4 #include "spells-summon.h"
5 #include "spells-status.h"
6 #include "spells-object.h"
7 #include "spells-diceroll.h"
9 #include "player-status.h"
10 #include "player-effects.h"
11 #include "targeting.h"
12 #include "player-class.h"
13 #include "player-damage.h"
14 #include "player-race.h"
17 * @brief 暗黒領域魔法の各処理を行う
18 * @param caster_ptr プレーヤーへの参照ポインタ
20 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
21 * @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。
23 concptr do_death_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
25 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
26 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
27 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
28 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
31 PLAYER_LEVEL plev = caster_ptr->lev;
36 if (name) return _("無生命感知", "Detect Unlife");
37 if (desc) return _("近くの生命のないモンスターを感知する。", "Detects all nonliving monsters in your vicinity.");
40 POSITION rad = DETECT_RAD_DEFAULT;
42 if (info) return info_radius(rad);
46 detect_monsters_nonliving(caster_ptr, rad);
52 if (name) return _("呪殺弾", "Malediction");
53 if (desc) return _("ごく小さな邪悪な力を持つボールを放つ。善良なモンスターには大きなダメージを与える。",
54 "Fires a tiny ball of evil power which hurts good monsters greatly.");
57 DICE_NUMBER dice = 3 + (plev - 1) / 5;
61 if (info) return info_damage(dice, sides, 0);
65 if (!get_aim_dir(&dir)) return NULL;
68 * A radius-0 ball may (1) be aimed at
69 * objects etc., and will affect them;
70 * (2) may be aimed at ANY visible
71 * monster, unlike a 'bolt' which must
72 * travel to the monster.
75 fire_ball(caster_ptr, GF_HELL_FIRE, dir, damroll(dice, sides), rad);
79 /* Special effect first */
80 int effect = randint1(1000);
83 fire_ball_hide(caster_ptr, GF_DEATH_RAY, dir, plev * 200, 0);
84 else if (effect < 500)
85 fire_ball_hide(caster_ptr, GF_TURN_ALL, dir, plev, 0);
86 else if (effect < 800)
87 fire_ball_hide(caster_ptr, GF_OLD_CONF, dir, plev, 0);
89 fire_ball_hide(caster_ptr, GF_STUN, dir, plev, 0);
96 if (name) return _("邪悪感知", "Detect Evil");
97 if (desc) return _("近くの邪悪なモンスターを感知する。", "Detects all evil monsters in your vicinity.");
100 POSITION rad = DETECT_RAD_DEFAULT;
102 if (info) return info_radius(rad);
106 detect_monsters_evil(caster_ptr, rad);
112 if (name) return _("悪臭雲", "Stinking Cloud");
113 if (desc) return _("毒の球を放つ。", "Fires a ball of poison.");
116 HIT_POINT dam = 10 + plev / 2;
119 if (info) return info_damage(0, 0, dam);
123 if (!get_aim_dir(&dir)) return NULL;
125 fire_ball(caster_ptr, GF_POIS, dir, dam, rad);
131 if (name) return _("黒い眠り", "Black Sleep");
132 if (desc) return _("1体のモンスターを眠らせる。抵抗されると無効。", "Attempts to sleep a monster.");
137 if (info) return info_power(power);
141 if (!get_aim_dir(&dir)) return NULL;
143 sleep_monster(dir, plev);
149 if (name) return _("耐毒", "Resist Poison");
150 if (desc) return _("一定時間、毒への耐性を得る。装備による耐性に累積する。",
151 "Gives resistance to poison. This resistance can be added to which from equipment for more powerful resistance.");
156 if (info) return info_duration(base, base);
160 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
166 if (name) return _("恐慌", "Horrify");
167 if (desc) return _("モンスター1体を恐怖させ、朦朧させる。抵抗されると無効。", "Attempts to scare and stun a monster.");
172 if (info) return info_power(power);
176 if (!get_aim_dir(&dir)) return NULL;
178 fear_monster(dir, plev);
179 stun_monster(dir, plev);
185 if (name) return _("アンデッド従属", "Enslave Undead");
186 if (desc) return _("アンデッド1体を魅了する。抵抗されると無効。", "Attempts to charm an undead monster.");
191 if (info) return info_power(power);
195 if (!get_aim_dir(&dir)) return NULL;
197 control_one_undead(caster_ptr, dir, plev);
203 if (name) return _("エントロピーの球", "Orb of Entropy");
204 if (desc) return _("生命のある者のHPと最大HP双方にダメージを与える効果のある球を放つ。", "Fires a ball which damages to both HP and MaxHP of living monsters.");
207 DICE_NUMBER dice = 3;
209 POSITION rad = (plev < 30) ? 2 : 3;
212 if (IS_WIZARD_CLASS(caster_ptr))
213 base = plev + plev / 2;
215 base = plev + plev / 4;
218 if (info) return info_damage(dice, sides, base);
222 if (!get_aim_dir(&dir)) return NULL;
224 fire_ball(caster_ptr, GF_HYPODYNAMIA, dir, damroll(dice, sides) + base, rad);
230 if (name) return _("地獄の矢", "Nether Bolt");
231 if (desc) return _("地獄のボルトもしくはビームを放つ。", "Fires a bolt or beam of nether.");
234 DICE_NUMBER dice = 8 + (plev - 5) / 4;
237 if (info) return info_damage(dice, sides, 0);
241 if (!get_aim_dir(&dir)) return NULL;
243 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_NETHER, dir, damroll(dice, sides));
249 if (name) return _("殺戮雲", "Cloud kill");
250 if (desc) return _("自分を中心とした毒の球を発生させる。", "Generate a ball of poison centered on you.");
253 HIT_POINT dam = (30 + plev) * 2;
254 POSITION rad = plev / 10 + 2;
256 if (info) return info_damage(0, 0, dam / 2);
260 project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_POIS, PROJECT_KILL | PROJECT_ITEM, -1);
266 if (name) return _("モンスター消滅", "Genocide One");
267 if (desc) return _("モンスター1体を消し去る。経験値やアイテムは手に入らない。抵抗されると無効。", "Attempts to vanish a monster.");
270 int power = plev + 50;
272 if (info) return info_power(power);
276 if (!get_aim_dir(&dir)) return NULL;
278 fire_ball_hide(caster_ptr, GF_GENOCIDE, dir, power, 0);
284 if (name) return _("毒の刃", "Poison Branding");
285 if (desc) return _("武器に毒の属性をつける。", "Makes current weapon poison branded.");
290 brand_weapon(caster_ptr, 3);
296 if (name) return _("吸血の矢", "Vampiric Bolt");
297 if (desc) return _("ボルトによりモンスター1体から生命力を吸いとる。吸いとった生命力によって満腹度が上がる。",
298 "Absorbs some HP from a monster and gives them to you by bolt. You will also gain nutritional sustenance from this.");
301 DICE_NUMBER dice = 1;
302 DICE_SID sides = plev * 2;
305 if (info) return info_damage(dice, sides, base);
309 HIT_POINT dam = base + damroll(dice, sides);
311 if (!get_aim_dir(&dir)) return NULL;
313 if (hypodynamic_bolt(caster_ptr, dir, dam))
315 chg_virtue(caster_ptr, V_SACRIFICE, -1);
316 chg_virtue(caster_ptr, V_VITALITY, -1);
318 hp_player(caster_ptr, dam);
321 * Gain nutritional sustenance:
324 * A Food ration gives 5000
325 * food points (by contrast)
326 * Don't ever get more than
327 * "Full" this way But if we
328 * ARE Gorged, it won't cure
331 dam = caster_ptr->food + MIN(5000, 100 * dam);
333 /* Not gorged already */
334 if (caster_ptr->food < PY_FOOD_MAX)
335 set_food(caster_ptr, dam >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dam);
342 if (name) return _("反魂の術", "Animate dead");
343 if (desc) return _("周囲の死体や骨を生き返す。", "Resurrects nearby corpse and skeletons. And makes these your pets.");
348 animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x);
354 if (name) return _("抹殺", "Genocide");
355 if (desc) return _("指定した文字のモンスターを現在の階から消し去る。抵抗されると無効。",
356 "Eliminates an entire class of monster, exhausting you. Powerful or unique monsters may resist.");
359 int power = plev + 50;
361 if (info) return info_power(power);
365 symbol_genocide(caster_ptr, power, TRUE);
371 if (name) return _("狂戦士化", "Berserk");
372 if (desc) return _("狂戦士化し、恐怖を除去する。", "Gives bonus to hit and HP, immunity to fear for a while. But decreases AC.");
377 if (info) return info_duration(base, base);
381 (void)berserk(caster_ptr, base + randint1(base));
387 if (name) return _("悪霊召喚", "Invoke Spirits");
388 if (desc) return _("ランダムで様々な効果が起こる。", "Causes random effects.");
391 if (info) return KWD_RANDOM;
395 if (!get_aim_dir(&dir)) return NULL;
397 cast_invoke_spirits(caster_ptr, dir);
403 if (name) return _("暗黒の矢", "Dark Bolt");
404 if (desc) return _("暗黒のボルトもしくはビームを放つ。", "Fires a bolt or beam of darkness.");
407 DICE_NUMBER dice = 4 + (plev - 5) / 4;
410 if (info) return info_damage(dice, sides, 0);
414 if (!get_aim_dir(&dir)) return NULL;
416 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_DARK, dir, damroll(dice, sides));
422 if (name) return _("狂乱戦士", "Battle Frenzy");
423 if (desc) return _("狂戦士化し、恐怖を除去し、加速する。",
424 "Gives another bonus to hit and HP, immunity to fear for a while. Hastes you. But decreases AC.");
428 int sp_base = plev / 2;
429 int sp_sides = 20 + plev / 2;
431 if (info) return info_duration(b_base, b_base);
435 (void)berserk(caster_ptr, b_base + randint1(b_base));
436 set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
442 if (name) return _("吸血の刃", "Vampiric Branding");
443 if (desc) return _("武器に吸血の属性をつける。", "Makes current weapon Vampiric.");
448 brand_weapon(caster_ptr, 4);
454 if (name) return _("吸血の連矢", "Vampiric Bolts");
455 if (desc) return _("3連射のボルトによりモンスター1体から生命力を吸いとる。吸いとった生命力によって体力が回復する。",
456 "Fires 3 bolts. Each of the bolts absorbs some HP from a monster and gives them to you.");
460 if (info) return format("%s3*%d", KWD_DAM, dam);
466 if (!get_aim_dir(&dir)) return NULL;
468 chg_virtue(caster_ptr, V_SACRIFICE, -1);
469 chg_virtue(caster_ptr, V_VITALITY, -1);
471 for (i = 0; i < 3; i++)
473 if (hypodynamic_bolt(caster_ptr, dir, dam))
474 hp_player(caster_ptr, dam);
481 if (name) return _("死の言魂", "Nether Wave");
482 if (desc) return _("視界内の生命のあるモンスターにダメージを与える。", "Damages all living monsters in sight.");
485 DICE_SID sides = plev * 3;
487 if (info) return info_damage(1, sides, 0);
491 dispel_living(caster_ptr, randint1(sides));
497 if (name) return _("暗黒の嵐", "Darkness Storm");
498 if (desc) return _("巨大な暗黒の球を放つ。", "Fires a huge ball of darkness.");
501 HIT_POINT dam = 100 + plev * 2;
504 if (info) return info_damage(0, 0, dam);
508 if (!get_aim_dir(&dir)) return NULL;
510 fire_ball(caster_ptr, GF_DARK, dir, dam, rad);
516 if (name) return _("死の光線", "Death Ray");
517 if (desc) return _("死の光線を放つ。", "Fires a beam of death.");
522 if (!get_aim_dir(&dir)) return NULL;
524 death_ray(caster_ptr, dir, plev);
530 if (name) return _("死者召喚", "Raise the Dead");
531 if (desc) return _("1体のアンデッドを召喚する。", "Summons an undead monster.");
532 if (cast) cast_summon_undead(caster_ptr, (plev * 3) / 2);
536 if (name) return _("死者の秘伝", "Esoteria");
537 if (desc) return _("アイテムを1つ識別する。レベルが高いとアイテムの能力を完全に知ることができる。",
538 "Identifies an item. Or *identifies* an item at higher level.");
543 if (randint1(50) > plev)
545 if (!ident_spell(caster_ptr, FALSE)) return NULL;
549 if (!identify_fully(FALSE)) return NULL;
556 if (name) return _("吸血鬼変化", "Polymorph Vampire");
557 if (desc) return _("一定時間、吸血鬼に変化する。変化している間は本来の種族の能力を失い、代わりに吸血鬼としての能力を得る。",
558 "Mimic a vampire for a while. Loses abilities of original race and gets abilities as a vampire.");
561 int base = 10 + plev / 2;
563 if (info) return info_duration(base, base);
567 set_mimic(caster_ptr, base + randint1(base), MIMIC_VAMPIRE, FALSE);
573 if (name) return _("経験値復活", "Restore Life");
574 if (desc) return _("失った経験値を回復する。", "Restore lost experience.");
579 restore_level(caster_ptr);
585 if (name) return _("周辺抹殺", "Mass Genocide");
586 if (desc) return _("自分の周囲にいるモンスターを現在の階から消し去る。抵抗されると無効。",
587 "Eliminates all nearby monsters, exhausting you. Powerful or unique monsters may be able to resist.");
590 int power = plev + 50;
592 if (info) return info_power(power);
596 mass_genocide(caster_ptr, power, TRUE);
602 if (name) return _("地獄の劫火", "Hellfire");
603 if (desc) return _("邪悪な力を持つ宝珠を放つ。善良なモンスターには大きなダメージを与える。",
604 "Fires a powerful ball of evil power. Hurts good monsters greatly.");
610 if (info) return info_damage(0, 0, dam);
614 if (!get_aim_dir(&dir)) return NULL;
616 fire_ball(caster_ptr, GF_HELL_FIRE, dir, dam, rad);
617 take_hit(caster_ptr, DAMAGE_USELIFE, 20 + randint1(30), _("地獄の劫火の呪文を唱えた疲労", "the strain of casting Hellfire"), -1);
623 if (name) return _("幽体化", "Wraithform");
624 if (desc) return _("一定時間、壁を通り抜けることができ受けるダメージが軽減される幽体の状態に変身する。",
625 "Becomes wraith form which gives ability to pass walls and makes all damages half.");
630 if (info) return info_duration(base, base);
634 set_wraith_form(caster_ptr, randint1(base) + base, FALSE);