OSDN Git Service

[Refactor] #37353 自然領域処理を cmd-spell.c から realm-nature.c/h へ分離。
[hengband/hengband.git] / src / realm-nature.c
1 #include "angband.h"\r
2 #include "cmd-spell.h"\r
3 \r
4 \r
5 /*!\r
6 * @brief \8e©\91R\97Ì\88æ\96\82\96@\82Ì\8ae\8f\88\97\9d\82ð\8ds\82¤\r
7 * @param spell \96\82\96@ID\r
8 * @param mode \8f\88\97\9d\93à\97e (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)\r
9 * @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
10 */\r
11 cptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)\r
12 {\r
13         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;\r
14         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;\r
15         bool info = (mode == SPELL_INFO) ? TRUE : FALSE;\r
16         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;\r
17 \r
18         static const char s_dam[] = _("\91¹\8f\9d:", "dam ");\r
19         static const char s_rng[] = _("\8eË\92ö", "rng ");\r
20 \r
21         int dir;\r
22         int plev = p_ptr->lev;\r
23 \r
24         switch (spell)\r
25         {\r
26         case 0:\r
27                 if (name) return _("\83\82\83\93\83X\83^\81[\8a´\92m", "Detect Creatures");\r
28                 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
29 \r
30                 {\r
31                         int rad = DETECT_RAD_DEFAULT;\r
32 \r
33                         if (info) return info_radius(rad);\r
34 \r
35                         if (cast)\r
36                         {\r
37                                 detect_monsters_normal(rad);\r
38                         }\r
39                 }\r
40                 break;\r
41 \r
42         case 1:\r
43                 if (name) return _("\88î\8dÈ", "Lightning");\r
44                 if (desc) return _("\93d\8c\82\82Ì\92Z\82¢\83r\81[\83\80\82ð\95ú\82Â\81B", "Fires a short beam of lightning.");\r
45 \r
46                 {\r
47                         int dice = 3 + (plev - 1) / 5;\r
48                         int sides = 4;\r
49                         POSITION range = plev / 6 + 2;\r
50 \r
51                         if (info) return format("%s%dd%d %s%d", s_dam, dice, sides, s_rng, range);\r
52 \r
53                         if (cast)\r
54                         {\r
55                                 project_length = range;\r
56 \r
57                                 if (!get_aim_dir(&dir)) return NULL;\r
58 \r
59                                 fire_beam(GF_ELEC, dir, damroll(dice, sides));\r
60                         }\r
61                 }\r
62                 break;\r
63 \r
64         case 2:\r
65                 if (name) return _("ã©\82Æ\94à\8a´\92m", "Detect Doors and Traps");\r
66                 if (desc) return _("\8bß\82­\82Ì\91S\82Ä\82Ìã©\82Æ\94à\82ð\8a´\92m\82·\82é\81B", "Detects traps, doors, and stairs in your vicinity.");\r
67 \r
68                 {\r
69                         int rad = DETECT_RAD_DEFAULT;\r
70 \r
71                         if (info) return info_radius(rad);\r
72 \r
73                         if (cast)\r
74                         {\r
75                                 detect_traps(rad, TRUE);\r
76                                 detect_doors(rad);\r
77                                 detect_stairs(rad);\r
78                         }\r
79                 }\r
80                 break;\r
81 \r
82         case 3:\r
83                 if (name) return _("\90H\97Æ\90\90¬", "Produce Food");\r
84                 if (desc) return _("\90H\97¿\82ð\88ê\82Â\8dì\82è\8fo\82·\81B", "Produces a Ration of Food.");\r
85 \r
86                 {\r
87                         if (cast)\r
88                         {\r
89                                 object_type forge, *q_ptr = &forge;\r
90                                 msg_print(_("\90H\97¿\82ð\90\90¬\82µ\82½\81B", "A food ration is produced."));\r
91 \r
92                                 /* Create the food ration */\r
93                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));\r
94 \r
95                                 /* Drop the object from heaven */\r
96                                 drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);\r
97                         }\r
98                 }\r
99                 break;\r
100 \r
101         case 4:\r
102                 if (name) return _("\93ú\82Ì\8cõ", "Daylight");\r
103                 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
104 \r
105                 {\r
106                         int dice = 2;\r
107                         int sides = plev / 2;\r
108                         int rad = (plev / 10) + 1;\r
109 \r
110                         if (info) return info_damage(dice, sides, 0);\r
111 \r
112                         if (cast)\r
113                         {\r
114                                 lite_area(damroll(dice, sides), rad);\r
115 \r
116                                 if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)\r
117                                 {\r
118                                         msg_print(_("\93ú\82Ì\8cõ\82ª\82 \82È\82½\82Ì\93÷\91Ì\82ð\8fÅ\82ª\82µ\82½\81I", "The daylight scorches your flesh!"));\r
119                                         take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("\93ú\82Ì\8cõ", "daylight"), -1);\r
120                                 }\r
121                         }\r
122                 }\r
123                 break;\r
124 \r
125         case 5:\r
126                 if (name) return _("\93®\95¨\8fK\82µ", "Animal Taming");\r
127                 if (desc) return _("\93®\95¨1\91Ì\82ð\96£\97¹\82·\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to charm an animal.");\r
128 \r
129                 {\r
130                         int power = plev;\r
131 \r
132                         if (info) return info_power(power);\r
133 \r
134                         if (cast)\r
135                         {\r
136                                 if (!get_aim_dir(&dir)) return NULL;\r
137 \r
138                                 charm_animal(dir, power);\r
139                         }\r
140                 }\r
141                 break;\r
142 \r
143         case 6:\r
144                 if (name) return _("\8aÂ\8b«\82Ö\82Ì\91Ï\90«", "Resist Environment");\r
145                 if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\97â\8bC\81A\89\8a\81A\93d\8c\82\82É\91Î\82·\82é\91Ï\90«\82ð\93¾\82é\81B\91\95\94õ\82É\82æ\82é\91Ï\90«\82É\97Ý\90Ï\82·\82é\81B",\r
146                         "Gives resistance to fire, cold and electricity for a while. These resistances can be added to which from equipment for more powerful resistances.");\r
147 \r
148                 {\r
149                         int base = 20;\r
150 \r
151                         if (info) return info_duration(base, base);\r
152 \r
153                         if (cast)\r
154                         {\r
155                                 set_oppose_cold(randint1(base) + base, FALSE);\r
156                                 set_oppose_fire(randint1(base) + base, FALSE);\r
157                                 set_oppose_elec(randint1(base) + base, FALSE);\r
158                         }\r
159                 }\r
160                 break;\r
161 \r
162         case 7:\r
163                 if (name) return _("\8f\9d\82Æ\93Å\8e¡\97Ã", "Cure Wounds & Poison");\r
164                 if (desc) return _("\89ö\89ä\82ð\91S\89õ\82³\82¹\81A\93Å\82ð\91Ì\82©\82ç\8a®\91S\82É\8eæ\82è\8f\9c\82«\81A\91Ì\97Í\82ð\8f­\82µ\89ñ\95\9c\82³\82¹\82é\81B", "Heals all cut and poison status. Heals HP a little.");\r
165 \r
166                 {\r
167                         int dice = 2;\r
168                         int sides = 8;\r
169 \r
170                         if (info) return info_heal(dice, sides, 0);\r
171 \r
172                         if (cast)\r
173                         {\r
174                                 hp_player(damroll(dice, sides));\r
175                                 set_cut(0);\r
176                                 set_poisoned(0);\r
177                         }\r
178                 }\r
179                 break;\r
180 \r
181         case 8:\r
182                 if (name) return _("\8aâ\90Î\97n\89ð", "Stone to Mud");\r
183                 if (desc) return _("\95Ç\82ð\97n\82©\82µ\82Ä\8f°\82É\82·\82é\81B", "Turns one rock square to mud.");\r
184 \r
185                 {\r
186                         int dice = 1;\r
187                         int sides = 30;\r
188                         int base = 20;\r
189 \r
190                         if (info) return info_damage(dice, sides, base);\r
191 \r
192                         if (cast)\r
193                         {\r
194                                 if (!get_aim_dir(&dir)) return NULL;\r
195 \r
196                                 wall_to_mud(dir, 20 + randint1(30));\r
197                         }\r
198                 }\r
199                 break;\r
200 \r
201         case 9:\r
202                 if (name) return _("\83A\83C\83X\81E\83{\83\8b\83g", "Frost Bolt");\r
203                 if (desc) return _("\97â\8bC\82Ì\83{\83\8b\83g\82à\82µ\82­\82Í\83r\81[\83\80\82ð\95ú\82Â\81B", "Fires a bolt or beam of cold.");\r
204 \r
205                 {\r
206                         int dice = 3 + (plev - 5) / 4;\r
207                         int sides = 8;\r
208 \r
209                         if (info) return info_damage(dice, sides, 0);\r
210 \r
211                         if (cast)\r
212                         {\r
213                                 if (!get_aim_dir(&dir)) return NULL;\r
214                                 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir, damroll(dice, sides));\r
215                         }\r
216                 }\r
217                 break;\r
218 \r
219         case 10:\r
220                 if (name) return _("\8e©\91R\82Ì\8ao\90Á", "Nature Awareness");\r
221                 if (desc) return _("\8eü\95Ó\82Ì\92n\8c`\82ð\8a´\92m\82µ\81A\8bß\82­\82Ìã©\81A\94à\81A\8aK\92i\81A\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\8a´\92m\82·\82é\81B",\r
222                         "Maps nearby area. Detects all monsters, traps, doors and stairs.");\r
223 \r
224                 {\r
225                         int rad1 = DETECT_RAD_MAP;\r
226                         int rad2 = DETECT_RAD_DEFAULT;\r
227 \r
228                         if (info) return info_radius(MAX(rad1, rad2));\r
229 \r
230                         if (cast)\r
231                         {\r
232                                 map_area(rad1);\r
233                                 detect_traps(rad2, TRUE);\r
234                                 detect_doors(rad2);\r
235                                 detect_stairs(rad2);\r
236                                 detect_monsters_normal(rad2);\r
237                         }\r
238                 }\r
239                 break;\r
240 \r
241         case 11:\r
242                 if (name) return _("\83t\83@\83C\83A\81E\83{\83\8b\83g", "Fire Bolt");\r
243                 if (desc) return _("\89Î\89\8a\82Ì\83{\83\8b\83g\82à\82µ\82­\82Í\83r\81[\83\80\82ð\95ú\82Â\81B", "Fires a bolt or beam of fire.");\r
244 \r
245                 {\r
246                         int dice = 5 + (plev - 5) / 4;\r
247                         int sides = 8;\r
248 \r
249                         if (info) return info_damage(dice, sides, 0);\r
250 \r
251                         if (cast)\r
252                         {\r
253                                 if (!get_aim_dir(&dir)) return NULL;\r
254                                 fire_bolt_or_beam(beam_chance() - 10, GF_FIRE, dir, damroll(dice, sides));\r
255                         }\r
256                 }\r
257                 break;\r
258 \r
259         case 12:\r
260                 if (name) return _("\91¾\97z\8cõ\90ü", "Ray of Sunlight");\r
261                 if (desc) return _("\8cõ\90ü\82ð\95ú\82Â\81B\8cõ\82è\82ð\8c\99\82¤\83\82\83\93\83X\83^\81[\82É\8cø\89Ê\82ª\82 \82é\81B", "Fires a beam of light which damages to light-sensitive monsters.");\r
262 \r
263                 {\r
264                         int dice = 6;\r
265                         int sides = 8;\r
266 \r
267                         if (info) return info_damage(dice, sides, 0);\r
268 \r
269                         if (cast)\r
270                         {\r
271                                 if (!get_aim_dir(&dir)) return NULL;\r
272                                 msg_print(_("\91¾\97z\8cõ\90ü\82ª\8c»\82ê\82½\81B", "A line of sunlight appears."));\r
273                                 lite_line(dir, damroll(6, 8));\r
274                         }\r
275                 }\r
276                 break;\r
277 \r
278         case 13:\r
279                 if (name) return _("\91«\82©\82¹", "Entangle");\r
280                 if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\8c¸\91¬\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to slow all monsters in sight.");\r
281 \r
282                 {\r
283                         int power = plev;\r
284 \r
285                         if (info) return info_power(power);\r
286 \r
287                         if (cast)\r
288                         {\r
289                                 slow_monsters(plev);\r
290                         }\r
291                 }\r
292                 break;\r
293 \r
294         case 14:\r
295                 if (name) return _("\93®\95¨\8f¢\8a«", "Summon Animal");\r
296                 if (desc) return _("\93®\95¨\82ð1\91Ì\8f¢\8a«\82·\82é\81B", "Summons an animal.");\r
297 \r
298                 {\r
299                         if (cast)\r
300                         {\r
301                                 if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))\r
302                                 {\r
303                                         msg_print(_("\93®\95¨\82Í\8c»\82ê\82È\82©\82Á\82½\81B", "No animals arrive."));\r
304                                 }\r
305                                 break;\r
306                         }\r
307                 }\r
308                 break;\r
309 \r
310         case 15:\r
311                 if (name) return _("\96ò\91\90\8e¡\97Ã", "Herbal Healing");\r
312                 if (desc) return _("\91Ì\97Í\82ð\91å\95\9d\82É\89ñ\95\9c\82³\82¹\81A\95\89\8f\9d\81A\9eN\9eO\8fó\91Ô\81A\93Å\82©\82ç\91S\89õ\82·\82é\81B", "Heals HP greatly. And heals cut, stun and poison completely.");\r
313 \r
314                 {\r
315                         int heal = 500;\r
316 \r
317                         if (info) return info_heal(0, 0, heal);\r
318 \r
319                         if (cast)\r
320                         {\r
321                                 hp_player(heal);\r
322                                 set_stun(0);\r
323                                 set_cut(0);\r
324                                 set_poisoned(0);\r
325                         }\r
326                 }\r
327                 break;\r
328 \r
329         case 16:\r
330                 if (name) return _("\8aK\92i\90\90¬", "Stair Building");\r
331                 if (desc) return _("\8e©\95ª\82Ì\82¢\82é\88Ê\92u\82É\8aK\92i\82ð\8dì\82é\81B", "Creates a stair which goes down or up.");\r
332 \r
333                 {\r
334                         if (cast)\r
335                         {\r
336                                 stair_creation();\r
337                         }\r
338                 }\r
339                 break;\r
340 \r
341         case 17:\r
342                 if (name) return _("\94§\90Î\89»", "Stone Skin");\r
343                 if (desc) return _("\88ê\92è\8e\9e\8aÔ\81AAC\82ð\8fã\8f¸\82³\82¹\82é\81B", "Gives bonus to AC for a while.");\r
344 \r
345                 {\r
346                         int base = 20;\r
347                         int sides = 30;\r
348 \r
349                         if (info) return info_duration(base, sides);\r
350 \r
351                         if (cast)\r
352                         {\r
353                                 set_shield(randint1(sides) + base, FALSE);\r
354                         }\r
355                 }\r
356                 break;\r
357 \r
358         case 18:\r
359                 if (name) return _("\90^\81E\91Ï\90«", "Resistance True");\r
360                 if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\8e_\81A\93d\8c\82\81A\89\8a\81A\97â\8bC\81A\93Å\82É\91Î\82·\82é\91Ï\90«\82ð\93¾\82é\81B\91\95\94õ\82É\82æ\82é\91Ï\90«\82É\97Ý\90Ï\82·\82é\81B",\r
361                         "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.");\r
362 \r
363                 {\r
364                         int base = 20;\r
365 \r
366                         if (info) return info_duration(base, base);\r
367 \r
368                         if (cast)\r
369                         {\r
370                                 set_oppose_acid(randint1(base) + base, FALSE);\r
371                                 set_oppose_elec(randint1(base) + base, FALSE);\r
372                                 set_oppose_fire(randint1(base) + base, FALSE);\r
373                                 set_oppose_cold(randint1(base) + base, FALSE);\r
374                                 set_oppose_pois(randint1(base) + base, FALSE);\r
375                         }\r
376                 }\r
377                 break;\r
378 \r
379         case 19:\r
380                 if (name) return _("\90X\97Ñ\91n\91¢", "Forest Creation");\r
381                 if (desc) return _("\8eü\88Í\82É\96Ø\82ð\8dì\82è\8fo\82·\81B", "Creates trees in all adjacent squares.");\r
382 \r
383                 {\r
384                         if (cast)\r
385                         {\r
386                                 tree_creation();\r
387                         }\r
388                 }\r
389                 break;\r
390 \r
391         case 20:\r
392                 if (name) return _("\93®\95¨\97F\98a", "Animal Friendship");\r
393                 if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\93®\95¨\82ð\96£\97¹\82·\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to charm all animals in sight.");\r
394 \r
395                 {\r
396                         int power = plev * 2;\r
397 \r
398                         if (info) return info_power(power);\r
399 \r
400                         if (cast)\r
401                         {\r
402                                 charm_animals(power);\r
403                         }\r
404                 }\r
405                 break;\r
406 \r
407         case 21:\r
408                 if (name) return _("\8e\8e\8bà\90Î", "Stone Tell");\r
409                 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
410 \r
411                 {\r
412                         if (cast)\r
413                         {\r
414                                 if (!identify_fully(FALSE)) return NULL;\r
415                         }\r
416                 }\r
417                 break;\r
418 \r
419         case 22:\r
420                 if (name) return _("\90Î\82Ì\95Ç", "Wall of Stone");\r
421                 if (desc) return _("\8e©\95ª\82Ì\8eü\88Í\82É\89Ô\9b¼\8aâ\82Ì\95Ç\82ð\8dì\82é\81B", "Creates granite walls in all adjacent squares.");\r
422 \r
423                 {\r
424                         if (cast)\r
425                         {\r
426                                 wall_stone();\r
427                         }\r
428                 }\r
429                 break;\r
430 \r
431         case 23:\r
432                 if (name) return _("\95\85\90H\96h\8e~", "Protect from Corrosion");\r
433                 if (desc) return _("\83A\83C\83e\83\80\82ð\8e_\82Å\8f\9d\82Â\82©\82È\82¢\82æ\82¤\89Á\8dH\82·\82é\81B", "Makes an equipment acid-proof.");\r
434 \r
435                 {\r
436                         if (cast)\r
437                         {\r
438                                 if (!rustproof()) return NULL;\r
439                         }\r
440                 }\r
441                 break;\r
442 \r
443         case 24:\r
444                 if (name) return _("\92n\90k", "Earthquake");\r
445                 if (desc) return _("\8eü\88Í\82Ì\83_\83\93\83W\83\87\83\93\82ð\97h\82ç\82µ\81A\95Ç\82Æ\8f°\82ð\83\89\83\93\83_\83\80\82É\93ü\82ê\95Ï\82¦\82é\81B",\r
446                         "Shakes dungeon structure, and results in random swapping of floors and walls.");\r
447 \r
448                 {\r
449                         int rad = 10;\r
450 \r
451                         if (info) return info_radius(rad);\r
452 \r
453                         if (cast)\r
454                         {\r
455                                 earthquake(p_ptr->y, p_ptr->x, rad);\r
456                         }\r
457                 }\r
458                 break;\r
459 \r
460         case 25:\r
461                 if (name) return _("\83J\83}\83C\83^\83`", "Cyclone");\r
462                 if (desc) return _("\91S\95û\8cü\82É\8cü\82©\82Á\82Ä\8dU\8c\82\82·\82é\81B", "Attacks all adjacent monsters.");\r
463 \r
464                 {\r
465                         if (cast)\r
466                         {\r
467                                 int y = 0, x = 0;\r
468                                 cave_type       *c_ptr;\r
469                                 monster_type    *m_ptr;\r
470 \r
471                                 for (dir = 0; dir < 8; dir++)\r
472                                 {\r
473                                         y = p_ptr->y + ddy_ddd[dir];\r
474                                         x = p_ptr->x + ddx_ddd[dir];\r
475                                         c_ptr = &cave[y][x];\r
476 \r
477                                         /* Get the monster */\r
478                                         m_ptr = &m_list[c_ptr->m_idx];\r
479 \r
480                                         /* Hack -- attack monsters */\r
481                                         if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))\r
482                                                 py_attack(y, x, 0);\r
483                                 }\r
484                         }\r
485                 }\r
486                 break;\r
487 \r
488         case 26:\r
489                 if (name) return _("\83u\83\8a\83U\81[\83h", "Blizzard");\r
490                 if (desc) return _("\8b\90\91å\82È\97â\8bC\82Ì\8b\85\82ð\95ú\82Â\81B", "Fires a huge ball of cold.");\r
491 \r
492                 {\r
493                         HIT_POINT dam = 70 + plev * 3 / 2;\r
494                         int rad = plev / 12 + 1;\r
495 \r
496                         if (info) return info_damage(0, 0, dam);\r
497 \r
498                         if (cast)\r
499                         {\r
500                                 if (!get_aim_dir(&dir)) return NULL;\r
501 \r
502                                 fire_ball(GF_COLD, dir, dam, rad);\r
503                         }\r
504                 }\r
505                 break;\r
506 \r
507         case 27:\r
508                 if (name) return _("\88î\8dÈ\97\92", "Lightning Storm");\r
509                 if (desc) return _("\8b\90\91å\82È\93d\8c\82\82Ì\8b\85\82ð\95ú\82Â\81B", "Fires a huge electric ball.");\r
510 \r
511                 {\r
512                         HIT_POINT dam = 90 + plev * 3 / 2;\r
513                         int rad = plev / 12 + 1;\r
514 \r
515                         if (info) return info_damage(0, 0, dam);\r
516 \r
517                         if (cast)\r
518                         {\r
519                                 if (!get_aim_dir(&dir)) return NULL;\r
520                                 fire_ball(GF_ELEC, dir, dam, rad);\r
521                                 break;\r
522                         }\r
523                 }\r
524                 break;\r
525 \r
526         case 28:\r
527                 if (name) return _("\89Q\92ª", "Whirlpool");\r
528                 if (desc) return _("\8b\90\91å\82È\90\85\82Ì\8b\85\82ð\95ú\82Â\81B", "Fires a huge ball of water.");\r
529 \r
530                 {\r
531                         HIT_POINT dam = 100 + plev * 3 / 2;\r
532                         int rad = plev / 12 + 1;\r
533 \r
534                         if (info) return info_damage(0, 0, dam);\r
535 \r
536                         if (cast)\r
537                         {\r
538                                 if (!get_aim_dir(&dir)) return NULL;\r
539                                 fire_ball(GF_WATER, dir, dam, rad);\r
540                         }\r
541                 }\r
542                 break;\r
543 \r
544         case 29:\r
545                 if (name) return _("\97z\8cõ\8f¢\8a«", "Call Sunlight");\r
546                 if (desc) return _("\8e©\95ª\82ð\92\86\90S\82Æ\82µ\82½\8cõ\82Ì\8b\85\82ð\94­\90\82³\82¹\82é\81B\82³\82ç\82É\81A\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",\r
547                         "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");\r
548 \r
549                 {\r
550                         HIT_POINT dam = 150;\r
551                         int rad = 8;\r
552 \r
553                         if (info) return info_damage(0, 0, dam / 2);\r
554 \r
555                         if (cast)\r
556                         {\r
557                                 fire_ball(GF_LITE, 0, dam, rad);\r
558                                 chg_virtue(V_KNOWLEDGE, 1);\r
559                                 chg_virtue(V_ENLIGHTEN, 1);\r
560                                 wiz_lite(FALSE);\r
561 \r
562                                 if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)\r
563                                 {\r
564                                         msg_print(_("\93ú\8cõ\82ª\82 \82È\82½\82Ì\93÷\91Ì\82ð\8fÅ\82ª\82µ\82½\81I", "The sunlight scorches your flesh!"));\r
565                                         take_hit(DAMAGE_NOESCAPE, 50, _("\93ú\8cõ", "sunlight"), -1);\r
566                                 }\r
567                         }\r
568                 }\r
569                 break;\r
570 \r
571         case 30:\r
572                 if (name) return _("\90¸\97ì\82Ì\90n", "Elemental Branding");\r
573                 if (desc) return _("\95\90\8aí\82É\89\8a\82©\97â\8bC\82Ì\91®\90«\82ð\82Â\82¯\82é\81B", "Makes current weapon fire or frost branded.");\r
574 \r
575                 {\r
576                         if (cast)\r
577                         {\r
578                                 brand_weapon(randint0(2));\r
579                         }\r
580                 }\r
581                 break;\r
582 \r
583         case 31:\r
584                 if (name) return _("\8e©\91R\82Ì\8bº\88Ð", "Nature's Wrath");\r
585                 if (desc) return _("\8bß\82­\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82É\83_\83\81\81[\83W\82ð\97^\82¦\81A\92n\90k\82ð\8bN\82±\82µ\81A\8e©\95ª\82ð\92\86\90S\82Æ\82µ\82½\95ª\89ð\82Ì\8b\85\82ð\94­\90\82³\82¹\82é\81B",\r
586                         "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");\r
587 \r
588                 {\r
589                         int d_dam = 4 * plev;\r
590                         int b_dam = (100 + plev) * 2;\r
591                         int b_rad = 1 + plev / 12;\r
592                         int q_rad = 20 + plev / 2;\r
593 \r
594                         if (info) return format("%s%d+%d", s_dam, d_dam, b_dam / 2);\r
595 \r
596                         if (cast)\r
597                         {\r
598                                 dispel_monsters(d_dam);\r
599                                 earthquake(p_ptr->y, p_ptr->x, q_rad);\r
600                                 project(0, b_rad, p_ptr->y, p_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);\r
601                         }\r
602                 }\r
603                 break;\r
604         }\r
605 \r
606         return "";\r
607 }\r
608 \r