5 * @brief 歌の開始を処理する / Start singing if the player is a Bard
6 * @param spell 領域魔法としてのID
10 static void start_singing(SPELL_IDX spell, MAGIC_NUM1 song)
12 /* Remember the song index */
13 SINGING_SONG_EFFECT(p_ptr) = (MAGIC_NUM1)song;
15 /* Remember the index of the spell which activated the song */
16 SINGING_SONG_ID(p_ptr) = (MAGIC_NUM2)spell;
19 /* Now the player is singing */
20 set_action(ACTION_SING);
23 /* Recalculate bonuses */
24 p_ptr->update |= (PU_BONUS);
26 /* Redraw status bar */
27 p_ptr->redraw |= (PR_STATUS);
31 * @brief 歌の停止を処理する / Stop singing if the player is a Bard
34 void stop_singing(void)
36 if (p_ptr->pclass != CLASS_BARD) return;
38 /* Are there interupted song? */
39 if (INTERUPTING_SONG_EFFECT(p_ptr))
41 /* Forget interupted song */
42 INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
46 /* The player is singing? */
47 if (!SINGING_SONG_EFFECT(p_ptr)) return;
49 /* Hack -- if called from set_action(), avoid recursive loop */
50 if (p_ptr->action == ACTION_SING) set_action(ACTION_NONE);
52 /* Message text of each song or etc. */
53 do_spell(REALM_MUSIC, SINGING_SONG_ID(p_ptr), SPELL_STOP);
55 SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
56 SINGING_SONG_ID(p_ptr) = 0;
58 /* Recalculate bonuses */
59 p_ptr->update |= (PU_BONUS);
61 /* Redraw status bar */
62 p_ptr->redraw |= (PR_STATUS);
68 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP)
69 * @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP 時はNULL文字列を返す。
71 cptr do_music_spell(SPELL_IDX spell, BIT_FLAGS mode)
73 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
74 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
75 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
76 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
77 bool fail = (mode == SPELL_FAIL) ? TRUE : FALSE;
78 bool cont = (mode == SPELL_CONT) ? TRUE : FALSE;
79 bool stop = (mode == SPELL_STOP) ? TRUE : FALSE;
80 static const char s_dam[] = _("損傷:", "dam ");
83 PLAYER_LEVEL plev = p_ptr->lev;
88 if (name) return _("遅鈍の歌", "Song of Holding");
89 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.");
91 /* Stop singing before start another */
92 if (cast || fail) stop_singing();
96 msg_print(_("ゆっくりとしたメロディを口ずさみ始めた...", "You start humming a slow, steady melody..."));
97 start_singing(spell, MUSIC_SLOW);
103 if (info) return info_power(power);
113 if (name) return _("祝福の歌", "Song of Blessing");
114 if (desc) return _("命中率とACのボーナスを得る。", "Gives bonus to hit and AC for a few turns.");
116 /* Stop singing before start another */
117 if (cast || fail) stop_singing();
121 msg_print(_("厳かなメロディを奏で始めた...", "The holy power of the Music of the Ainur enters you..."));
122 start_singing(spell, MUSIC_BLESS);
129 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
136 if (name) return _("崩壊の音色", "Wrecking Note");
137 if (desc) return _("轟音のボルトを放つ。", "Fires a bolt of sound.");
139 /* Stop singing before start another */
140 if (cast || fail) stop_singing();
143 DICE_NUMBER dice = 4 + (plev - 1) / 5;
146 if (info) return info_damage(dice, sides, 0);
150 if (!get_aim_dir(&dir)) return NULL;
152 fire_bolt(GF_SOUND, dir, damroll(dice, sides));
158 if (name) return _("朦朧の旋律", "Stun Pattern");
159 if (desc) return _("視界内の全てのモンスターを朦朧させる。抵抗されると無効。", "Attempts to stun all monsters in sight.");
161 /* Stop singing before start another */
162 if (cast || fail) stop_singing();
166 msg_print(_("眩惑させるメロディを奏で始めた...", "You weave a pattern of sounds to bewilder and daze..."));
167 start_singing(spell, MUSIC_STUN);
171 DICE_NUMBER dice = plev / 10;
174 if (info) return info_power_dice(dice, sides);
178 stun_monsters(damroll(dice, sides));
185 if (name) return _("生命の流れ", "Flow of Life");
186 if (desc) return _("体力を少し回復させる。", "Heals HP a little.");
188 /* Stop singing before start another */
189 if (cast || fail) stop_singing();
193 msg_print(_("歌を通して体に活気が戻ってきた...", "Life flows through you as you sing a song of healing..."));
194 start_singing(spell, MUSIC_L_LIFE);
198 DICE_NUMBER dice = 2;
201 if (info) return info_heal(dice, sides, 0);
205 hp_player(damroll(dice, sides));
212 if (name) return _("太陽の歌", "Song of the Sun");
213 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.");
215 /* Stop singing before start another */
216 if (cast || fail) stop_singing();
219 DICE_NUMBER dice = 2;
220 DICE_SID sides = plev / 2;
221 POSITION rad = plev / 10 + 1;
223 if (info) return info_damage(dice, sides, 0);
227 msg_print(_("光り輝く歌が辺りを照らした。", "Your uplifting song brings brightness to dark places..."));
228 lite_area(damroll(dice, sides), rad);
234 if (name) return _("恐怖の歌", "Song of Fear");
235 if (desc) return _("視界内の全てのモンスターを恐怖させる。抵抗されると無効。", "Attempts to scare all monsters in sight.");
237 /* Stop singing before start another */
238 if (cast || fail) stop_singing();
242 msg_print(_("おどろおどろしいメロディを奏で始めた...", "You start weaving a fearful pattern..."));
243 start_singing(spell, MUSIC_FEAR);
249 if (info) return info_power(power);
253 project_hack(GF_TURN_ALL, power);
260 if (name) return _("戦いの歌", "Heroic Ballad");
261 if (desc) return _("ヒーロー気分になる。", "Removes fear, and gives bonus to hit and 10 more HP for a while.");
263 /* Stop singing before start another */
264 if (cast || fail) stop_singing();
268 msg_print(_("激しい戦いの歌を歌った...", "You start singing a song of intense fighting..."));
273 /* Recalculate hitpoints */
274 p_ptr->update |= (PU_HP);
276 start_singing(spell, MUSIC_HERO);
283 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
284 /* Recalculate hitpoints */
285 p_ptr->update |= (PU_HP);
292 if (name) return _("霊的知覚", "Clairaudience");
293 if (desc) return _("近くの罠/扉/階段を感知する。レベル15で全てのモンスター、20で財宝とアイテムを感知できるようになる。レベル25で周辺の地形を感知し、40でその階全体を永久に照らし、ダンジョン内のすべてのアイテムを感知する。この効果は歌い続けることで順に起こる。",
294 "Detects traps, doors and stairs in your vicinity. And detects all monsters at level 15, treasures and items at level 20. Maps nearby area at level 25. Lights and know the whole level at level 40. These effects occurs by turns while this song continues.");
296 /* Stop singing before start another */
297 if (cast || fail) stop_singing();
301 msg_print(_("静かな音楽が感覚を研ぎ澄まさせた...", "Your quiet music sharpens your sense of hearing..."));
302 /* Hack -- Initialize the turn count */
303 SINGING_COUNT(p_ptr) = 0;
304 start_singing(spell, MUSIC_DETECT);
308 POSITION rad = DETECT_RAD_DEFAULT;
310 if (info) return info_radius(rad);
314 int count = SINGING_COUNT(p_ptr);
316 if (count >= 19) wiz_lite(FALSE);
320 if (plev > 39 && count < 19)
321 SINGING_COUNT(p_ptr) = count + 1;
325 /* There are too many hidden treasure. So... */
326 /* detect_treasure(rad); */
327 detect_objects_gold(rad);
328 detect_objects_normal(rad);
330 if (plev > 24 && count < 11)
331 SINGING_COUNT(p_ptr) = count + 1;
335 detect_monsters_invis(rad);
336 detect_monsters_normal(rad);
338 if (plev > 19 && count < 6)
339 SINGING_COUNT(p_ptr) = count + 1;
341 detect_traps(rad, TRUE);
345 if (plev > 14 && count < 3)
346 SINGING_COUNT(p_ptr) = count + 1;
353 if (name) return _("魂の歌", "Soul Shriek");
354 if (desc) return _("視界内の全てのモンスターに対して精神攻撃を行う。", "Damages all monsters in sight with PSI damages.");
356 /* Stop singing before start another */
357 if (cast || fail) stop_singing();
361 msg_print(_("精神を捻じ曲げる歌を歌った...", "You start singing a song of soul in pain..."));
362 start_singing(spell, MUSIC_PSI);
366 DICE_NUMBER dice = 1;
367 DICE_SID sides = plev * 3 / 2;
369 if (info) return info_damage(dice, sides, 0);
373 project_hack(GF_PSI, damroll(dice, sides));
380 if (name) return _("知識の歌", "Song of Lore");
381 if (desc) return _("自分のいるマスと隣りのマスに落ちているアイテムを鑑定する。", "Identifies all items which are in the adjacent squares.");
383 /* Stop singing before start another */
384 if (cast || fail) stop_singing();
388 msg_print(_("この世界の知識が流れ込んできた...", "You recall the rich lore of the world..."));
389 start_singing(spell, MUSIC_ID);
395 if (info) return info_radius(rad);
399 * MP不足で鑑定が発動される前に歌が中断してしまうのを防止。
403 project(0, rad, p_ptr->y, p_ptr->x, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
410 if (name) return _("隠遁の歌", "Hiding Tune");
411 if (desc) return _("隠密行動能力を上昇させる。", "Gives improved stealth.");
413 /* Stop singing before start another */
414 if (cast || fail) stop_singing();
418 msg_print(_("あなたの姿が景色にとけこんでいった...", "Your song carries you beyond the sight of mortal eyes..."));
419 start_singing(spell, MUSIC_STEALTH);
424 if (!p_ptr->tim_stealth)
426 msg_print(_("姿がはっきりと見えるようになった。", "You are no longer hided."));
433 if (name) return _("幻影の旋律", "Illusion Pattern");
434 if (desc) return _("視界内の全てのモンスターを混乱させる。抵抗されると無効。", "Attempts to confuse all monsters in sight.");
436 /* Stop singing before start another */
437 if (cast || fail) stop_singing();
441 msg_print(_("辺り一面に幻影が現れた...", "You weave a pattern of sounds to beguile and confuse..."));
442 start_singing(spell, MUSIC_CONF);
446 int power = plev * 2;
448 if (info) return info_power(power);
452 confuse_monsters(power);
459 if (name) return _("破滅の叫び", "Doomcall");
460 if (desc) return _("視界内の全てのモンスターに対して轟音攻撃を行う。", "Damages all monsters in sight with booming sound.");
462 /* Stop singing before start another */
463 if (cast || fail) stop_singing();
467 msg_print(_("轟音が響いた...", "The fury of the Downfall of Numenor lashes out..."));
468 start_singing(spell, MUSIC_SOUND);
472 DICE_NUMBER dice = 10 + plev / 5;
475 if (info) return info_damage(dice, sides, 0);
479 project_hack(GF_SOUND, damroll(dice, sides));
486 if (name) return _("フィリエルの歌", "Firiel's Song");
487 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.");
490 /* Stop singing before start another */
491 if (cast || fail) stop_singing();
495 msg_print(_("生命と復活のテーマを奏で始めた...", "The themes of life and revival are woven into your song..."));
496 animate_dead(0, p_ptr->y, p_ptr->x);
502 if (name) return _("旅の仲間", "Fellowship Chant");
503 if (desc) return _("視界内の全てのモンスターを魅了する。抵抗されると無効。", "Attempts to charm all monsters in sight.");
505 /* Stop singing before start another */
506 if (cast || fail) stop_singing();
510 msg_print(_("安らかなメロディを奏で始めた...", "You weave a slow, soothing melody of imploration..."));
511 start_singing(spell, MUSIC_CHARM);
515 DICE_NUMBER dice = 10 + plev / 15;
518 if (info) return info_power_dice(dice, sides);
522 charm_monsters(damroll(dice, sides));
529 if (name) return _("分解音波", "Sound of disintegration");
530 if (desc) return _("壁を掘り進む。自分の足元のアイテムは蒸発する。", "Makes you be able to burrow into walls. Objects under your feet evaporate.");
532 /* Stop singing before start another */
533 if (cast || fail) stop_singing();
537 msg_print(_("粉砕するメロディを奏で始めた...", "You weave a violent pattern of sounds to break wall."));
538 start_singing(spell, MUSIC_WALL);
544 * MP不足で効果が発動される前に歌が中断してしまうのを防止。
548 project(0, 0, p_ptr->y, p_ptr->x,
549 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
555 if (name) return _("元素耐性", "Finrod's Resistance");
556 if (desc) return _("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。",
557 "Gives resistance to fire, cold, electricity, acid and poison. These resistances can be added to which from equipment for more powerful resistances.");
559 /* Stop singing before start another */
560 if (cast || fail) stop_singing();
564 msg_print(_("元素の力に対する忍耐の歌を歌った。", "You sing a song of perseverance against powers..."));
565 start_singing(spell, MUSIC_RESIST);
570 if (!p_ptr->oppose_acid)
572 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
575 if (!p_ptr->oppose_elec)
577 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to elec."));
580 if (!p_ptr->oppose_fire)
582 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
585 if (!p_ptr->oppose_cold)
587 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
590 if (!p_ptr->oppose_pois)
592 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to pois."));
599 if (name) return _("ホビットのメロディ", "Hobbit Melodies");
600 if (desc) return _("加速する。", "Hastes you.");
602 /* Stop singing before start another */
603 if (cast || fail) stop_singing();
607 msg_print(_("軽快な歌を口ずさみ始めた...", "You start singing joyful pop song..."));
608 start_singing(spell, MUSIC_SPEED);
615 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
622 if (name) return _("歪んだ世界", "World Contortion");
623 if (desc) return _("近くのモンスターをテレポートさせる。抵抗されると無効。", "Teleports all nearby monsters away unless resisted.");
626 POSITION rad = plev / 15 + 1;
627 int power = plev * 3 + 1;
629 if (info) return info_radius(rad);
631 /* Stop singing before start another */
632 if (cast || fail) stop_singing();
636 msg_print(_("歌が空間を歪めた...", "Reality whirls wildly as you sing a dizzying melody..."));
637 project(0, rad, p_ptr->y, p_ptr->x, power, GF_AWAY_ALL, PROJECT_KILL, -1);
643 if (name) return _("退散の歌", "Dispelling chant");
644 if (desc) return _("視界内の全てのモンスターにダメージを与える。邪悪なモンスターに特に大きなダメージを与える。",
645 "Damages all monsters in sight. Hurts evil monsters greatly.");
647 /* Stop singing before start another */
648 if (cast || fail) stop_singing();
652 msg_print(_("耐えられない不協和音が敵を責め立てた...", "You cry out in an ear-wracking voice..."));
653 start_singing(spell, MUSIC_DISPEL);
657 int m_sides = plev * 3;
658 int e_sides = plev * 3;
660 if (info) return format("%s1d%d+1d%d", s_dam, m_sides, e_sides);
664 dispel_monsters(randint1(m_sides));
665 dispel_evil(randint1(e_sides));
671 if (name) return _("サルマンの甘言", "The Voice of Saruman");
672 if (desc) return _("視界内の全てのモンスターを減速させ、眠らせようとする。抵抗されると無効。", "Attempts to slow and sleep all monsters in sight.");
674 /* Stop singing before start another */
675 if (cast || fail) stop_singing();
679 msg_print(_("優しく、魅力的な歌を口ずさみ始めた...", "You start humming a gentle and attractive song..."));
680 start_singing(spell, MUSIC_SARUMAN);
686 if (info) return info_power(power);
691 sleep_monsters(plev);
698 if (name) return _("嵐の音色", "Song of the Tempest");
699 if (desc) return _("轟音のビームを放つ。", "Fires a beam of sound.");
702 DICE_NUMBER dice = 15 + (plev - 1) / 2;
705 if (info) return info_damage(dice, sides, 0);
707 /* Stop singing before start another */
708 if (cast || fail) stop_singing();
712 if (!get_aim_dir(&dir)) return NULL;
714 fire_beam(GF_SOUND, dir, damroll(dice, sides));
720 if (name) return _("もう一つの世界", "Ambarkanta");
721 if (desc) return _("現在の階を再構成する。", "Recreates current dungeon level.");
727 if (info) return info_delay(base, sides);
729 /* Stop singing before start another */
730 if (cast || fail) stop_singing();
734 msg_print(_("周囲が変化し始めた...", "You sing of the primeval shaping of Middle-earth..."));
741 if (name) return _("破壊の旋律", "Wrecking Pattern");
742 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。",
743 "Shakes dungeon structure, and results in random swapping of floors and walls.");
745 /* Stop singing before start another */
746 if (cast || fail) stop_singing();
750 msg_print(_("破壊的な歌が響きわたった...", "You weave a pattern of sounds to contort and shatter..."));
751 start_singing(spell, MUSIC_QUAKE);
757 if (info) return info_radius(rad);
761 earthquake(p_ptr->y, p_ptr->x, 10);
769 if (name) return _("停滞の歌", "Stationary Shriek");
770 if (desc) return _("視界内の全てのモンスターを麻痺させようとする。抵抗されると無効。", "Attempts to freeze all monsters in sight.");
772 /* Stop singing before start another */
773 if (cast || fail) stop_singing();
777 msg_print(_("ゆっくりとしたメロディを奏で始めた...", "You weave a very slow pattern which is almost likely to stop..."));
778 start_singing(spell, MUSIC_STASIS);
782 int power = plev * 4;
784 if (info) return info_power(power);
788 stasis_monsters(power);
795 if (name) return _("守りの歌", "Endurance");
796 if (desc) return _("自分のいる床の上に、モンスターが通り抜けたり召喚されたりすることができなくなるルーンを描く。",
797 "Sets a glyph on the floor beneath you. Monsters cannot attack you if you are on a glyph, but can try to break glyph.");
800 /* Stop singing before start another */
801 if (cast || fail) stop_singing();
805 msg_print(_("歌が神聖な場を作り出した...", "The holy power of the Music is creating sacred field..."));
812 if (name) return _("英雄の詩", "The Hero's Poem");
813 if (desc) return _("加速し、ヒーロー気分になり、視界内の全てのモンスターにダメージを与える。",
814 "Hastes you. Gives heroism. Damages all monsters in sight.");
816 /* Stop singing before start another */
817 if (cast || fail) stop_singing();
821 msg_print(_("英雄の歌を口ずさんだ...", "You chant a powerful, heroic call to arms..."));
825 /* Recalculate hitpoints */
826 p_ptr->update |= (PU_HP);
828 start_singing(spell, MUSIC_SHERO);
835 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
836 /* Recalculate hitpoints */
837 p_ptr->update |= (PU_HP);
842 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
847 DICE_NUMBER dice = 1;
848 DICE_SID sides = plev * 3;
850 if (info) return info_damage(dice, sides, 0);
854 dispel_monsters(damroll(dice, sides));
860 if (name) return _("ヤヴァンナの助け", "Relief of Yavanna");
861 if (desc) return _("強力な回復の歌で、負傷と朦朧状態も全快する。", "Powerful healing song. Also heals cut and stun completely.");
863 /* Stop singing before start another */
864 if (cast || fail) stop_singing();
868 msg_print(_("歌を通して体に活気が戻ってきた...", "Life flows through you as you sing the song..."));
869 start_singing(spell, MUSIC_H_LIFE);
873 DICE_NUMBER dice = 15;
876 if (info) return info_heal(dice, sides, 0);
880 hp_player(damroll(dice, sides));
889 if (name) return _("再生の歌", "Goddess' rebirth");
890 if (desc) return _("すべてのステータスと経験値を回復する。", "Restores all stats and experience.");
893 /* Stop singing before start another */
894 if (cast || fail) stop_singing();
898 msg_print(_("暗黒の中に光と美をふりまいた。体が元の活力を取り戻した。",
899 "You strewed light and beauty in the dark as you sing. You feel refreshed."));
900 (void)restore_all_status();
901 (void)restore_level();
907 if (name) return _("サウロンの魔術", "Wizardry of Sauron");
908 if (desc) return _("非常に強力でごく小さい轟音の球を放つ。", "Fires an extremely powerful tiny ball of sound.");
911 DICE_NUMBER dice = 50 + plev;
915 if (info) return info_damage(dice, sides, 0);
917 /* Stop singing before start another */
918 if (cast || fail) stop_singing();
922 if (!get_aim_dir(&dir)) return NULL;
924 fire_ball(GF_SOUND, dir, damroll(dice, sides), rad);
930 if (name) return _("フィンゴルフィンの挑戦", "Fingolfin's Challenge");
931 if (desc) return _("ダメージを受けなくなるバリアを張る。",
932 "Generates barrier which completely protect you from almost all damages. Takes a few your turns when the barrier breaks.");
934 /* Stop singing before start another */
935 if (cast || fail) stop_singing();
939 msg_print(_("フィンゴルフィンの冥王への挑戦を歌った...",
940 "You recall the valor of Fingolfin's challenge to the Dark Lord..."));
942 p_ptr->redraw |= (PR_MAP);
944 /* Update monsters */
945 p_ptr->update |= (PU_MONSTERS);
947 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
949 start_singing(spell, MUSIC_INVULN);
956 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
958 p_ptr->redraw |= (PR_MAP);
960 /* Update monsters */
961 p_ptr->update |= (PU_MONSTERS);
963 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);