides, 0);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_beam(caster_ptr, GF_MANA, dir, damroll(dice, sides));
- }
- }
- break;
-
- case 12:
- if (name) return _("ファイア・ボール", "Fire Ball");
- if (desc) return _("炎の球を放つ。", "Fires a ball of fire.");
-
- {
- HIT_POINT dam = plev + 55;
- POSITION rad = 2;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_FIRE, dir, dam, rad);
- }
- }
- break;
-
- case 13:
- if (name) return _("テレポート・アウェイ", "Teleport Other");
- 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 14:
- if (name) return _("破壊の言葉", "Word of Destruction");
- 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 15:
- if (name) return _("ログルス発動", "Invoke Logrus");
- if (desc) return _("巨大なカオスの球を放つ。", "Fires a huge ball of chaos.");
-
- {
- HIT_POINT dam = plev * 2 + 99;
- POSITION rad = plev / 5;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_CHAOS, dir, dam, rad);
- }
- }
- break;
-
- case 16:
- if (name) return _("他者変容", "Polymorph Other");
- if (desc) return _("モンスター1体を変身させる。抵抗されると無効。", "Attempts to polymorph a monster.");
-
- {
- int power = plev;
-
- if (info) return info_power(power);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- poly_monster(caster_ptr, dir, plev);
- }
- }
- break;
-
- case 17:
- if (name) return _("連鎖稲妻", "Chain Lightning");
- if (desc) return _("全方向に対して電撃のビームを放つ。", "Fires lightning beams in all directions.");
-
- {
- DICE_NUMBER dice = 5 + plev / 10;
- DICE_SID sides = 8;
-
- if (info) return info_damage(dice, sides, 0);
-
- if (cast)
- {
- for (dir = 0; dir <= 9; dir++)
- fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
- }
- }
- break;
-
- case 18:
- if (name) return _("魔力封入", "Arcane Binding");
- if (desc) return _("杖/魔法棒の充填回数を増やすか、充填中のロッドの充填時間を減らす。", "Recharges staffs, wands or rods.");
-
- {
- int power = 90;
-
- if (info) return info_power(power);
- if (cast)
- {
- if (!recharge(caster_ptr, power)) return NULL;
- }
- }
- break;
-
- case 19:
- if (name) return _("原子分解", "Disintegrate");
- if (desc) return _("巨大な分解の球を放つ。", "Fires a huge ball of disintegration.");
-
- {
- HIT_POINT dam = plev + 70;
- POSITION rad = 3 + plev / 40;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_DISINTEGRATE, dir, dam, rad);
- }
- }
- break;
-
- case 20:
- if (name) return _("現実変容", "Alter Reality");
- if (desc) return _("現在の階を再構成する。", "Recreates current dungeon level.");
-
- {
- int base = 15;
- DICE_SID sides = 20;
-
- if (info) return info_delay(base, sides);
-
- if (cast)
- {
- reserve_alter_reality(caster_ptr);
- }
- }
- break;
-
- case 21:
- if (name) return _("マジック・ロケット", "Magic Rocket");
- if (desc) return _("ロケットを発射する。", "Fires a magic rocket.");
-
- {
- HIT_POINT dam = 120 + plev * 2;
- POSITION rad = 2;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- msg_print(_("ロケット発射!", "You launch a rocket!"));
- fire_rocket(caster_ptr, GF_ROCKET, dir, dam, rad);
- }
- }
- break;
-
- case 22:
- if (name) return _("混沌の刃", "Chaos Branding");
- if (desc) return _("武器にカオスの属性をつける。", "Makes current weapon a Chaotic weapon.");
-
- {
- if (cast)
- {
- brand_weapon(caster_ptr, 2);
- }
- }
- break;
-
- case 23:
- if (name) return _("悪魔召喚", "Summon Demon");
- if (desc) return _("悪魔を1体召喚する。", "Summons a demon.");
-
- {
- if (cast)
- {
- cast_summon_demon(caster_ptr, (plev * 3) / 2);
- }
- }
- break;
-
- case 24:
- if (name) return _("重力光線", "Beam of Gravity");
- if (desc) return _("重力のビームを放つ。", "Fires a beam of gravity.");
-
- {
- DICE_NUMBER dice = 9 + (plev - 5) / 4;
- DICE_SID sides = 8;
-
- if (info) return info_damage(dice, sides, 0);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_beam(caster_ptr, GF_GRAVITY, dir, damroll(dice, sides));
- }
- }
- break;
-
- case 25:
- if (name) return _("流星群", "Meteor Swarm");
- if (desc) return _("自分の周辺に隕石を落とす。", "Causes meteorites to fall down on nearby random locations.");
-
- {
- HIT_POINT dam = plev * 2;
- POSITION rad = 2;
-
- if (info) return info_multi_damage(dam);
-
- if (cast)
- {
- cast_meteor(caster_ptr, dam, rad);
- }
- }
- break;
-
- case 26:
- if (name) return _("焔の一撃", "Flame Strike");
- if (desc) return _("自分を中心とした超巨大な炎の球を発生させる。", "Generates a huge ball of fire centered on you.");
-
- {
- HIT_POINT dam = 300 + 3 * plev;
- POSITION rad = 8;
-
- if (info) return info_damage(0, 0, dam / 2);
-
- if (cast)
- {
- fire_ball(caster_ptr, GF_FIRE, 0, dam, rad);
- }
- }
- break;
-
- case 27:
- if (name) return _("混沌召来", "Call Chaos");
- if (desc) return _("ランダムな属性の球やビームを発生させる。", "Generates random kinds of balls or beams.");
-
- {
- if (info) return format("%s150 / 250", KWD_DAM);
-
- if (cast)
- {
- call_chaos(caster_ptr);
- }
- }
- break;
-
- case 28:
- if (name) return _("自己変容", "Polymorph Self");
- if (desc) return _("自分を変身させようとする。", "Polymorphs yourself.");
-
- {
- if (cast)
- {
- if (!get_check(_("変身します。よろしいですか?", "You will polymorph yourself. Are you sure? "))) return NULL;
- do_poly_self(caster_ptr);
- }
- }
- break;
-
- case 29:
- if (name) return _("魔力の嵐", "Mana Storm");
- if (desc) return _("非常に強力で巨大な純粋な魔力の球を放つ。", "Fires an extremely powerful huge ball of pure mana.");
-
- {
- HIT_POINT dam = 300 + plev * 4;
- 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_MANA, dir, dam, rad);
- }
- }
- break;
-
- case 30:
- if (name) return _("ログルスのブレス", "Breathe Logrus");
- if (desc) return _("非常に強力なカオスの球を放つ。", "Fires an extremely powerful ball of chaos.");
-
- {
- HIT_POINT dam = caster_ptr->chp;
- POSITION rad = 2;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_CHAOS, dir, dam, rad);
- }
- }
- break;
-
- case 31:
- if (name) return _("虚無召来", "Call the Void");
- if (desc) return _("自分の周囲に向かって、ロケット、純粋な魔力の球、放射性廃棄物の球を放つ。ただし、壁に隣接して使用すると広範囲を破壊する。",
- "Fires rockets, mana balls and nuclear waste balls in all directions if you are not adjacent to any walls. Otherwise *destroys* huge area.");
- {
- if (info) return format("%s3 * 175", KWD_DAM);
-
- if (cast)
- {
- call_the_void(caster_ptr);
- }
- }
- 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 _("マジック・ミサイル", "Magic Missile");
+ if (desc)
+ return _("弱い魔法の矢を放つ。", "Fires a weak bolt of magic.");
+
+ {
+ 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_MISSILE, dir, damroll(dice, sides));
+ }
+ }
+ break;
+
+ case 1:
+ if (name)
+ return _("トラップ/ドア破壊", "Trap / Door Destruction");
+ if (desc)
+ return _("隣接する罠と扉を破壊する。", "Destroys all traps in adjacent squares.");
+
+ {
+ POSITION rad = 1;
+
+ if (info)
+ return info_radius(rad);
+
+ if (cast) {
+ destroy_doors_touch(caster_ptr);
+ }
+ }
+ break;
+
+ case 2:
+ if (name)
+ return _("閃光", "Flash of Light");
+ 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 3:
+ if (name)
+ return _("混乱の手", "Touch of Confusion");
+ if (desc)
+ return _("相手を混乱させる攻撃をできるようにする。", "Attempts to confuse the next monster that you hit.");
+
+ {
+ if (cast) {
+ if (!(caster_ptr->special_attack & ATTACK_CONFUSE)) {
+ msg_print(_("あなたの手は光り始めた。", "Your hands start glowing."));
+ caster_ptr->special_attack |= ATTACK_CONFUSE;
+ caster_ptr->redraw |= (PR_STATUS);
+ }
+ }
+ }
+ break;
+
+ case 4:
+ if (name)
+ return _("魔力炸裂", "Mana Burst");
+ if (desc)
+ return _("魔法の球を放つ。", "Fires a ball of magic.");
+
+ {
+ DICE_NUMBER dice = 3;
+ DICE_SID sides = 5;
+ POSITION rad = (plev < 30) ? 2 : 3;
+ int base;
+
+ if (is_wizard_class(caster_ptr))
+ 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_MISSILE, dir, damroll(dice, sides) + base, rad);
+
+ /*
+ * Shouldn't actually use GF_MANA, as
+ * it will destroy all items on the
+ * floor
+ */
+ }
+ }
+ break;
+
+ case 5:
+ if (name)
+ return _("ファイア・ボルト", "Fire Bolt");
+ if (desc)
+ return _("炎のボルトもしくはビームを放つ。", "Fires a bolt or beam of fire.");
+
+ {
+ DICE_NUMBER dice = 8 + (plev - 5) / 4;
+ DICE_SID sides = 8;
+
+ 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), GF_FIRE, dir, damroll(dice, sides));
+ }
+ }
+ break;
+
+ case 6:
+ if (name)
+ return _("力の拳", "Fist of Force");
+ if (desc)
+ return _("ごく小さな分解の球を放つ。", "Fires a tiny ball of disintegration.");
+
+ {
+ DICE_NUMBER dice = 8 + ((plev - 5) / 4);
+ DICE_SID sides = 8;
+
+ if (info)
+ return info_damage(dice, sides, 0);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball(caster_ptr, GF_DISINTEGRATE, dir, damroll(dice, sides), 0);
+ }
+ }
+ break;
+
+ case 7:
+ if (name)
+ return _("テレポート", "Teleport Self");
+ 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 8:
+ if (name)
+ return _("ワンダー", "Wonder");
+ if (desc)
+ return _("モンスターにランダムな効果を与える。", "Fires something with random effects.");
+
+ {
+ if (info)
+ return KWD_RANDOM;
+
+ if (cast) {
+
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ cast_wonder(caster_ptr, dir);
+ }
+ }
+ break;
+
+ case 9:
+ if (name)
+ return _("カオス・ボルト", "Chaos Bolt");
+ if (desc)
+ return _("カオスのボルトもしくはビームを放つ。", "Fires a bolt or ball of chaos.");
+
+ {
+ DICE_NUMBER dice = 10 + (plev - 5) / 4;
+ DICE_SID sides = 8;
+
+ 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), GF_CHAOS, dir, damroll(dice, sides));
+ }
+ }
+ break;
+
+ case 10:
+ if (name)
+ return _("ソニック・ブーム", "Sonic Boom");
+ if (desc)
+ return _("自分を中心とした轟音の球を発生させる。", "Generates a ball of sound centered on you.");
+
+ {
+ HIT_POINT dam = 60 + plev;
+ POSITION rad = plev / 10 + 2;
+
+ if (info)
+ return info_damage(0, 0, dam / 2);
+
+ if (cast) {
+ msg_print(_("ドーン!部屋が揺れた!", "BOOM! Shake the room!"));
+ project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_SOUND, PROJECT_KILL | PROJECT_ITEM, -1);
+ }
+ }
+ break;
+
+ case 11:
+ if (name)
+ return _("破滅の矢", "Doom Bolt");
+ if (desc)
+ return _("純粋な魔力のビームを放つ。", "Fires a beam of pure mana.");
+
+ {
+ DICE_NUMBER dice = 11 + (plev - 5) / 4;
+ DICE_SID sides = 8;
+
+ if (info)
+ return info_damage(dice, sides, 0);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_beam(caster_ptr, GF_MANA, dir, damroll(dice, sides));
+ }
+ }
+ break;
+
+ case 12:
+ if (name)
+ return _("ファイア・ボール", "Fire Ball");
+ if (desc)
+ return _("炎の球を放つ。", "Fires a ball of fire.");
+
+ {
+ HIT_POINT dam = plev + 55;
+ POSITION rad = 2;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball(caster_ptr, GF_FIRE, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 13:
+ if (name)
+ return _("テレポート・アウェイ", "Teleport Other");
+ 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 14:
+ if (name)
+ return _("破壊の言葉", "Word of Destruction");
+ 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 15:
+ if (name)
+ return _("ログルス発動", "Invoke Logrus");
+ if (desc)
+ return _("巨大なカオスの球を放つ。", "Fires a huge ball of chaos.");
+
+ {
+ HIT_POINT dam = plev * 2 + 99;
+ POSITION rad = plev / 5;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball(caster_ptr, GF_CHAOS, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 16:
+ if (name)
+ return _("他者変容", "Polymorph Other");
+ if (desc)
+ return _("モンスター1体を変身させる。抵抗されると無効。", "Attempts to polymorph a monster.");
+
+ {
+ int power = plev;
+
+ if (info)
+ return info_power(power);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ poly_monster(caster_ptr, dir, plev);
+ }
+ }
+ break;
+
+ case 17:
+ if (name)
+ return _("連鎖稲妻", "Chain Lightning");
+ if (desc)
+ return _("全方向に対して電撃のビームを放つ。", "Fires lightning beams in all directions.");
+
+ {
+ DICE_NUMBER dice = 5 + plev / 10;
+ DICE_SID sides = 8;
+
+ if (info)
+ return info_damage(dice, sides, 0);
+
+ if (cast) {
+ for (dir = 0; dir <= 9; dir++)
+ fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
+ }
+ }
+ break;
+
+ case 18:
+ if (name)
+ return _("魔力封入", "Arcane Binding");
+ if (desc)
+ return _("杖/魔法棒の充填回数を増やすか、充填中のロッドの充填時間を減らす。", "Recharges staffs, wands or rods.");
+
+ {
+ int power = 90;
+
+ if (info)
+ return info_power(power);
+ if (cast) {
+ if (!recharge(caster_ptr, power))
+ return NULL;
+ }
+ }
+ break;
+
+ case 19:
+ if (name)
+ return _("原子分解", "Disintegrate");
+ if (desc)
+ return _("巨大な分解の球を放つ。", "Fires a huge ball of disintegration.");
+
+ {
+ HIT_POINT dam = plev + 70;
+ POSITION rad = 3 + plev / 40;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball(caster_ptr, GF_DISINTEGRATE, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 20:
+ if (name)
+ return _("現実変容", "Alter Reality");
+ if (desc)
+ return _("現在の階を再構成する。", "Recreates current dungeon level.");
+
+ {
+ int base = 15;
+ DICE_SID sides = 20;
+
+ if (info)
+ return info_delay(base, sides);
+
+ if (cast) {
+ reserve_alter_reality(caster_ptr);
+ }
+ }
+ break;
+
+ case 21:
+ if (name)
+ return _("マジック・ロケット", "Magic Rocket");
+ if (desc)
+ return _("ロケットを発射する。", "Fires a magic rocket.");
+
+ {
+ HIT_POINT dam = 120 + plev * 2;
+ POSITION rad = 2;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ msg_print(_("ロケット発射!", "You launch a rocket!"));
+ fire_rocket(caster_ptr, GF_ROCKET, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 22:
+ if (name)
+ return _("混沌の刃", "Chaos Branding");
+ if (desc)
+ return _("武器にカオスの属性をつける。", "Makes current weapon a Chaotic weapon.");
+
+ {
+ if (cast) {
+ brand_weapon(caster_ptr, 2);
+ }
+ }
+ break;
+
+ case 23:
+ if (name)
+ return _("悪魔召喚", "Summon Demon");
+ if (desc)
+ return _("悪魔を1体召喚する。", "Summons a demon.");
+
+ {
+ if (cast) {
+ cast_summon_demon(caster_ptr, (plev * 3) / 2);
+ }
+ }
+ break;
+
+ case 24:
+ if (name)
+ return _("重力光線", "Beam of Gravity");
+ if (desc)
+ return _("重力のビームを放つ。", "Fires a beam of gravity.");
+
+ {
+ DICE_NUMBER dice = 9 + (plev - 5) / 4;
+ DICE_SID sides = 8;
+
+ if (info)
+ return info_damage(dice, sides, 0);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+ fire_beam(caster_ptr, GF_GRAVITY, dir, damroll(dice, sides));
+ }
+ }
+ break;
+
+ case 25:
+ if (name)
+ return _("流星群", "Meteor Swarm");
+ if (desc)
+ return _("自分の周辺に隕石を落とす。", "Causes meteorites to fall down on nearby random locations.");
+
+ {
+ HIT_POINT dam = plev * 2;
+ POSITION rad = 2;
+
+ if (info)
+ return info_multi_damage(dam);
+
+ if (cast) {
+ cast_meteor(caster_ptr, dam, rad);
+ }
+ }
+ break;
+
+ case 26:
+ if (name)
+ return _("焔の一撃", "Flame Strike");
+ if (desc)
+ return _("自分を中心とした超巨大な炎の球を発生させる。", "Generates a huge ball of fire centered on you.");
+
+ {
+ HIT_POINT dam = 300 + 3 * plev;
+ POSITION rad = 8;
+
+ if (info)
+ return info_damage(0, 0, dam / 2);
+
+ if (cast) {
+ fire_ball(caster_ptr, GF_FIRE, 0, dam, rad);
+ }
+ }
+ break;
+
+ case 27:
+ if (name)
+ return _("混沌召来", "Call Chaos");
+ if (desc)
+ return _("ランダムな属性の球やビームを発生させる。", "Generates random kinds of balls or beams.");
+
+ {
+ if (info)
+ return format("%s150 / 250", KWD_DAM);
+
+ if (cast) {
+ call_chaos(caster_ptr);
+ }
+ }
+ break;
+
+ case 28:
+ if (name)
+ return _("自己変容", "Polymorph Self");
+ if (desc)
+ return _("自分を変身させようとする。", "Polymorphs yourself.");
+
+ {
+ if (cast) {
+ if (!get_check(_("変身します。よろしいですか?", "You will polymorph yourself. Are you sure? ")))
+ return NULL;
+ do_poly_self(caster_ptr);
+ }
+ }
+ break;
+
+ case 29:
+ if (name)
+ return _("魔力の嵐", "Mana Storm");
+ if (desc)
+ return _("非常に強力で巨大な純粋な魔力の球を放つ。", "Fires an extremely powerful huge ball of pure mana.");
+
+ {
+ HIT_POINT dam = 300 + plev * 4;
+ 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_MANA, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 30:
+ if (name)
+ return _("ログルスのブレス", "Breathe Logrus");
+ if (desc)
+ return _("非常に強力なカオスの球を放つ。", "Fires an extremely powerful ball of chaos.");
+
+ {
+ HIT_POINT dam = caster_ptr->chp;
+ POSITION rad = 2;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball(caster_ptr, GF_CHAOS, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 31:
+ if (name)
+ return _("虚無召来", "Call the Void");
+ if (desc)
+ return _("自分の周囲に向かって、ロケット、純粋な魔力の球、放射性廃棄物の球を放つ。ただし、壁に隣接して使用すると広範囲を破壊する。",
+ "Fires rockets, mana balls and nuclear waste balls in all directions if you are not adjacent to any walls. Otherwise *destroys* huge area.");
+ {
+ if (info)
+ return format("%s3 * 175", KWD_DAM);
+
+ if (cast) {
+ call_the_void(caster_ptr);
+ }
+ }
+ break;
+ }
+
+ return "";
}