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[Refactor] #39964 Separated autopick-methods-table.h
[hengband/hengband.git] / src / realm-nature.c
index 0d07b4a..19c8f87 100644 (file)
@@ -6,6 +6,7 @@
 #include "spells-summon.h"
 #include "spells-status.h"
 #include "spells-object.h"
+#include "spells-diceroll.h"
 #include "avatar.h"
 #include "spells-floor.h"
 #include "player-race.h"
 
 /*!
 * @brief 自然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。
 */
-concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
+concptr do_nature_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
 {
        bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
        bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
@@ -28,7 +30,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
        bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
 
        DIRECTION dir;
-       PLAYER_LEVEL plev = p_ptr->lev;
+       PLAYER_LEVEL plev = caster_ptr->lev;
 
        switch (spell)
        {
@@ -43,7 +45,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               detect_monsters_normal(rad);
+                               detect_monsters_normal(caster_ptr, rad);
                        }
                }
                break;
@@ -63,9 +65,9 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
                        {
                                project_length = range;
 
-                               if (!get_aim_dir(&dir)) return NULL;
+                               if (!get_aim_dir(caster_ptr, &dir)) return NULL;
 
-                               fire_beam(GF_ELEC, dir, damroll(dice, sides));
+                               fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
                        }
                }
                break;
@@ -81,9 +83,9 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        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;
@@ -102,7 +104,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
                                object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
 
                                /* Drop the object from heaven */
-                               (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+                               (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
                        }
                }
                break;
@@ -120,12 +122,12 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               lite_area(damroll(dice, sides), rad);
+                               lite_area(caster_ptr, damroll(dice, sides), rad);
 
-                               if ((PRACE_IS_(p_ptr, RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
+                               if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
                                {
                                        msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
-                                       take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
+                                       take_hit(caster_ptr, DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
                                }
                        }
                }
@@ -142,9 +144,9 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               if (!get_aim_dir(&dir)) return NULL;
+                               if (!get_aim_dir(caster_ptr, &dir)) return NULL;
 
-                               charm_animal(dir, plev);
+                               charm_animal(caster_ptr, dir, plev);
                        }
                }
                break;
@@ -152,7 +154,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
        case 6:
                if (name) return _("環境への耐性", "Resist Environment");
                if (desc) return _("一定時間、冷気、炎、電撃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, cold and electricity for a while. These resistances can be added to which from equipment for more powerful resistances.");
+                       "Gives resistance to fire, cold and electricity for a while. These resistances can be added to those from equipment for more powerful resistances.");
 
                {
                        int base = 20;
@@ -161,16 +163,16 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               set_oppose_cold(p_ptr, randint1(base) + base, FALSE);
-                               set_oppose_fire(p_ptr, randint1(base) + base, FALSE);
-                               set_oppose_elec(p_ptr, randint1(base) + base, FALSE);
+                               set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
+                               set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
+                               set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
                        }
                }
                break;
 
        case 7:
                if (name) return _("傷と毒治療", "Cure Wounds & Poison");
-               if (desc) return _("怪我を全快させ、毒を体から完全に取り除き、体力を少し回復させる。", "Heals all cut and poison status. Heals HP a little.");
+               if (desc) return _("怪我を全快させ、毒を体から完全に取り除き、体力を少し回復させる。", "Heals all cuts and poisons. Heals HP a little.");
 
                {
                        DICE_NUMBER dice = 2;
@@ -180,9 +182,9 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               hp_player(p_ptr, damroll(dice, sides));
-                               set_cut(0);
-                               set_poisoned(p_ptr, 0);
+                               hp_player(caster_ptr, damroll(dice, sides));
+                               set_cut(caster_ptr,0);
+                               set_poisoned(caster_ptr, 0);
                        }
                }
                break;
@@ -200,9 +202,9 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               if (!get_aim_dir(&dir)) return NULL;
+                               if (!get_aim_dir(caster_ptr, &dir)) return NULL;
 
-                               wall_to_mud(dir, 20 + randint1(30));
+                               wall_to_mud(caster_ptr, dir, 20 + randint1(30));
                        }
                }
                break;
@@ -219,8 +221,8 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               if (!get_aim_dir(&dir)) return NULL;
-                               fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir, damroll(dice, sides));
+                               if (!get_aim_dir(caster_ptr, &dir)) return NULL;
+                               fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir, damroll(dice, sides));
                        }
                }
                break;
@@ -238,11 +240,11 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               map_area(rad1);
-                               detect_traps(rad2, TRUE);
-                               detect_doors(rad2);
-                               detect_stairs(rad2);
-                               detect_monsters_normal(rad2);
+                               map_area(caster_ptr, rad1);
+                               detect_traps(caster_ptr, rad2, TRUE);
+                               detect_doors(caster_ptr, rad2);
+                               detect_stairs(caster_ptr, rad2);
+                               detect_monsters_normal(caster_ptr, rad2);
                        }
                }
                break;
@@ -259,15 +261,15 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               if (!get_aim_dir(&dir)) return NULL;
-                               fire_bolt_or_beam(beam_chance() - 10, GF_FIRE, dir, damroll(dice, sides));
+                               if (!get_aim_dir(caster_ptr, &dir)) return NULL;
+                               fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_FIRE, dir, damroll(dice, sides));
                        }
                }
                break;
 
        case 12:
                if (name) return _("太陽光線", "Ray of Sunlight");
-               if (desc) return _("光線を放つ。光りを嫌うモンスターに効果がある。", "Fires a beam of light which damages to light-sensitive monsters.");
+               if (desc) return _("光線を放つ。光りを嫌うモンスターに効果がある。", "Fires a beam of light which damages light-sensitive monsters.");
 
                {
                        DICE_NUMBER dice = 6;
@@ -277,9 +279,9 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               if (!get_aim_dir(&dir)) return NULL;
+                               if (!get_aim_dir(caster_ptr, &dir)) return NULL;
                                msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
-                               lite_line(dir, damroll(6, 8));
+                               lite_line(caster_ptr, dir, damroll(6, 8));
                        }
                }
                break;
@@ -290,7 +292,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
                {
                        int power = plev;
                        if (info) return info_power(power);
-                       if (cast) slow_monsters(plev);
+                       if (cast) slow_monsters(caster_ptr, plev);
                }
                break;
 
@@ -301,7 +303,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
                {
                        if (cast)
                        {
-                               if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
+                               if (!(summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
                                {
                                        msg_print(_("動物は現れなかった。", "No animals arrive."));
                                }
@@ -312,29 +314,29 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
        case 15:
                if (name) return _("薬草治療", "Herbal Healing");
-               if (desc) return _("体力を大幅に回復させ、負傷、朦朧状態、毒から全快する。", "Heals HP greatly. And heals cut, stun and poison completely.");
+               if (desc) return _("体力を大幅に回復させ、負傷、朦朧状態、毒から全快する。", "Heals HP greatly. Completely cures cuts, poisons and being stunned.");
                {
                        int heal = 500;
                        if (info) return info_heal(0, 0, heal);
-                       if (cast) (void)cure_critical_wounds(heal);
+                       if (cast) (void)cure_critical_wounds(caster_ptr, heal);
                }
                break;
 
        case 16:
                if (name) return _("階段生成", "Stair Building");
-               if (desc) return _("自分のいる位置に階段を作る。", "Creates a stair which goes down or up.");
+               if (desc) return _("自分のいる位置に階段を作る。", "Creates a staircase which goes down or up.");
 
                {
                        if (cast)
                        {
-                               stair_creation();
+                               stair_creation(caster_ptr);
                        }
                }
                break;
 
        case 17:
                if (name) return _("肌石化", "Stone Skin");
-               if (desc) return _("一定時間、ACを上昇させる。", "Gives bonus to AC for a while.");
+               if (desc) return _("一定時間、ACを上昇させる。", "Gives bonus to AC for a while.");
 
                {
                        int base = 20;
@@ -344,7 +346,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               set_shield(p_ptr, randint1(sides) + base, FALSE);
+                               set_shield(caster_ptr, randint1(sides) + base, FALSE);
                        }
                }
                break;
@@ -352,7 +354,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
        case 18:
                if (name) return _("真・耐性", "Resistance True");
                if (desc) return _("一定時間、酸、電撃、炎、冷気、毒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, cold, electricity, acid and poison for a while. These resistances can be added to which from equipment for more powerful resistances.");
+                       "Gives resistance to fire, cold, electricity, acid and poison for a while. These resistances can be added to those from equipment for more powerful resistances.");
 
                {
                        int base = 20;
@@ -361,11 +363,11 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               set_oppose_acid(p_ptr, randint1(base) + base, FALSE);
-                               set_oppose_elec(p_ptr, randint1(base) + base, FALSE);
-                               set_oppose_fire(p_ptr, randint1(base) + base, FALSE);
-                               set_oppose_cold(p_ptr, randint1(base) + base, FALSE);
-                               set_oppose_pois(randint1(base) + base, FALSE);
+                               set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
+                               set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
+                               set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
+                               set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
+                               set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
                        }
                }
                break;
@@ -377,7 +379,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
                {
                        if (cast)
                        {
-                               tree_creation();
+                               tree_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
                        }
                }
                break;
@@ -389,7 +391,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
                {
                        int power = plev * 2;
                        if (info) return info_power(power);
-                       if (cast) charm_animals(power);
+                       if (cast) charm_animals(caster_ptr, power);
                }
                break;
 
@@ -400,7 +402,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
                {
                        if (cast)
                        {
-                               if (!identify_fully(FALSE)) return NULL;
+                               if (!identify_fully(caster_ptr, FALSE)) return NULL;
                        }
                }
                break;
@@ -412,19 +414,19 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
                {
                        if (cast)
                        {
-                               wall_stone();
+                               wall_stone(caster_ptr);
                        }
                }
                break;
 
        case 23:
                if (name) return _("腐食防止", "Protect from Corrosion");
-               if (desc) return _("アイテムを酸で傷つかないよう加工する。", "Makes an equipment acid-proof.");
+               if (desc) return _("アイテムを酸で傷つかないよう加工する。", "Makes a piece of equipment acid-proof.");
 
                {
                        if (cast)
                        {
-                               if (!rustproof()) return NULL;
+                               if (!rustproof(caster_ptr)) return NULL;
                        }
                }
                break;
@@ -441,7 +443,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               earthquake(p_ptr->y, p_ptr->x, rad, 0);
+                               earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
                        }
                }
                break;
@@ -449,7 +451,7 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
        case 25:
                if (name) return _("カマイタチ", "Whirlwind");
                if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
-               if (cast) massacre();
+               if (cast) massacre(caster_ptr);
                break;
 
        case 26:
@@ -464,9 +466,9 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               if (!get_aim_dir(&dir)) return NULL;
+                               if (!get_aim_dir(caster_ptr, &dir)) return NULL;
 
-                               fire_ball(GF_COLD, dir, dam, rad);
+                               fire_ball(caster_ptr, GF_COLD, dir, dam, rad);
                        }
                }
                break;
@@ -483,8 +485,8 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               if (!get_aim_dir(&dir)) return NULL;
-                               fire_ball(GF_ELEC, dir, dam, rad);
+                               if (!get_aim_dir(caster_ptr, &dir)) return NULL;
+                               fire_ball(caster_ptr, GF_ELEC, dir, dam, rad);
                                break;
                        }
                }
@@ -502,8 +504,8 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               if (!get_aim_dir(&dir)) return NULL;
-                               fire_ball(GF_WATER, dir, dam, rad);
+                               if (!get_aim_dir(caster_ptr, &dir)) return NULL;
+                               fire_ball(caster_ptr, GF_WATER, dir, dam, rad);
                        }
                }
                break;
@@ -521,15 +523,15 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               fire_ball(GF_LITE, 0, dam, rad);
-                               chg_virtue(V_KNOWLEDGE, 1);
-                               chg_virtue(V_ENLIGHTEN, 1);
-                               wiz_lite(FALSE);
+                               fire_ball(caster_ptr, GF_LITE, 0, dam, rad);
+                               chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
+                               chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
+                               wiz_lite(caster_ptr, FALSE);
 
-                               if ((PRACE_IS_(p_ptr, RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
+                               if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
                                {
                                        msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
-                                       take_hit(DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
+                                       take_hit(caster_ptr, DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
                                }
                        }
                }
@@ -537,12 +539,12 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
        case 30:
                if (name) return _("精霊の刃", "Elemental Branding");
-               if (desc) return _("武器に炎か冷気の属性をつける。", "Makes current weapon fire or frost branded.");
+               if (desc) return _("武器に炎か冷気の属性をつける。", "Brands current weapon with fire or frost.");
 
                {
                        if (cast)
                        {
-                               brand_weapon(randint0(2));
+                               brand_weapon(caster_ptr, randint0(2));
                        }
                }
                break;
@@ -562,9 +564,9 @@ concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
 
                        if (cast)
                        {
-                               dispel_monsters(d_dam);
-                               earthquake(p_ptr->y, p_ptr->x, q_rad, 0);
-                               project(0, b_rad, p_ptr->y, p_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
+                               dispel_monsters(caster_ptr, d_dam);
+                               earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
+                               project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
                        }
                }
                break;