3 #include "projection.h"
4 #include "spells-summon.h"
5 #include "spells-status.h"
10 * @brief 自然領域魔法の各処理を行う
12 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
13 * @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。
15 concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
17 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
18 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
19 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
20 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
23 PLAYER_LEVEL plev = p_ptr->lev;
28 if (name) return _("モンスター感知", "Detect Creatures");
29 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.");
32 POSITION rad = DETECT_RAD_DEFAULT;
34 if (info) return info_radius(rad);
38 detect_monsters_normal(rad);
44 if (name) return _("稲妻", "Lightning");
45 if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
48 DICE_NUMBER dice = 3 + (plev - 1) / 5;
50 POSITION range = plev / 6 + 2;
52 if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
56 project_length = range;
58 if (!get_aim_dir(&dir)) return NULL;
60 fire_beam(GF_ELEC, dir, damroll(dice, sides));
66 if (name) return _("罠と扉感知", "Detect Doors and Traps");
67 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.");
70 POSITION rad = DETECT_RAD_DEFAULT;
72 if (info) return info_radius(rad);
76 detect_traps(rad, TRUE);
84 if (name) return _("食糧生成", "Produce Food");
85 if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
90 object_type forge, *q_ptr = &forge;
91 msg_print(_("食料を生成した。", "A food ration is produced."));
93 /* Create the food ration */
94 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
96 /* Drop the object from heaven */
97 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
103 if (name) return _("日の光", "Daylight");
104 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.");
107 DICE_NUMBER dice = 2;
108 DICE_SID sides = plev / 2;
109 POSITION rad = (plev / 10) + 1;
111 if (info) return info_damage(dice, sides, 0);
115 lite_area(damroll(dice, sides), rad);
117 if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
119 msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
120 take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
127 if (name) return _("動物習し", "Animal Taming");
128 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.");
133 if (info) return info_power(power);
137 if (!get_aim_dir(&dir)) return NULL;
139 charm_animal(dir, plev);
145 if (name) return _("環境への耐性", "Resist Environment");
146 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。",
147 "Gives resistance to fire, cold and electricity for a while. These resistances can be added to which from equipment for more powerful resistances.");
152 if (info) return info_duration(base, base);
156 set_oppose_cold(randint1(base) + base, FALSE);
157 set_oppose_fire(randint1(base) + base, FALSE);
158 set_oppose_elec(randint1(base) + base, FALSE);
164 if (name) return _("傷と毒治療", "Cure Wounds & Poison");
165 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.");
168 DICE_NUMBER dice = 2;
171 if (info) return info_heal(dice, sides, 0);
175 hp_player(damroll(dice, sides));
183 if (name) return _("岩石溶解", "Stone to Mud");
184 if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
187 DICE_NUMBER dice = 1;
191 if (info) return info_damage(dice, sides, base);
195 if (!get_aim_dir(&dir)) return NULL;
197 wall_to_mud(dir, 20 + randint1(30));
203 if (name) return _("アイス・ボルト", "Frost Bolt");
204 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.");
207 DICE_NUMBER dice = 3 + (plev - 5) / 4;
210 if (info) return info_damage(dice, sides, 0);
214 if (!get_aim_dir(&dir)) return NULL;
215 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir, damroll(dice, sides));
221 if (name) return _("自然の覚醒", "Nature Awareness");
222 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。",
223 "Maps nearby area. Detects all monsters, traps, doors and stairs.");
226 int rad1 = DETECT_RAD_MAP;
227 int rad2 = DETECT_RAD_DEFAULT;
229 if (info) return info_radius(MAX(rad1, rad2));
234 detect_traps(rad2, TRUE);
237 detect_monsters_normal(rad2);
243 if (name) return _("ファイア・ボルト", "Fire Bolt");
244 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.");
247 DICE_NUMBER dice = 5 + (plev - 5) / 4;
250 if (info) return info_damage(dice, sides, 0);
254 if (!get_aim_dir(&dir)) return NULL;
255 fire_bolt_or_beam(beam_chance() - 10, GF_FIRE, dir, damroll(dice, sides));
261 if (name) return _("太陽光線", "Ray of Sunlight");
262 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.");
265 DICE_NUMBER dice = 6;
268 if (info) return info_damage(dice, sides, 0);
272 if (!get_aim_dir(&dir)) return NULL;
273 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
274 lite_line(dir, damroll(6, 8));
280 if (name) return _("足かせ", "Entangle");
281 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.");
284 if (info) return info_power(power);
285 if (cast) slow_monsters(plev);
290 if (name) return _("動物召喚", "Summon Animal");
291 if (desc) return _("動物を1体召喚する。", "Summons an animal.");
296 if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0')))
298 msg_print(_("動物は現れなかった。", "No animals arrive."));
306 if (name) return _("薬草治療", "Herbal Healing");
307 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.");
310 if (info) return info_heal(0, 0, heal);
311 if (cast) (void)cure_critical_wounds(heal);
316 if (name) return _("階段生成", "Stair Building");
317 if (desc) return _("自分のいる位置に階段を作る。", "Creates a stair which goes down or up.");
328 if (name) return _("肌石化", "Stone Skin");
329 if (desc) return _("一定時間、ACを上昇させる。", "Gives bonus to AC for a while.");
335 if (info) return info_duration(base, sides);
339 set_shield(randint1(sides) + base, FALSE);
345 if (name) return _("真・耐性", "Resistance True");
346 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。",
347 "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.");
352 if (info) return info_duration(base, base);
356 set_oppose_acid(randint1(base) + base, FALSE);
357 set_oppose_elec(randint1(base) + base, FALSE);
358 set_oppose_fire(randint1(base) + base, FALSE);
359 set_oppose_cold(randint1(base) + base, FALSE);
360 set_oppose_pois(randint1(base) + base, FALSE);
366 if (name) return _("森林創造", "Forest Creation");
367 if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
378 if (name) return _("動物友和", "Animal Friendship");
379 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.");
382 int power = plev * 2;
383 if (info) return info_power(power);
384 if (cast) charm_animals(power);
389 if (name) return _("試金石", "Stone Tell");
390 if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
395 if (!identify_fully(FALSE)) return NULL;
401 if (name) return _("石の壁", "Wall of Stone");
402 if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
413 if (name) return _("腐食防止", "Protect from Corrosion");
414 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.");
419 if (!rustproof()) return NULL;
425 if (name) return _("地震", "Earthquake");
426 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。",
427 "Shakes dungeon structure, and results in random swapping of floors and walls.");
432 if (info) return info_radius(rad);
436 earthquake(p_ptr->y, p_ptr->x, rad);
442 if (name) return _("カマイタチ", "Whirlwind");
443 if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
444 if (cast) massacre();
448 if (name) return _("ブリザード", "Blizzard");
449 if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
452 HIT_POINT dam = 70 + plev * 3 / 2;
453 POSITION rad = plev / 12 + 1;
455 if (info) return info_damage(0, 0, dam);
459 if (!get_aim_dir(&dir)) return NULL;
461 fire_ball(GF_COLD, dir, dam, rad);
467 if (name) return _("稲妻嵐", "Lightning Storm");
468 if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
471 HIT_POINT dam = 90 + plev * 3 / 2;
472 POSITION rad = plev / 12 + 1;
474 if (info) return info_damage(0, 0, dam);
478 if (!get_aim_dir(&dir)) return NULL;
479 fire_ball(GF_ELEC, dir, dam, rad);
486 if (name) return _("渦潮", "Whirlpool");
487 if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
490 HIT_POINT dam = 100 + plev * 3 / 2;
491 POSITION rad = plev / 12 + 1;
493 if (info) return info_damage(0, 0, dam);
497 if (!get_aim_dir(&dir)) return NULL;
498 fire_ball(GF_WATER, dir, dam, rad);
504 if (name) return _("陽光召喚", "Call Sunlight");
505 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。",
506 "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
512 if (info) return info_damage(0, 0, dam / 2);
516 fire_ball(GF_LITE, 0, dam, rad);
517 chg_virtue(V_KNOWLEDGE, 1);
518 chg_virtue(V_ENLIGHTEN, 1);
521 if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
523 msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
524 take_hit(DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
531 if (name) return _("精霊の刃", "Elemental Branding");
532 if (desc) return _("武器に炎か冷気の属性をつける。", "Makes current weapon fire or frost branded.");
537 brand_weapon(randint0(2));
543 if (name) return _("自然の脅威", "Nature's Wrath");
544 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。",
545 "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
548 int d_dam = 4 * plev;
549 int b_dam = (100 + plev) * 2;
550 POSITION b_rad = 1 + plev / 12;
551 POSITION q_rad = 20 + plev / 2;
553 if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
557 dispel_monsters(d_dam);
558 earthquake(p_ptr->y, p_ptr->x, q_rad);
559 project(0, b_rad, p_ptr->y, p_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);