+++ /dev/null
-/*!
- * @file hex.c
- * @brief 呪術の処理実装 / Hex code
- * @date 2014/01/14
- * @author
- * 2014 Deskull rearranged comment for Doxygen.\n
- * @details
- * p_ptr-magic_num1\n
- * 0: Flag bits of spelling spells\n
- * 1: Flag bits of despelled spells\n
- * 2: Revange damage\n
- * p_ptr->magic_num2\n
- * 0: Number of spelling spells\n
- * 1: Type of revenge\n
- * 2: Turn count for revenge\n
- */
-
-#include "angband.h"
-#include "cmd-spell.h"
-#include "cmd-quaff.h"
-#include "object-hook.h"
-
-#define MAX_KEEP 4 /*!<呪術の最大詠唱数 */
-
-/*!
- * @brief プレイヤーが詠唱中の全呪術を停止する
- * @return なし
- */
-bool stop_hex_spell_all(void)
-{
- int i;
-
- for (i = 0; i < 32; i++)
- {
- if (hex_spelling(i)) do_spell(REALM_HEX, i, SPELL_STOP);
- }
-
- CASTING_HEX_FLAGS(p_ptr) = 0;
- CASTING_HEX_NUM(p_ptr) = 0;
-
- /* Print message */
- if (p_ptr->action == ACTION_SPELL) set_action(ACTION_NONE);
-
- /* Redraw status */
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
-
- return TRUE;
-}
-
-/*!
- * @brief プレイヤーが詠唱中の呪術から一つを選んで停止する
- * @return なし
- */
-bool stop_hex_spell(void)
-{
- int spell;
- char choice;
- char out_val[160];
- bool flag = FALSE;
- int y = 1;
- int x = 20;
- int sp[MAX_KEEP];
-
- if (!hex_spelling_any())
- {
-#ifdef JP
- msg_print("呪文を詠唱していません。");
-#else
- msg_print("You are casting no spell.");
-#endif
- return FALSE;
- }
-
- /* Stop all spells */
- else if ((CASTING_HEX_NUM(p_ptr) == 1) || (p_ptr->lev < 35))
- {
- return stop_hex_spell_all();
- }
- else
- {
-#ifdef JP
- strnfmt(out_val, 78, "どの呪文の詠唱を中断しますか?(呪文 %c-%c, 'l'全て, ESC)",
- I2A(0), I2A(CASTING_HEX_NUM(p_ptr) - 1));
-#else
- strnfmt(out_val, 78, "Which spell do you stop casting? (Spell %c-%c, 'l' to all, ESC)",
- I2A(0), I2A(CASTING_HEX_NUM(p_ptr) - 1));
-#endif
-
- screen_save();
-
- while (!flag)
- {
- int n = 0;
- Term_erase(x, y, 255);
- prt(" 名前", y, x + 5);
- for (spell = 0; spell < 32; spell++)
- {
- if (hex_spelling(spell))
- {
- Term_erase(x, y + n + 1, 255);
- put_str(format("%c) %s", I2A(n), do_spell(REALM_HEX, spell, SPELL_NAME)), y + n + 1, x + 2);
- sp[n++] = spell;
- }
- }
-
- if (!get_com(out_val, &choice, TRUE)) break;
- if (isupper(choice)) choice = (char)tolower(choice);
-
- if (choice == 'l') /* All */
- {
- screen_load();
- return stop_hex_spell_all();
- }
- if ((choice < I2A(0)) || (choice > I2A(CASTING_HEX_NUM(p_ptr) - 1))) continue;
- flag = TRUE;
- }
- }
-
- screen_load();
-
- if (flag)
- {
- int n = sp[A2I(choice)];
-
- do_spell(REALM_HEX, n, SPELL_STOP);
- CASTING_HEX_FLAGS(p_ptr) &= ~(1L << n);
- CASTING_HEX_NUM(p_ptr)--;
- }
-
- /* Redraw status */
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
-
- return flag;
-}
-
-
-/*!
- * @brief 一定時間毎に呪術で消費するMPを処理する /
- * Upkeeping hex spells Called from dungeon.c
- * @return なし
- */
-void check_hex(void)
-{
- int spell;
- s32b need_mana;
- u32b need_mana_frac;
- bool res = FALSE;
-
- /* Spells spelled by player */
- if (p_ptr->realm1 != REALM_HEX) return;
- if (!CASTING_HEX_FLAGS(p_ptr) && !p_ptr->magic_num1[1]) return;
-
- if (p_ptr->magic_num1[1])
- {
- p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
- p_ptr->magic_num1[1] = 0;
- res = TRUE;
- }
-
- /* Stop all spells when anti-magic ability is given */
- if (p_ptr->anti_magic)
- {
- stop_hex_spell_all();
- return;
- }
-
- need_mana = 0;
- for (spell = 0; spell < 32; spell++)
- {
- if (hex_spelling(spell))
- {
- const magic_type *s_ptr;
- s_ptr = &technic_info[REALM_HEX - MIN_TECHNIC][spell];
- need_mana += mod_need_mana(s_ptr->smana, spell, REALM_HEX);
- }
- }
-
-
- /* Culcurates final mana cost */
- need_mana_frac = 0;
- s64b_div(&need_mana, &need_mana_frac, 0, 3); /* Divide by 3 */
- need_mana += (CASTING_HEX_NUM(p_ptr) - 1);
-
-
- /* Not enough mana */
- if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
- {
- stop_hex_spell_all();
- return;
- }
-
- /* Enough mana */
- else
- {
- s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
-
- p_ptr->redraw |= PR_MANA;
- if (res)
- {
-#ifdef JP
- msg_print("詠唱を再開した。");
-#else
- msg_print("You restart spelling.");
-#endif
- p_ptr->action = ACTION_SPELL;
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
-
- /* Redraw map and status bar */
- p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
- }
-
- /* Gain experiences of spelling spells */
- for (spell = 0; spell < 32; spell++)
- {
- const magic_type *s_ptr;
-
- if (!hex_spelling(spell)) continue;
-
- s_ptr = &technic_info[REALM_HEX - MIN_TECHNIC][spell];
-
- if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
- p_ptr->spell_exp[spell] += 5;
- else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
- { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
- else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
- { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
- else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
- { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
- }
-
- /* Do any effects of continual spells */
- for (spell = 0; spell < 32; spell++)
- {
- if (hex_spelling(spell))
- {
- do_spell(REALM_HEX, spell, SPELL_CONT);
- }
- }
-}
-
-/*!
- * @brief プレイヤーの呪術詠唱枠がすでに最大かどうかを返す
- * @return すでに全枠を利用しているならTRUEを返す
- */
-bool hex_spell_fully(void)
-{
- int k_max = 0;
-
- k_max = (p_ptr->lev / 15) + 1;
-
- /* Paranoia */
- k_max = MIN(k_max, MAX_KEEP);
-
- if (CASTING_HEX_NUM(p_ptr) < k_max) return FALSE;
-
- return TRUE;
-}
-
-/*!
- * @brief 一定ゲームターン毎に復讐処理の残り期間の判定を行う
- * @return なし
- */
-void revenge_spell(void)
-{
- if (p_ptr->realm1 != REALM_HEX) return;
- if (HEX_REVENGE_TURN(p_ptr) <= 0) return;
-
- switch(HEX_REVENGE_TYPE(p_ptr))
- {
- case 1: do_spell(REALM_HEX, HEX_PATIENCE, SPELL_CONT); break;
- case 2: do_spell(REALM_HEX, HEX_REVENGE, SPELL_CONT); break;
- }
-}
-
-/*!
- * @brief 復讐ダメージの追加を行う
- * @param dam 蓄積されるダメージ量
- * @return なし
- */
-void revenge_store(HIT_POINT dam)
-{
- if (p_ptr->realm1 != REALM_HEX) return;
- if (HEX_REVENGE_TURN(p_ptr) <= 0) return;
-
- HEX_REVENGE_POWER(p_ptr) += dam;
-}
-
-/*!
- * @brief 反テレポート結界の判定
- * @param m_idx 判定の対象となるモンスターID
- * @return 反テレポートの効果が適用されるならTRUEを返す
- */
-bool teleport_barrier(MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (!hex_spelling(HEX_ANTI_TELE)) return FALSE;
- if ((p_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
-
- return TRUE;
-}
-
-/*!
- * @brief 反魔法結界の判定
- * @param m_idx 判定の対象となるモンスターID
- * @return 反魔法の効果が適用されるならTRUEを返す
- */
-bool magic_barrier(MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (!hex_spelling(HEX_ANTI_MAGIC)) return FALSE;
- if ((p_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
-
- return TRUE;
-}
-
-/*!
- * @brief 反増殖結界の判定
- * @param m_idx 判定の対象となるモンスターID
- * @return 反増殖の効果が適用されるならTRUEを返す
- */
-bool multiply_barrier(MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (!hex_spelling(HEX_ANTI_MULTI)) return FALSE;
- if ((p_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
-
- return TRUE;
-}
-
-/*!
-* @brief 呪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 / SPELL_CONT / SPELL_STOP)
-* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST / SPELL_CONT / SPELL_STOP 時はNULL文字列を返す。
-*/
-cptr do_hex_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;
- bool cont = (mode == SPELL_CONT) ? TRUE : FALSE;
- bool stop = (mode == SPELL_STOP) ? TRUE : FALSE;
-
- bool add = TRUE;
-
- PLAYER_LEVEL plev = p_ptr->lev;
- HIT_POINT power;
-
- switch (spell)
- {
- /*** 1st book (0-7) ***/
- case 0:
- if (name) return _("邪なる祝福", "Evily blessing");
- if (desc) return _("祝福により攻撃精度と防御力が上がる。", "Attempts to increase +to_hit of a weapon and AC");
- if (cast)
- {
- if (!p_ptr->blessed)
- {
- msg_print(_("高潔な気分になった!", "You feel righteous!"));
- }
- }
- if (stop)
- {
- if (!p_ptr->blessed)
- {
- msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
- }
- }
- break;
-
- case 1:
- if (name) return _("軽傷の治癒", "Cure light wounds");
- if (desc) return _("HPや傷を少し回復させる。", "Heals cut and HP a little.");
- if (info) return info_heal(1, 10, 0);
- if (cast)
- {
- msg_print(_("気分が良くなってくる。", "You feel better and better."));
- }
- if (cast || cont) (void)cure_light_wounds(1, 10);
- break;
-
- case 2:
- if (name) return _("悪魔のオーラ", "Demonic aura");
- if (desc) return _("炎のオーラを身にまとい、回復速度が速くなる。", "Gives fire aura and regeneration.");
- if (cast)
- {
- msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
- }
- if (stop)
- {
- msg_print(_("炎のオーラが消え去った。", "Fiery aura disappeared."));
- }
- break;
-
- case 3:
- if (name) return _("悪臭霧", "Stinking mist");
- if (desc) return _("視界内のモンスターに微弱量の毒のダメージを与える。", "Deals few damages of poison to all monsters in your sight.");
- power = plev / 2 + 5;
- if (info) return info_damage(1, power, 0);
- if (cast || cont)
- {
- project_hack(GF_POIS, randint1(power));
- }
- break;
-
- case 4:
- if (name) return _("腕力強化", "Extra might");
- if (desc) return _("術者の腕力を上昇させる。", "Attempts to increase your strength.");
- if (cast)
- {
- msg_print(_("何だか力が湧いて来る。", "You feel you get stronger."));
- }
- break;
-
- case 5:
- if (name) return _("武器呪縛", "Curse weapon");
- if (desc) return _("装備している武器を呪う。", "Curses your weapon.");
- if (cast)
- {
- OBJECT_IDX item;
- cptr q, s;
- char o_name[MAX_NLEN];
- object_type *o_ptr;
- u32b f[TR_FLAG_SIZE];
-
- item_tester_hook = item_tester_hook_weapon_except_bow;
- q = _("どれを呪いますか?", "Which weapon do you curse?");
- s = _("武器を装備していない。", "You wield no weapons.");
-
- if (!get_item(&item, q, s, (USE_EQUIP))) return FALSE;
-
- o_ptr = &inventory[item];
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
- object_flags(o_ptr, f);
-
- if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name))) return FALSE;
-
- if (!one_in_(3) &&
- (object_is_artifact(o_ptr) || have_flag(f, TR_BLESSED)))
- {
- msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), o_name);
- if (one_in_(3))
- {
- if (o_ptr->to_d > 0)
- {
- o_ptr->to_d -= randint1(3) % 2;
- if (o_ptr->to_d < 0) o_ptr->to_d = 0;
- }
- if (o_ptr->to_h > 0)
- {
- o_ptr->to_h -= randint1(3) % 2;
- if (o_ptr->to_h < 0) o_ptr->to_h = 0;
- }
- if (o_ptr->to_a > 0)
- {
- o_ptr->to_a -= randint1(3) % 2;
- if (o_ptr->to_a < 0) o_ptr->to_a = 0;
- }
- msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), o_name);
- }
- }
- else
- {
- int curse_rank = 0;
- msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
- o_ptr->curse_flags |= (TRC_CURSED);
-
- if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
- {
-
- if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- if (one_in_(666))
- {
- o_ptr->curse_flags |= (TRC_TY_CURSE);
- if (one_in_(666)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
-
- add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- add_flag(o_ptr->art_flags, TR_VORPAL);
- add_flag(o_ptr->art_flags, TR_VAMPIRIC);
- msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
- curse_rank = 2;
- }
- }
-
- o_ptr->curse_flags |= get_curse(curse_rank, o_ptr);
- }
-
- p_ptr->update |= (PU_BONUS);
- add = FALSE;
- }
- break;
-
- case 6:
- if (name) return _("邪悪感知", "Evil detection");
- if (desc) return _("周囲の邪悪なモンスターを感知する。", "Detects evil monsters.");
- if (info) return info_range(MAX_SIGHT);
- if (cast)
- {
- msg_print(_("邪悪な生物の存在を感じ取ろうとした。", "You attend to the presence of evil creatures."));
- }
- break;
-
- case 7:
- if (name) return _("我慢", "Patience");
- if (desc) return _("数ターン攻撃を耐えた後、受けたダメージを地獄の業火として周囲に放出する。",
- "Bursts hell fire strongly after patients any damage while few turns.");
- power = MIN(200, (HEX_REVENGE_POWER(p_ptr) * 2));
- if (info) return info_damage(0, 0, power);
- if (cast)
- {
- int a = 3 - (p_ptr->pspeed - 100) / 10;
- MAGIC_NUM2 r = 3 + randint1(3) + MAX(0, MIN(3, a));
-
- if (HEX_REVENGE_TURN(p_ptr) > 0)
- {
- msg_print(_("すでに我慢をしている。", "You are already patienting."));
- return NULL;
- }
-
- HEX_REVENGE_TYPE(p_ptr) = 1;
- HEX_REVENGE_TURN(p_ptr) = r;
- HEX_REVENGE_POWER(p_ptr) = 0;
- msg_print(_("じっと耐えることにした。", "You decide to patient all damages."));
- add = FALSE;
- }
- if (cont)
- {
- int rad = 2 + (power / 50);
-
- HEX_REVENGE_TURN(p_ptr)--;
-
- if ((HEX_REVENGE_TURN(p_ptr) <= 0) || (power >= 200))
- {
- msg_print(_("我慢が解かれた!", "Time for end of patioence!"));
- if (power)
- {
- project(0, rad, p_ptr->y, p_ptr->x, power, GF_HELL_FIRE,
- (PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
- }
- if (p_ptr->wizard)
- {
- msg_format(_("%d点のダメージを返した。", "You return %d damages."), power);
- }
-
- /* Reset */
- HEX_REVENGE_TYPE(p_ptr) = 0;
- HEX_REVENGE_TURN(p_ptr) = 0;
- HEX_REVENGE_POWER(p_ptr) = 0;
- }
- }
- break;
-
- /*** 2nd book (8-15) ***/
- case 8:
- if (name) return _("氷の鎧", "Ice armor");
- if (desc) return _("氷のオーラを身にまとい、防御力が上昇する。", "Gives fire aura and bonus to AC.");
- if (cast)
- {
- msg_print(_("体が氷の鎧で覆われた。", "You have enveloped by ice armor!"));
- }
- if (stop)
- {
- msg_print(_("氷の鎧が消え去った。", "Ice armor disappeared."));
- }
- break;
-
- case 9:
- if (name) return _("重傷の治癒", "Cure serious wounds");
- if (desc) return _("体力や傷を多少回復させる。", "Heals cut and HP more.");
- if (info) return info_heal(2, 10, 0);
- if (cast)
- {
- msg_print(_("気分が良くなってくる。", "You feel better and better."));
- }
- if (cast || cont) (void)cure_serious_wounds(2, 10);
- break;
-
- case 10:
- if (name) return _("薬品吸入", "Inhail potion");
- if (desc) return _("呪文詠唱を中止することなく、薬の効果を得ることができる。", "Quaffs a potion without canceling of casting a spell.");
- if (cast)
- {
- CASTING_HEX_FLAGS(p_ptr) |= (1L << HEX_INHAIL);
- do_cmd_quaff_potion();
- CASTING_HEX_FLAGS(p_ptr) &= ~(1L << HEX_INHAIL);
- add = FALSE;
- }
- break;
-
- case 11:
- if (name) return _("衰弱の霧", "Hypodynamic mist");
- if (desc) return _("視界内のモンスターに微弱量の衰弱属性のダメージを与える。",
- "Deals few damages of hypodynamia to all monsters in your sight.");
- power = (plev / 2) + 5;
- if (info) return info_damage(1, power, 0);
- if (cast || cont)
- {
- project_hack(GF_HYPODYNAMIA, randint1(power));
- }
- break;
-
- case 12:
- if (name) return _("魔剣化", "Swords to runeswords");
- if (desc) return _("武器の攻撃力を上げる。切れ味を得、呪いに応じて与えるダメージが上昇し、善良なモンスターに対するダメージが2倍になる。",
- "Gives vorpal ability to your weapon. Increases damages by your weapon acccording to curse of your weapon.");
- if (cast)
- {
-#ifdef JP
- msg_print("あなたの武器が黒く輝いた。");
-#else
- if (!empty_hands(FALSE))
- msg_print("Your weapons glow bright black.");
- else
- msg_print("Your weapon glows bright black.");
-#endif
- }
- if (stop)
- {
-#ifdef JP
- msg_print("武器の輝きが消え去った。");
-#else
- msg_format("Brightness of weapon%s disappeared.", (empty_hands(FALSE)) ? "" : "s");
-#endif
- }
- break;
-
- case 13:
- if (name) return _("混乱の手", "Touch of confusion");
- if (desc) return _("攻撃した際モンスターを混乱させる。", "Confuses a monster when you attack.");
- if (cast)
- {
- msg_print(_("あなたの手が赤く輝き始めた。", "Your hands glow bright red."));
- }
- if (stop)
- {
- msg_print(_("手の輝きがなくなった。", "Brightness on your hands disappeard."));
- }
- break;
-
- case 14:
- if (name) return _("肉体強化", "Building up");
- if (desc) return _("術者の腕力、器用さ、耐久力を上昇させる。攻撃回数の上限を 1 増加させる。",
- "Attempts to increases your strength, dexterity and constitusion.");
- if (cast)
- {
- msg_print(_("身体が強くなった気がした。", "You feel your body is developed more now."));
- }
- break;
-
- case 15:
- if (name) return _("反テレポート結界", "Anti teleport barrier");
- if (desc) return _("視界内のモンスターのテレポートを阻害するバリアを張る。", "Obstructs all teleportations by monsters in your sight.");
- power = plev * 3 / 2;
- if (info) return info_power(power);
- if (cast)
- {
- msg_print(_("テレポートを防ぐ呪いをかけた。", "You feel anyone can not teleport except you."));
- }
- break;
-
- /*** 3rd book (16-23) ***/
- case 16:
- if (name) return _("衝撃のクローク", "Cloak of shock");
- if (desc) return _("電気のオーラを身にまとい、動きが速くなる。", "Gives lightning aura and a bonus to speed.");
- if (cast)
- {
- msg_print(_("体が稲妻のオーラで覆われた。", "You have enveloped by electrical aura!"));
- }
- if (stop)
- {
- msg_print(_("稲妻のオーラが消え去った。", "Electrical aura disappeared."));
- }
- break;
-
- case 17:
- if (name) return _("致命傷の治癒", "Cure critical wounds");
- if (desc) return _("体力や傷を回復させる。", "Heals cut and HP greatry.");
- if (info) return info_heal(4, 10, 0);
- if (cast)
- {
- msg_print(_("気分が良くなってくる。", "You feel better and better."));
- }
- if (cast || cont) (void)cure_serious_wounds(4, 10);
- break;
-
- case 18:
- if (name) return _("呪力封入", "Recharging");
- if (desc) return _("魔法の道具に魔力を再充填する。", "Recharges a magic device.");
- power = plev * 2;
- if (info) return info_power(power);
- if (cast)
- {
- if (!recharge(power)) return NULL;
- add = FALSE;
- }
- break;
-
- case 19:
- if (name) return _("死者復活", "Animate Dead");
- if (desc) return _("死体を蘇らせてペットにする。", "Raises corpses and skeletons from dead.");
- if (cast)
- {
- msg_print(_("死者への呼びかけを始めた。", "You start to call deads.!"));
- }
- if (cast || cont)
- {
- animate_dead(0, p_ptr->y, p_ptr->x);
- }
- break;
-
- case 20:
- if (name) return _("防具呪縛", "Curse armor");
- if (desc) return _("装備している防具に呪いをかける。", "Curse a piece of armour that you wielding.");
- if (cast)
- {
- OBJECT_IDX item;
- cptr q, s;
- char o_name[MAX_NLEN];
- object_type *o_ptr;
- u32b f[TR_FLAG_SIZE];
-
- item_tester_hook = object_is_armour;
- q = _("どれを呪いますか?", "Which piece of armour do you curse?");
- s = _("防具を装備していない。", "You wield no piece of armours.");
-
- if (!get_item(&item, q, s, (USE_EQUIP))) return FALSE;
-
- o_ptr = &inventory[item];
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
- object_flags(o_ptr, f);
-
- if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name))) return FALSE;
-
- if (!one_in_(3) &&
- (object_is_artifact(o_ptr) || have_flag(f, TR_BLESSED)))
- {
- msg_format(_("%s は呪いを跳ね返した。", "%s resists the effect."), o_name);
- if (one_in_(3))
- {
- if (o_ptr->to_d > 0)
- {
- o_ptr->to_d -= randint1(3) % 2;
- if (o_ptr->to_d < 0) o_ptr->to_d = 0;
- }
- if (o_ptr->to_h > 0)
- {
- o_ptr->to_h -= randint1(3) % 2;
- if (o_ptr->to_h < 0) o_ptr->to_h = 0;
- }
- if (o_ptr->to_a > 0)
- {
- o_ptr->to_a -= randint1(3) % 2;
- if (o_ptr->to_a < 0) o_ptr->to_a = 0;
- }
- msg_format(_("%s は劣化してしまった。", "Your %s was disenchanted!"), o_name);
- }
- }
- else
- {
- int curse_rank = 0;
- msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
- o_ptr->curse_flags |= (TRC_CURSED);
-
- if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
- {
-
- if (one_in_(3)) o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- if (one_in_(666))
- {
- o_ptr->curse_flags |= (TRC_TY_CURSE);
- if (one_in_(666)) o_ptr->curse_flags |= (TRC_PERMA_CURSE);
-
- add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- add_flag(o_ptr->art_flags, TR_RES_DARK);
- add_flag(o_ptr->art_flags, TR_RES_NETHER);
- msg_print(_("血だ!血だ!血だ!", "Blood, Blood, Blood!"));
- curse_rank = 2;
- }
- }
-
- o_ptr->curse_flags |= get_curse(curse_rank, o_ptr);
- }
-
- p_ptr->update |= (PU_BONUS);
- add = FALSE;
- }
- break;
-
- case 21:
- if (name) return _("影のクローク", "Cloak of shadow");
- if (desc) return _("影のオーラを身にまとい、敵に影のダメージを与える。", "Gives aura of shadow.");
- if (cast)
- {
- object_type *o_ptr = &inventory[INVEN_OUTER];
-
- if (!o_ptr->k_idx)
- {
- msg_print(_("クロークを身につけていない!", "You don't ware any cloak."));
- return NULL;
- }
- else if (!object_is_cursed(o_ptr))
- {
- msg_print(_("クロークは呪われていない!", "Your cloak is not cursed."));
- return NULL;
- }
- else
- {
- msg_print(_("影のオーラを身にまとった。", "You have enveloped by shadow aura!"));
- }
- }
- if (cont)
- {
- object_type *o_ptr = &inventory[INVEN_OUTER];
-
- if ((!o_ptr->k_idx) || (!object_is_cursed(o_ptr)))
- {
- do_spell(REALM_HEX, spell, SPELL_STOP);
- CASTING_HEX_FLAGS(p_ptr) &= ~(1L << spell);
- CASTING_HEX_NUM(p_ptr)--;
- if (!SINGING_SONG_ID(p_ptr)) set_action(ACTION_NONE);
- }
- }
- if (stop)
- {
- msg_print(_("影のオーラが消え去った。", "Shadow aura disappeared."));
- }
- break;
-
- case 22:
- if (name) return _("苦痛を魔力に", "Pains to mana");
- if (desc) return _("視界内のモンスターに精神ダメージ与え、魔力を吸い取る。", "Deals psychic damages to all monsters in sight, and drains some mana.");
- power = plev * 3 / 2;
- if (info) return info_damage(1, power, 0);
- if (cast || cont)
- {
- project_hack(GF_PSI_DRAIN, randint1(power));
- }
- break;
-
- case 23:
- if (name) return _("目には目を", "Eye for an eye");
- if (desc) return _("打撃や魔法で受けたダメージを、攻撃元のモンスターにも与える。", "Returns same damage which you got to the monster which damaged you.");
- if (cast)
- {
- msg_print(_("復讐したい欲望にかられた。", "You wish strongly you want to revenge anything."));
- }
- break;
-
- /*** 4th book (24-31) ***/
- case 24:
- if (name) return _("反増殖結界", "Anti multiply barrier");
- if (desc) return _("その階の増殖するモンスターの増殖を阻止する。", "Obstructs all multiplying by monsters in entire floor.");
- if (cast)
- {
- msg_print(_("増殖を阻止する呪いをかけた。", "You feel anyone can not already multiply."));
- }
- break;
-
- case 25:
- if (name) return _("全復活", "Restoration");
- if (desc) return _("経験値を徐々に復活し、減少した能力値を回復させる。", "Restores experience and status.");
- if (cast)
- {
- msg_print(_("体が元の活力を取り戻し始めた。", "You feel your lost status starting to return."));
- }
- if (cast || cont)
- {
- bool flag = FALSE;
- int d = (p_ptr->max_exp - p_ptr->exp);
- int r = (p_ptr->exp / 20);
- int i;
-
- if (d > 0)
- {
- if (d < r)
- p_ptr->exp = p_ptr->max_exp;
- else
- p_ptr->exp += r;
-
- /* Check the experience */
- check_experience();
-
- flag = TRUE;
- }
- for (i = A_STR; i < 6; i++)
- {
- if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
- {
- if (p_ptr->stat_cur[i] < 18)
- p_ptr->stat_cur[i]++;
- else
- p_ptr->stat_cur[i] += 10;
-
- if (p_ptr->stat_cur[i] > p_ptr->stat_max[i])
- p_ptr->stat_cur[i] = p_ptr->stat_max[i];
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- flag = TRUE;
- }
- }
-
- if (!flag)
- {
- msg_format(_("%sの呪文の詠唱をやめた。", "Finish casting '%^s'."), do_spell(REALM_HEX, HEX_RESTORE, SPELL_NAME));
- CASTING_HEX_FLAGS(p_ptr) &= ~(1L << HEX_RESTORE);
- if (cont) CASTING_HEX_NUM(p_ptr)--;
- if (CASTING_HEX_NUM(p_ptr)) p_ptr->action = ACTION_NONE;
-
- /* Redraw status */
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_EXTRA);
-
- return "";
- }
- }
- break;
-
- case 26:
- if (name) return _("呪力吸収", "Drain curse power");
- if (desc) return _("呪われた武器の呪いを吸収して魔力を回復する。", "Drains curse on your weapon and heals SP a little.");
- if (cast)
- {
- OBJECT_IDX item;
- cptr s, q;
- u32b f[TR_FLAG_SIZE];
- object_type *o_ptr;
-
- item_tester_hook = item_tester_hook_cursed;
- q = _("どの装備品から吸収しますか?", "Which cursed equipment do you drain mana from?");
- s = _("呪われたアイテムを装備していない。", "You have no cursed equipment.");
-
- if (!get_item(&item, q, s, (USE_EQUIP))) return FALSE;
-
- o_ptr = &inventory[item];
- object_flags(o_ptr, f);
-
- p_ptr->csp += (p_ptr->lev / 5) + randint1(p_ptr->lev / 5);
- if (have_flag(f, TR_TY_CURSE) || (o_ptr->curse_flags & TRC_TY_CURSE)) p_ptr->csp += randint1(5);
- if (p_ptr->csp > p_ptr->msp) p_ptr->csp = p_ptr->msp;
-
- if (o_ptr->curse_flags & TRC_PERMA_CURSE)
- {
- /* Nothing */
- }
- else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
- {
- if (one_in_(7))
- {
- msg_print(_("呪いを全て吸い取った。", "Heavy curse vanished away."));
- o_ptr->curse_flags = 0L;
- }
- }
- else if ((o_ptr->curse_flags & (TRC_CURSED)) && one_in_(3))
- {
- msg_print(_("呪いを全て吸い取った。", "Curse vanished away."));
- o_ptr->curse_flags = 0L;
- }
-
- add = FALSE;
- }
- break;
-
- case 27:
- if (name) return _("吸血の刃", "Swords to vampires");
- if (desc) return _("吸血属性で攻撃する。", "Gives vampiric ability to your weapon.");
- if (cast)
- {
-#ifdef JP
- msg_print("あなたの武器が血を欲している。");
-#else
- if (!empty_hands(FALSE))
- msg_print("Your weapons want more blood now.");
- else
- msg_print("Your weapon wants more blood now.");
-#endif
- }
- if (stop)
- {
-#ifdef JP
- msg_print("武器の渇望が消え去った。");
-#else
- msg_format("Thirsty of weapon%s disappeared.", (empty_hands(FALSE)) ? "" : "s");
-#endif
- }
- break;
-
- case 28:
- if (name) return _("朦朧の言葉", "Word of stun");
- if (desc) return _("視界内のモンスターを朦朧とさせる。", "Stuns all monsters in your sight.");
- power = plev * 4;
- if (info) return info_power(power);
- if (cast || cont)
- {
- stun_monsters(power);
- }
- break;
-
- case 29:
- if (name) return _("影移動", "Moving into shadow");
- if (desc) return _("モンスターの隣のマスに瞬間移動する。", "Teleports you close to a monster.");
- if (cast)
- {
- int i, dir;
- POSITION y, x;
- bool flag;
-
- for (i = 0; i < 3; i++)
- {
- if (!tgt_pt(&x, &y)) return FALSE;
-
- flag = FALSE;
-
- for (dir = 0; dir < 8; dir++)
- {
- int dy = y + ddy_ddd[dir];
- int dx = x + ddx_ddd[dir];
- if (dir == 5) continue;
- if (cave[dy][dx].m_idx) flag = TRUE;
- }
-
- if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
- (distance(y, x, p_ptr->y, p_ptr->x) > plev + 2))
- {
- msg_print(_("そこには移動できない。", "Can not teleport to there."));
- continue;
- }
- break;
- }
-
- if (flag && randint0(plev * plev / 2))
- {
- teleport_player_to(y, x, 0L);
- }
- else
- {
- msg_print(_("おっと!", "Oops!"));
- teleport_player(30, 0L);
- }
-
- add = FALSE;
- }
- break;
-
- case 30:
- if (name) return _("反魔法結界", "Anti magic barrier");
- if (desc) return _("視界内のモンスターの魔法を阻害するバリアを張る。", "Obstructs all magic spell of monsters in your sight.");
- power = plev * 3 / 2;
- if (info) return info_power(power);
- if (cast)
- {
- msg_print(_("魔法を防ぐ呪いをかけた。", "You feel anyone can not cast spells except you."));
- }
- break;
-
- case 31:
- if (name) return _("復讐の宣告", "Revenge sentence");
- if (desc) return _("数ターン後にそれまで受けたダメージに応じた威力の地獄の劫火の弾を放つ。",
- "Fires a ball of hell fire to try revenging after few turns.");
- power = HEX_REVENGE_POWER(p_ptr);
- if (info) return info_damage(0, 0, power);
- if (cast)
- {
- MAGIC_NUM2 r;
- int a = 3 - (p_ptr->pspeed - 100) / 10;
- r = 1 + randint1(2) + MAX(0, MIN(3, a));
-
- if (HEX_REVENGE_TURN(p_ptr) > 0)
- {
- msg_print(_("すでに復讐は宣告済みだ。", "You already pronounced your revenge."));
- return NULL;
- }
-
- HEX_REVENGE_TYPE(p_ptr) = 2;
- HEX_REVENGE_TURN(p_ptr) = r;
- msg_format(_("あなたは復讐を宣告した。あと %d ターン。", "You pronounce your revenge. %d turns left."), r);
- add = FALSE;
- }
- if (cont)
- {
- HEX_REVENGE_TURN(p_ptr)--;
-
- if (HEX_REVENGE_TURN(p_ptr) <= 0)
- {
- int dir;
-
- if (power)
- {
- command_dir = 0;
-
- do
- {
- msg_print(_("復讐の時だ!", "Time to revenge!"));
- } while (!get_aim_dir(&dir));
-
- fire_ball(GF_HELL_FIRE, dir, power, 1);
-
- if (p_ptr->wizard)
- {
- msg_format(_("%d点のダメージを返した。", "You return %d damages."), power);
- }
- }
- else
- {
- msg_print(_("復讐する気が失せた。", "You are not a mood to revenge."));
- }
- HEX_REVENGE_POWER(p_ptr) = 0;
- }
- }
- break;
- }
-
- /* start casting */
- if ((cast) && (add))
- {
- /* add spell */
- CASTING_HEX_FLAGS(p_ptr) |= 1L << (spell);
- CASTING_HEX_NUM(p_ptr)++;
-
- if (p_ptr->action != ACTION_SPELL) set_action(ACTION_SPELL);
- }
-
- /* Redraw status */
- if (!info)
- {
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
- }
-
- return "";
-}