-#include "angband.h"\r
-#include "cmd-spell.h"\r
-#include "selfinfo.h"\r
-\r
-/*!\r
-* @brief \90å\8fp\97Ì\88æ\96\82\96@\82Ì\8ae\8f\88\97\9d\82ð\8ds\82¤\r
-* @param spell \96\82\96@ID\r
-* @param mode \8f\88\97\9d\93à\97e (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)\r
-* @return SPELL_NAME / SPELL_DESC / SPELL_INFO \8e\9e\82É\82Í\95¶\8e\9a\97ñ\83|\83C\83\93\83^\82ð\95Ô\82·\81BSPELL_CAST\8e\9e\82ÍNULL\95¶\8e\9a\97ñ\82ð\95Ô\82·\81B\r
-*/\r
-cptr do_sorcery_spell(SPELL_IDX spell, BIT_FLAGS mode)\r
-{\r
- bool name = (mode == SPELL_NAME) ? TRUE : FALSE;\r
- bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;\r
- bool info = (mode == SPELL_INFO) ? TRUE : FALSE;\r
- bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;\r
-\r
- int dir;\r
- int plev = p_ptr->lev;\r
-\r
- switch (spell)\r
- {\r
- case 0:\r
- if (name) return _("\83\82\83\93\83X\83^\81[\8a´\92m", "Detect Monsters");\r
- if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ì\8c©\82¦\82é\83\82\83\93\83X\83^\81[\82ð\8a´\92m\82·\82é\81B", "Detects all monsters in your vicinity unless invisible.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_monsters_normal(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 1:\r
- if (name) return _("\83V\83\87\81[\83g\81E\83e\83\8c\83|\81[\83g", "Phase Door");\r
- if (desc) return _("\8bß\8b\97\97£\82Ì\83e\83\8c\83|\81[\83g\82ð\82·\82é\81B", "Teleport short distance.");\r
-\r
- {\r
- POSITION range = 10;\r
-\r
- if (info) return info_range(range);\r
-\r
- if (cast)\r
- {\r
- teleport_player(range, 0L);\r
- }\r
- }\r
- break;\r
-\r
- case 2:\r
- if (name) return _("ã©\82Æ\94à\8a´\92m", "Detect Doors and Traps");\r
- if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ì\94à\82Æã©\82ð\8a´\92m\82·\82é\81B", "Detects traps, doors, and stairs in your vicinity.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_traps(rad, TRUE);\r
- detect_doors(rad);\r
- detect_stairs(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 3:\r
- if (name) return _("\83\89\83C\83g\81E\83G\83\8a\83A", "Light Area");\r
- if (desc) return _("\8cõ\8c¹\82ª\8fÆ\82ç\82µ\82Ä\82¢\82é\94Í\88Í\82©\95\94\89®\91S\91Ì\82ð\89i\8bv\82É\96¾\82é\82\82·\82é\81B", "Lights up nearby area and the inside of a room permanently.");\r
-\r
- {\r
- int dice = 2;\r
- int sides = plev / 2;\r
- int rad = plev / 10 + 1;\r
-\r
- if (info) return info_damage(dice, sides, 0);\r
-\r
- if (cast)\r
- {\r
- lite_area(damroll(dice, sides), rad);\r
- }\r
- }\r
- break;\r
-\r
- case 4:\r
- if (name) return _("\83p\83j\83b\83N\81E\83\82\83\93\83X\83^\81[", "Confuse Monster");\r
- if (desc) return _("\83\82\83\93\83X\83^\81[1\91Ì\82ð\8d¬\97\90\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to confuse a monster.");\r
-\r
- {\r
- int power = (plev * 3) / 2;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- confuse_monster(dir, power);\r
- }\r
- }\r
- break;\r
-\r
- case 5:\r
- if (name) return _("\83e\83\8c\83|\81[\83g", "Teleport");\r
- if (desc) return _("\89\93\8b\97\97£\82Ì\83e\83\8c\83|\81[\83g\82ð\82·\82é\81B", "Teleport long distance.");\r
-\r
- {\r
- POSITION range = plev * 5;\r
-\r
- if (info) return info_range(range);\r
-\r
- if (cast)\r
- {\r
- teleport_player(range, 0L);\r
- }\r
- }\r
- break;\r
-\r
- case 6:\r
- if (name) return _("\83X\83\8a\81[\83v\81E\83\82\83\93\83X\83^\81[", "Sleep Monster");\r
- if (desc) return _("\83\82\83\93\83X\83^\81[1\91Ì\82ð\96°\82ç\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to sleep a monster.");\r
-\r
- {\r
- int power = plev;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- sleep_monster(dir, plev);\r
- }\r
- }\r
- break;\r
-\r
- case 7:\r
- if (name) return _("\96\82\97Í\8f[\93U", "Recharging");\r
- if (desc) return _("\8fñ/\96\82\96@\96_\82Ì\8f[\93U\89ñ\90\94\82ð\91\9d\82â\82·\82©\81A\8f[\93U\92\86\82Ì\83\8d\83b\83h\82Ì\8f[\93U\8e\9e\8aÔ\82ð\8c¸\82ç\82·\81B", "Recharges staffs, wands or rods.");\r
-\r
- {\r
- int power = plev * 4;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- if (!recharge(power)) return NULL;\r
- }\r
- }\r
- break;\r
-\r
- case 8:\r
- if (name) return _("\96\82\96@\82Ì\92n\90}", "Magic Mapping");\r
- if (desc) return _("\8eü\95Ó\82Ì\92n\8c`\82ð\8a´\92m\82·\82é\81B", "Maps nearby area.");\r
-\r
- {\r
- int rad = DETECT_RAD_MAP;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- map_area(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 9:\r
- if (name) return _("\8aÓ\92è", "Identify");\r
- if (desc) return _("\83A\83C\83e\83\80\82ð\8e¯\95Ê\82·\82é\81B", "Identifies an item.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (!ident_spell(FALSE)) return NULL;\r
- }\r
- }\r
- break;\r
-\r
- case 10:\r
- if (name) return _("\83X\83\8d\83E\81E\83\82\83\93\83X\83^\81[", "Slow Monster");\r
- if (desc) return _("\83\82\83\93\83X\83^\81[1\91Ì\82ð\8c¸\91¬\82³\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to slow a monster.");\r
-\r
- {\r
- int power = plev;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- slow_monster(dir, plev);\r
- }\r
- }\r
- break;\r
-\r
- case 11:\r
- if (name) return _("\8eü\95Ó\83X\83\8a\81[\83v", "Mass Sleep");\r
- if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\96°\82ç\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to sleep all monsters in sight.");\r
-\r
- {\r
- int power = plev;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- sleep_monsters(plev);\r
- }\r
- }\r
- break;\r
-\r
- case 12:\r
- if (name) return _("\83e\83\8c\83|\81[\83g\81E\83\82\83\93\83X\83^\81[", "Teleport Away");\r
- if (desc) return _("\83\82\83\93\83X\83^\81[\82ð\83e\83\8c\83|\81[\83g\82³\82¹\82é\83r\81[\83\80\82ð\95ú\82Â\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Teleports all monsters on the line away unless resisted.");\r
-\r
- {\r
- int power = plev;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- fire_beam(GF_AWAY_ALL, dir, power);\r
- }\r
- }\r
- break;\r
-\r
- case 13:\r
- if (name) return _("\83X\83s\81[\83h", "Haste Self");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\89Á\91¬\82·\82é\81B", "Hastes you for a while.");\r
-\r
- {\r
- int base = plev;\r
- int sides = 20 + plev;\r
-\r
- if (info) return info_duration(base, sides);\r
-\r
- if (cast)\r
- {\r
- set_fast(randint1(sides) + base, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 14:\r
- if (name) return _("\90^\81E\8a´\92m", "Detection True");\r
- if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\81Aã©\81A\94à\81A\8aK\92i\81A\8dà\95ó\81A\82»\82µ\82Ä\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B",\r
- "Detects all monsters, traps, doors, stairs, treasures and items in your vicinity.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_all(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 15:\r
- if (name) return _("\90^\81E\8aÓ\92è", "Identify True");\r
- if (desc) return _("\83A\83C\83e\83\80\82Ì\8e\9d\82Â\94\\97Í\82ð\8a®\91S\82É\92m\82é\81B", "*Identifies* an item.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (!identify_fully(FALSE)) return NULL;\r
- }\r
- }\r
- break;\r
-\r
- case 16:\r
- if (name) return _("\95¨\91Ì\82Æ\8dà\95ó\8a´\92m", "Detect items and Treasure");\r
- if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ì\83A\83C\83e\83\80\82Æ\8dà\95ó\82ð\8a´\92m\82·\82é\81B", "Detects all treasures and items in your vicinity.");\r
-\r
- {\r
- int rad = DETECT_RAD_DEFAULT;\r
-\r
- if (info) return info_radius(rad);\r
-\r
- if (cast)\r
- {\r
- detect_objects_normal(rad);\r
- detect_treasure(rad);\r
- detect_objects_gold(rad);\r
- }\r
- }\r
- break;\r
-\r
- case 17:\r
- if (name) return _("\83`\83\83\81[\83\80\81E\83\82\83\93\83X\83^\81[", "Charm Monster");\r
- if (desc) return _("\83\82\83\93\83X\83^\81[1\91Ì\82ð\96£\97¹\82·\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to charm a monster.");\r
-\r
- {\r
- int power = plev;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- charm_monster(dir, power);\r
- }\r
- }\r
- break;\r
-\r
- case 18:\r
- if (name) return _("\90¸\90_\8a´\92m", "Sense Minds");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\83e\83\8c\83p\83V\81[\94\\97Í\82ð\93¾\82é\81B", "Gives telepathy for a while.");\r
-\r
- {\r
- int base = 25;\r
- int sides = 30;\r
-\r
- if (info) return info_duration(base, sides);\r
-\r
- if (cast)\r
- {\r
- set_tim_esp(randint1(sides) + base, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 19:\r
- if (name) return _("\8aX\88Ú\93®", "Teleport to town");\r
- if (desc) return _("\8aX\82Ö\88Ú\93®\82·\82é\81B\92n\8fã\82É\82¢\82é\82Æ\82«\82µ\82©\8eg\82¦\82È\82¢\81B", "Teleport to a town which you choose in a moment. Can only be used outdoors.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (!tele_town()) return NULL;\r
- }\r
- }\r
- break;\r
-\r
- case 20:\r
- if (name) return _("\8e©\8cÈ\95ª\90Í", "Self Knowledge");\r
- if (desc) return _("\8c»\8dÝ\82Ì\8e©\95ª\82Ì\8fó\91Ô\82ð\8a®\91S\82É\92m\82é\81B",\r
- "Gives you useful info regarding your current resistances, the powers of your weapon and maximum limits of your stats.");\r
-\r
- {\r
- if (cast)\r
- {\r
- self_knowledge();\r
- }\r
- }\r
- break;\r
-\r
- case 21:\r
- if (name) return _("\83e\83\8c\83|\81[\83g\81E\83\8c\83x\83\8b", "Teleport Level");\r
- if (desc) return _("\8fu\8e\9e\82É\8fã\82©\89º\82Ì\8aK\82É\83e\83\8c\83|\81[\83g\82·\82é\81B", "Teleport to up or down stairs in a moment.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (!get_check(_("\96{\93\96\82É\91¼\82Ì\8aK\82É\83e\83\8c\83|\81[\83g\82µ\82Ü\82·\82©\81H", "Are you sure? (Teleport Level)"))) return NULL;\r
- teleport_level(0);\r
- }\r
- }\r
- break;\r
-\r
- case 22:\r
- if (name) return _("\8bA\8aÒ\82Ì\8eô\95¶", "Word of Recall");\r
- if (desc) return _("\92n\8fã\82É\82¢\82é\82Æ\82«\82Í\83_\83\93\83W\83\87\83\93\82Ì\8dÅ\90[\8aK\82Ö\81A\83_\83\93\83W\83\87\83\93\82É\82¢\82é\82Æ\82«\82Í\92n\8fã\82Ö\82Æ\88Ú\93®\82·\82é\81B",\r
- "Recalls player from dungeon to town, or from town to the deepest level of dungeon.");\r
-\r
- {\r
- int base = 15;\r
- int sides = 20;\r
-\r
- if (info) return info_delay(base, sides);\r
-\r
- if (cast)\r
- {\r
- if (!word_of_recall()) return NULL;\r
- }\r
- }\r
- break;\r
-\r
- case 23:\r
- if (name) return _("\8e\9f\8c³\82Ì\94à", "Dimension Door");\r
- if (desc) return _("\92Z\8b\97\97£\93à\82Ì\8ew\92è\82µ\82½\8fê\8f\8a\82É\83e\83\8c\83|\81[\83g\82·\82é\81B", "Teleport to given location.");\r
-\r
- {\r
- POSITION range = plev / 2 + 10;\r
-\r
- if (info) return info_range(range);\r
-\r
- if (cast)\r
- {\r
- msg_print(_("\8e\9f\8c³\82Ì\94à\82ª\8aJ\82¢\82½\81B\96Ú\93I\92n\82ð\91I\82ñ\82Å\89º\82³\82¢\81B", "You open a dimensional gate. Choose a destination."));\r
- if (!dimension_door()) return NULL;\r
- }\r
- }\r
- break;\r
-\r
- case 24:\r
- if (name) return _("\92²\8d¸", "Probing");\r
- if (desc) return _("\83\82\83\93\83X\83^\81[\82Ì\91®\90«\81A\8ec\82è\91Ì\97Í\81A\8dÅ\91å\91Ì\97Í\81A\83X\83s\81[\83h\81A\90³\91Ì\82ð\92m\82é\81B",\r
- "Proves all monsters' alignment, HP, speed and their true character.");\r
-\r
- {\r
- if (cast)\r
- {\r
- probing();\r
- }\r
- }\r
- break;\r
-\r
- case 25:\r
- if (name) return _("\94\9a\94\82Ì\83\8b\81[\83\93", "Explosive Rune");\r
- if (desc) return _("\8e©\95ª\82Ì\82¢\82é\8f°\82Ì\8fã\82É\81A\83\82\83\93\83X\83^\81[\82ª\92Ê\82é\82Æ\94\9a\94\82µ\82Ä\83_\83\81\81[\83W\82ð\97^\82¦\82é\83\8b\81[\83\93\82ð\95`\82\81B",\r
- "Sets a glyph under you. The glyph will explode when a monster moves on it.");\r
-\r
- {\r
- int dice = 7;\r
- int sides = 7;\r
- int base = plev;\r
-\r
- if (info) return info_damage(dice, sides, base);\r
-\r
- if (cast)\r
- {\r
- explosive_rune();\r
- }\r
- }\r
- break;\r
-\r
- case 26:\r
- if (name) return _("\94O\93®\97Í", "Telekinesis");\r
- if (desc) return _("\83A\83C\83e\83\80\82ð\8e©\95ª\82Ì\91«\8c³\82Ö\88Ú\93®\82³\82¹\82é\81B", "Pulls a distant item close to you.");\r
-\r
- {\r
- int weight = plev * 15;\r
-\r
- if (info) return info_weight(weight);\r
-\r
- if (cast)\r
- {\r
- if (!get_aim_dir(&dir)) return NULL;\r
-\r
- fetch(dir, weight, FALSE);\r
- }\r
- }\r
- break;\r
-\r
- case 27:\r
- if (name) return _("\90ç\97¢\8aá", "Clairvoyance");\r
- if (desc) return _("\82»\82Ì\8aK\91S\91Ì\82ð\89i\8bv\82É\8fÆ\82ç\82µ\81A\83_\83\93\83W\83\87\83\93\93à\82·\82×\82Ä\82Ì\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B\82³\82ç\82É\81A\88ê\92è\8e\9e\8aÔ\83e\83\8c\83p\83V\81[\94\\97Í\82ð\93¾\82é\81B",\r
- "Maps and lights whole dungeon level. Knows all objects location. And gives telepathy for a while.");\r
-\r
- {\r
- int base = 25;\r
- int sides = 30;\r
-\r
- if (info) return info_duration(base, sides);\r
-\r
- if (cast)\r
- {\r
- chg_virtue(V_KNOWLEDGE, 1);\r
- chg_virtue(V_ENLIGHTEN, 1);\r
-\r
- wiz_lite(FALSE);\r
-\r
- if (!p_ptr->telepathy)\r
- {\r
- set_tim_esp(randint1(sides) + base, FALSE);\r
- }\r
- }\r
- }\r
- break;\r
-\r
- case 28:\r
- if (name) return _("\96£\97¹\82Ì\8e\8b\90ü", "Charm monsters");\r
- if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\96£\97¹\82·\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to charm all monsters in sight.");\r
-\r
- {\r
- int power = plev * 2;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- charm_monsters(power);\r
- }\r
- }\r
- break;\r
-\r
- case 29:\r
- if (name) return _("\98B\8bà\8fp", "Alchemy");\r
- if (desc) return _("\83A\83C\83e\83\801\82Â\82ð\82¨\8bà\82É\95Ï\82¦\82é\81B", "Turns an item into 1/3 of its value in gold.");\r
-\r
- {\r
- if (cast)\r
- {\r
- if (!alchemy()) return NULL;\r
- }\r
- }\r
- break;\r
-\r
- case 30:\r
- if (name) return _("\89ö\95¨\92Ç\95ú", "Banishment");\r
- if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\83e\83\8c\83|\81[\83g\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Teleports all monsters in sight away unless resisted.");\r
-\r
- {\r
- int power = plev * 4;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- banish_monsters(power);\r
- }\r
- }\r
- break;\r
-\r
- case 31:\r
- if (name) return _("\96³\8f\9d\82Ì\8b\85", "Globe of Invulnerability");\r
- if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\83_\83\81\81[\83W\82ð\8eó\82¯\82È\82\82È\82é\83o\83\8a\83A\82ð\92£\82é\81B\90Ø\82ê\82½\8fu\8aÔ\82É\8f\82µ\83^\81[\83\93\82ð\8fÁ\94ï\82·\82é\82Ì\82Å\92\8d\88Ó\81B",\r
- "Generates barrier which completely protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.");\r
-\r
- {\r
- int base = 4;\r
-\r
- if (info) return info_duration(base, base);\r
-\r
- if (cast)\r
- {\r
- set_invuln(randint1(base) + base, FALSE);\r
- }\r
- }\r
- break;\r
- }\r
-\r
- return "";\r
-}\r
+#include "angband.h"
+#include "cmd-spell.h"
+#include "selfinfo.h"
+
+/*!
+* @brief 仙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)
+* @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。
+*/
+cptr do_sorcery_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;
+
+ DIRECTION dir;
+ PLAYER_LEVEL plev = p_ptr->lev;
+
+ switch (spell)
+ {
+ case 0:
+ if (name) return _("モンスター感知", "Detect Monsters");
+ if (desc) return _("近くの全ての見えるモンスターを感知する。", "Detects all monsters in your vicinity unless invisible.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info) return info_radius(rad);
+
+ if (cast)
+ {
+ detect_monsters_normal(rad);
+ }
+ }
+ break;
+
+ case 1:
+ if (name) return _("ショート・テレポート", "Phase Door");
+ if (desc) return _("近距離のテレポートをする。", "Teleport short distance.");
+
+ {
+ POSITION range = 10;
+
+ if (info) return info_range(range);
+
+ if (cast)
+ {
+ teleport_player(range, 0L);
+ }
+ }
+ break;
+
+ case 2:
+ if (name) return _("罠と扉感知", "Detect Doors and Traps");
+ if (desc) return _("近くの全ての扉と罠を感知する。", "Detects traps, doors, and stairs in your vicinity.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info) return info_radius(rad);
+
+ if (cast)
+ {
+ detect_traps(rad, TRUE);
+ detect_doors(rad);
+ detect_stairs(rad);
+ }
+ }
+ break;
+
+ case 3:
+ if (name) return _("ライト・エリア", "Light Area");
+ if (desc) return _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");
+
+ {
+ DICE_NUMBER dice = 2;
+ DICE_SID sides = plev / 2;
+ POSITION rad = plev / 10 + 1;
+
+ if (info) return info_damage(dice, sides, 0);
+
+ if (cast)
+ {
+ lite_area(damroll(dice, sides), rad);
+ }
+ }
+ break;
+
+ case 4:
+ if (name) return _("パニック・モンスター", "Confuse Monster");
+ if (desc) return _("モンスター1体を混乱させる。抵抗されると無効。", "Attempts to confuse a monster.");
+
+ {
+ PLAYER_LEVEL power = (plev * 3) / 2;
+
+ if (info) return info_power(power);
+
+ if (cast)
+ {
+ if (!get_aim_dir(&dir)) return NULL;
+
+ confuse_monster(dir, power);
+ }
+ }
+ break;
+
+ case 5:
+ if (name) return _("テレポート", "Teleport");
+ if (desc) return _("遠距離のテレポートをする。", "Teleport long distance.");
+
+ {
+ POSITION range = plev * 5;
+
+ if (info) return info_range(range);
+
+ if (cast)
+ {
+ teleport_player(range, 0L);
+ }
+ }
+ break;
+
+ case 6:
+ if (name) return _("スリープ・モンスター", "Sleep Monster");
+ if (desc) return _("モンスター1体を眠らせる。抵抗されると無効。", "Attempts to sleep a monster.");
+
+ {
+ int power = plev;
+
+ if (info) return info_power(power);
+
+ if (cast)
+ {
+ if (!get_aim_dir(&dir)) return NULL;
+
+ sleep_monster(dir, plev);
+ }
+ }
+ break;
+
+ case 7:
+ if (name) return _("魔力充填", "Recharging");
+ if (desc) return _("杖/魔法棒の充填回数を増やすか、充填中のロッドの充填時間を減らす。", "Recharges staffs, wands or rods.");
+
+ {
+ int power = plev * 4;
+
+ if (info) return info_power(power);
+
+ if (cast)
+ {
+ if (!recharge(power)) return NULL;
+ }
+ }
+ break;
+
+ case 8:
+ if (name) return _("魔法の地図", "Magic Mapping");
+ if (desc) return _("周辺の地形を感知する。", "Maps nearby area.");
+
+ {
+ POSITION rad = DETECT_RAD_MAP;
+
+ if (info) return info_radius(rad);
+
+ if (cast)
+ {
+ map_area(rad);
+ }
+ }
+ break;
+
+ case 9:
+ if (name) return _("鑑定", "Identify");
+ if (desc) return _("アイテムを識別する。", "Identifies an item.");
+
+ {
+ if (cast)
+ {
+ if (!ident_spell(FALSE)) return NULL;
+ }
+ }
+ break;
+
+ case 10:
+ if (name) return _("スロウ・モンスター", "Slow Monster");
+ if (desc) return _("モンスター1体を減速さる。抵抗されると無効。", "Attempts to slow a monster.");
+
+ {
+ int power = plev;
+
+ if (info) return info_power(power);
+
+ if (cast)
+ {
+ if (!get_aim_dir(&dir)) return NULL;
+
+ slow_monster(dir, plev);
+ }
+ }
+ break;
+
+ case 11:
+ if (name) return _("周辺スリープ", "Mass Sleep");
+ if (desc) return _("視界内の全てのモンスターを眠らせる。抵抗されると無効。", "Attempts to sleep all monsters in sight.");
+
+ {
+ int power = plev;
+
+ if (info) return info_power(power);
+
+ if (cast)
+ {
+ sleep_monsters(plev);
+ }
+ }
+ break;
+
+ case 12:
+ if (name) return _("テレポート・モンスター", "Teleport Away");
+ if (desc) return _("モンスターをテレポートさせるビームを放つ。抵抗されると無効。", "Teleports all monsters on the line away unless resisted.");
+
+ {
+ int power = plev;
+
+ if (info) return info_power(power);
+
+ if (cast)
+ {
+ if (!get_aim_dir(&dir)) return NULL;
+
+ fire_beam(GF_AWAY_ALL, dir, power);
+ }
+ }
+ break;
+
+ case 13:
+ if (name) return _("スピード", "Haste Self");
+ if (desc) return _("一定時間、加速する。", "Hastes you for a while.");
+
+ {
+ int base = plev;
+ DICE_SID sides = 20 + plev;
+
+ if (info) return info_duration(base, sides);
+
+ if (cast)
+ {
+ set_fast(randint1(sides) + base, FALSE);
+ }
+ }
+ break;
+
+ case 14:
+ if (name) return _("真・感知", "Detection True");
+ if (desc) return _("近くの全てのモンスター、罠、扉、階段、財宝、そしてアイテムを感知する。",
+ "Detects all monsters, traps, doors, stairs, treasures and items in your vicinity.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info) return info_radius(rad);
+
+ if (cast)
+ {
+ detect_all(rad);
+ }
+ }
+ break;
+
+ case 15:
+ if (name) return _("真・鑑定", "Identify True");
+ if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
+
+ {
+ if (cast)
+ {
+ if (!identify_fully(FALSE)) return NULL;
+ }
+ }
+ break;
+
+ case 16:
+ if (name) return _("物体と財宝感知", "Detect items and Treasure");
+ if (desc) return _("近くの全てのアイテムと財宝を感知する。", "Detects all treasures and items in your vicinity.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info) return info_radius(rad);
+
+ if (cast)
+ {
+ detect_objects_normal(rad);
+ detect_treasure(rad);
+ detect_objects_gold(rad);
+ }
+ }
+ break;
+
+ case 17:
+ if (name) return _("チャーム・モンスター", "Charm Monster");
+ if (desc) return _("モンスター1体を魅了する。抵抗されると無効。", "Attempts to charm a monster.");
+
+ {
+ int power = plev;
+
+ if (info) return info_power(power);
+
+ if (cast)
+ {
+ if (!get_aim_dir(&dir)) return NULL;
+
+ charm_monster(dir, plev);
+ }
+ }
+ break;
+
+ case 18:
+ if (name) return _("精神感知", "Sense Minds");
+ if (desc) return _("一定時間、テレパシー能力を得る。", "Gives telepathy for a while.");
+
+ {
+ int base = 25;
+ DICE_SID sides = 30;
+
+ if (info) return info_duration(base, sides);
+
+ if (cast)
+ {
+ set_tim_esp(randint1(sides) + base, FALSE);
+ }
+ }
+ break;
+
+ case 19:
+ if (name) return _("街移動", "Teleport to town");
+ if (desc) return _("街へ移動する。地上にいるときしか使えない。", "Teleport to a town which you choose in a moment. Can only be used outdoors.");
+
+ {
+ if (cast)
+ {
+ if (!tele_town()) return NULL;
+ }
+ }
+ break;
+
+ case 20:
+ if (name) return _("自己分析", "Self Knowledge");
+ if (desc) return _("現在の自分の状態を完全に知る。",
+ "Gives you useful info regarding your current resistances, the powers of your weapon and maximum limits of your stats.");
+
+ {
+ if (cast)
+ {
+ self_knowledge();
+ }
+ }
+ break;
+
+ case 21:
+ if (name) return _("テレポート・レベル", "Teleport Level");
+ if (desc) return _("瞬時に上か下の階にテレポートする。", "Teleport to up or down stairs in a moment.");
+
+ {
+ if (cast)
+ {
+ if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return NULL;
+ teleport_level(0);
+ }
+ }
+ break;
+
+ case 22:
+ if (name) return _("帰還の呪文", "Word of Recall");
+ if (desc) return _("地上にいるときはダンジョンの最深階へ、ダンジョンにいるときは地上へと移動する。",
+ "Recalls player from dungeon to town, or from town to the deepest level of dungeon.");
+
+ {
+ int base = 15;
+ DICE_SID sides = 20;
+
+ if (info) return info_delay(base, sides);
+
+ if (cast)
+ {
+ if (!word_of_recall()) return NULL;
+ }
+ }
+ break;
+
+ case 23:
+ if (name) return _("次元の扉", "Dimension Door");
+ if (desc) return _("短距離内の指定した場所にテレポートする。", "Teleport to given location.");
+
+ {
+ POSITION range = plev / 2 + 10;
+
+ if (info) return info_range(range);
+
+ if (cast)
+ {
+ msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
+ if (!dimension_door()) return NULL;
+ }
+ }
+ break;
+
+ case 24:
+ if (name) return _("調査", "Probing");
+ if (desc) return _("モンスターの属性、残り体力、最大体力、スピード、正体を知る。",
+ "Proves all monsters' alignment, HP, speed and their true character.");
+
+ {
+ if (cast)
+ {
+ probing();
+ }
+ }
+ break;
+
+ case 25:
+ if (name) return _("爆発のルーン", "Explosive Rune");
+ if (desc) return _("自分のいる床の上に、モンスターが通ると爆発してダメージを与えるルーンを描く。",
+ "Sets a glyph under you. The glyph will explode when a monster moves on it.");
+
+ {
+ DICE_NUMBER dice = 7;
+ DICE_SID sides = 7;
+ int base = plev;
+
+ if (info) return info_damage(dice, sides, base);
+
+ if (cast)
+ {
+ explosive_rune();
+ }
+ }
+ break;
+
+ case 26:
+ if (name) return _("念動力", "Telekinesis");
+ if (desc) return _("アイテムを自分の足元へ移動させる。", "Pulls a distant item close to you.");
+
+ {
+ WEIGHT weight = plev * 15;
+
+ if (info) return info_weight(weight);
+
+ if (cast)
+ {
+ if (!get_aim_dir(&dir)) return NULL;
+
+ fetch(dir, weight, FALSE);
+ }
+ }
+ break;
+
+ case 27:
+ if (name) return _("千里眼", "Clairvoyance");
+ if (desc) return _("その階全体を永久に照らし、ダンジョン内すべてのアイテムを感知する。さらに、一定時間テレパシー能力を得る。",
+ "Maps and lights whole dungeon level. Knows all objects location. And gives telepathy for a while.");
+
+ {
+ int base = 25;
+ DICE_SID sides = 30;
+
+ if (info) return info_duration(base, sides);
+
+ if (cast)
+ {
+ chg_virtue(V_KNOWLEDGE, 1);
+ chg_virtue(V_ENLIGHTEN, 1);
+
+ wiz_lite(FALSE);
+
+ if (!p_ptr->telepathy)
+ {
+ set_tim_esp(randint1(sides) + base, FALSE);
+ }
+ }
+ }
+ break;
+
+ case 28:
+ if (name) return _("魅了の視線", "Charm monsters");
+ if (desc) return _("視界内の全てのモンスターを魅了する。抵抗されると無効。", "Attempts to charm all monsters in sight.");
+
+ {
+ int power = plev * 2;
+
+ if (info) return info_power(power);
+
+ if (cast)
+ {
+ charm_monsters(power);
+ }
+ }
+ break;
+
+ case 29:
+ if (name) return _("錬金術", "Alchemy");
+ if (desc) return _("アイテム1つをお金に変える。", "Turns an item into 1/3 of its value in gold.");
+
+ {
+ if (cast)
+ {
+ if (!alchemy()) return NULL;
+ }
+ }
+ break;
+
+ case 30:
+ if (name) return _("怪物追放", "Banishment");
+ if (desc) return _("視界内の全てのモンスターをテレポートさせる。抵抗されると無効。", "Teleports all monsters in sight away unless resisted.");
+
+ {
+ int power = plev * 4;
+
+ if (info) return info_power(power);
+
+ if (cast)
+ {
+ banish_monsters(power);
+ }
+ }
+ break;
+
+ case 31:
+ if (name) return _("無傷の球", "Globe of Invulnerability");
+ if (desc) return _("一定時間、ダメージを受けなくなるバリアを張る。切れた瞬間に少しターンを消費するので注意。",
+ "Generates barrier which completely protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.");
+
+ {
+ int base = 4;
+
+ if (info) return info_duration(base, base);
+
+ if (cast)
+ {
+ set_invuln(randint1(base) + base, FALSE);
+ }
+ }
+ break;
+ }
+
+ return "";
+}