-#include "angband.h"\r
-#include "cmd-spell.h"\r
-\r
-\r
-\r
-/*!\r
-* @brief \94j\8e×\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_crusade_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 _("\92¦\94±", "Punishment");\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 = 4;\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 _("\8e×\88«\91¶\8dÝ\8a´\92m", "Detect Evil");\r
- if (desc) return _("\8bß\82\82Ì\8e×\88«\82È\83\82\83\93\83X\83^\81[\82ð\8a´\92m\82·\82é\81B", "Detects all evil 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_evil(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 2:\r
- if (name) return _("\8b°\95|\8f\9c\8b\8e", "Remove Fear");\r
- if (desc) return _("\8b°\95|\82ð\8eæ\82è\8f\9c\82\81B", "Removes fear.");\r
-\r
- {\r
- if (cast)\r
- {\r
- set_afraid(0);\r
- }\r
- }\r
- break;\r
-\r
- case 3:\r
- if (name) return _("\88Ð\88³", "Scare Monster");\r
- if (desc) return _("\83\82\83\93\83X\83^\81[1\91Ì\82ð\8b°\95|\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to scare a monster.");\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
- fear_monster(dir, power);\r
- }\r
- }\r
- break;\r
-\r
- case 4:\r
- if (name) return _("\90¹\88æ", "Sanctuary");\r
- if (desc) return _("\97×\90Ú\82µ\82½\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\96°\82ç\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to sleep monsters in the adjacent squares.");\r
-\r
- {\r
- int power = plev;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- sleep_monsters_touch();\r
- }\r
- }\r
- break;\r
-\r
- case 5:\r
- if (name) return _("\93ü\8cû", "Portal");\r
- if (desc) return _("\92\86\8b\97\97£\82Ì\83e\83\8c\83|\81[\83g\82ð\82·\82é\81B", "Teleport medium distance.");\r
-\r
- {\r
- POSITION range = 25 + plev / 2;\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 6:\r
- if (name) return _("\83X\83^\81[\83_\83X\83g", "Star Dust");\r
- if (desc) return _("\83^\81[\83Q\83b\83g\95t\8bß\82É\91M\8cõ\82Ì\83{\83\8b\83g\82ð\98A\8eË\82·\82é\81B", "Fires many bolts of light near the target.");\r
-\r
- {\r
- int dice = 3 + (plev - 1) / 9;\r
- int sides = 2;\r
-\r
- if (info) return info_multi_damage_dice(dice, sides);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
- fire_blast(GF_LITE, dir, dice, sides, 10, 3);\r
- }\r
- }\r
- break;\r
-\r
- case 7:\r
- if (name) return _("\90g\91Ì\8fò\89»", "Purify");\r
- if (desc) return _("\8f\9d\81A\93Å\81A\9eN\9eO\82©\82ç\91S\89õ\82·\82é\81B", "Heals all cut, stun and poison status.");\r
-\r
- {\r
- if (cast)\r
- {\r
- set_cut(0);\r
- set_poisoned(0);\r
- set_stun(0);\r
- }\r
- }\r
- break;\r
-\r
- case 8:\r
- if (name) return _("\8e×\88«\94ò\82Î\82µ", "Scatter Evil");\r
- if (desc) return _("\8e×\88«\82È\83\82\83\93\83X\83^\81[1\91Ì\82ð\83e\83\8c\83|\81[\83g\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to teleport an evil monster away.");\r
-\r
- {\r
- int power = MAX_SIGHT * 5;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
- fire_ball(GF_AWAY_EVIL, dir, power, 0);\r
- }\r
- }\r
- break;\r
-\r
- case 9:\r
- if (name) return _("\90¹\82È\82é\8cõ\8b\85", "Holy Orb");\r
- if (desc) return _("\90¹\82È\82é\97Í\82ð\82à\82Â\95ó\8eì\82ð\95ú\82Â\81B\8e×\88«\82È\83\82\83\93\83X\83^\81[\82É\91Î\82µ\82Ä\91å\82«\82È\83_\83\81\81[\83W\82ð\97^\82¦\82é\82ª\81A\91P\97Ç\82È\83\82\83\93\83X\83^\81[\82É\82Í\8cø\89Ê\82ª\82È\82¢\81B",\r
- "Fires a ball with holy power. Hurts evil monsters greatly, but don't effect good monsters.");\r
-\r
- {\r
- int dice = 3;\r
- int sides = 6;\r
- int rad = (plev < 30) ? 2 : 3;\r
- int base;\r
-\r
- if (p_ptr->pclass == CLASS_PRIEST ||\r
- p_ptr->pclass == CLASS_HIGH_MAGE ||\r
- p_ptr->pclass == CLASS_SORCERER)\r
- base = plev + plev / 2;\r
- else\r
- base = plev + plev / 4;\r
-\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
- fire_ball(GF_HOLY_FIRE, dir, damroll(dice, sides) + base, rad);\r
- }\r
- }\r
- break;\r
-\r
- case 10:\r
- if (name) return _("\88«\96\82\95¥\82¢", "Exorcism");\r
- if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83A\83\93\83f\83b\83h\8by\82Ñ\88«\96\82\82É\83_\83\81\81[\83W\82ð\97^\82¦\81A\8e×\88«\82È\83\82\83\93\83X\83^\81[\82ð\8b°\95|\82³\82¹\82é\81B",\r
- "Damages all undead and demons in sight, and scares all evil monsters in sight.");\r
-\r
- {\r
- int sides = plev;\r
- int power = plev;\r
-\r
- if (info) return info_damage(1, sides, 0);\r
-\r
- if (cast)\r
- {\r
- dispel_undead(randint1(sides));\r
- dispel_demons(randint1(sides));\r
- turn_evil(power);\r
- }\r
- }\r
- break;\r
-\r
- case 11:\r
- if (name) return _("\89ð\8eô", "Remove Curse");\r
- if (desc) return _("\83A\83C\83e\83\80\82É\82©\82©\82Á\82½\8eã\82¢\8eô\82¢\82ð\89ð\8f\9c\82·\82é\81B", "Removes normal curses from equipped items.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (remove_curse())\r
- {\r
- msg_print(_("\92N\82©\82É\8c©\8eç\82ç\82ê\82Ä\82¢\82é\82æ\82¤\82È\8bC\82ª\82·\82é\81B", "You feel as if someone is watching over you."));\r
- }\r
- }\r
- }\r
- break;\r
-\r
- case 12:\r
- if (name) return _("\93§\96¾\8e\8b\94F", "Sense Unseen");\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 13:\r
- if (name) return _("\91Î\8e×\88«\8c\8b\8aE", "Protection from Evil");\r
- if (desc) return _("\8e×\88«\82È\83\82\83\93\83X\83^\81[\82Ì\8dU\8c\82\82ð\96h\82®\83o\83\8a\83A\82ð\92£\82é\81B", "Gives aura which protect you from evil monster's physical attack.");\r
-\r
- {\r
- int base = 25;\r
- int sides = 3 * plev;\r
-\r
- if (info) return info_duration(base, sides);\r
-\r
- if (cast)\r
- {\r
- set_protevil(randint1(sides) + base, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 14:\r
- if (name) return _("\8dÙ\82«\82Ì\97\8b", "Judgment Thunder");\r
- if (desc) return _("\8b\97Í\82È\93d\8c\82\82Ì\83{\83\8b\83g\82ð\95ú\82Â\81B", "Fires a powerful bolt of lightning.");\r
-\r
- {\r
- HIT_POINT dam = plev * 5;\r
-\r
- if (info) return info_damage(0, 0, dam);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
- fire_bolt(GF_ELEC, dir, dam);\r
- }\r
- }\r
- break;\r
-\r
- case 15:\r
- if (name) return _("\90¹\82È\82é\8cä\8c¾\97t", "Holy Word");\r
- if (desc) return _("\8e\8b\8aE\93à\82Ì\8e×\88«\82È\91¶\8dÝ\82É\91å\82«\82È\83_\83\81\81[\83W\82ð\97^\82¦\81A\91Ì\97Í\82ð\89ñ\95\9c\82µ\81A\93Å\81A\8b°\95|\81A\9eN\9eO\8fó\91Ô\81A\95\89\8f\9d\82©\82ç\91S\89õ\82·\82é\81B",\r
- "Damages all evil monsters in sight, heals HP somewhat, and completely heals poison, fear, stun and cut status.");\r
-\r
- {\r
- int dam_sides = plev * 6;\r
- int heal = 100;\r
-\r
- if (info) return format(_("\91¹:1d%d/\89ñ%d", "dam:d%d/h%d"), dam_sides, heal);\r
- if (cast)\r
- {\r
- dispel_evil(randint1(dam_sides));\r
- hp_player(heal);\r
- set_afraid(0);\r
- set_poisoned(0);\r
- set_stun(0);\r
- set_cut(0);\r
- }\r
- }\r
- break;\r
-\r
- case 16:\r
- if (name) return _("\8aJ\82©\82ê\82½\93¹", "Unbarring Ways");\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 17:\r
- if (name) return _("\95\95\96\82", "Arrest");\r
- if (desc) return _("\8e×\88«\82È\83\82\83\93\83X\83^\81[\82Ì\93®\82«\82ð\8e~\82ß\82é\81B", "Attempts to paralyze an evil monster.");\r
-\r
- {\r
- int power = plev * 2;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
- stasis_evil(dir);\r
- }\r
- }\r
- break;\r
-\r
- case 18:\r
- if (name) return _("\90¹\82È\82é\83I\81[\83\89", "Holy Aura");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\8e×\88«\82È\83\82\83\93\83X\83^\81[\82ð\8f\9d\82Â\82¯\82é\90¹\82È\82é\83I\81[\83\89\82ð\93¾\82é\81B",\r
- "Gives aura of holy power which injures evil monsters which attacked you for a while.");\r
-\r
- {\r
- int base = 20;\r
-\r
- if (info) return info_duration(base, base);\r
-\r
- if (cast)\r
- {\r
- set_tim_sh_holy(randint1(base) + base, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 19:\r
- if (name) return _("\83A\83\93\83f\83b\83h&\88«\96\82\91Þ\8eU", "Dispel Undead & Demons");\r
- if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83A\83\93\83f\83b\83h\8by\82Ñ\88«\96\82\82É\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Damages all undead and demons in sight.");\r
-\r
- {\r
- int sides = plev * 4;\r
-\r
- if (info) return info_damage(1, sides, 0);\r
-\r
- if (cast)\r
- {\r
- dispel_undead(randint1(sides));\r
- dispel_demons(randint1(sides));\r
- }\r
- }\r
- break;\r
-\r
- case 20:\r
- if (name) return _("\8e×\88«\91Þ\8eU", "Dispel Evil");\r
- if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\8e×\88«\82È\83\82\83\93\83X\83^\81[\82É\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Damages all evil monsters in sight.");\r
-\r
- {\r
- int sides = plev * 4;\r
-\r
- if (info) return info_damage(1, sides, 0);\r
-\r
- if (cast)\r
- {\r
- dispel_evil(randint1(sides));\r
- }\r
- }\r
- break;\r
-\r
- case 21:\r
- if (name) return _("\90¹\82È\82é\90n", "Holy Blade");\r
- if (desc) return _("\92Ê\8fí\82Ì\95\90\8aí\82É\96Å\8e×\82Ì\91®\90«\82ð\82Â\82¯\82é\81B", "Makes current weapon especially deadly against evil monsters.");\r
-\r
- {\r
- if (cast)\r
- {\r
- brand_weapon(13);\r
- }\r
- }\r
- break;\r
-\r
- case 22:\r
- if (name) return _("\83X\83^\81[\83o\81[\83X\83g", "Star Burst");\r
- if (desc) return _("\8b\90\91å\82È\91M\8cõ\82Ì\8b\85\82ð\95ú\82Â\81B", "Fires a huge ball of powerful light.");\r
-\r
- {\r
- HIT_POINT dam = 100 + plev * 2;\r
- int rad = 4;\r
-\r
- if (info) return info_damage(0, 0, dam);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- fire_ball(GF_LITE, dir, dam, rad);\r
- }\r
- }\r
- break;\r
-\r
- case 23:\r
- if (name) return _("\93V\8eg\8f¢\8a«", "Summon Angel");\r
- if (desc) return _("\93V\8eg\82ð1\91Ì\8f¢\8a«\82·\82é\81B", "Summons an angel.");\r
-\r
- {\r
- if (cast)\r
- {\r
- bool pet = !one_in_(3);\r
- u32b flg = 0L;\r
-\r
- if (pet) flg |= PM_FORCE_PET;\r
- else flg |= PM_NO_PET;\r
- if (!(pet && (plev < 50))) flg |= PM_ALLOW_GROUP;\r
-\r
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (plev * 3) / 2, SUMMON_ANGEL, flg))\r
- {\r
- if (pet)\r
- {\r
- msg_print(_("\81u\82²\97p\82Å\82²\82´\82¢\82Ü\82·\82©\81A\82²\8eå\90l\97l\81v", "'What is thy bidding... Master?'"));\r
- }\r
- else\r
- {\r
- msg_print(_("\81u\89ä\82Í\93ð\82Ì\89º\96l\82É\82 \82ç\82¸\81I \88«\8ds\8eÒ\82æ\81A\89÷\82¢\89ü\82ß\82æ\81I\81v", "Mortal! Repent of thy impiousness."));\r
- }\r
- }\r
- }\r
- }\r
- break;\r
-\r
- case 24:\r
- if (name) return _("\8em\8bC\8d\82\97g", "Heroism");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\83q\81[\83\8d\81[\8bC\95ª\82É\82È\82é\81B", "Removes fear, and gives bonus to hit and 10 more HP for a while.");\r
-\r
- {\r
- int base = 25;\r
-\r
- if (info) return info_duration(base, base);\r
-\r
- if (cast)\r
- {\r
- set_hero(randint1(base) + base, FALSE);\r
- hp_player(10);\r
- set_afraid(0);\r
- }\r
- }\r
- break;\r
-\r
- case 25:\r
- if (name) return _("\8eô\82¢\91Þ\8eU", "Dispel Curse");\r
- if (desc) return _("\83A\83C\83e\83\80\82É\82©\82©\82Á\82½\8b\97Í\82È\8eô\82¢\82ð\89ð\8f\9c\82·\82é\81B", "Removes normal and heavy curse from equipped items.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (remove_all_curse())\r
- {\r
- msg_print(_("\92N\82©\82É\8c©\8eç\82ç\82ê\82Ä\82¢\82é\82æ\82¤\82È\8bC\82ª\82·\82é\81B", "You feel as if someone is watching over you."));\r
- }\r
- }\r
- }\r
- break;\r
-\r
- case 26:\r
- if (name) return _("\8e×\88«\92Ç\95ú", "Banish Evil");\r
- if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\8e×\88«\82È\83\82\83\93\83X\83^\81[\82ð\83e\83\8c\83|\81[\83g\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B",\r
- "Teleports all evil monsters in sight away unless resisted.");\r
-\r
- {\r
- int power = 100;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- if (banish_evil(power))\r
- {\r
- msg_print(_("\90_\90¹\82È\97Í\82ª\8e×\88«\82ð\91Å\82¿\95¥\82Á\82½\81I", "The holy power banishes evil!"));\r
- }\r
- }\r
- }\r
- break;\r
-\r
- case 27:\r
- if (name) return _("\83n\83\8b\83}\83Q\83h\83\93", "Armageddon");\r
- if (desc) return _("\8eü\95Ó\82Ì\83A\83C\83e\83\80\81A\83\82\83\93\83X\83^\81[\81A\92n\8c`\82ð\94j\89ó\82·\82é\81B", "Destroy everything in nearby area.");\r
-\r
- {\r
- int base = 12;\r
- int sides = 4;\r
-\r
- if (cast)\r
- {\r
- destroy_area(p_ptr->y, p_ptr->x, base + randint1(sides), FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 28:\r
- if (name) return _("\96Ú\82É\82Í\96Ú\82ð", "An Eye for an Eye");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\8e©\95ª\82ª\83_\83\81\81[\83W\82ð\8eó\82¯\82½\82Æ\82«\82É\8dU\8c\82\82ð\8ds\82Á\82½\83\82\83\93\83X\83^\81[\82É\91Î\82µ\82Ä\93¯\93\99\82Ì\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B",\r
- "Gives special aura for a while. When you are attacked by a monster, the monster are injured with same amount of damage as you take.");\r
-\r
- {\r
- int base = 10;\r
-\r
- if (info) return info_duration(base, base);\r
-\r
- if (cast)\r
- {\r
- set_tim_eyeeye(randint1(base) + base, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 29:\r
- if (name) return _("\90_\82Ì\93{\82è", "Wrath of the God");\r
- if (desc) return _("\83^\81[\83Q\83b\83g\82Ì\8eü\88Í\82É\95ª\89ð\82Ì\8b\85\82ð\91½\90\94\97\8e\82Æ\82·\81B", "Drops many balls of disintegration near the target.");\r
-\r
- {\r
- HIT_POINT dam = plev * 3 + 25;\r
- int rad = 2;\r
-\r
- if (info) return info_multi_damage(dam);\r
-\r
- if (cast)\r
- {\r
- if (!cast_wrath_of_the_god(dam, rad)) return NULL;\r
- }\r
- }\r
- break;\r
-\r
- case 30:\r
- if (name) return _("\90_\88Ð", "Divine Intervention");\r
- if (desc) return _("\97×\90Ú\82·\82é\83\82\83\93\83X\83^\81[\82É\90¹\82È\82é\83_\83\81\81[\83W\82ð\97^\82¦\81A\8e\8b\8aE\93à\82Ì\83\82\83\93\83X\83^\81[\82É\83_\83\81\81[\83W\81A\8c¸\91¬\81A\9eN\9eO\81A\8d¬\97\90\81A\8b°\95|\81A\96°\82è\82ð\97^\82¦\82é\81B\82³\82ç\82É\91Ì\97Í\82ð\89ñ\95\9c\82·\82é\81B",\r
- "Damages all adjacent monsters with holy power. Damages and attempt to slow, stun, confuse, scare and freeze all monsters in sight. And heals HP.");\r
-\r
- {\r
- int b_dam = plev * 11;\r
- int d_dam = plev * 4;\r
- int heal = 100;\r
- int power = plev * 4;\r
-\r
- if (info) return format(_("\89ñ%d/\91¹%d+%d", "h%d/dm%d+%d"), heal, d_dam, b_dam / 2);\r
- if (cast)\r
- {\r
- project(0, 1, p_ptr->y, p_ptr->x, b_dam, GF_HOLY_FIRE, PROJECT_KILL, -1);\r
- dispel_monsters(d_dam);\r
- slow_monsters(plev);\r
- stun_monsters(power);\r
- confuse_monsters(power);\r
- turn_monsters(power);\r
- stasis_monsters(power);\r
- hp_player(heal);\r
- }\r
- }\r
- break;\r
-\r
- case 31:\r
- if (name) return _("\90¹\90í", "Crusade");\r
- if (desc) return _("\8e\8b\8aE\93à\82Ì\91P\97Ç\82È\83\82\83\93\83X\83^\81[\82ð\83y\83b\83g\82É\82µ\82æ\82¤\82Æ\82µ\81A\82È\82ç\82È\82©\82Á\82½\8fê\8d\87\8by\82Ñ\91P\97Ç\82Å\82È\82¢\83\82\83\93\83X\83^\81[\82ð\8b°\95|\82³\82¹\82é\81B\82³\82ç\82É\91½\90\94\82Ì\89Á\91¬\82³\82ê\82½\8bR\8em\82ð\8f¢\8a«\82µ\81A\83q\81[\83\8d\81[\81A\8fj\95\9f\81A\89Á\91¬\81A\91Î\8e×\88«\8c\8b\8aE\82ð\93¾\82é\81B",\r
- "Attempts to charm all good monsters in sight, and scare all non-charmed monsters, and summons great number of knights, and gives heroism, bless, speed and protection from evil.");\r
-\r
- {\r
- if (cast)\r
- {\r
- int base = 25;\r
- int sp_sides = 20 + plev;\r
- int sp_base = plev;\r
-\r
- int i;\r
- crusade();\r
- for (i = 0; i < 12; i++)\r
- {\r
- int attempt = 10;\r
- POSITION my = 0, mx = 0;\r
-\r
- while (attempt--)\r
- {\r
- scatter(&my, &mx, p_ptr->y, p_ptr->x, 4, 0);\r
-\r
- /* Require empty grids */\r
- if (cave_empty_bold2(my, mx)) break;\r
- }\r
- if (attempt < 0) continue;\r
- summon_specific(-1, my, mx, plev, SUMMON_KNIGHTS, (PM_ALLOW_GROUP | PM_FORCE_PET | PM_HASTE));\r
- }\r
- set_hero(randint1(base) + base, FALSE);\r
- set_blessed(randint1(base) + base, FALSE);\r
- set_fast(randint1(sp_sides) + sp_base, FALSE);\r
- set_protevil(randint1(base) + base, FALSE);\r
- set_afraid(0);\r
- }\r
- }\r
- break;\r
- }\r
-\r
- return "";\r
-}\r
-\r
+#include "angband.h"
+#include "cmd-spell.h"
+#include "spells-summon.h"
+#include "projection.h"
+#include "spells-status.h"
+
+
+
+/*!
+* @brief 破邪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。
+*/
+concptr do_crusade_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 _("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(&dir)) return NULL;
+ fire_bolt_or_beam(beam_chance() - 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(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(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(&dir)) return NULL;
+ fear_monster(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 sleep monsters in the adjacent squares.");
+ {
+ PLAYER_LEVEL power = plev;
+ if (info) return info_power(power);
+ if (cast) sleep_monsters_touch();
+ }
+ break;
+
+ case 5:
+ if (name) return _("入口", "Portal");
+ if (desc) return _("中距離のテレポートをする。", "Teleport medium distance.");
+
+ {
+ POSITION range = 25 + plev / 2;
+ if (info) return info_range(range);
+ if (cast) teleport_player(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(&dir)) return NULL;
+ fire_blast(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(0);
+ set_poisoned(0);
+ set_stun(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(&dir)) return NULL;
+ fire_ball(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 don't effect good monsters.");
+
+ {
+ DICE_NUMBER dice = 3;
+ DICE_SID sides = 6;
+ POSITION rad = (plev < 30) ? 2 : 3;
+ int base;
+ if (p_ptr->pclass == CLASS_PRIEST ||
+ p_ptr->pclass == CLASS_HIGH_MAGE ||
+ p_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(&dir)) return NULL;
+
+ fire_ball(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(randint1(sides));
+ dispel_demons(randint1(sides));
+ turn_evil(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();
+ }
+ 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(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 protect 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(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(&dir)) return NULL;
+ fire_bolt(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(randint1(dam_sides));
+ hp_player(heal);
+ set_afraid(0);
+ set_poisoned(0);
+ set_stun(0);
+ set_cut(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(&dir)) return NULL;
+
+ destroy_door(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(&dir)) return NULL;
+ stasis_evil(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(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(randint1(sides));
+ dispel_demons(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(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(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(&dir)) return NULL;
+
+ fire_ball(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((pet ? -1 : 0), p_ptr->y, p_ptr->x, (plev * 3) / 2, SUMMON_ANGEL, flg, '\0'))
+ {
+ 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 bonus to hit and 10 more HP for a while.");
+
+ {
+ int base = 25;
+
+ if (info) return info_duration(base, base);
+
+ if (cast)
+ {
+ (void)heroism(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();
+ }
+ 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(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。", "Destroy everything in nearby area.");
+
+ {
+ int base = 12;
+ DICE_SID sides = 4;
+
+ if (cast)
+ {
+ destroy_area(p_ptr->y, p_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 are injured with same amount of damage as you take.");
+
+ {
+ int base = 10;
+
+ if (info) return info_duration(base, base);
+
+ if (cast)
+ {
+ set_tim_eyeeye(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(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(0, 1, p_ptr->y, p_ptr->x, b_dam, GF_HOLY_FIRE, PROJECT_KILL, -1);
+ dispel_monsters(d_dam);
+ slow_monsters(plev);
+ stun_monsters(power);
+ confuse_monsters(power);
+ turn_monsters(power);
+ stasis_monsters(power);
+ hp_player(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 scare all non-charmed monsters, and summons great number of knights, and gives heroism, bless, speed and protection from evil.");
+
+ {
+ if (cast)
+ {
+ int base = 25;
+ int sp_sides = 20 + plev;
+ int sp_base = plev;
+
+ int i;
+ crusade();
+ for (i = 0; i < 12; i++)
+ {
+ int attempt = 10;
+ POSITION my = 0, mx = 0;
+
+ while (attempt--)
+ {
+ scatter(&my, &mx, p_ptr->y, p_ptr->x, 4, 0);
+
+ /* Require empty grids */
+ if (cave_empty_bold2(my, mx)) break;
+ }
+ if (attempt < 0) continue;
+ summon_specific(-1, my, mx, plev, SUMMON_KNIGHTS, (PM_ALLOW_GROUP | PM_FORCE_PET | PM_HASTE), '\0');
+ }
+ set_hero(randint1(base) + base, FALSE);
+ set_blessed(randint1(base) + base, FALSE);
+ set_fast(randint1(sp_sides) + sp_base, FALSE);
+ set_protevil(randint1(base) + base, FALSE);
+ set_afraid(0);
+ }
+ }
+ break;
+ }
+
+ return "";
+}
+