-#include "angband.h"\r
-#include "cmd-spell.h"\r
-\r
-/*!\r
-* @brief \94é\8fp\97Ì\88æ\96\82\96@\82Ì\8ae\8f\88\97\9d\82ð\8ds\82¤\r
-* @param spell \96\82\96@ID\r
-* @param mode \8f\88\97\9d\93à\97e (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)\r
-* @return SPELL_NAME / SPELL_DESC / SPELL_INFO \8e\9e\82É\82Í\95¶\8e\9a\97ñ\83|\83C\83\93\83^\82ð\95Ô\82·\81BSPELL_CAST\8e\9e\82ÍNULL\95¶\8e\9a\97ñ\82ð\95Ô\82·\81B\r
-*/\r
-cptr do_arcane_spell(SPELL_IDX spell, BIT_FLAGS mode)\r
-{\r
- bool name = (mode == SPELL_NAME) ? TRUE : FALSE;\r
- bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;\r
- bool info = (mode == SPELL_INFO) ? TRUE : FALSE;\r
- bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;\r
-\r
- int dir;\r
- int plev = p_ptr->lev;\r
-\r
- switch (spell)\r
- {\r
- case 0:\r
- if (name) return _("\93d\8c\82", "Zap");\r
- if (desc) return _("\93d\8c\82\82Ì\83{\83\8b\83g\82à\82µ\82\82Í\83r\81[\83\80\82ð\95ú\82Â\81B", "Fires a bolt or beam of lightning.");\r
-\r
- {\r
- int dice = 3 + (plev - 1) / 5;\r
- int sides = 3;\r
-\r
- if (info) return info_damage(dice, sides, 0);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir, damroll(dice, sides));\r
- }\r
- }\r
- break;\r
-\r
- case 1:\r
- if (name) return _("\96\82\96@\82Ì\8e{\8fù", "Wizard Lock");\r
- if (desc) return _("\94à\82É\8c®\82ð\82©\82¯\82é\81B", "Locks a door.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- wizard_lock(dir);\r
- }\r
- }\r
- break;\r
-\r
- case 2:\r
- if (name) return _("\93§\96¾\91Ì\8a´\92m", "Detect Invisibility");\r
- if (desc) return _("\8bß\82\82Ì\93§\96¾\82È\83\82\83\93\83X\83^\81[\82ð\8a´\92m\82·\82é\81B", "Detects all invisible monsters in your vicinity.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_monsters_invis(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 3:\r
- if (name) return _("\83\82\83\93\83X\83^\81[\8a´\92m", "Detect Monsters");\r
- if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ì\8c©\82¦\82é\83\82\83\93\83X\83^\81[\82ð\8a´\92m\82·\82é\81B", "Detects all monsters in your vicinity unless invisible.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_monsters_normal(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 4:\r
- if (name) return _("\83V\83\87\81[\83g\81E\83e\83\8c\83|\81[\83g", "Blink");\r
- if (desc) return _("\8bß\8b\97\97£\82Ì\83e\83\8c\83|\81[\83g\82ð\82·\82é\81B", "Teleport short distance.");\r
-\r
- {\r
- POSITION range = 10;\r
-\r
- if (info) return info_range(range);\r
-\r
- if (cast)\r
- {\r
- teleport_player(range, 0L);\r
- }\r
- }\r
- break;\r
-\r
- case 5:\r
- if (name) return _("\83\89\83C\83g\81E\83G\83\8a\83A", "Light Area");\r
- if (desc) return _("\8cõ\8c¹\82ª\8fÆ\82ç\82µ\82Ä\82¢\82é\94Í\88Í\82©\95\94\89®\91S\91Ì\82ð\89i\8bv\82É\96¾\82é\82\82·\82é\81B", "Lights up nearby area and the inside of a room permanently.");\r
-\r
- {\r
- int dice = 2;\r
- int sides = plev / 2;\r
- int rad = plev / 10 + 1;\r
-\r
- if (info) return info_damage(dice, sides, 0);\r
-\r
- if (cast)\r
- {\r
- lite_area(damroll(dice, sides), rad);\r
- }\r
- }\r
- break;\r
-\r
- case 6:\r
- if (name) return _("ã©\82Æ\94à \94j\89ó", "Trap & Door Destruction");\r
- if (desc) return _("\88ê\92¼\90ü\8fã\82Ì\91S\82Ä\82Ìã©\82Æ\94à\82ð\94j\89ó\82·\82é\81B", "Fires a beam which destroy traps and doors.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- destroy_door(dir);\r
- }\r
- }\r
- break;\r
-\r
- case 7:\r
- if (name) return _("\8cy\8f\9d\82Ì\8e¡\96ü", "Cure Light Wounds");\r
- if (desc) return _("\89ö\89ä\82Æ\91Ì\97Í\82ð\8f\82µ\89ñ\95\9c\82³\82¹\82é\81B", "Heals cut and HP a little.");\r
-\r
- {\r
- int dice = 2;\r
- int sides = 8;\r
-\r
- if (info) return info_heal(dice, sides, 0);\r
- if (cast) (void)cure_light_wounds(dice, sides);\r
- }\r
- break;\r
-\r
- case 8:\r
- if (name) return _("ã©\82Æ\94à \8a´\92m", "Detect Doors & Traps");\r
- if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ìã©\82Æ\94à\82Æ\8aK\92i\82ð\8a´\92m\82·\82é\81B", "Detects traps, doors, and stairs in your vicinity.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_traps(rad, TRUE);\r
- detect_doors(rad);\r
- detect_stairs(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 9:\r
- if (name) return _("\94R\91f", "Phlogiston");\r
- if (desc) return _("\8cõ\8c¹\82É\94R\97¿\82ð\95â\8b\8b\82·\82é\81B", "Adds more turns of light to a lantern or torch.");\r
-\r
- {\r
- if (cast)\r
- {\r
- phlogiston();\r
- }\r
- }\r
- break;\r
-\r
- case 10:\r
- if (name) return _("\8dà\95ó\8a´\92m", "Detect Treasure");\r
- if (desc) return _("\8bß\82\82Ì\8dà\95ó\82ð\8a´\92m\82·\82é\81B", "Detects all treasures in your vicinity.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_treasure(rad);\r
- detect_objects_gold(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 11:\r
- if (name) return _("\96\82\96@ \8a´\92m", "Detect Enchantment");\r
- if (desc) return _("\8bß\82\82Ì\96\82\96@\82ª\82©\82©\82Á\82½\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B", "Detects all magical items in your vicinity.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_objects_magic(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 12:\r
- if (name) return _("\83A\83C\83e\83\80\8a´\92m", "Detect Objects");\r
- if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ì\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B", "Detects all items in your vicinity.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_objects_normal(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 13:\r
- if (name) return _("\89ð\93Å", "Cure Poison");\r
- if (desc) return _("\93Å\82ð\91Ì\93à\82©\82ç\8a®\91S\82É\8eæ\82è\8f\9c\82\81B", "Cures poison status.");\r
-\r
- {\r
- if (cast)\r
- {\r
- set_poisoned(0);\r
- }\r
- }\r
- break;\r
-\r
- case 14:\r
- if (name) return _("\91Ï\97â", "Resist Cold");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\97â\8bC\82Ö\82Ì\91Ï\90«\82ð\93¾\82é\81B\91\95\94õ\82É\82æ\82é\91Ï\90«\82É\97Ý\90Ï\82·\82é\81B", "Gives resistance to cold. This resistance can be added to which from equipment for more powerful resistance.");\r
-\r
- {\r
- int base = 20;\r
-\r
- if (info) return info_duration(base, base);\r
-\r
- if (cast)\r
- {\r
- set_oppose_cold(randint1(base) + base, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 15:\r
- if (name) return _("\91Ï\89Î", "Resist Fire");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\89\8a\82Ö\82Ì\91Ï\90«\82ð\93¾\82é\81B\91\95\94õ\82É\82æ\82é\91Ï\90«\82É\97Ý\90Ï\82·\82é\81B",\r
- "Gives resistance to fire. This resistance can be added to which from equipment for more powerful resistance.");\r
-\r
- {\r
- int base = 20;\r
-\r
- if (info) return info_duration(base, base);\r
-\r
- if (cast)\r
- {\r
- set_oppose_fire(randint1(base) + base, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 16:\r
- if (name) return _("\91Ï\93d", "Resist Lightning");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\93d\8c\82\82Ö\82Ì\91Ï\90«\82ð\93¾\82é\81B\91\95\94õ\82É\82æ\82é\91Ï\90«\82É\97Ý\90Ï\82·\82é\81B",\r
- "Gives resistance to electricity. This resistance can be added to which from equipment for more powerful resistance.");\r
-\r
- {\r
- int base = 20;\r
-\r
- if (info) return info_duration(base, base);\r
-\r
- if (cast)\r
- {\r
- set_oppose_elec(randint1(base) + base, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 17:\r
- if (name) return _("\91Ï\8e_", "Resist Acid");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\8e_\82Ö\82Ì\91Ï\90«\82ð\93¾\82é\81B\91\95\94õ\82É\82æ\82é\91Ï\90«\82É\97Ý\90Ï\82·\82é\81B",\r
- "Gives resistance to acid. This resistance can be added to which from equipment for more powerful resistance.");\r
-\r
- {\r
- int base = 20;\r
-\r
- if (info) return info_duration(base, base);\r
-\r
- if (cast)\r
- {\r
- set_oppose_acid(randint1(base) + base, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 18:\r
- if (name) return _("\8fd\8f\9d\82Ì\8e¡\96ü", "Cure Medium Wounds");\r
- if (desc) return _("\89ö\89ä\82Æ\91Ì\97Í\82ð\92\86\92ö\93x\89ñ\95\9c\82³\82¹\82é\81B", "Heals cut and HP more.");\r
-\r
- {\r
- int dice = 4;\r
- int sides = 8;\r
-\r
- if (info) return info_heal(dice, sides, 0);\r
- if (cast) (void)cure_serious_wounds(4, 8);\r
- }\r
- break;\r
-\r
- case 19:\r
- if (name) return _("\83e\83\8c\83|\81[\83g", "Teleport");\r
- if (desc) return _("\89\93\8b\97\97£\82Ì\83e\83\8c\83|\81[\83g\82ð\82·\82é\81B", "Teleport long distance.");\r
-\r
- {\r
- POSITION range = plev * 5;\r
-\r
- if (info) return info_range(range);\r
-\r
- if (cast)\r
- {\r
- teleport_player(range, 0L);\r
- }\r
- }\r
- break;\r
-\r
- case 20:\r
- if (name) return _("\8aÓ\92è", "Identify");\r
- if (desc) return _("\83A\83C\83e\83\80\82ð\8e¯\95Ê\82·\82é\81B", "Identifies an item.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (!ident_spell(FALSE)) return NULL;\r
- }\r
- }\r
- break;\r
-\r
- case 21:\r
- if (name) return _("\8aâ\90Î\97n\89ð", "Stone to Mud");\r
- if (desc) return _("\95Ç\82ð\97n\82©\82µ\82Ä\8f°\82É\82·\82é\81B", "Turns one rock square to mud.");\r
-\r
- {\r
- int dice = 1;\r
- int sides = 30;\r
- int base = 20;\r
-\r
- if (info) return info_damage(dice, sides, base);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- wall_to_mud(dir, 20 + randint1(30));\r
- }\r
- }\r
- break;\r
-\r
- case 22:\r
- if (name) return _("\91M\8cõ", "Ray of Light");\r
- if (desc) return _("\8cõ\90ü\82ð\95ú\82Â\81B\8cõ\82è\82ð\8c\99\82¤\83\82\83\93\83X\83^\81[\82É\8cø\89Ê\82ª\82 \82é\81B", "Fires a beam of light which damages to light-sensitive monsters.");\r
-\r
- {\r
- int dice = 6;\r
- int sides = 8;\r
-\r
- if (info) return info_damage(dice, sides, 0);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- msg_print(_("\8cõ\90ü\82ª\95ú\82½\82ê\82½\81B", "A line of light appears."));\r
- lite_line(dir, damroll(6, 8));\r
- }\r
- }\r
- break;\r
-\r
- case 23:\r
- if (name) return _("\8bó\95 \8f[\91«", "Satisfy Hunger");\r
- if (desc) return _("\96\9e\95 \82É\82·\82é\81B", "Satisfies hunger.");\r
-\r
- {\r
- if (cast)\r
- {\r
- set_food(PY_FOOD_MAX - 1);\r
- }\r
- }\r
- break;\r
-\r
- case 24:\r
- if (name) return _("\93§\96¾\8e\8b\94F", "See Invisible");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\93§\96¾\82È\82à\82Ì\82ª\8c©\82¦\82é\82æ\82¤\82É\82È\82é\81B", "Gives see invisible for a while.");\r
-\r
- {\r
- int base = 24;\r
-\r
- if (info) return info_duration(base, base);\r
-\r
- if (cast)\r
- {\r
- set_tim_invis(randint1(base) + base, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 25:\r
- if (name) return _("\83G\83\8c\83\81\83\93\83^\83\8b\8f¢\8a«", "Conjure Elemental");\r
- if (desc) return _("1\91Ì\82Ì\83G\83\8c\83\81\83\93\83^\83\8b\82ð\8f¢\8a«\82·\82é\81B", "Summons an elemental.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_FORCE_PET)))\r
- {\r
- msg_print(_("\83G\83\8c\83\81\83\93\83^\83\8b\82Í\8c»\82ê\82È\82©\82Á\82½\81B", "No Elementals arrive."));\r
- }\r
- }\r
- }\r
- break;\r
-\r
- case 26:\r
- if (name) return _("\83e\83\8c\83|\81[\83g\81E\83\8c\83x\83\8b", "Teleport Level");\r
- if (desc) return _("\8fu\8e\9e\82É\8fã\82©\89º\82Ì\8aK\82É\83e\83\8c\83|\81[\83g\82·\82é\81B", "Teleport to up or down stairs in a moment.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (!get_check(_("\96{\93\96\82É\91¼\82Ì\8aK\82É\83e\83\8c\83|\81[\83g\82µ\82Ü\82·\82©\81H", "Are you sure? (Teleport Level)"))) return NULL;\r
- teleport_level(0);\r
- }\r
- }\r
- break;\r
-\r
- case 27:\r
- if (name) return _("\83e\83\8c\83|\81[\83g\81E\83\82\83\93\83X\83^\81[", "Teleport Away");\r
- if (desc) return _("\83\82\83\93\83X\83^\81[\82ð\83e\83\8c\83|\81[\83g\82³\82¹\82é\83r\81[\83\80\82ð\95ú\82Â\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Teleports all monsters on the line away unless resisted.");\r
-\r
- {\r
- int power = plev;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- fire_beam(GF_AWAY_ALL, dir, power);\r
- }\r
- }\r
- break;\r
-\r
- case 28:\r
- if (name) return _("\8c³\91f\82Ì\8b\85", "Elemental Ball");\r
- if (desc) return _("\89\8a\81A\93d\8c\82\81A\97â\8bC\81A\8e_\82Ì\82Ç\82ê\82©\82Ì\8b\85\82ð\95ú\82Â\81B", "Fires a ball of some elements.");\r
-\r
- {\r
- HIT_POINT dam = 75 + plev;\r
- int rad = 2;\r
-\r
- if (info) return info_damage(0, 0, dam);\r
-\r
- if (cast)\r
- {\r
- int type;\r
-\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- switch (randint1(4))\r
- {\r
- case 1: type = GF_FIRE; break;\r
- case 2: type = GF_ELEC; break;\r
- case 3: type = GF_COLD; break;\r
- default: type = GF_ACID; break;\r
- }\r
-\r
- fire_ball(type, dir, dam, rad);\r
- }\r
- }\r
- break;\r
-\r
- case 29:\r
- if (name) return _("\91S\8a´\92m", "Detection");\r
- if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\81Aã©\81A\94à\81A\8aK\92i\81A\8dà\95ó\81A\82»\82µ\82Ä\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B",\r
- "Detects all monsters, traps, doors, stairs, treasures and items in your vicinity.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_all(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 30:\r
- if (name) return _("\8bA\8aÒ\82Ì\8eô\95¶", "Word of Recall");\r
- if (desc) return _("\92n\8fã\82É\82¢\82é\82Æ\82«\82Í\83_\83\93\83W\83\87\83\93\82Ì\8dÅ\90[\8aK\82Ö\81A\83_\83\93\83W\83\87\83\93\82É\82¢\82é\82Æ\82«\82Í\92n\8fã\82Ö\82Æ\88Ú\93®\82·\82é\81B",\r
- "Recalls player from dungeon to town, or from town to the deepest level of dungeon.");\r
-\r
- {\r
- int base = 15;\r
- int sides = 20;\r
-\r
- if (info) return info_delay(base, sides);\r
-\r
- if (cast)\r
- {\r
- if (!word_of_recall()) return NULL;\r
- }\r
- }\r
- break;\r
-\r
- case 31:\r
- if (name) return _("\90ç\97¢\8aá", "Clairvoyance");\r
- if (desc) return _("\82»\82Ì\8aK\91S\91Ì\82ð\89i\8bv\82É\8fÆ\82ç\82µ\81A\83_\83\93\83W\83\87\83\93\93à\82·\82×\82Ä\82Ì\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B\82³\82ç\82É\81A\88ê\92è\8e\9e\8aÔ\83e\83\8c\83p\83V\81[\94\\97Í\82ð\93¾\82é\81B",\r
- "Maps and lights whole dungeon level. Knows all objects location. And gives telepathy for a while.");\r
-\r
- {\r
- int base = 25;\r
- int sides = 30;\r
-\r
- if (info) return info_duration(base, sides);\r
-\r
- if (cast)\r
- {\r
- chg_virtue(V_KNOWLEDGE, 1);\r
- chg_virtue(V_ENLIGHTEN, 1);\r
-\r
- wiz_lite(FALSE);\r
-\r
- if (!p_ptr->telepathy)\r
- {\r
- set_tim_esp(randint1(sides) + base, FALSE);\r
- }\r
- }\r
- }\r
- break;\r
- }\r
-\r
- return "";\r
-}\r
+#include "angband.h"
+#include "cmd-spell.h"
+
+/*!
+* @brief 秘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)
+* @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。
+*/
+cptr do_arcane_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;
+
+ DIRECTION dir;
+ PLAYER_LEVEL plev = p_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(&dir)) return NULL;
+
+ fire_bolt_or_beam(beam_chance() - 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(&dir)) return NULL;
+
+ wizard_lock(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(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(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。", "Teleport short distance.");
+
+ {
+ POSITION range = 10;
+
+ if (info) return info_range(range);
+
+ if (cast)
+ {
+ teleport_player(range, 0L);
+ }
+ }
+ 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(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(&dir)) return NULL;
+
+ destroy_door(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 cut 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(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(rad, TRUE);
+ detect_doors(rad);
+ detect_stairs(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();
+ }
+ }
+ 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(rad);
+ detect_objects_gold(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(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(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(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 which from equipment for more powerful resistance.");
+
+ {
+ int base = 20;
+
+ if (info) return info_duration(base, base);
+
+ if (cast)
+ {
+ set_oppose_cold(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 which from equipment for more powerful resistance.");
+
+ {
+ int base = 20;
+
+ if (info) return info_duration(base, base);
+
+ if (cast)
+ {
+ set_oppose_fire(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 which from equipment for more powerful resistance.");
+
+ {
+ int base = 20;
+
+ if (info) return info_duration(base, base);
+
+ if (cast)
+ {
+ set_oppose_elec(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 which from equipment for more powerful resistance.");
+
+ {
+ int base = 20;
+
+ if (info) return info_duration(base, base);
+
+ if (cast)
+ {
+ set_oppose_acid(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 cut and HP more.");
+
+ {
+ DICE_NUMBER dice = 4;
+ DICE_SID sides = 8;
+
+ if (info) return info_heal(dice, sides, 0);
+ if (cast) (void)cure_serious_wounds(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。", "Teleport long distance.");
+
+ {
+ POSITION range = plev * 5;
+
+ if (info) return info_range(range);
+
+ if (cast)
+ {
+ teleport_player(range, 0L);
+ }
+ }
+ 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(FALSE)) 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(&dir)) return NULL;
+
+ wall_to_mud(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(&dir)) return NULL;
+
+ msg_print(_("光線が放たれた。", "A line of light appears."));
+ lite_line(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(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(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(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0'))
+ {
+ 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。", "Teleport to up or down stairs in a moment.");
+
+ {
+ 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(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(&dir)) return NULL;
+
+ fire_beam(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(&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(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(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 (!word_of_recall()) 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. Knows all objects location. And gives telepathy for a while.");
+
+ {
+ int base = 25;
+ DICE_SID sides = 30;
+
+ if (info) return info_duration(base, sides);
+
+ if (cast)
+ {
+ chg_virtue(V_KNOWLEDGE, 1);
+ chg_virtue(V_ENLIGHTEN, 1);
+
+ wiz_lite(FALSE);
+
+ if (!p_ptr->telepathy)
+ {
+ set_tim_esp(randint1(sides) + base, FALSE);
+ }
+ }
+ }
+ break;
+ }
+
+ return "";
+}