3 #include "spells-status.h"
4 #include "projection.h"
7 * @brief 歌の開始を処理する / Start singing if the player is a Bard
8 * @param spell 領域魔法としてのID
12 static void start_singing(SPELL_IDX spell, MAGIC_NUM1 song)
14 /* Remember the song index */
15 SINGING_SONG_EFFECT(p_ptr) = (MAGIC_NUM1)song;
17 /* Remember the index of the spell which activated the song */
18 SINGING_SONG_ID(p_ptr) = (MAGIC_NUM2)spell;
21 /* Now the player is singing */
22 set_action(ACTION_SING);
24 p_ptr->update |= (PU_BONUS);
25 p_ptr->redraw |= (PR_STATUS);
31 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP)
32 * @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。
34 concptr do_music_spell(SPELL_IDX spell, BIT_FLAGS mode)
36 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
37 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
38 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
39 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
40 bool fail = (mode == SPELL_FAIL) ? TRUE : FALSE;
41 bool cont = (mode == SPELL_CONT) ? TRUE : FALSE;
42 bool stop = (mode == SPELL_STOP) ? TRUE : FALSE;
45 PLAYER_LEVEL plev = p_ptr->lev;
50 if (name) return _("遅鈍の歌", "Song of Holding");
51 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.");
53 /* Stop singing before start another */
54 if (cast || fail) stop_singing();
58 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..."));
59 start_singing(spell, MUSIC_SLOW);
65 if (info) return info_power(power);
75 if (name) return _("祝福の歌", "Song of Blessing");
76 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.");
78 /* Stop singing before start another */
79 if (cast || fail) stop_singing();
83 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..."));
84 start_singing(spell, MUSIC_BLESS);
91 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
98 if (name) return _("崩壊の音色", "Wrecking Note");
99 if (desc) return _("轟音のボルトを放つ。", "Fires a bolt of sound.");
101 /* Stop singing before start another */
102 if (cast || fail) stop_singing();
105 DICE_NUMBER dice = 4 + (plev - 1) / 5;
108 if (info) return info_damage(dice, sides, 0);
112 if (!get_aim_dir(&dir)) return NULL;
114 fire_bolt(GF_SOUND, dir, damroll(dice, sides));
120 if (name) return _("朦朧の旋律", "Stun Pattern");
121 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.");
123 /* Stop singing before start another */
124 if (cast || fail) stop_singing();
128 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..."));
129 start_singing(spell, MUSIC_STUN);
133 DICE_NUMBER dice = plev / 10;
136 if (info) return info_power_dice(dice, sides);
140 stun_monsters(damroll(dice, sides));
147 if (name) return _("生命の流れ", "Flow of Life");
148 if (desc) return _("体力を少し回復させる。", "Heals HP a little.");
150 /* Stop singing before start another */
151 if (cast || fail) stop_singing();
155 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..."));
156 start_singing(spell, MUSIC_L_LIFE);
160 DICE_NUMBER dice = 2;
163 if (info) return info_heal(dice, sides, 0);
167 hp_player(damroll(dice, sides));
174 if (name) return _("太陽の歌", "Song of the Sun");
175 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.");
177 /* Stop singing before start another */
178 if (cast || fail) stop_singing();
181 DICE_NUMBER dice = 2;
182 DICE_SID sides = plev / 2;
183 POSITION rad = plev / 10 + 1;
185 if (info) return info_damage(dice, sides, 0);
189 msg_print(_("光り輝く歌が辺りを照らした。", "Your uplifting song brings brightness to dark places..."));
190 lite_area(damroll(dice, sides), rad);
196 if (name) return _("恐怖の歌", "Song of Fear");
197 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.");
199 /* Stop singing before start another */
200 if (cast || fail) stop_singing();
204 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..."));
205 start_singing(spell, MUSIC_FEAR);
211 if (info) return info_power(power);
215 project_all_los(GF_TURN_ALL, power);
222 if (name) return _("戦いの歌", "Heroic Ballad");
223 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.");
225 /* Stop singing before start another */
226 if (cast || fail) stop_singing();
230 msg_print(_("激しい戦いの歌を歌った...", "You start singing a song of intense fighting..."));
235 /* Recalculate hitpoints */
236 p_ptr->update |= (PU_HP);
238 start_singing(spell, MUSIC_HERO);
245 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
246 /* Recalculate hitpoints */
247 p_ptr->update |= (PU_HP);
254 if (name) return _("霊的知覚", "Clairaudience");
255 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。",
256 "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.");
258 /* Stop singing before start another */
259 if (cast || fail) stop_singing();
263 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..."));
264 /* Hack -- Initialize the turn count */
265 SINGING_COUNT(p_ptr) = 0;
266 start_singing(spell, MUSIC_DETECT);
270 POSITION rad = DETECT_RAD_DEFAULT;
272 if (info) return info_radius(rad);
276 int count = SINGING_COUNT(p_ptr);
278 if (count >= 19) wiz_lite(FALSE);
282 if (plev > 39 && count < 19)
283 SINGING_COUNT(p_ptr) = count + 1;
287 /* There are too many hidden treasure. So... */
288 /* detect_treasure(rad); */
289 detect_objects_gold(rad);
290 detect_objects_normal(rad);
292 if (plev > 24 && count < 11)
293 SINGING_COUNT(p_ptr) = count + 1;
297 detect_monsters_invis(rad);
298 detect_monsters_normal(rad);
300 if (plev > 19 && count < A_MAX)
301 SINGING_COUNT(p_ptr) = count + 1;
303 detect_traps(rad, TRUE);
307 if (plev > 14 && count < 3)
308 SINGING_COUNT(p_ptr) = count + 1;
315 if (name) return _("魂の歌", "Soul Shriek");
316 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.");
318 /* Stop singing before start another */
319 if (cast || fail) stop_singing();
323 msg_print(_("精神を捻じ曲げる歌を歌った...", "You start singing a song of soul in pain..."));
324 start_singing(spell, MUSIC_PSI);
328 DICE_NUMBER dice = 1;
329 DICE_SID sides = plev * 3 / 2;
331 if (info) return info_damage(dice, sides, 0);
335 project_all_los(GF_PSI, damroll(dice, sides));
342 if (name) return _("知識の歌", "Song of Lore");
343 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.");
345 /* Stop singing before start another */
346 if (cast || fail) stop_singing();
350 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..."));
351 start_singing(spell, MUSIC_ID);
357 if (info) return info_radius(rad);
361 * 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。
365 project(0, rad, p_ptr->y, p_ptr->x, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
372 if (name) return _("隠遁の歌", "Hiding Tune");
373 if (desc) return _("隠密行動能力を上昇させる。", "Gives improved stealth.");
375 /* Stop singing before start another */
376 if (cast || fail) stop_singing();
380 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..."));
381 start_singing(spell, MUSIC_STEALTH);
386 if (!p_ptr->tim_stealth)
388 msg_print(_("姿がはっきりと見えるようになった。", "You are no longer hided."));
395 if (name) return _("幻影の旋律", "Illusion Pattern");
396 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.");
398 /* Stop singing before start another */
399 if (cast || fail) stop_singing();
403 msg_print(_("辺り一面に幻影が現れた...", "You weave a pattern of sounds to beguile and confuse..."));
404 start_singing(spell, MUSIC_CONF);
408 POWER power = plev * 2;
410 if (info) return info_power(power);
414 confuse_monsters(power);
421 if (name) return _("破滅の叫び", "Doomcall");
422 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.");
424 /* Stop singing before start another */
425 if (cast || fail) stop_singing();
429 msg_print(_("轟音が響いた...", "The fury of the Downfall of Numenor lashes out..."));
430 start_singing(spell, MUSIC_SOUND);
434 DICE_NUMBER dice = 10 + plev / 5;
437 if (info) return info_damage(dice, sides, 0);
441 project_all_los(GF_SOUND, damroll(dice, sides));
448 if (name) return _("フィリエルの歌", "Firiel's Song");
449 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.");
452 /* Stop singing before start another */
453 if (cast || fail) stop_singing();
457 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..."));
458 animate_dead(0, p_ptr->y, p_ptr->x);
464 if (name) return _("旅の仲間", "Fellowship Chant");
465 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.");
467 /* Stop singing before start another */
468 if (cast || fail) stop_singing();
472 msg_print(_("安らかなメロディを奏で始めた...", "You weave a slow, soothing melody of imploration..."));
473 start_singing(spell, MUSIC_CHARM);
477 DICE_NUMBER dice = 10 + plev / 15;
480 if (info) return info_power_dice(dice, sides);
484 charm_monsters(damroll(dice, sides));
491 if (name) return _("分解音波", "Sound of disintegration");
492 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.");
494 /* Stop singing before start another */
495 if (cast || fail) stop_singing();
499 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."));
500 start_singing(spell, MUSIC_WALL);
506 * 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。
510 project(0, 0, p_ptr->y, p_ptr->x,
511 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
517 if (name) return _("元素耐性", "Finrod's Resistance");
518 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。",
519 "Gives resistance to fire, cold, electricity, acid and poison. These resistances can be added to which from equipment for more powerful resistances.");
521 /* Stop singing before start another */
522 if (cast || fail) stop_singing();
526 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..."));
527 start_singing(spell, MUSIC_RESIST);
532 if (!p_ptr->oppose_acid)
534 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
537 if (!p_ptr->oppose_elec)
539 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to elec."));
542 if (!p_ptr->oppose_fire)
544 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
547 if (!p_ptr->oppose_cold)
549 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
552 if (!p_ptr->oppose_pois)
554 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to pois."));
561 if (name) return _("ホビットのメロディ", "Hobbit Melodies");
562 if (desc) return _("加速する。", "Hastes you.");
564 /* Stop singing before start another */
565 if (cast || fail) stop_singing();
569 msg_print(_("軽快な歌を口ずさみ始めた...", "You start singing joyful pop song..."));
570 start_singing(spell, MUSIC_SPEED);
577 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
584 if (name) return _("歪んだ世界", "World Contortion");
585 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.");
588 POSITION rad = plev / 15 + 1;
589 POWER power = plev * 3 + 1;
591 if (info) return info_radius(rad);
593 /* Stop singing before start another */
594 if (cast || fail) stop_singing();
598 msg_print(_("歌が空間を歪めた...", "Reality whirls wildly as you sing a dizzying melody..."));
599 project(0, rad, p_ptr->y, p_ptr->x, power, GF_AWAY_ALL, PROJECT_KILL, -1);
605 if (name) return _("退散の歌", "Dispelling chant");
606 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。",
607 "Damages all monsters in sight. Hurts evil monsters greatly.");
609 /* Stop singing before start another */
610 if (cast || fail) stop_singing();
614 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..."));
615 start_singing(spell, MUSIC_DISPEL);
619 DICE_SID m_sides = plev * 3;
620 DICE_SID e_sides = plev * 3;
622 if (info) return format("%s1d%d+1d%d", KWD_DAM, m_sides, e_sides);
626 dispel_monsters(randint1(m_sides));
627 dispel_evil(randint1(e_sides));
633 if (name) return _("サルマンの甘言", "The Voice of Saruman");
634 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.");
636 /* Stop singing before start another */
637 if (cast || fail) stop_singing();
641 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..."));
642 start_singing(spell, MUSIC_SARUMAN);
648 if (info) return info_power(power);
653 sleep_monsters(plev);
660 if (name) return _("嵐の音色", "Song of the Tempest");
661 if (desc) return _("轟音のビームを放つ。", "Fires a beam of sound.");
664 DICE_NUMBER dice = 15 + (plev - 1) / 2;
667 if (info) return info_damage(dice, sides, 0);
669 /* Stop singing before start another */
670 if (cast || fail) stop_singing();
674 if (!get_aim_dir(&dir)) return NULL;
676 fire_beam(GF_SOUND, dir, damroll(dice, sides));
682 if (name) return _("もう一つの世界", "Ambarkanta");
683 if (desc) return _("現在の階を再構成する。", "Recreates current dungeon level.");
689 if (info) return info_delay(base, sides);
691 /* Stop singing before start another */
692 if (cast || fail) stop_singing();
696 msg_print(_("周囲が変化し始めた...", "You sing of the primeval shaping of Middle-earth..."));
703 if (name) return _("破壊の旋律", "Wrecking Pattern");
704 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。",
705 "Shakes dungeon structure, and results in random swapping of floors and walls.");
707 /* Stop singing before start another */
708 if (cast || fail) stop_singing();
712 msg_print(_("破壊的な歌が響きわたった...", "You weave a pattern of sounds to contort and shatter..."));
713 start_singing(spell, MUSIC_QUAKE);
719 if (info) return info_radius(rad);
723 earthquake(p_ptr->y, p_ptr->x, 10);
731 if (name) return _("停滞の歌", "Stationary Shriek");
732 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.");
734 /* Stop singing before start another */
735 if (cast || fail) stop_singing();
739 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..."));
740 start_singing(spell, MUSIC_STASIS);
744 POWER power = plev * 4;
746 if (info) return info_power(power);
750 stasis_monsters(power);
757 if (name) return _("守りの歌", "Endurance");
758 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。",
759 "Sets a glyph on the floor beneath you. Monsters cannot attack you if you are on a glyph, but can try to break glyph.");
762 /* Stop singing before start another */
763 if (cast || fail) stop_singing();
767 msg_print(_("歌が神聖な場を作り出した...", "The holy power of the Music is creating sacred field..."));
774 if (name) return _("英雄の詩", "The Hero's Poem");
775 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。",
776 "Hastes you. Gives heroism. Damages all monsters in sight.");
778 /* Stop singing before start another */
779 if (cast || fail) stop_singing();
783 msg_print(_("英雄の歌を口ずさんだ...", "You chant a powerful, heroic call to arms..."));
787 /* Recalculate hitpoints */
788 p_ptr->update |= (PU_HP);
790 start_singing(spell, MUSIC_SHERO);
797 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
798 /* Recalculate hitpoints */
799 p_ptr->update |= (PU_HP);
804 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
809 DICE_NUMBER dice = 1;
810 DICE_SID sides = plev * 3;
812 if (info) return info_damage(dice, sides, 0);
816 dispel_monsters(damroll(dice, sides));
822 if (name) return _("ヤヴァンナの助け", "Relief of Yavanna");
823 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.");
825 /* Stop singing before start another */
826 if (cast || fail) stop_singing();
830 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..."));
831 start_singing(spell, MUSIC_H_LIFE);
835 DICE_NUMBER dice = 15;
838 if (info) return info_heal(dice, sides, 0);
842 hp_player(damroll(dice, sides));
851 if (name) return _("再生の歌", "Goddess' rebirth");
852 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.");
855 /* Stop singing before start another */
856 if (cast || fail) stop_singing();
860 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。",
861 "You strewed light and beauty in the dark as you sing. You feel refreshed."));
862 (void)restore_all_status();
863 (void)restore_level();
869 if (name) return _("サウロンの魔術", "Wizardry of Sauron");
870 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.");
873 DICE_NUMBER dice = 50 + plev;
877 if (info) return info_damage(dice, sides, 0);
879 /* Stop singing before start another */
880 if (cast || fail) stop_singing();
884 if (!get_aim_dir(&dir)) return NULL;
886 fire_ball(GF_SOUND, dir, damroll(dice, sides), rad);
892 if (name) return _("フィンゴルフィンの挑戦", "Fingolfin's Challenge");
893 if (desc) return _("ダメージを受けなくなるバリアを張る。",
894 "Generates barrier which completely protect you from almost all damages. Takes a few your turns when the barrier breaks.");
896 /* Stop singing before start another */
897 if (cast || fail) stop_singing();
901 msg_print(_("フィンゴルフィンの冥王への挑戦を歌った...",
902 "You recall the valor of Fingolfin's challenge to the Dark Lord..."));
904 p_ptr->redraw |= (PR_MAP);
905 p_ptr->update |= (PU_MONSTERS);
906 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
908 start_singing(spell, MUSIC_INVULN);
915 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
917 p_ptr->redraw |= (PR_MAP);
918 p_ptr->update |= (PU_MONSTERS);
919 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);