X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Frealm-nature.c;h=460a80363bf8ea05ccb78557ee137fad536d7b6b;hb=4ab537b0157f4328c102f328f297b78be0689975;hp=a2195f932bcc37f6610de916f77ae863afb63dbb;hpb=1a75f149172b8b673d8885a6f77999ededf5dc44;p=hengband%2Fhengband.git diff --git a/src/realm-nature.c b/src/realm-nature.c index a2195f932..460a80363 100644 --- a/src/realm-nature.c +++ b/src/realm-nature.c @@ -1,567 +1,567 @@ -#include "angband.h" -#include "cmd-spell.h" -#include "projection.h" -#include "spells-summon.h" -#include "spells-status.h" -#include "avatar.h" - - -/*! -* @brief 自然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。 -*/ -concptr do_nature_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 Creatures"); - 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 _("稲妻", "Lightning"); - if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning."); - - { - DICE_NUMBER dice = 3 + (plev - 1) / 5; - DICE_SID sides = 4; - POSITION range = plev / 6 + 2; - - if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range); - - if (cast) - { - project_length = range; - - if (!get_aim_dir(&dir)) return NULL; - - fire_beam(GF_ELEC, dir, damroll(dice, sides)); - } - } - break; - - case 2: - if (name) return _("罠と扉感知", "Detect Doors and Traps"); - if (desc) return _("近くの全ての罠と扉を感知する。", "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 _("食糧生成", "Produce Food"); - if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food."); - - { - if (cast) - { - object_type forge, *q_ptr = &forge; - msg_print(_("食料を生成した。", "A food ration is produced.")); - - /* Create the food ration */ - 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); - } - } - break; - - case 4: - if (name) return _("日の光", "Daylight"); - 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); - - if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_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); - } - } - } - break; - - case 5: - if (name) return _("動物習し", "Animal Taming"); - if (desc) return _("動物1体を魅了する。抵抗されると無効。", "Attempts to charm an animal."); - - { - int power = plev; - - if (info) return info_power(power); - - if (cast) - { - if (!get_aim_dir(&dir)) return NULL; - - charm_animal(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."); - - { - int base = 20; - - if (info) return info_duration(base, base); - - if (cast) - { - set_oppose_cold(randint1(base) + base, FALSE); - set_oppose_fire(randint1(base) + base, FALSE); - set_oppose_elec(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."); - - { - DICE_NUMBER dice = 2; - DICE_SID sides = 8; - - if (info) return info_heal(dice, sides, 0); - - if (cast) - { - hp_player(damroll(dice, sides)); - set_cut(0); - set_poisoned(0); - } - } - break; - - case 8: - if (name) return _("岩石溶解", "Stone to Mud"); - if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud."); - - { - DICE_NUMBER dice = 1; - DICE_SID sides = 30; - int base = 20; - - if (info) return info_damage(dice, sides, base); - - if (cast) - { - if (!get_aim_dir(&dir)) return NULL; - - wall_to_mud(dir, 20 + randint1(30)); - } - } - break; - - case 9: - if (name) return _("アイス・ボルト", "Frost Bolt"); - if (desc) return _("冷気のボルトもしくはビームを放つ。", "Fires a bolt or beam of cold."); - - { - DICE_NUMBER dice = 3 + (plev - 5) / 4; - DICE_SID sides = 8; - - if (info) return info_damage(dice, sides, 0); - - if (cast) - { - if (!get_aim_dir(&dir)) return NULL; - fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir, damroll(dice, sides)); - } - } - break; - - case 10: - if (name) return _("自然の覚醒", "Nature Awareness"); - if (desc) return _("周辺の地形を感知し、近くの罠、扉、階段、全てのモンスターを感知する。", - "Maps nearby area. Detects all monsters, traps, doors and stairs."); - - { - int rad1 = DETECT_RAD_MAP; - int rad2 = DETECT_RAD_DEFAULT; - - if (info) return info_radius(MAX(rad1, rad2)); - - if (cast) - { - map_area(rad1); - detect_traps(rad2, TRUE); - detect_doors(rad2); - detect_stairs(rad2); - detect_monsters_normal(rad2); - } - } - break; - - case 11: - if (name) return _("ファイア・ボルト", "Fire Bolt"); - if (desc) return _("火炎のボルトもしくはビームを放つ。", "Fires a bolt or beam of fire."); - - { - DICE_NUMBER dice = 5 + (plev - 5) / 4; - DICE_SID sides = 8; - - if (info) return info_damage(dice, sides, 0); - - if (cast) - { - if (!get_aim_dir(&dir)) return NULL; - fire_bolt_or_beam(beam_chance() - 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."); - - { - DICE_NUMBER dice = 6; - DICE_SID sides = 8; - - if (info) return info_damage(dice, sides, 0); - - if (cast) - { - if (!get_aim_dir(&dir)) return NULL; - msg_print(_("太陽光線が現れた。", "A line of sunlight appears.")); - lite_line(dir, damroll(6, 8)); - } - } - break; - - case 13: - if (name) return _("足かせ", "Entangle"); - if (desc) return _("視界内の全てのモンスターを減速させる。抵抗されると無効。", "Attempts to slow all monsters in sight."); - { - int power = plev; - if (info) return info_power(power); - if (cast) slow_monsters(plev); - } - break; - - case 14: - if (name) return _("動物召喚", "Summon Animal"); - if (desc) return _("動物を1体召喚する。", "Summons an animal."); - - { - if (cast) - { - if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0'))) - { - msg_print(_("動物は現れなかった。", "No animals arrive.")); - } - break; - } - } - break; - - 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."); - { - int heal = 500; - if (info) return info_heal(0, 0, heal); - if (cast) (void)cure_critical_wounds(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 (cast) - { - stair_creation(); - } - } - 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."); - - { - int base = 20; - DICE_SID sides = 30; - - if (info) return info_duration(base, sides); - - if (cast) - { - set_shield(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."); - - { - int base = 20; - - if (info) return info_duration(base, base); - - 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); - } - } - break; - - case 19: - if (name) return _("森林創造", "Forest Creation"); - if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares."); - - { - if (cast) - { - tree_creation(); - } - } - break; - - case 20: - if (name) return _("動物友和", "Animal Friendship"); - if (desc) return _("視界内の全ての動物を魅了する。抵抗されると無効。", "Attempts to charm all animals in sight."); - - { - int power = plev * 2; - if (info) return info_power(power); - if (cast) charm_animals(power); - } - break; - - case 21: - if (name) return _("試金石", "Stone Tell"); - 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 22: - if (name) return _("石の壁", "Wall of Stone"); - if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares."); - - { - if (cast) - { - wall_stone(); - } - } - 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 (cast) - { - if (!rustproof()) return NULL; - } - } - break; - - case 24: - if (name) return _("地震", "Earthquake"); - if (desc) return _("周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。", - "Shakes dungeon structure, and results in random swapping of floors and walls."); - - { - POSITION rad = 10; - - if (info) return info_radius(rad); - - if (cast) - { - earthquake(p_ptr->y, p_ptr->x, rad); - } - } - 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(); - break; - - case 26: - if (name) return _("ブリザード", "Blizzard"); - if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold."); - - { - HIT_POINT dam = 70 + plev * 3 / 2; - POSITION rad = plev / 12 + 1; - - if (info) return info_damage(0, 0, dam); - - if (cast) - { - if (!get_aim_dir(&dir)) return NULL; - - fire_ball(GF_COLD, dir, dam, rad); - } - } - break; - - case 27: - if (name) return _("稲妻嵐", "Lightning Storm"); - if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball."); - - { - HIT_POINT dam = 90 + plev * 3 / 2; - POSITION rad = plev / 12 + 1; - - if (info) return info_damage(0, 0, dam); - - if (cast) - { - if (!get_aim_dir(&dir)) return NULL; - fire_ball(GF_ELEC, dir, dam, rad); - break; - } - } - break; - - case 28: - if (name) return _("渦潮", "Whirlpool"); - if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water."); - - { - HIT_POINT dam = 100 + plev * 3 / 2; - POSITION rad = plev / 12 + 1; - - if (info) return info_damage(0, 0, dam); - - if (cast) - { - if (!get_aim_dir(&dir)) return NULL; - fire_ball(GF_WATER, dir, dam, rad); - } - } - break; - - case 29: - if (name) return _("陽光召喚", "Call Sunlight"); - if (desc) return _("自分を中心とした光の球を発生させる。さらに、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。", - "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location."); - - { - HIT_POINT dam = 150; - POSITION rad = 8; - - if (info) return info_damage(0, 0, dam / 2); - - if (cast) - { - fire_ball(GF_LITE, 0, dam, rad); - chg_virtue(V_KNOWLEDGE, 1); - chg_virtue(V_ENLIGHTEN, 1); - wiz_lite(FALSE); - - if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_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); - } - } - } - break; - - 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 (cast) - { - brand_weapon(randint0(2)); - } - } - break; - - case 31: - if (name) return _("自然の脅威", "Nature's Wrath"); - if (desc) return _("近くの全てのモンスターにダメージを与え、地震を起こし、自分を中心とした分解の球を発生させる。", - "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you."); - - { - int d_dam = 4 * plev; - int b_dam = (100 + plev) * 2; - POSITION b_rad = 1 + plev / 12; - POSITION q_rad = 20 + plev / 2; - - if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2); - - 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); - } - } - break; - } - - return ""; -} - +#include "angband.h" +#include "cmd-spell.h" +#include "projection.h" +#include "spells-summon.h" +#include "spells-status.h" +#include "avatar.h" + + +/*! +* @brief 自然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。 +*/ +concptr do_nature_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 Creatures"); + 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 _("稲妻", "Lightning"); + if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning."); + + { + DICE_NUMBER dice = 3 + (plev - 1) / 5; + DICE_SID sides = 4; + POSITION range = plev / 6 + 2; + + if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range); + + if (cast) + { + project_length = range; + + if (!get_aim_dir(&dir)) return NULL; + + fire_beam(GF_ELEC, dir, damroll(dice, sides)); + } + } + break; + + case 2: + if (name) return _("罠と扉感知", "Detect Doors and Traps"); + if (desc) return _("近くの全ての罠と扉を感知する。", "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 _("食糧生成", "Produce Food"); + if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food."); + + { + if (cast) + { + object_type forge, *q_ptr = &forge; + msg_print(_("食料を生成した。", "A food ration is produced.")); + + /* Create the food ration */ + 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); + } + } + break; + + case 4: + if (name) return _("日の光", "Daylight"); + 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); + + if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_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); + } + } + } + break; + + case 5: + if (name) return _("動物習し", "Animal Taming"); + if (desc) return _("動物1体を魅了する。抵抗されると無効。", "Attempts to charm an animal."); + + { + int power = plev; + + if (info) return info_power(power); + + if (cast) + { + if (!get_aim_dir(&dir)) return NULL; + + charm_animal(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."); + + { + int base = 20; + + if (info) return info_duration(base, base); + + if (cast) + { + set_oppose_cold(randint1(base) + base, FALSE); + set_oppose_fire(randint1(base) + base, FALSE); + set_oppose_elec(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."); + + { + DICE_NUMBER dice = 2; + DICE_SID sides = 8; + + if (info) return info_heal(dice, sides, 0); + + if (cast) + { + hp_player(damroll(dice, sides)); + set_cut(0); + set_poisoned(0); + } + } + break; + + case 8: + if (name) return _("岩石溶解", "Stone to Mud"); + if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud."); + + { + DICE_NUMBER dice = 1; + DICE_SID sides = 30; + int base = 20; + + if (info) return info_damage(dice, sides, base); + + if (cast) + { + if (!get_aim_dir(&dir)) return NULL; + + wall_to_mud(dir, 20 + randint1(30)); + } + } + break; + + case 9: + if (name) return _("アイス・ボルト", "Frost Bolt"); + if (desc) return _("冷気のボルトもしくはビームを放つ。", "Fires a bolt or beam of cold."); + + { + DICE_NUMBER dice = 3 + (plev - 5) / 4; + DICE_SID sides = 8; + + if (info) return info_damage(dice, sides, 0); + + if (cast) + { + if (!get_aim_dir(&dir)) return NULL; + fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir, damroll(dice, sides)); + } + } + break; + + case 10: + if (name) return _("自然の覚醒", "Nature Awareness"); + if (desc) return _("周辺の地形を感知し、近くの罠、扉、階段、全てのモンスターを感知する。", + "Maps nearby area. Detects all monsters, traps, doors and stairs."); + + { + int rad1 = DETECT_RAD_MAP; + int rad2 = DETECT_RAD_DEFAULT; + + if (info) return info_radius(MAX(rad1, rad2)); + + if (cast) + { + map_area(rad1); + detect_traps(rad2, TRUE); + detect_doors(rad2); + detect_stairs(rad2); + detect_monsters_normal(rad2); + } + } + break; + + case 11: + if (name) return _("ファイア・ボルト", "Fire Bolt"); + if (desc) return _("火炎のボルトもしくはビームを放つ。", "Fires a bolt or beam of fire."); + + { + DICE_NUMBER dice = 5 + (plev - 5) / 4; + DICE_SID sides = 8; + + if (info) return info_damage(dice, sides, 0); + + if (cast) + { + if (!get_aim_dir(&dir)) return NULL; + fire_bolt_or_beam(beam_chance() - 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."); + + { + DICE_NUMBER dice = 6; + DICE_SID sides = 8; + + if (info) return info_damage(dice, sides, 0); + + if (cast) + { + if (!get_aim_dir(&dir)) return NULL; + msg_print(_("太陽光線が現れた。", "A line of sunlight appears.")); + lite_line(dir, damroll(6, 8)); + } + } + break; + + case 13: + if (name) return _("足かせ", "Entangle"); + if (desc) return _("視界内の全てのモンスターを減速させる。抵抗されると無効。", "Attempts to slow all monsters in sight."); + { + int power = plev; + if (info) return info_power(power); + if (cast) slow_monsters(plev); + } + break; + + case 14: + if (name) return _("動物召喚", "Summon Animal"); + if (desc) return _("動物を1体召喚する。", "Summons an animal."); + + { + if (cast) + { + if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0'))) + { + msg_print(_("動物は現れなかった。", "No animals arrive.")); + } + break; + } + } + break; + + 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."); + { + int heal = 500; + if (info) return info_heal(0, 0, heal); + if (cast) (void)cure_critical_wounds(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 (cast) + { + stair_creation(); + } + } + 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."); + + { + int base = 20; + DICE_SID sides = 30; + + if (info) return info_duration(base, sides); + + if (cast) + { + set_shield(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."); + + { + int base = 20; + + if (info) return info_duration(base, base); + + 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); + } + } + break; + + case 19: + if (name) return _("森林創造", "Forest Creation"); + if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares."); + + { + if (cast) + { + tree_creation(); + } + } + break; + + case 20: + if (name) return _("動物友和", "Animal Friendship"); + if (desc) return _("視界内の全ての動物を魅了する。抵抗されると無効。", "Attempts to charm all animals in sight."); + + { + int power = plev * 2; + if (info) return info_power(power); + if (cast) charm_animals(power); + } + break; + + case 21: + if (name) return _("試金石", "Stone Tell"); + 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 22: + if (name) return _("石の壁", "Wall of Stone"); + if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares."); + + { + if (cast) + { + wall_stone(); + } + } + 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 (cast) + { + if (!rustproof()) return NULL; + } + } + break; + + case 24: + if (name) return _("地震", "Earthquake"); + if (desc) return _("周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。", + "Shakes dungeon structure, and results in random swapping of floors and walls."); + + { + POSITION rad = 10; + + if (info) return info_radius(rad); + + if (cast) + { + earthquake(p_ptr->y, p_ptr->x, rad); + } + } + 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(); + break; + + case 26: + if (name) return _("ブリザード", "Blizzard"); + if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold."); + + { + HIT_POINT dam = 70 + plev * 3 / 2; + POSITION rad = plev / 12 + 1; + + if (info) return info_damage(0, 0, dam); + + if (cast) + { + if (!get_aim_dir(&dir)) return NULL; + + fire_ball(GF_COLD, dir, dam, rad); + } + } + break; + + case 27: + if (name) return _("稲妻嵐", "Lightning Storm"); + if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball."); + + { + HIT_POINT dam = 90 + plev * 3 / 2; + POSITION rad = plev / 12 + 1; + + if (info) return info_damage(0, 0, dam); + + if (cast) + { + if (!get_aim_dir(&dir)) return NULL; + fire_ball(GF_ELEC, dir, dam, rad); + break; + } + } + break; + + case 28: + if (name) return _("渦潮", "Whirlpool"); + if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water."); + + { + HIT_POINT dam = 100 + plev * 3 / 2; + POSITION rad = plev / 12 + 1; + + if (info) return info_damage(0, 0, dam); + + if (cast) + { + if (!get_aim_dir(&dir)) return NULL; + fire_ball(GF_WATER, dir, dam, rad); + } + } + break; + + case 29: + if (name) return _("陽光召喚", "Call Sunlight"); + if (desc) return _("自分を中心とした光の球を発生させる。さらに、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。", + "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location."); + + { + HIT_POINT dam = 150; + POSITION rad = 8; + + if (info) return info_damage(0, 0, dam / 2); + + if (cast) + { + fire_ball(GF_LITE, 0, dam, rad); + chg_virtue(V_KNOWLEDGE, 1); + chg_virtue(V_ENLIGHTEN, 1); + wiz_lite(FALSE); + + if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_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); + } + } + } + break; + + 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 (cast) + { + brand_weapon(randint0(2)); + } + } + break; + + case 31: + if (name) return _("自然の脅威", "Nature's Wrath"); + if (desc) return _("近くの全てのモンスターにダメージを与え、地震を起こし、自分を中心とした分解の球を発生させる。", + "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you."); + + { + int d_dam = 4 * plev; + int b_dam = (100 + plev) * 2; + POSITION b_rad = 1 + plev / 12; + POSITION q_rad = 20 + plev / 2; + + if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2); + + 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); + } + } + break; + } + + return ""; +} +