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[Refactor] #37353 型の置換(C_MAKE)。 / Type replacement(C_MAKE).
[hengband/hengband.git] / src / realm-hex.c
index 101ceb9..b6032e8 100644 (file)
  */
 
 #include "angband.h"
+#include "cmd-spell.h"
+#include "cmd-quaff.h"
+#include "object-hook.h"
+#include "object-curse.h"
 
 #define MAX_KEEP 4 /*!<呪術の最大詠唱数 */
 
@@ -25,7 +29,7 @@
  */
 bool stop_hex_spell_all(void)
 {
-       int i;
+       SPELL_IDX i;
 
        for (i = 0; i < 32; i++)
        {
@@ -35,10 +39,8 @@ bool stop_hex_spell_all(void)
        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);
 
@@ -52,20 +54,16 @@ bool stop_hex_spell_all(void)
 bool stop_hex_spell(void)
 {
        int spell;
-       char choice;
+       char choice = 0;
        char out_val[160];
        bool flag = FALSE;
-       int y = 1;
-       int x = 20;
+       TERM_LEN y = 1;
+       TERM_LEN 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
+               msg_print(_("呪文を詠唱していません。", "You are casting no spell."));
                return FALSE;
        }
 
@@ -76,13 +74,8 @@ bool stop_hex_spell(void)
        }
        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)",
+               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)", "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();
 
@@ -90,7 +83,7 @@ bool stop_hex_spell(void)
                {
                        int n = 0;
                        Term_erase(x, y, 255);
-                       prt("     名前", y, x + 5);
+                       prt(_("     名前", "     Name"), y, x + 5);
                        for (spell = 0; spell < 32; spell++)
                        {
                                if (hex_spelling(spell))
@@ -125,7 +118,6 @@ bool stop_hex_spell(void)
                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);
 
@@ -141,7 +133,7 @@ bool stop_hex_spell(void)
 void check_hex(void)
 {
        int spell;
-       s32b need_mana;
+       MANA_POINT need_mana;
        u32b need_mana_frac;
        bool res = FALSE;
 
@@ -174,13 +166,11 @@ void check_hex(void)
                }
        }
 
-
        /* 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)
        {
@@ -196,23 +186,13 @@ void check_hex(void)
                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
+                       msg_print(_("詠唱を再開した。", "You restart spelling."));
+
                        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);
                }
        }
@@ -253,14 +233,9 @@ void check_hex(void)
 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;
 }
 
@@ -340,3 +315,806 @@ bool multiply_barrier(MONSTER_IDX m_idx)
 
        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。
+*/
+concptr 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_all_los(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;
+                       concptr q, s;
+                       GAME_TEXT 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.");
+
+                       o_ptr = choose_object(&item, q, s, (USE_EQUIP));
+                       if (!o_ptr) return FALSE;
+
+                       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)
+               {
+                       POSITION 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_all_los(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_critical_wounds(damroll(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;
+                       concptr q, s;
+                       GAME_TEXT 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.");
+
+                       o_ptr = choose_object(&item, q, s, (USE_EQUIP));
+                       if (!o_ptr) 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_all_los(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 < A_MAX; 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];
+                                       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;
+
+                               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;
+                       concptr 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.");
+
+                       o_ptr = choose_object(&item, q, s, (USE_EQUIP));
+                       if (!o_ptr) return FALSE;
+
+                       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)
+                       {
+                               DIRECTION 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);
+       }
+
+       if (!info)
+       {
+               p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+               p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
+       }
+
+       return "";
+}