4 #include "spells-summon.h"
5 #include "spells-status.h"
6 #include "spells-object.h"
8 #include "spells-floor.h"
12 * @brief 自然領域魔法の各処理を行う
14 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
15 * @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。
17 concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
19 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
20 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
21 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
22 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
25 PLAYER_LEVEL plev = p_ptr->lev;
30 if (name) return _("モンスター感知", "Detect Creatures");
31 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.");
34 POSITION rad = DETECT_RAD_DEFAULT;
36 if (info) return info_radius(rad);
40 detect_monsters_normal(rad);
46 if (name) return _("稲妻", "Lightning");
47 if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
50 DICE_NUMBER dice = 3 + (plev - 1) / 5;
52 POSITION range = plev / 6 + 2;
54 if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
58 project_length = range;
60 if (!get_aim_dir(&dir)) return NULL;
62 fire_beam(GF_ELEC, dir, damroll(dice, sides));
68 if (name) return _("罠と扉感知", "Detect Doors and Traps");
69 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.");
72 POSITION rad = DETECT_RAD_DEFAULT;
74 if (info) return info_radius(rad);
78 detect_traps(rad, TRUE);
86 if (name) return _("食糧生成", "Produce Food");
87 if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
92 object_type forge, *q_ptr = &forge;
93 msg_print(_("食料を生成した。", "A food ration is produced."));
95 /* Create the food ration */
96 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
98 /* Drop the object from heaven */
99 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
105 if (name) return _("日の光", "Daylight");
106 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.");
109 DICE_NUMBER dice = 2;
110 DICE_SID sides = plev / 2;
111 POSITION rad = (plev / 10) + 1;
113 if (info) return info_damage(dice, sides, 0);
117 lite_area(damroll(dice, sides), rad);
119 if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
121 msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
122 take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
129 if (name) return _("動物習し", "Animal Taming");
130 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.");
135 if (info) return info_power(power);
139 if (!get_aim_dir(&dir)) return NULL;
141 charm_animal(dir, plev);
147 if (name) return _("環境への耐性", "Resist Environment");
148 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。",
149 "Gives resistance to fire, cold and electricity for a while. These resistances can be added to which from equipment for more powerful resistances.");
154 if (info) return info_duration(base, base);
158 set_oppose_cold(randint1(base) + base, FALSE);
159 set_oppose_fire(randint1(base) + base, FALSE);
160 set_oppose_elec(randint1(base) + base, FALSE);
166 if (name) return _("傷と毒治療", "Cure Wounds & Poison");
167 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.");
170 DICE_NUMBER dice = 2;
173 if (info) return info_heal(dice, sides, 0);
177 hp_player(damroll(dice, sides));
185 if (name) return _("岩石溶解", "Stone to Mud");
186 if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
189 DICE_NUMBER dice = 1;
193 if (info) return info_damage(dice, sides, base);
197 if (!get_aim_dir(&dir)) return NULL;
199 wall_to_mud(dir, 20 + randint1(30));
205 if (name) return _("アイス・ボルト", "Frost Bolt");
206 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.");
209 DICE_NUMBER dice = 3 + (plev - 5) / 4;
212 if (info) return info_damage(dice, sides, 0);
216 if (!get_aim_dir(&dir)) return NULL;
217 fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir, damroll(dice, sides));
223 if (name) return _("自然の覚醒", "Nature Awareness");
224 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。",
225 "Maps nearby area. Detects all monsters, traps, doors and stairs.");
228 int rad1 = DETECT_RAD_MAP;
229 int rad2 = DETECT_RAD_DEFAULT;
231 if (info) return info_radius(MAX(rad1, rad2));
236 detect_traps(rad2, TRUE);
239 detect_monsters_normal(rad2);
245 if (name) return _("ファイア・ボルト", "Fire Bolt");
246 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.");
249 DICE_NUMBER dice = 5 + (plev - 5) / 4;
252 if (info) return info_damage(dice, sides, 0);
256 if (!get_aim_dir(&dir)) return NULL;
257 fire_bolt_or_beam(beam_chance() - 10, GF_FIRE, dir, damroll(dice, sides));
263 if (name) return _("太陽光線", "Ray of Sunlight");
264 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.");
267 DICE_NUMBER dice = 6;
270 if (info) return info_damage(dice, sides, 0);
274 if (!get_aim_dir(&dir)) return NULL;
275 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
276 lite_line(dir, damroll(6, 8));
282 if (name) return _("足かせ", "Entangle");
283 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.");
286 if (info) return info_power(power);
287 if (cast) slow_monsters(plev);
292 if (name) return _("動物召喚", "Summon Animal");
293 if (desc) return _("動物を1体召喚する。", "Summons an animal.");
298 if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0')))
300 msg_print(_("動物は現れなかった。", "No animals arrive."));
308 if (name) return _("薬草治療", "Herbal Healing");
309 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.");
312 if (info) return info_heal(0, 0, heal);
313 if (cast) (void)cure_critical_wounds(heal);
318 if (name) return _("階段生成", "Stair Building");
319 if (desc) return _("自分のいる位置に階段を作る。", "Creates a stair which goes down or up.");
330 if (name) return _("肌石化", "Stone Skin");
331 if (desc) return _("一定時間、ACを上昇させる。", "Gives bonus to AC for a while.");
337 if (info) return info_duration(base, sides);
341 set_shield(randint1(sides) + base, FALSE);
347 if (name) return _("真・耐性", "Resistance True");
348 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。",
349 "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.");
354 if (info) return info_duration(base, base);
358 set_oppose_acid(randint1(base) + base, FALSE);
359 set_oppose_elec(randint1(base) + base, FALSE);
360 set_oppose_fire(randint1(base) + base, FALSE);
361 set_oppose_cold(randint1(base) + base, FALSE);
362 set_oppose_pois(randint1(base) + base, FALSE);
368 if (name) return _("森林創造", "Forest Creation");
369 if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
380 if (name) return _("動物友和", "Animal Friendship");
381 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.");
384 int power = plev * 2;
385 if (info) return info_power(power);
386 if (cast) charm_animals(power);
391 if (name) return _("試金石", "Stone Tell");
392 if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
397 if (!identify_fully(FALSE)) return NULL;
403 if (name) return _("石の壁", "Wall of Stone");
404 if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
415 if (name) return _("腐食防止", "Protect from Corrosion");
416 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.");
421 if (!rustproof()) return NULL;
427 if (name) return _("地震", "Earthquake");
428 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。",
429 "Shakes dungeon structure, and results in random swapping of floors and walls.");
434 if (info) return info_radius(rad);
438 earthquake(p_ptr->y, p_ptr->x, rad);
444 if (name) return _("カマイタチ", "Whirlwind");
445 if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
446 if (cast) massacre();
450 if (name) return _("ブリザード", "Blizzard");
451 if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
454 HIT_POINT dam = 70 + plev * 3 / 2;
455 POSITION rad = plev / 12 + 1;
457 if (info) return info_damage(0, 0, dam);
461 if (!get_aim_dir(&dir)) return NULL;
463 fire_ball(GF_COLD, dir, dam, rad);
469 if (name) return _("稲妻嵐", "Lightning Storm");
470 if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
473 HIT_POINT dam = 90 + plev * 3 / 2;
474 POSITION rad = plev / 12 + 1;
476 if (info) return info_damage(0, 0, dam);
480 if (!get_aim_dir(&dir)) return NULL;
481 fire_ball(GF_ELEC, dir, dam, rad);
488 if (name) return _("渦潮", "Whirlpool");
489 if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
492 HIT_POINT dam = 100 + plev * 3 / 2;
493 POSITION rad = plev / 12 + 1;
495 if (info) return info_damage(0, 0, dam);
499 if (!get_aim_dir(&dir)) return NULL;
500 fire_ball(GF_WATER, dir, dam, rad);
506 if (name) return _("陽光召喚", "Call Sunlight");
507 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。",
508 "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
514 if (info) return info_damage(0, 0, dam / 2);
518 fire_ball(GF_LITE, 0, dam, rad);
519 chg_virtue(V_KNOWLEDGE, 1);
520 chg_virtue(V_ENLIGHTEN, 1);
523 if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
525 msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
526 take_hit(DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
533 if (name) return _("精霊の刃", "Elemental Branding");
534 if (desc) return _("武器に炎か冷気の属性をつける。", "Makes current weapon fire or frost branded.");
539 brand_weapon(randint0(2));
545 if (name) return _("自然の脅威", "Nature's Wrath");
546 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。",
547 "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
550 int d_dam = 4 * plev;
551 int b_dam = (100 + plev) * 2;
552 POSITION b_rad = 1 + plev / 12;
553 POSITION q_rad = 20 + plev / 2;
555 if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
559 dispel_monsters(d_dam);
560 earthquake(p_ptr->y, p_ptr->x, q_rad);
561 project(0, b_rad, p_ptr->y, p_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);