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);
26 /* Redraw status bar */
27 p_ptr->redraw |= (PR_STATUS);
33 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP)
34 * @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。
36 concptr do_music_spell(SPELL_IDX spell, BIT_FLAGS mode)
38 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
39 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
40 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
41 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
42 bool fail = (mode == SPELL_FAIL) ? TRUE : FALSE;
43 bool cont = (mode == SPELL_CONT) ? TRUE : FALSE;
44 bool stop = (mode == SPELL_STOP) ? TRUE : FALSE;
47 PLAYER_LEVEL plev = p_ptr->lev;
52 if (name) return _("遅鈍の歌", "Song of Holding");
53 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.");
55 /* Stop singing before start another */
56 if (cast || fail) stop_singing();
60 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..."));
61 start_singing(spell, MUSIC_SLOW);
67 if (info) return info_power(power);
77 if (name) return _("祝福の歌", "Song of Blessing");
78 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.");
80 /* Stop singing before start another */
81 if (cast || fail) stop_singing();
85 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..."));
86 start_singing(spell, MUSIC_BLESS);
93 msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
100 if (name) return _("崩壊の音色", "Wrecking Note");
101 if (desc) return _("轟音のボルトを放つ。", "Fires a bolt of sound.");
103 /* Stop singing before start another */
104 if (cast || fail) stop_singing();
107 DICE_NUMBER dice = 4 + (plev - 1) / 5;
110 if (info) return info_damage(dice, sides, 0);
114 if (!get_aim_dir(&dir)) return NULL;
116 fire_bolt(GF_SOUND, dir, damroll(dice, sides));
122 if (name) return _("朦朧の旋律", "Stun Pattern");
123 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.");
125 /* Stop singing before start another */
126 if (cast || fail) stop_singing();
130 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..."));
131 start_singing(spell, MUSIC_STUN);
135 DICE_NUMBER dice = plev / 10;
138 if (info) return info_power_dice(dice, sides);
142 stun_monsters(damroll(dice, sides));
149 if (name) return _("生命の流れ", "Flow of Life");
150 if (desc) return _("体力を少し回復させる。", "Heals HP a little.");
152 /* Stop singing before start another */
153 if (cast || fail) stop_singing();
157 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..."));
158 start_singing(spell, MUSIC_L_LIFE);
162 DICE_NUMBER dice = 2;
165 if (info) return info_heal(dice, sides, 0);
169 hp_player(damroll(dice, sides));
176 if (name) return _("太陽の歌", "Song of the Sun");
177 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.");
179 /* Stop singing before start another */
180 if (cast || fail) stop_singing();
183 DICE_NUMBER dice = 2;
184 DICE_SID sides = plev / 2;
185 POSITION rad = plev / 10 + 1;
187 if (info) return info_damage(dice, sides, 0);
191 msg_print(_("光り輝く歌が辺りを照らした。", "Your uplifting song brings brightness to dark places..."));
192 lite_area(damroll(dice, sides), rad);
198 if (name) return _("恐怖の歌", "Song of Fear");
199 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.");
201 /* Stop singing before start another */
202 if (cast || fail) stop_singing();
206 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..."));
207 start_singing(spell, MUSIC_FEAR);
213 if (info) return info_power(power);
217 project_all_los(GF_TURN_ALL, power);
224 if (name) return _("戦いの歌", "Heroic Ballad");
225 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.");
227 /* Stop singing before start another */
228 if (cast || fail) stop_singing();
232 msg_print(_("激しい戦いの歌を歌った...", "You start singing a song of intense fighting..."));
237 /* Recalculate hitpoints */
238 p_ptr->update |= (PU_HP);
240 start_singing(spell, MUSIC_HERO);
247 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
248 /* Recalculate hitpoints */
249 p_ptr->update |= (PU_HP);
256 if (name) return _("霊的知覚", "Clairaudience");
257 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。",
258 "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.");
260 /* Stop singing before start another */
261 if (cast || fail) stop_singing();
265 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..."));
266 /* Hack -- Initialize the turn count */
267 SINGING_COUNT(p_ptr) = 0;
268 start_singing(spell, MUSIC_DETECT);
272 POSITION rad = DETECT_RAD_DEFAULT;
274 if (info) return info_radius(rad);
278 int count = SINGING_COUNT(p_ptr);
280 if (count >= 19) wiz_lite(FALSE);
284 if (plev > 39 && count < 19)
285 SINGING_COUNT(p_ptr) = count + 1;
289 /* There are too many hidden treasure. So... */
290 /* detect_treasure(rad); */
291 detect_objects_gold(rad);
292 detect_objects_normal(rad);
294 if (plev > 24 && count < 11)
295 SINGING_COUNT(p_ptr) = count + 1;
299 detect_monsters_invis(rad);
300 detect_monsters_normal(rad);
302 if (plev > 19 && count < A_MAX)
303 SINGING_COUNT(p_ptr) = count + 1;
305 detect_traps(rad, TRUE);
309 if (plev > 14 && count < 3)
310 SINGING_COUNT(p_ptr) = count + 1;
317 if (name) return _("魂の歌", "Soul Shriek");
318 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.");
320 /* Stop singing before start another */
321 if (cast || fail) stop_singing();
325 msg_print(_("精神を捻じ曲げる歌を歌った...", "You start singing a song of soul in pain..."));
326 start_singing(spell, MUSIC_PSI);
330 DICE_NUMBER dice = 1;
331 DICE_SID sides = plev * 3 / 2;
333 if (info) return info_damage(dice, sides, 0);
337 project_all_los(GF_PSI, damroll(dice, sides));
344 if (name) return _("知識の歌", "Song of Lore");
345 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.");
347 /* Stop singing before start another */
348 if (cast || fail) stop_singing();
352 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..."));
353 start_singing(spell, MUSIC_ID);
359 if (info) return info_radius(rad);
363 * 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。
367 project(0, rad, p_ptr->y, p_ptr->x, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
374 if (name) return _("隠遁の歌", "Hiding Tune");
375 if (desc) return _("隠密行動能力を上昇させる。", "Gives improved stealth.");
377 /* Stop singing before start another */
378 if (cast || fail) stop_singing();
382 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..."));
383 start_singing(spell, MUSIC_STEALTH);
388 if (!p_ptr->tim_stealth)
390 msg_print(_("姿がはっきりと見えるようになった。", "You are no longer hided."));
397 if (name) return _("幻影の旋律", "Illusion Pattern");
398 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.");
400 /* Stop singing before start another */
401 if (cast || fail) stop_singing();
405 msg_print(_("辺り一面に幻影が現れた...", "You weave a pattern of sounds to beguile and confuse..."));
406 start_singing(spell, MUSIC_CONF);
410 POWER power = plev * 2;
412 if (info) return info_power(power);
416 confuse_monsters(power);
423 if (name) return _("破滅の叫び", "Doomcall");
424 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.");
426 /* Stop singing before start another */
427 if (cast || fail) stop_singing();
431 msg_print(_("轟音が響いた...", "The fury of the Downfall of Numenor lashes out..."));
432 start_singing(spell, MUSIC_SOUND);
436 DICE_NUMBER dice = 10 + plev / 5;
439 if (info) return info_damage(dice, sides, 0);
443 project_all_los(GF_SOUND, damroll(dice, sides));
450 if (name) return _("フィリエルの歌", "Firiel's Song");
451 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.");
454 /* Stop singing before start another */
455 if (cast || fail) stop_singing();
459 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..."));
460 animate_dead(0, p_ptr->y, p_ptr->x);
466 if (name) return _("旅の仲間", "Fellowship Chant");
467 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.");
469 /* Stop singing before start another */
470 if (cast || fail) stop_singing();
474 msg_print(_("安らかなメロディを奏で始めた...", "You weave a slow, soothing melody of imploration..."));
475 start_singing(spell, MUSIC_CHARM);
479 DICE_NUMBER dice = 10 + plev / 15;
482 if (info) return info_power_dice(dice, sides);
486 charm_monsters(damroll(dice, sides));
493 if (name) return _("分解音波", "Sound of disintegration");
494 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.");
496 /* Stop singing before start another */
497 if (cast || fail) stop_singing();
501 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."));
502 start_singing(spell, MUSIC_WALL);
508 * 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。
512 project(0, 0, p_ptr->y, p_ptr->x,
513 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
519 if (name) return _("元素耐性", "Finrod's Resistance");
520 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。",
521 "Gives resistance to fire, cold, electricity, acid and poison. These resistances can be added to which from equipment for more powerful resistances.");
523 /* Stop singing before start another */
524 if (cast || fail) stop_singing();
528 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..."));
529 start_singing(spell, MUSIC_RESIST);
534 if (!p_ptr->oppose_acid)
536 msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
539 if (!p_ptr->oppose_elec)
541 msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to elec."));
544 if (!p_ptr->oppose_fire)
546 msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
549 if (!p_ptr->oppose_cold)
551 msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
554 if (!p_ptr->oppose_pois)
556 msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to pois."));
563 if (name) return _("ホビットのメロディ", "Hobbit Melodies");
564 if (desc) return _("加速する。", "Hastes you.");
566 /* Stop singing before start another */
567 if (cast || fail) stop_singing();
571 msg_print(_("軽快な歌を口ずさみ始めた...", "You start singing joyful pop song..."));
572 start_singing(spell, MUSIC_SPEED);
579 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
586 if (name) return _("歪んだ世界", "World Contortion");
587 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.");
590 POSITION rad = plev / 15 + 1;
591 POWER power = plev * 3 + 1;
593 if (info) return info_radius(rad);
595 /* Stop singing before start another */
596 if (cast || fail) stop_singing();
600 msg_print(_("歌が空間を歪めた...", "Reality whirls wildly as you sing a dizzying melody..."));
601 project(0, rad, p_ptr->y, p_ptr->x, power, GF_AWAY_ALL, PROJECT_KILL, -1);
607 if (name) return _("退散の歌", "Dispelling chant");
608 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。",
609 "Damages all monsters in sight. Hurts evil monsters greatly.");
611 /* Stop singing before start another */
612 if (cast || fail) stop_singing();
616 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..."));
617 start_singing(spell, MUSIC_DISPEL);
621 DICE_SID m_sides = plev * 3;
622 DICE_SID e_sides = plev * 3;
624 if (info) return format("%s1d%d+1d%d", s_dam, m_sides, e_sides);
628 dispel_monsters(randint1(m_sides));
629 dispel_evil(randint1(e_sides));
635 if (name) return _("サルマンの甘言", "The Voice of Saruman");
636 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.");
638 /* Stop singing before start another */
639 if (cast || fail) stop_singing();
643 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..."));
644 start_singing(spell, MUSIC_SARUMAN);
650 if (info) return info_power(power);
655 sleep_monsters(plev);
662 if (name) return _("嵐の音色", "Song of the Tempest");
663 if (desc) return _("轟音のビームを放つ。", "Fires a beam of sound.");
666 DICE_NUMBER dice = 15 + (plev - 1) / 2;
669 if (info) return info_damage(dice, sides, 0);
671 /* Stop singing before start another */
672 if (cast || fail) stop_singing();
676 if (!get_aim_dir(&dir)) return NULL;
678 fire_beam(GF_SOUND, dir, damroll(dice, sides));
684 if (name) return _("もう一つの世界", "Ambarkanta");
685 if (desc) return _("現在の階を再構成する。", "Recreates current dungeon level.");
691 if (info) return info_delay(base, sides);
693 /* Stop singing before start another */
694 if (cast || fail) stop_singing();
698 msg_print(_("周囲が変化し始めた...", "You sing of the primeval shaping of Middle-earth..."));
705 if (name) return _("破壊の旋律", "Wrecking Pattern");
706 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。",
707 "Shakes dungeon structure, and results in random swapping of floors and walls.");
709 /* Stop singing before start another */
710 if (cast || fail) stop_singing();
714 msg_print(_("破壊的な歌が響きわたった...", "You weave a pattern of sounds to contort and shatter..."));
715 start_singing(spell, MUSIC_QUAKE);
721 if (info) return info_radius(rad);
725 earthquake(p_ptr->y, p_ptr->x, 10);
733 if (name) return _("停滞の歌", "Stationary Shriek");
734 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.");
736 /* Stop singing before start another */
737 if (cast || fail) stop_singing();
741 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..."));
742 start_singing(spell, MUSIC_STASIS);
746 POWER power = plev * 4;
748 if (info) return info_power(power);
752 stasis_monsters(power);
759 if (name) return _("守りの歌", "Endurance");
760 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。",
761 "Sets a glyph on the floor beneath you. Monsters cannot attack you if you are on a glyph, but can try to break glyph.");
764 /* Stop singing before start another */
765 if (cast || fail) stop_singing();
769 msg_print(_("歌が神聖な場を作り出した...", "The holy power of the Music is creating sacred field..."));
776 if (name) return _("英雄の詩", "The Hero's Poem");
777 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。",
778 "Hastes you. Gives heroism. Damages all monsters in sight.");
780 /* Stop singing before start another */
781 if (cast || fail) stop_singing();
785 msg_print(_("英雄の歌を口ずさんだ...", "You chant a powerful, heroic call to arms..."));
789 /* Recalculate hitpoints */
790 p_ptr->update |= (PU_HP);
792 start_singing(spell, MUSIC_SHERO);
799 msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
800 /* Recalculate hitpoints */
801 p_ptr->update |= (PU_HP);
806 msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
811 DICE_NUMBER dice = 1;
812 DICE_SID sides = plev * 3;
814 if (info) return info_damage(dice, sides, 0);
818 dispel_monsters(damroll(dice, sides));
824 if (name) return _("ヤヴァンナの助け", "Relief of Yavanna");
825 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.");
827 /* Stop singing before start another */
828 if (cast || fail) stop_singing();
832 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..."));
833 start_singing(spell, MUSIC_H_LIFE);
837 DICE_NUMBER dice = 15;
840 if (info) return info_heal(dice, sides, 0);
844 hp_player(damroll(dice, sides));
853 if (name) return _("再生の歌", "Goddess' rebirth");
854 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.");
857 /* Stop singing before start another */
858 if (cast || fail) stop_singing();
862 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。",
863 "You strewed light and beauty in the dark as you sing. You feel refreshed."));
864 (void)restore_all_status();
865 (void)restore_level();
871 if (name) return _("サウロンの魔術", "Wizardry of Sauron");
872 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.");
875 DICE_NUMBER dice = 50 + plev;
879 if (info) return info_damage(dice, sides, 0);
881 /* Stop singing before start another */
882 if (cast || fail) stop_singing();
886 if (!get_aim_dir(&dir)) return NULL;
888 fire_ball(GF_SOUND, dir, damroll(dice, sides), rad);
894 if (name) return _("フィンゴルフィンの挑戦", "Fingolfin's Challenge");
895 if (desc) return _("ダメージを受けなくなるバリアを張る。",
896 "Generates barrier which completely protect you from almost all damages. Takes a few your turns when the barrier breaks.");
898 /* Stop singing before start another */
899 if (cast || fail) stop_singing();
903 msg_print(_("フィンゴルフィンの冥王への挑戦を歌った...",
904 "You recall the valor of Fingolfin's challenge to the Dark Lord..."));
906 p_ptr->redraw |= (PR_MAP);
907 p_ptr->update |= (PU_MONSTERS);
908 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
910 start_singing(spell, MUSIC_INVULN);
917 msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
919 p_ptr->redraw |= (PR_MAP);
920 p_ptr->update |= (PU_MONSTERS);
921 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);