/*!
* @brief 生命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。
{
case 0:
if (name) return _("軽傷の治癒", "Cure Light Wounds");
- if (desc) return _("怪我と体力を少し回復させる。", "Heals cut and HP a little.");
+ if (desc) return _("怪我と体力を少し回復させる。", "Heals cuts and HP a little.");
{
DICE_NUMBER dice = 2;
DICE_SID sides = 10;
case 1:
if (name) return _("祝福", "Bless");
- if (desc) return _("一定時間、命中率とACにボーナスを得る。", "Gives bonus to hit and AC for a few turns.");
+ if (desc) return _("一定時間、命中率とACにボーナスを得る。", "Gives a bonus to hit and AC for a few turns.");
{
int base = 12;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
- fire_ball_hide(GF_WOUNDS, dir, damroll(dice, sides), 0);
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
+ fire_ball_hide(caster_ptr, GF_WOUNDS, dir, damroll(dice, sides), 0);
}
}
break;
if (cast)
{
- lite_area(damroll(dice, sides), rad);
+ lite_area(caster_ptr, damroll(dice, sides), rad);
}
}
break;
if (cast)
{
- detect_traps(rad, TRUE);
- detect_doors(rad);
- detect_stairs(rad);
+ detect_traps(caster_ptr, rad, TRUE);
+ detect_doors(caster_ptr, rad);
+ detect_stairs(caster_ptr, rad);
}
}
break;
case 5:
if (name) return _("重傷の治癒", "Cure Medium Wounds");
- if (desc) return _("怪我と体力を中程度回復させる。", "Heals cut and HP more.");
+ if (desc) return _("怪我と体力を中程度回復させる。", "Heals cuts and HP more.");
{
DICE_NUMBER dice = 4;
DICE_SID sides = 10;
case 6:
if (name) return _("解毒", "Cure Poison");
- if (desc) return _("体内の毒を取り除く。", "Cure poison status.");
+ if (desc) return _("体内の毒を取り除く。", "Cures yourself of any poisons.");
{
if (cast)
{
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();
+ if (cast) (void)remove_curse(caster_ptr);
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
- fire_ball_hide(GF_WOUNDS, dir, damroll(dice, sides), 0);
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
+ fire_ball_hide(caster_ptr, GF_WOUNDS, dir, damroll(dice, sides), 0);
}
}
break;
case 10:
if (name) return _("致命傷の治癒", "Cure Critical Wounds");
- if (desc) return _("体力を大幅に回復させ、負傷と朦朧状態も全快する。", "Heals cut, stun and HP greatly.");
+ if (desc) return _("体力を大幅に回復させ、負傷と朦朧状態も全快する。", "Heals HP greatly. Also cures cuts and being stunned.");
{
DICE_NUMBER dice = 8;
DICE_SID sides = 10;
case 11:
if (name) return _("耐熱耐寒", "Resist Heat and Cold");
if (desc) return _("一定時間、火炎と冷気に対する耐性を得る。装備による耐性に累積する。",
- "Gives resistance to fire and cold. These resistances can be added to which from equipment for more powerful resistances.");
+ "Gives resistance to fire and cold. These resistances can be added to those from equipment for more powerful resistances.");
{
int base = 20;
if (cast)
{
- map_area(rad);
+ map_area(caster_ptr, rad);
}
}
break;
{
if (cast)
{
- turn_undead();
+ turn_undead(caster_ptr);
}
}
break;
case 14:
if (name) return _("体力回復", "Healing");
- if (desc) return _("極めて強力な回復呪文で、負傷と朦朧状態も全快する。", "Much powerful healing magic, and heals cut and stun completely.");
+ if (desc) return _("極めて強力な回復呪文で、負傷と朦朧状態も全快する。", "Is very powerful healing magic. Also completely cures cuts and being stunned.");
{
int heal = 300;
if (name) return _("*解呪*", "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();
+ if (cast) (void)remove_all_curse(caster_ptr);
}
break;
{
if (cast)
{
- if (!ident_spell(FALSE)) return NULL;
+ if (!ident_spell(caster_ptr, FALSE)) return NULL;
}
}
break;
if (cast)
{
- dispel_undead(damroll(dice, sides));
+ dispel_undead(caster_ptr, damroll(dice, sides));
}
}
break;
if (cast)
{
- charm_monsters(power);
+ charm_monsters(caster_ptr, power);
}
}
break;
if (cast)
{
- if (!get_aim_dir(&dir)) return NULL;
- fire_ball_hide(GF_WOUNDS, dir, damroll(dice, sides), 0);
+ if (!get_aim_dir(caster_ptr, &dir)) return NULL;
+ fire_ball_hide(caster_ptr, GF_WOUNDS, dir, damroll(dice, sides), 0);
}
}
break;
if (cast)
{
- alter_reality();
+ reserve_alter_reality(caster_ptr);
}
}
break;
if (cast)
{
warding_glyph(caster_ptr);
- glyph_creation();
+ glyph_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
}
}
break;
{
if (cast)
{
- p_ptr->current_floor_ptr->num_repro += MAX_REPRO;
+ caster_ptr->current_floor_ptr->num_repro += MAX_REPRO;
}
}
break;
if (cast)
{
- detect_all(rad);
+ detect_all(caster_ptr, rad);
}
}
break;
if (cast)
{
- mass_genocide_undead(power, TRUE);
+ mass_genocide_undead(caster_ptr, power, TRUE);
}
}
break;
{
if (cast)
{
- wiz_lite(p_ptr, FALSE);
+ wiz_lite(caster_ptr, FALSE);
}
}
break;
{
if (cast)
{
- (void)restore_all_status();
+ (void)restore_all_status(caster_ptr);
restore_level(caster_ptr);
}
}
case 29:
if (name) return _("*体力回復*", "Healing True");
- if (desc) return _("最強の治癒の魔法で、負傷と朦朧状態も全快する。", "The greatest healing magic. Heals all HP, cut and stun.");
+ if (desc) return _("最強の治癒の魔法で、負傷と朦朧状態も全快する。", "Is the greatest healing magic. Heals all HP, cuts and being stunned.");
{
int heal = 2000;
{
if (cast)
{
- if (!identify_fully(FALSE)) return NULL;
+ if (!identify_fully(caster_ptr, FALSE)) return NULL;
}
}
break;