6 #include "spells-summon.h"
7 #include "spells-status.h"
8 #include "spells-object.h"
9 #include "spells-diceroll.h"
11 #include "spells-floor.h"
12 #include "player-race.h"
13 #include "player-effects.h"
14 #include "player-damage.h"
15 #include "targeting.h"
19 * @brief 自然領域魔法の各処理を行う
20 * @param caster_ptr プレーヤーへの参照ポインタ
22 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
23 * @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。
25 concptr do_nature_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
27 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
28 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
29 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
30 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
33 PLAYER_LEVEL plev = caster_ptr->lev;
38 if (name) return _("モンスター感知", "Detect Creatures");
39 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.");
42 POSITION rad = DETECT_RAD_DEFAULT;
44 if (info) return info_radius(rad);
48 detect_monsters_normal(caster_ptr, rad);
54 if (name) return _("稲妻", "Lightning");
55 if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
58 DICE_NUMBER dice = 3 + (plev - 1) / 5;
60 POSITION range = plev / 6 + 2;
62 if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
66 project_length = range;
68 if (!get_aim_dir(&dir)) return NULL;
70 fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
76 if (name) return _("罠と扉感知", "Detect Doors and Traps");
77 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.");
80 POSITION rad = DETECT_RAD_DEFAULT;
82 if (info) return info_radius(rad);
86 detect_traps(caster_ptr, rad, TRUE);
87 detect_doors(caster_ptr, rad);
88 detect_stairs(caster_ptr, rad);
94 if (name) return _("食糧生成", "Produce Food");
95 if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
100 object_type forge, *q_ptr = &forge;
101 msg_print(_("食料を生成した。", "A food ration is produced."));
103 /* Create the food ration */
104 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
106 /* Drop the object from heaven */
107 (void)drop_near(q_ptr, -1, caster_ptr->y, caster_ptr->x);
113 if (name) return _("日の光", "Daylight");
114 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.");
117 DICE_NUMBER dice = 2;
118 DICE_SID sides = plev / 2;
119 POSITION rad = (plev / 10) + 1;
121 if (info) return info_damage(dice, sides, 0);
125 lite_area(caster_ptr, damroll(dice, sides), rad);
127 if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
129 msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
130 take_hit(caster_ptr, DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
137 if (name) return _("動物習し", "Animal Taming");
138 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.");
143 if (info) return info_power(power);
147 if (!get_aim_dir(&dir)) return NULL;
149 charm_animal(dir, plev);
155 if (name) return _("環境への耐性", "Resist Environment");
156 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。",
157 "Gives resistance to fire, cold and electricity for a while. These resistances can be added to which from equipment for more powerful resistances.");
162 if (info) return info_duration(base, base);
166 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
167 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
168 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
174 if (name) return _("傷と毒治療", "Cure Wounds & Poison");
175 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.");
178 DICE_NUMBER dice = 2;
181 if (info) return info_heal(dice, sides, 0);
185 hp_player(caster_ptr, damroll(dice, sides));
186 set_cut(caster_ptr,0);
187 set_poisoned(caster_ptr, 0);
193 if (name) return _("岩石溶解", "Stone to Mud");
194 if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
197 DICE_NUMBER dice = 1;
201 if (info) return info_damage(dice, sides, base);
205 if (!get_aim_dir(&dir)) return NULL;
207 wall_to_mud(caster_ptr, dir, 20 + randint1(30));
213 if (name) return _("アイス・ボルト", "Frost Bolt");
214 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.");
217 DICE_NUMBER dice = 3 + (plev - 5) / 4;
220 if (info) return info_damage(dice, sides, 0);
224 if (!get_aim_dir(&dir)) return NULL;
225 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir, damroll(dice, sides));
231 if (name) return _("自然の覚醒", "Nature Awareness");
232 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。",
233 "Maps nearby area. Detects all monsters, traps, doors and stairs.");
236 int rad1 = DETECT_RAD_MAP;
237 int rad2 = DETECT_RAD_DEFAULT;
239 if (info) return info_radius(MAX(rad1, rad2));
243 map_area(caster_ptr, rad1);
244 detect_traps(caster_ptr, rad2, TRUE);
245 detect_doors(caster_ptr, rad2);
246 detect_stairs(caster_ptr, rad2);
247 detect_monsters_normal(caster_ptr, rad2);
253 if (name) return _("ファイア・ボルト", "Fire Bolt");
254 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.");
257 DICE_NUMBER dice = 5 + (plev - 5) / 4;
260 if (info) return info_damage(dice, sides, 0);
264 if (!get_aim_dir(&dir)) return NULL;
265 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_FIRE, dir, damroll(dice, sides));
271 if (name) return _("太陽光線", "Ray of Sunlight");
272 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.");
275 DICE_NUMBER dice = 6;
278 if (info) return info_damage(dice, sides, 0);
282 if (!get_aim_dir(&dir)) return NULL;
283 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
284 lite_line(caster_ptr, dir, damroll(6, 8));
290 if (name) return _("足かせ", "Entangle");
291 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.");
294 if (info) return info_power(power);
295 if (cast) slow_monsters(caster_ptr, plev);
300 if (name) return _("動物召喚", "Summon Animal");
301 if (desc) return _("動物を1体召喚する。", "Summons an animal.");
306 if (!(summon_specific(-1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
308 msg_print(_("動物は現れなかった。", "No animals arrive."));
316 if (name) return _("薬草治療", "Herbal Healing");
317 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.");
320 if (info) return info_heal(0, 0, heal);
321 if (cast) (void)cure_critical_wounds(caster_ptr, heal);
326 if (name) return _("階段生成", "Stair Building");
327 if (desc) return _("自分のいる位置に階段を作る。", "Creates a stair which goes down or up.");
332 stair_creation(caster_ptr);
338 if (name) return _("肌石化", "Stone Skin");
339 if (desc) return _("一定時間、ACを上昇させる。", "Gives bonus to AC for a while.");
345 if (info) return info_duration(base, sides);
349 set_shield(caster_ptr, randint1(sides) + base, FALSE);
355 if (name) return _("真・耐性", "Resistance True");
356 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。",
357 "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.");
362 if (info) return info_duration(base, base);
366 set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
367 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
368 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
369 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
370 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
376 if (name) return _("森林創造", "Forest Creation");
377 if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
382 tree_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
388 if (name) return _("動物友和", "Animal Friendship");
389 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.");
392 int power = plev * 2;
393 if (info) return info_power(power);
394 if (cast) charm_animals(power);
399 if (name) return _("試金石", "Stone Tell");
400 if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
405 if (!identify_fully(FALSE)) return NULL;
411 if (name) return _("石の壁", "Wall of Stone");
412 if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
417 wall_stone(caster_ptr);
423 if (name) return _("腐食防止", "Protect from Corrosion");
424 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.");
429 if (!rustproof(caster_ptr)) return NULL;
435 if (name) return _("地震", "Earthquake");
436 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。",
437 "Shakes dungeon structure, and results in random swapping of floors and walls.");
442 if (info) return info_radius(rad);
446 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
452 if (name) return _("カマイタチ", "Whirlwind");
453 if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
454 if (cast) massacre(caster_ptr);
458 if (name) return _("ブリザード", "Blizzard");
459 if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
462 HIT_POINT dam = 70 + plev * 3 / 2;
463 POSITION rad = plev / 12 + 1;
465 if (info) return info_damage(0, 0, dam);
469 if (!get_aim_dir(&dir)) return NULL;
471 fire_ball(caster_ptr, GF_COLD, dir, dam, rad);
477 if (name) return _("稲妻嵐", "Lightning Storm");
478 if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
481 HIT_POINT dam = 90 + plev * 3 / 2;
482 POSITION rad = plev / 12 + 1;
484 if (info) return info_damage(0, 0, dam);
488 if (!get_aim_dir(&dir)) return NULL;
489 fire_ball(caster_ptr, GF_ELEC, dir, dam, rad);
496 if (name) return _("渦潮", "Whirlpool");
497 if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
500 HIT_POINT dam = 100 + plev * 3 / 2;
501 POSITION rad = plev / 12 + 1;
503 if (info) return info_damage(0, 0, dam);
507 if (!get_aim_dir(&dir)) return NULL;
508 fire_ball(caster_ptr, GF_WATER, dir, dam, rad);
514 if (name) return _("陽光召喚", "Call Sunlight");
515 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。",
516 "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
522 if (info) return info_damage(0, 0, dam / 2);
526 fire_ball(caster_ptr, GF_LITE, 0, dam, rad);
527 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
528 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
529 wiz_lite(caster_ptr, FALSE);
531 if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
533 msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
534 take_hit(caster_ptr, DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
541 if (name) return _("精霊の刃", "Elemental Branding");
542 if (desc) return _("武器に炎か冷気の属性をつける。", "Makes current weapon fire or frost branded.");
547 brand_weapon(caster_ptr, randint0(2));
553 if (name) return _("自然の脅威", "Nature's Wrath");
554 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。",
555 "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
558 int d_dam = 4 * plev;
559 int b_dam = (100 + plev) * 2;
560 POSITION b_rad = 1 + plev / 12;
561 POSITION q_rad = 20 + plev / 2;
563 if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
567 dispel_monsters(caster_ptr, d_dam);
568 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
569 project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);