#include "spells-summon.h"
#include "spells-status.h"
#include "spells-object.h"
+#include "spells-diceroll.h"
#include "avatar.h"
#include "player-status.h"
#include "player-effects.h"
/*!
* @brief 暗黒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。
if (cast)
{
- detect_monsters_nonliving(rad);
+ detect_monsters_nonliving(caster_ptr, rad);
}
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
/*
* A radius-0 ball may (1) be aimed at
* travel to the monster.
*/
- fire_ball(GF_HELL_FIRE, dir, damroll(dice, sides), rad);
+ fire_ball(caster_ptr, GF_HELL_FIRE, dir, damroll(dice, sides), rad);
if (one_in_(5))
{
int effect = randint1(1000);
if (effect == 666)
- fire_ball_hide(GF_DEATH_RAY, dir, plev * 200, 0);
+ fire_ball_hide(caster_ptr, GF_DEATH_RAY, dir, plev * 200, 0);
else if (effect < 500)
- fire_ball_hide(GF_TURN_ALL, dir, plev, 0);
+ fire_ball_hide(caster_ptr, GF_TURN_ALL, dir, plev, 0);
else if (effect < 800)
- fire_ball_hide(GF_OLD_CONF, dir, plev, 0);
+ fire_ball_hide(caster_ptr, GF_OLD_CONF, dir, plev, 0);
else
- fire_ball_hide(GF_STUN, dir, plev, 0);
+ fire_ball_hide(caster_ptr, GF_STUN, dir, plev, 0);
}
}
}
if (cast)
{
- detect_monsters_evil(rad);
+ detect_monsters_evil(caster_ptr, rad);
}
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_ball(GF_POIS, dir, dam, rad);
+ fire_ball(caster_ptr, GF_POIS, dir, dam, rad);
}
}
break;
case 4:
if (name) return _("黒い眠り", "Black Sleep");
- if (desc) return _("1体のモンスターを眠らせる。抵抗されると無効。", "Attempts to sleep a monster.");
+ if (desc) return _("1体のモンスターを眠らせる。抵抗されると無効。", "Attempts to put a monster to sleep.");
{
int power = plev;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- sleep_monster(dir, plev);
+ sleep_monster(caster_ptr, dir, plev);
}
}
break;
case 5:
if (name) return _("耐毒", "Resist Poison");
if (desc) return _("一定時間、毒への耐性を得る。装備による耐性に累積する。",
- "Gives resistance to poison. This resistance can be added to which from equipment for more powerful resistance.");
+ "Gives resistance to poison. This resistance can be added to that from equipment for more powerful resistance.");
{
int base = 20;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fear_monster(dir, plev);
- stun_monster(dir, plev);
+ fear_monster(caster_ptr, dir, plev);
+ stun_monster(caster_ptr, dir, plev);
}
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- control_one_undead(dir, plev);
+ control_one_undead(caster_ptr, dir, plev);
}
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_ball(GF_HYPODYNAMIA, dir, damroll(dice, sides) + base, rad);
+ fire_ball(caster_ptr, GF_HYPODYNAMIA, dir, damroll(dice, sides) + base, rad);
}
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_bolt_or_beam(beam_chance(), GF_NETHER, dir, damroll(dice, sides));
+ fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_NETHER, dir, damroll(dice, sides));
}
}
break;
case 10:
if (name) return _("殺戮雲", "Cloud kill");
- if (desc) return _("自分を中心とした毒の球を発生させる。", "Generate a ball of poison centered on you.");
+ if (desc) return _("自分を中心とした毒の球を発生させる。", "Generates a ball of poison centered on you.");
{
HIT_POINT dam = (30 + plev) * 2;
if (cast)
{
- project(0, rad, caster_ptr->y, caster_ptr->x, dam, GF_POIS, PROJECT_KILL | PROJECT_ITEM, -1);
+ project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_POIS, PROJECT_KILL | PROJECT_ITEM, -1);
}
}
break;
case 11:
if (name) return _("モンスター消滅", "Genocide One");
- if (desc) return _("モンスター1体を消し去る。経験値やアイテムは手に入らない。抵抗されると無効。", "Attempts to vanish a monster.");
+ if (desc) return _("モンスター1体を消し去る。経験値やアイテムは手に入らない。抵抗されると無効。", "Attempts to eradicate one monster.");
{
int power = plev + 50;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_ball_hide(GF_GENOCIDE, dir, power, 0);
+ fire_ball_hide(caster_ptr, GF_GENOCIDE, dir, power, 0);
}
}
break;
{
if (cast)
{
- brand_weapon(3);
+ brand_weapon(caster_ptr, 3);
}
}
break;
case 13:
if (name) return _("吸血の矢", "Vampiric Bolt");
if (desc) return _("ボルトによりモンスター1体から生命力を吸いとる。吸いとった生命力によって満腹度が上がる。",
- "Absorbs some HP from a monster and gives them to you by bolt. You will also gain nutritional sustenance from this.");
+ "Fires a bolt which transfers HP from a monster to you. You will also gain nutritional sustenance from this.");
{
DICE_NUMBER dice = 1;
{
HIT_POINT dam = base + damroll(dice, sides);
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- if (hypodynamic_bolt(dir, dam))
+ if (hypodynamic_bolt(caster_ptr, dir, dam))
{
chg_virtue(caster_ptr, V_SACRIFICE, -1);
chg_virtue(caster_ptr, V_VITALITY, -1);
{
if (cast)
{
- animate_dead(0, caster_ptr->y, caster_ptr->x);
+ animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x);
}
}
break;
case 15:
if (name) return _("抹殺", "Genocide");
if (desc) return _("指定した文字のモンスターを現在の階から消し去る。抵抗されると無効。",
- "Eliminates an entire class of monster, exhausting you. Powerful or unique monsters may resist.");
+ "Eliminates an entire class of monster, exhausting you. Powerful or unique monsters may resist.");
{
int power = plev + 50;
if (cast)
{
- symbol_genocide(power, TRUE);
+ symbol_genocide(caster_ptr, power, TRUE);
}
}
break;
case 16:
if (name) return _("狂戦士化", "Berserk");
- if (desc) return _("狂戦士化し、恐怖を除去する。", "Gives bonus to hit and HP, immunity to fear for a while. But decreases AC.");
+ if (desc) return _("狂戦士化し、恐怖を除去する。", "Gives a bonus to hit and HP, immunity to fear for a while. But decreases AC.");
{
int base = 25;
if (cast)
{
- (void)berserk(p_ptr, base + randint1(base));
+ (void)berserk(caster_ptr, base + randint1(base));
}
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- cast_invoke_spirits(dir);
+ cast_invoke_spirits(caster_ptr, dir);
}
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_bolt_or_beam(beam_chance(), GF_DARK, dir, damroll(dice, sides));
+ fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_DARK, dir, damroll(dice, sides));
}
}
break;
if (cast)
{
- (void)berserk(p_ptr, b_base + randint1(b_base));
+ (void)berserk(caster_ptr, b_base + randint1(b_base));
set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
}
}
{
if (cast)
{
- brand_weapon(4);
+ brand_weapon(caster_ptr, 4);
}
}
break;
{
int i;
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
chg_virtue(caster_ptr, V_SACRIFICE, -1);
chg_virtue(caster_ptr, V_VITALITY, -1);
for (i = 0; i < 3; i++)
{
- if (hypodynamic_bolt(dir, dam))
+ if (hypodynamic_bolt(caster_ptr, dir, dam))
hp_player(caster_ptr, dam);
}
}
if (cast)
{
- dispel_living(randint1(sides));
+ dispel_living(caster_ptr, randint1(sides));
}
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_ball(GF_DARK, dir, dam, rad);
+ fire_ball(caster_ptr, GF_DARK, dir, dam, rad);
}
}
break;
{
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- death_ray(dir, plev);
+ death_ray(caster_ptr, dir, plev);
}
}
break;
break;
case 26:
- if (name) return _("死者の秘伝", "Esoteria");
+ if (name) return _("死者の秘伝", "Secrets of the Dead");
if (desc) return _("アイテムを1つ識別する。レベルが高いとアイテムの能力を完全に知ることができる。",
- "Identifies an item. Or *identifies* an item at higher level.");
+ "Identifies or, at higher levels, *identifies* an item.");
{
if (cast)
{
if (randint1(50) > plev)
{
- if (!ident_spell(FALSE)) return NULL;
+ if (!ident_spell(caster_ptr, FALSE)) return NULL;
}
else
{
- if (!identify_fully(FALSE)) return NULL;
+ if (!identify_fully(caster_ptr, FALSE)) return NULL;
}
}
}
case 27:
if (name) return _("吸血鬼変化", "Polymorph Vampire");
if (desc) return _("一定時間、吸血鬼に変化する。変化している間は本来の種族の能力を失い、代わりに吸血鬼としての能力を得る。",
- "Mimic a vampire for a while. Loses abilities of original race and gets abilities as a vampire.");
+ "Causes you to mimic a vampire for a while. You lose the abilities of your original race and get the abilities of a vampire for that time.");
{
int base = 10 + plev / 2;
case 28:
if (name) return _("経験値復活", "Restore Life");
- if (desc) return _("失った経験値を回復する。", "Restore lost experience.");
+ if (desc) return _("失った経験値を回復する。", "Restores lost experience.");
{
if (cast)
case 29:
if (name) return _("周辺抹殺", "Mass Genocide");
if (desc) return _("自分の周囲にいるモンスターを現在の階から消し去る。抵抗されると無効。",
- "Eliminates all nearby monsters, exhausting you. Powerful or unique monsters may be able to resist.");
+ "Eliminates all nearby monsters, exhausting you. Powerful or unique monsters may be able to resist.");
{
int power = plev + 50;
if (cast)
{
- mass_genocide(power, TRUE);
+ mass_genocide(caster_ptr, power, TRUE);
}
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_ball(GF_HELL_FIRE, dir, dam, rad);
+ fire_ball(caster_ptr, GF_HELL_FIRE, dir, dam, rad);
take_hit(caster_ptr, DAMAGE_USELIFE, 20 + randint1(30), _("地獄の劫火の呪文を唱えた疲労", "the strain of casting Hellfire"), -1);
}
}
case 31:
if (name) return _("幽体化", "Wraithform");
if (desc) return _("一定時間、壁を通り抜けることができ受けるダメージが軽減される幽体の状態に変身する。",
- "Becomes wraith form which gives ability to pass walls and makes all damages half.");
+ "Causes you to be ghost-like for a while. That reduces the damage you take and allows you to pass through walls.");
{
int base = plev / 2;