4 #include "spells-summon.h"
5 #include "spells-status.h"
6 #include "spells-object.h"
8 #include "player-status.h"
9 #include "player-effects.h"
10 #include "targeting.h"
11 #include "player-class.h"
12 #include "player-damage.h"
13 #include "player-race.h"
16 * @brief 暗黒領域魔法の各処理を行う
17 * @param caster_ptr プレーヤーへの参照ポインタ
19 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
20 * @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。
22 concptr do_death_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
24 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
25 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
26 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
27 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
30 PLAYER_LEVEL plev = caster_ptr->lev;
35 if (name) return _("無生命感知", "Detect Unlife");
36 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.");
39 POSITION rad = DETECT_RAD_DEFAULT;
41 if (info) return info_radius(rad);
45 detect_monsters_nonliving(caster_ptr, rad);
51 if (name) return _("呪殺弾", "Malediction");
52 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。",
53 "Fires a tiny ball of evil power which hurts good monsters greatly.");
56 DICE_NUMBER dice = 3 + (plev - 1) / 5;
60 if (info) return info_damage(dice, sides, 0);
64 if (!get_aim_dir(&dir)) return NULL;
67 * A radius-0 ball may (1) be aimed at
68 * objects etc., and will affect them;
69 * (2) may be aimed at ANY visible
70 * monster, unlike a 'bolt' which must
71 * travel to the monster.
74 fire_ball(caster_ptr, GF_HELL_FIRE, dir, damroll(dice, sides), rad);
78 /* Special effect first */
79 int effect = randint1(1000);
82 fire_ball_hide(caster_ptr, GF_DEATH_RAY, dir, plev * 200, 0);
83 else if (effect < 500)
84 fire_ball_hide(caster_ptr, GF_TURN_ALL, dir, plev, 0);
85 else if (effect < 800)
86 fire_ball_hide(caster_ptr, GF_OLD_CONF, dir, plev, 0);
88 fire_ball_hide(caster_ptr, GF_STUN, dir, plev, 0);
95 if (name) return _("邪悪感知", "Detect Evil");
96 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.");
99 POSITION rad = DETECT_RAD_DEFAULT;
101 if (info) return info_radius(rad);
105 detect_monsters_evil(caster_ptr, rad);
111 if (name) return _("悪臭雲", "Stinking Cloud");
112 if (desc) return _("毒の球を放つ。", "Fires a ball of poison.");
115 HIT_POINT dam = 10 + plev / 2;
118 if (info) return info_damage(0, 0, dam);
122 if (!get_aim_dir(&dir)) return NULL;
124 fire_ball(caster_ptr, GF_POIS, dir, dam, rad);
130 if (name) return _("黒い眠り", "Black Sleep");
131 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.");
136 if (info) return info_power(power);
140 if (!get_aim_dir(&dir)) return NULL;
142 sleep_monster(dir, plev);
148 if (name) return _("耐毒", "Resist Poison");
149 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。",
150 "Gives resistance to poison. This resistance can be added to which from equipment for more powerful resistance.");
155 if (info) return info_duration(base, base);
159 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
165 if (name) return _("恐慌", "Horrify");
166 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.");
171 if (info) return info_power(power);
175 if (!get_aim_dir(&dir)) return NULL;
177 fear_monster(dir, plev);
178 stun_monster(dir, plev);
184 if (name) return _("アンデッド従属", "Enslave Undead");
185 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.");
190 if (info) return info_power(power);
194 if (!get_aim_dir(&dir)) return NULL;
196 control_one_undead(dir, plev);
202 if (name) return _("エントロピーの球", "Orb of Entropy");
203 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.");
206 DICE_NUMBER dice = 3;
208 POSITION rad = (plev < 30) ? 2 : 3;
211 if (IS_WIZARD_CLASS(caster_ptr))
212 base = plev + plev / 2;
214 base = plev + plev / 4;
217 if (info) return info_damage(dice, sides, base);
221 if (!get_aim_dir(&dir)) return NULL;
223 fire_ball(caster_ptr, GF_HYPODYNAMIA, dir, damroll(dice, sides) + base, rad);
229 if (name) return _("地獄の矢", "Nether Bolt");
230 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.");
233 DICE_NUMBER dice = 8 + (plev - 5) / 4;
236 if (info) return info_damage(dice, sides, 0);
240 if (!get_aim_dir(&dir)) return NULL;
242 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_NETHER, dir, damroll(dice, sides));
248 if (name) return _("殺戮雲", "Cloud kill");
249 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.");
252 HIT_POINT dam = (30 + plev) * 2;
253 POSITION rad = plev / 10 + 2;
255 if (info) return info_damage(0, 0, dam / 2);
259 project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_POIS, PROJECT_KILL | PROJECT_ITEM, -1);
265 if (name) return _("モンスター消滅", "Genocide One");
266 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.");
269 int power = plev + 50;
271 if (info) return info_power(power);
275 if (!get_aim_dir(&dir)) return NULL;
277 fire_ball_hide(caster_ptr, GF_GENOCIDE, dir, power, 0);
283 if (name) return _("毒の刃", "Poison Branding");
284 if (desc) return _("武器に毒の属性をつける。", "Makes current weapon poison branded.");
289 brand_weapon(caster_ptr, 3);
295 if (name) return _("吸血の矢", "Vampiric Bolt");
296 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。",
297 "Absorbs some HP from a monster and gives them to you by bolt. You will also gain nutritional sustenance from this.");
300 DICE_NUMBER dice = 1;
301 DICE_SID sides = plev * 2;
304 if (info) return info_damage(dice, sides, base);
308 HIT_POINT dam = base + damroll(dice, sides);
310 if (!get_aim_dir(&dir)) return NULL;
312 if (hypodynamic_bolt(caster_ptr, dir, dam))
314 chg_virtue(caster_ptr, V_SACRIFICE, -1);
315 chg_virtue(caster_ptr, V_VITALITY, -1);
317 hp_player(caster_ptr, dam);
320 * Gain nutritional sustenance:
323 * A Food ration gives 5000
324 * food points (by contrast)
325 * Don't ever get more than
326 * "Full" this way But if we
327 * ARE Gorged, it won't cure
330 dam = caster_ptr->food + MIN(5000, 100 * dam);
332 /* Not gorged already */
333 if (caster_ptr->food < PY_FOOD_MAX)
334 set_food(caster_ptr, dam >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dam);
341 if (name) return _("反魂の術", "Animate dead");
342 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.");
347 animate_dead(0, caster_ptr->y, caster_ptr->x);
353 if (name) return _("抹殺", "Genocide");
354 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。",
355 "Eliminates an entire class of monster, exhausting you. Powerful or unique monsters may resist.");
358 int power = plev + 50;
360 if (info) return info_power(power);
364 symbol_genocide(caster_ptr, power, TRUE);
370 if (name) return _("狂戦士化", "Berserk");
371 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.");
376 if (info) return info_duration(base, base);
380 (void)berserk(caster_ptr, base + randint1(base));
386 if (name) return _("悪霊召喚", "Invoke Spirits");
387 if (desc) return _("ランダムで様々な効果が起こる。", "Causes random effects.");
390 if (info) return KWD_RANDOM;
394 if (!get_aim_dir(&dir)) return NULL;
396 cast_invoke_spirits(caster_ptr, dir);
402 if (name) return _("暗黒の矢", "Dark Bolt");
403 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.");
406 DICE_NUMBER dice = 4 + (plev - 5) / 4;
409 if (info) return info_damage(dice, sides, 0);
413 if (!get_aim_dir(&dir)) return NULL;
415 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_DARK, dir, damroll(dice, sides));
421 if (name) return _("狂乱戦士", "Battle Frenzy");
422 if (desc) return _("狂戦士化し、恐怖を除去し、加速する。",
423 "Gives another bonus to hit and HP, immunity to fear for a while. Hastes you. But decreases AC.");
427 int sp_base = plev / 2;
428 int sp_sides = 20 + plev / 2;
430 if (info) return info_duration(b_base, b_base);
434 (void)berserk(caster_ptr, b_base + randint1(b_base));
435 set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
441 if (name) return _("吸血の刃", "Vampiric Branding");
442 if (desc) return _("武器に吸血の属性をつける。", "Makes current weapon Vampiric.");
447 brand_weapon(caster_ptr, 4);
453 if (name) return _("吸血の連矢", "Vampiric Bolts");
454 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。",
455 "Fires 3 bolts. Each of the bolts absorbs some HP from a monster and gives them to you.");
459 if (info) return format("%s3*%d", KWD_DAM, dam);
465 if (!get_aim_dir(&dir)) return NULL;
467 chg_virtue(caster_ptr, V_SACRIFICE, -1);
468 chg_virtue(caster_ptr, V_VITALITY, -1);
470 for (i = 0; i < 3; i++)
472 if (hypodynamic_bolt(caster_ptr, dir, dam))
473 hp_player(caster_ptr, dam);
480 if (name) return _("死の言魂", "Nether Wave");
481 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.");
484 DICE_SID sides = plev * 3;
486 if (info) return info_damage(1, sides, 0);
490 dispel_living(caster_ptr, randint1(sides));
496 if (name) return _("暗黒の嵐", "Darkness Storm");
497 if (desc) return _("巨大な暗黒の球を放つ。", "Fires a huge ball of darkness.");
500 HIT_POINT dam = 100 + plev * 2;
503 if (info) return info_damage(0, 0, dam);
507 if (!get_aim_dir(&dir)) return NULL;
509 fire_ball(caster_ptr, GF_DARK, dir, dam, rad);
515 if (name) return _("死の光線", "Death Ray");
516 if (desc) return _("死の光線を放つ。", "Fires a beam of death.");
521 if (!get_aim_dir(&dir)) return NULL;
523 death_ray(caster_ptr, dir, plev);
529 if (name) return _("死者召喚", "Raise the Dead");
530 if (desc) return _("1体のアンデッドを召喚する。", "Summons an undead monster.");
531 if (cast) cast_summon_undead(caster_ptr, (plev * 3) / 2);
535 if (name) return _("死者の秘伝", "Esoteria");
536 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。",
537 "Identifies an item. Or *identifies* an item at higher level.");
542 if (randint1(50) > plev)
544 if (!ident_spell(caster_ptr, FALSE)) return NULL;
548 if (!identify_fully(FALSE)) return NULL;
555 if (name) return _("吸血鬼変化", "Polymorph Vampire");
556 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。",
557 "Mimic a vampire for a while. Loses abilities of original race and gets abilities as a vampire.");
560 int base = 10 + plev / 2;
562 if (info) return info_duration(base, base);
566 set_mimic(caster_ptr, base + randint1(base), MIMIC_VAMPIRE, FALSE);
572 if (name) return _("経験値復活", "Restore Life");
573 if (desc) return _("失った経験値を回復する。", "Restore lost experience.");
578 restore_level(caster_ptr);
584 if (name) return _("周辺抹殺", "Mass Genocide");
585 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。",
586 "Eliminates all nearby monsters, exhausting you. Powerful or unique monsters may be able to resist.");
589 int power = plev + 50;
591 if (info) return info_power(power);
595 mass_genocide(caster_ptr, power, TRUE);
601 if (name) return _("地獄の劫火", "Hellfire");
602 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。",
603 "Fires a powerful ball of evil power. Hurts good monsters greatly.");
609 if (info) return info_damage(0, 0, dam);
613 if (!get_aim_dir(&dir)) return NULL;
615 fire_ball(caster_ptr, GF_HELL_FIRE, dir, dam, rad);
616 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);
622 if (name) return _("幽体化", "Wraithform");
623 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。",
624 "Becomes wraith form which gives ability to pass walls and makes all damages half.");
629 if (info) return info_duration(base, base);
633 set_wraith_form(caster_ptr, randint1(base) + base, FALSE);