5 #include "spells-summon.h"
6 #include "spells-status.h"
7 #include "spells-object.h"
8 #include "spells-diceroll.h"
10 #include "spells-floor.h"
11 #include "player-race.h"
12 #include "player-effects.h"
13 #include "player-damage.h"
14 #include "targeting.h"
15 #include "effect/spells-effect-util.h"
16 #include "realm/realm-nature.h"
17 #include "spell/spells-type.h"
18 #include "spell/process-effect.h"
19 #include "effect/effect-characteristics.h"
22 * @brief 自然領域魔法の各処理を行う
23 * @param caster_ptr プレーヤーへの参照ポインタ
25 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
26 * @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。
28 concptr do_nature_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
30 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
31 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
32 bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
33 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
36 PLAYER_LEVEL plev = caster_ptr->lev;
41 if (name) return _("モンスター感知", "Detect Creatures");
42 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.");
45 POSITION rad = DETECT_RAD_DEFAULT;
47 if (info) return info_radius(rad);
51 detect_monsters_normal(caster_ptr, rad);
57 if (name) return _("稲妻", "Lightning");
58 if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
61 DICE_NUMBER dice = 3 + (plev - 1) / 5;
63 POSITION range = plev / 6 + 2;
65 if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
69 project_length = range;
71 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
73 fire_beam(caster_ptr, GF_ELEC, dir, damroll(dice, sides));
79 if (name) return _("罠と扉感知", "Detect Doors and Traps");
80 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.");
83 POSITION rad = DETECT_RAD_DEFAULT;
85 if (info) return info_radius(rad);
89 detect_traps(caster_ptr, rad, TRUE);
90 detect_doors(caster_ptr, rad);
91 detect_stairs(caster_ptr, rad);
97 if (name) return _("食糧生成", "Produce Food");
98 if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
103 object_type forge, *q_ptr = &forge;
104 msg_print(_("食料を生成した。", "A food ration is produced."));
106 /* Create the food ration */
107 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
109 /* Drop the object from heaven */
110 (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
116 if (name) return _("日の光", "Daylight");
117 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.");
120 DICE_NUMBER dice = 2;
121 DICE_SID sides = plev / 2;
122 POSITION rad = (plev / 10) + 1;
124 if (info) return info_damage(dice, sides, 0);
128 lite_area(caster_ptr, damroll(dice, sides), rad);
130 if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
132 msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
133 take_hit(caster_ptr, DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
140 if (name) return _("動物習し", "Animal Taming");
141 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.");
146 if (info) return info_power(power);
150 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
152 charm_animal(caster_ptr, dir, plev);
158 if (name) return _("環境への耐性", "Resist Environment");
159 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。",
160 "Gives resistance to fire, cold and electricity for a while. These resistances can be added to those from equipment for more powerful resistances.");
165 if (info) return info_duration(base, base);
169 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
170 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
171 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
177 if (name) return _("傷と毒治療", "Cure Wounds & Poison");
178 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 cuts and poisons. Heals HP a little.");
181 DICE_NUMBER dice = 2;
184 if (info) return info_heal(dice, sides, 0);
188 hp_player(caster_ptr, damroll(dice, sides));
189 set_cut(caster_ptr,0);
190 set_poisoned(caster_ptr, 0);
196 if (name) return _("岩石溶解", "Stone to Mud");
197 if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
200 DICE_NUMBER dice = 1;
204 if (info) return info_damage(dice, sides, base);
208 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
210 wall_to_mud(caster_ptr, dir, 20 + randint1(30));
216 if (name) return _("アイス・ボルト", "Frost Bolt");
217 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.");
220 DICE_NUMBER dice = 3 + (plev - 5) / 4;
223 if (info) return info_damage(dice, sides, 0);
227 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
228 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir, damroll(dice, sides));
234 if (name) return _("自然の覚醒", "Nature Awareness");
235 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。",
236 "Maps nearby area. Detects all monsters, traps, doors and stairs.");
239 int rad1 = DETECT_RAD_MAP;
240 int rad2 = DETECT_RAD_DEFAULT;
242 if (info) return info_radius(MAX(rad1, rad2));
246 map_area(caster_ptr, rad1);
247 detect_traps(caster_ptr, rad2, TRUE);
248 detect_doors(caster_ptr, rad2);
249 detect_stairs(caster_ptr, rad2);
250 detect_monsters_normal(caster_ptr, rad2);
256 if (name) return _("ファイア・ボルト", "Fire Bolt");
257 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.");
260 DICE_NUMBER dice = 5 + (plev - 5) / 4;
263 if (info) return info_damage(dice, sides, 0);
267 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
268 fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_FIRE, dir, damroll(dice, sides));
274 if (name) return _("太陽光線", "Ray of Sunlight");
275 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 light-sensitive monsters.");
278 DICE_NUMBER dice = 6;
281 if (info) return info_damage(dice, sides, 0);
285 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
286 msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
287 lite_line(caster_ptr, dir, damroll(6, 8));
293 if (name) return _("足かせ", "Entangle");
294 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.");
297 if (info) return info_power(power);
298 if (cast) slow_monsters(caster_ptr, plev);
303 if (name) return _("動物召喚", "Summon Animal");
304 if (desc) return _("動物を1体召喚する。", "Summons an animal.");
309 if (!(summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
311 msg_print(_("動物は現れなかった。", "No animals arrive."));
319 if (name) return _("薬草治療", "Herbal Healing");
320 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. Completely cures cuts, poisons and being stunned.");
323 if (info) return info_heal(0, 0, heal);
324 if (cast) (void)cure_critical_wounds(caster_ptr, heal);
329 if (name) return _("階段生成", "Stair Building");
330 if (desc) return _("自分のいる位置に階段を作る。", "Creates a staircase which goes down or up.");
335 stair_creation(caster_ptr);
341 if (name) return _("肌石化", "Stone Skin");
342 if (desc) return _("一定時間、ACを上昇させる。", "Gives a bonus to AC for a while.");
348 if (info) return info_duration(base, sides);
352 set_shield(caster_ptr, randint1(sides) + base, FALSE);
358 if (name) return _("真・耐性", "Resistance True");
359 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。",
360 "Gives resistance to fire, cold, electricity, acid and poison for a while. These resistances can be added to those from equipment for more powerful resistances.");
365 if (info) return info_duration(base, base);
369 set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
370 set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
371 set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
372 set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
373 set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
379 if (name) return _("森林創造", "Forest Creation");
380 if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
385 tree_creation(caster_ptr, caster_ptr->y, caster_ptr->x);
391 if (name) return _("動物友和", "Animal Friendship");
392 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.");
395 int power = plev * 2;
396 if (info) return info_power(power);
397 if (cast) charm_animals(caster_ptr, power);
402 if (name) return _("試金石", "Stone Tell");
403 if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
408 if (!identify_fully(caster_ptr, FALSE, 0)) return NULL;
414 if (name) return _("石の壁", "Wall of Stone");
415 if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
420 wall_stone(caster_ptr);
426 if (name) return _("腐食防止", "Protect from Corrosion");
427 if (desc) return _("アイテムを酸で傷つかないよう加工する。", "Makes a piece of equipment acid-proof.");
432 if (!rustproof(caster_ptr)) return NULL;
438 if (name) return _("地震", "Earthquake");
439 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。",
440 "Shakes dungeon structure, and results in random swapping of floors and walls.");
445 if (info) return info_radius(rad);
449 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
455 if (name) return _("カマイタチ", "Whirlwind");
456 if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
457 if (cast) massacre(caster_ptr);
461 if (name) return _("ブリザード", "Blizzard");
462 if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
465 HIT_POINT dam = 70 + plev * 3 / 2;
466 POSITION rad = plev / 12 + 1;
468 if (info) return info_damage(0, 0, dam);
472 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
474 fire_ball(caster_ptr, GF_COLD, dir, dam, rad);
480 if (name) return _("稲妻嵐", "Lightning Storm");
481 if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
484 HIT_POINT dam = 90 + plev * 3 / 2;
485 POSITION rad = plev / 12 + 1;
487 if (info) return info_damage(0, 0, dam);
491 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
492 fire_ball(caster_ptr, GF_ELEC, dir, dam, rad);
499 if (name) return _("渦潮", "Whirlpool");
500 if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
503 HIT_POINT dam = 100 + plev * 3 / 2;
504 POSITION rad = plev / 12 + 1;
506 if (info) return info_damage(0, 0, dam);
510 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
511 fire_ball(caster_ptr, GF_WATER, dir, dam, rad);
517 if (name) return _("陽光召喚", "Call Sunlight");
518 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。",
519 "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
525 if (info) return info_damage(0, 0, dam / 2);
529 fire_ball(caster_ptr, GF_LITE, 0, dam, rad);
530 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
531 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
532 wiz_lite(caster_ptr, FALSE);
534 if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_ptr->resist_lite)
536 msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
537 take_hit(caster_ptr, DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
544 if (name) return _("精霊の刃", "Elemental Branding");
545 if (desc) return _("武器に炎か冷気の属性をつける。", "Brands current weapon with fire or frost.");
550 brand_weapon(caster_ptr, randint0(2));
556 if (name) return _("自然の脅威", "Nature's Wrath");
557 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。",
558 "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
561 int d_dam = 4 * plev;
562 int b_dam = (100 + plev) * 2;
563 POSITION b_rad = 1 + plev / 12;
564 POSITION q_rad = 20 + plev / 2;
566 if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
570 dispel_monsters(caster_ptr, d_dam);
571 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
572 project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);