#include "angband.h"
+#include "util.h"
+
#include "cmd-spell.h"
+#include "spells.h"
#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"
+#include "player-effects.h"
+#include "player-damage.h"
+#include "targeting.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;
bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
DIRECTION dir;
- PLAYER_LEVEL plev = p_ptr->lev;
+ PLAYER_LEVEL plev = caster_ptr->lev;
switch (spell)
{
if (cast)
{
- detect_monsters_normal(rad);
+ detect_monsters_normal(caster_ptr, rad);
}
}
break;
{
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;
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;
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;
if (cast)
{
- lite_area(damroll(dice, sides), rad);
+ lite_area(caster_ptr, damroll(dice, sides), rad);
- if ((prace_is_(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);
}
}
}
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;
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;
if (cast)
{
- set_oppose_cold(randint1(base) + base, FALSE);
- set_oppose_fire(randint1(base) + base, FALSE);
- set_oppose_elec(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;
if (cast)
{
- hp_player(damroll(dice, sides));
- set_cut(0);
- set_poisoned(0);
+ hp_player(caster_ptr, damroll(dice, sides));
+ set_cut(caster_ptr,0);
+ set_poisoned(caster_ptr, 0);
}
}
break;
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;
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;
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;
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;
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;
{
int power = plev;
if (info) return info_power(power);
- if (cast) slow_monsters(plev);
+ if (cast) slow_monsters(caster_ptr, plev);
}
break;
{
if (cast)
{
- if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0')))
+ 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."));
}
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 a bonus to AC for a while.");
{
int base = 20;
if (cast)
{
- set_shield(randint1(sides) + base, FALSE);
+ set_shield(caster_ptr, randint1(sides) + base, FALSE);
}
}
break;
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;
if (cast)
{
- set_oppose_acid(randint1(base) + base, FALSE);
- set_oppose_elec(randint1(base) + base, FALSE);
- set_oppose_fire(randint1(base) + base, FALSE);
- set_oppose_cold(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;
{
if (cast)
{
- tree_creation();
+ tree_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
}
}
break;
{
int power = plev * 2;
if (info) return info_power(power);
- if (cast) charm_animals(power);
+ if (cast) charm_animals(caster_ptr, power);
}
break;
{
if (cast)
{
- if (!identify_fully(FALSE)) return NULL;
+ if (!identify_fully(caster_ptr, FALSE)) return NULL;
}
}
break;
{
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;
if (cast)
{
- earthquake(p_ptr->y, p_ptr->x, rad);
+ earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
}
}
break;
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:
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;
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;
}
}
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;
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_(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);
}
}
}
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;
if (cast)
{
- dispel_monsters(d_dam);
- earthquake(p_ptr->y, p_ptr->x, q_rad);
- 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;