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[Refactor] #38932 文字コードを UTF-8(BOM) / LF に統一。 / Unify UTF-8(BOM) + LF.
[hengband/hengband.git] / src / realm-nature.c
index a2195f9..460a803 100644 (file)
-#include "angband.h"\r
-#include "cmd-spell.h"\r
-#include "projection.h"\r
-#include "spells-summon.h"\r
-#include "spells-status.h"\r
-#include "avatar.h"\r
-\r
-\r
-/*!\r
-* @brief 自然領域魔法の各処理を行う\r
-* @param spell 魔法ID\r
-* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)\r
-* @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。\r
-*/\r
-concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)\r
-{\r
-       bool name = (mode == SPELL_NAME) ? TRUE : FALSE;\r
-       bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;\r
-       bool info = (mode == SPELL_INFO) ? TRUE : FALSE;\r
-       bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;\r
-\r
-       DIRECTION dir;\r
-       PLAYER_LEVEL plev = p_ptr->lev;\r
-\r
-       switch (spell)\r
-       {\r
-       case 0:\r
-               if (name) return _("モンスター感知", "Detect Creatures");\r
-               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.");\r
-\r
-               {\r
-                       POSITION rad = DETECT_RAD_DEFAULT;\r
-\r
-                       if (info) return info_radius(rad);\r
-\r
-                       if (cast)\r
-                       {\r
-                               detect_monsters_normal(rad);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 1:\r
-               if (name) return _("稲妻", "Lightning");\r
-               if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");\r
-\r
-               {\r
-                       DICE_NUMBER dice = 3 + (plev - 1) / 5;\r
-                       DICE_SID sides = 4;\r
-                       POSITION range = plev / 6 + 2;\r
-\r
-                       if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);\r
-\r
-                       if (cast)\r
-                       {\r
-                               project_length = range;\r
-\r
-                               if (!get_aim_dir(&dir)) return NULL;\r
-\r
-                               fire_beam(GF_ELEC, dir, damroll(dice, sides));\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 2:\r
-               if (name) return _("罠と扉感知", "Detect Doors and Traps");\r
-               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.");\r
-\r
-               {\r
-                       POSITION rad = DETECT_RAD_DEFAULT;\r
-\r
-                       if (info) return info_radius(rad);\r
-\r
-                       if (cast)\r
-                       {\r
-                               detect_traps(rad, TRUE);\r
-                               detect_doors(rad);\r
-                               detect_stairs(rad);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 3:\r
-               if (name) return _("食糧生成", "Produce Food");\r
-               if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");\r
-\r
-               {\r
-                       if (cast)\r
-                       {\r
-                               object_type forge, *q_ptr = &forge;\r
-                               msg_print(_("食料を生成した。", "A food ration is produced."));\r
-\r
-                               /* Create the food ration */\r
-                               object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));\r
-\r
-                               /* Drop the object from heaven */\r
-                               (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 4:\r
-               if (name) return _("日の光", "Daylight");\r
-               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.");\r
-\r
-               {\r
-                       DICE_NUMBER dice = 2;\r
-                       DICE_SID sides = plev / 2;\r
-                       POSITION rad = (plev / 10) + 1;\r
-\r
-                       if (info) return info_damage(dice, sides, 0);\r
-\r
-                       if (cast)\r
-                       {\r
-                               lite_area(damroll(dice, sides), rad);\r
-\r
-                               if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)\r
-                               {\r
-                                       msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));\r
-                                       take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);\r
-                               }\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 5:\r
-               if (name) return _("動物習し", "Animal Taming");\r
-               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.");\r
-\r
-               {\r
-                       int power = plev;\r
-\r
-                       if (info) return info_power(power);\r
-\r
-                       if (cast)\r
-                       {\r
-                               if (!get_aim_dir(&dir)) return NULL;\r
-\r
-                               charm_animal(dir, plev);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 6:\r
-               if (name) return _("環境への耐性", "Resist Environment");\r
-               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。",\r
-                       "Gives resistance to fire, cold and electricity for a while. These resistances can be added to which from equipment for more powerful resistances.");\r
-\r
-               {\r
-                       int base = 20;\r
-\r
-                       if (info) return info_duration(base, base);\r
-\r
-                       if (cast)\r
-                       {\r
-                               set_oppose_cold(randint1(base) + base, FALSE);\r
-                               set_oppose_fire(randint1(base) + base, FALSE);\r
-                               set_oppose_elec(randint1(base) + base, FALSE);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 7:\r
-               if (name) return _("傷と毒治療", "Cure Wounds & Poison");\r
-               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.");\r
-\r
-               {\r
-                       DICE_NUMBER dice = 2;\r
-                       DICE_SID sides = 8;\r
-\r
-                       if (info) return info_heal(dice, sides, 0);\r
-\r
-                       if (cast)\r
-                       {\r
-                               hp_player(damroll(dice, sides));\r
-                               set_cut(0);\r
-                               set_poisoned(0);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 8:\r
-               if (name) return _("岩石溶解", "Stone to Mud");\r
-               if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");\r
-\r
-               {\r
-                       DICE_NUMBER dice = 1;\r
-                       DICE_SID sides = 30;\r
-                       int base = 20;\r
-\r
-                       if (info) return info_damage(dice, sides, base);\r
-\r
-                       if (cast)\r
-                       {\r
-                               if (!get_aim_dir(&dir)) return NULL;\r
-\r
-                               wall_to_mud(dir, 20 + randint1(30));\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 9:\r
-               if (name) return _("アイス・ボルト", "Frost Bolt");\r
-               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.");\r
-\r
-               {\r
-                       DICE_NUMBER dice = 3 + (plev - 5) / 4;\r
-                       DICE_SID sides = 8;\r
-\r
-                       if (info) return info_damage(dice, sides, 0);\r
-\r
-                       if (cast)\r
-                       {\r
-                               if (!get_aim_dir(&dir)) return NULL;\r
-                               fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir, damroll(dice, sides));\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 10:\r
-               if (name) return _("自然の覚醒", "Nature Awareness");\r
-               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。",\r
-                       "Maps nearby area. Detects all monsters, traps, doors and stairs.");\r
-\r
-               {\r
-                       int rad1 = DETECT_RAD_MAP;\r
-                       int rad2 = DETECT_RAD_DEFAULT;\r
-\r
-                       if (info) return info_radius(MAX(rad1, rad2));\r
-\r
-                       if (cast)\r
-                       {\r
-                               map_area(rad1);\r
-                               detect_traps(rad2, TRUE);\r
-                               detect_doors(rad2);\r
-                               detect_stairs(rad2);\r
-                               detect_monsters_normal(rad2);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 11:\r
-               if (name) return _("ファイア・ボルト", "Fire Bolt");\r
-               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.");\r
-\r
-               {\r
-                       DICE_NUMBER dice = 5 + (plev - 5) / 4;\r
-                       DICE_SID sides = 8;\r
-\r
-                       if (info) return info_damage(dice, sides, 0);\r
-\r
-                       if (cast)\r
-                       {\r
-                               if (!get_aim_dir(&dir)) return NULL;\r
-                               fire_bolt_or_beam(beam_chance() - 10, GF_FIRE, dir, damroll(dice, sides));\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 12:\r
-               if (name) return _("太陽光線", "Ray of Sunlight");\r
-               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.");\r
-\r
-               {\r
-                       DICE_NUMBER dice = 6;\r
-                       DICE_SID sides = 8;\r
-\r
-                       if (info) return info_damage(dice, sides, 0);\r
-\r
-                       if (cast)\r
-                       {\r
-                               if (!get_aim_dir(&dir)) return NULL;\r
-                               msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));\r
-                               lite_line(dir, damroll(6, 8));\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 13:\r
-               if (name) return _("足かせ", "Entangle");\r
-               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.");\r
-               {\r
-                       int power = plev;\r
-                       if (info) return info_power(power);\r
-                       if (cast) slow_monsters(plev);\r
-               }\r
-               break;\r
-\r
-       case 14:\r
-               if (name) return _("動物召喚", "Summon Animal");\r
-               if (desc) return _("動物を1体召喚する。", "Summons an animal.");\r
-\r
-               {\r
-                       if (cast)\r
-                       {\r
-                               if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0')))\r
-                               {\r
-                                       msg_print(_("動物は現れなかった。", "No animals arrive."));\r
-                               }\r
-                               break;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 15:\r
-               if (name) return _("薬草治療", "Herbal Healing");\r
-               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.");\r
-               {\r
-                       int heal = 500;\r
-                       if (info) return info_heal(0, 0, heal);\r
-                       if (cast) (void)cure_critical_wounds(heal);\r
-               }\r
-               break;\r
-\r
-       case 16:\r
-               if (name) return _("階段生成", "Stair Building");\r
-               if (desc) return _("自分のいる位置に階段を作る。", "Creates a stair which goes down or up.");\r
-\r
-               {\r
-                       if (cast)\r
-                       {\r
-                               stair_creation();\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 17:\r
-               if (name) return _("肌石化", "Stone Skin");\r
-               if (desc) return _("一定時間、ACを上昇させる。", "Gives bonus to AC for a while.");\r
-\r
-               {\r
-                       int base = 20;\r
-                       DICE_SID sides = 30;\r
-\r
-                       if (info) return info_duration(base, sides);\r
-\r
-                       if (cast)\r
-                       {\r
-                               set_shield(randint1(sides) + base, FALSE);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 18:\r
-               if (name) return _("真・耐性", "Resistance True");\r
-               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。",\r
-                       "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.");\r
-\r
-               {\r
-                       int base = 20;\r
-\r
-                       if (info) return info_duration(base, base);\r
-\r
-                       if (cast)\r
-                       {\r
-                               set_oppose_acid(randint1(base) + base, FALSE);\r
-                               set_oppose_elec(randint1(base) + base, FALSE);\r
-                               set_oppose_fire(randint1(base) + base, FALSE);\r
-                               set_oppose_cold(randint1(base) + base, FALSE);\r
-                               set_oppose_pois(randint1(base) + base, FALSE);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 19:\r
-               if (name) return _("森林創造", "Forest Creation");\r
-               if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");\r
-\r
-               {\r
-                       if (cast)\r
-                       {\r
-                               tree_creation();\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 20:\r
-               if (name) return _("動物友和", "Animal Friendship");\r
-               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.");\r
-\r
-               {\r
-                       int power = plev * 2;\r
-                       if (info) return info_power(power);\r
-                       if (cast) charm_animals(power);\r
-               }\r
-               break;\r
-\r
-       case 21:\r
-               if (name) return _("試金石", "Stone Tell");\r
-               if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");\r
-\r
-               {\r
-                       if (cast)\r
-                       {\r
-                               if (!identify_fully(FALSE)) return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 22:\r
-               if (name) return _("石の壁", "Wall of Stone");\r
-               if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");\r
-\r
-               {\r
-                       if (cast)\r
-                       {\r
-                               wall_stone();\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 23:\r
-               if (name) return _("腐食防止", "Protect from Corrosion");\r
-               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.");\r
-\r
-               {\r
-                       if (cast)\r
-                       {\r
-                               if (!rustproof()) return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 24:\r
-               if (name) return _("地震", "Earthquake");\r
-               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。",\r
-                       "Shakes dungeon structure, and results in random swapping of floors and walls.");\r
-\r
-               {\r
-                       POSITION rad = 10;\r
-\r
-                       if (info) return info_radius(rad);\r
-\r
-                       if (cast)\r
-                       {\r
-                               earthquake(p_ptr->y, p_ptr->x, rad);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 25:\r
-               if (name) return _("カマイタチ", "Whirlwind");\r
-               if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");\r
-               if (cast) massacre();\r
-               break;\r
-\r
-       case 26:\r
-               if (name) return _("ブリザード", "Blizzard");\r
-               if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");\r
-\r
-               {\r
-                       HIT_POINT dam = 70 + plev * 3 / 2;\r
-                       POSITION rad = plev / 12 + 1;\r
-\r
-                       if (info) return info_damage(0, 0, dam);\r
-\r
-                       if (cast)\r
-                       {\r
-                               if (!get_aim_dir(&dir)) return NULL;\r
-\r
-                               fire_ball(GF_COLD, dir, dam, rad);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 27:\r
-               if (name) return _("稲妻嵐", "Lightning Storm");\r
-               if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");\r
-\r
-               {\r
-                       HIT_POINT dam = 90 + plev * 3 / 2;\r
-                       POSITION rad = plev / 12 + 1;\r
-\r
-                       if (info) return info_damage(0, 0, dam);\r
-\r
-                       if (cast)\r
-                       {\r
-                               if (!get_aim_dir(&dir)) return NULL;\r
-                               fire_ball(GF_ELEC, dir, dam, rad);\r
-                               break;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 28:\r
-               if (name) return _("渦潮", "Whirlpool");\r
-               if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");\r
-\r
-               {\r
-                       HIT_POINT dam = 100 + plev * 3 / 2;\r
-                       POSITION rad = plev / 12 + 1;\r
-\r
-                       if (info) return info_damage(0, 0, dam);\r
-\r
-                       if (cast)\r
-                       {\r
-                               if (!get_aim_dir(&dir)) return NULL;\r
-                               fire_ball(GF_WATER, dir, dam, rad);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 29:\r
-               if (name) return _("陽光召喚", "Call Sunlight");\r
-               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。",\r
-                       "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");\r
-\r
-               {\r
-                       HIT_POINT dam = 150;\r
-                       POSITION rad = 8;\r
-\r
-                       if (info) return info_damage(0, 0, dam / 2);\r
-\r
-                       if (cast)\r
-                       {\r
-                               fire_ball(GF_LITE, 0, dam, rad);\r
-                               chg_virtue(V_KNOWLEDGE, 1);\r
-                               chg_virtue(V_ENLIGHTEN, 1);\r
-                               wiz_lite(FALSE);\r
-\r
-                               if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)\r
-                               {\r
-                                       msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));\r
-                                       take_hit(DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);\r
-                               }\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 30:\r
-               if (name) return _("精霊の刃", "Elemental Branding");\r
-               if (desc) return _("武器に炎か冷気の属性をつける。", "Makes current weapon fire or frost branded.");\r
-\r
-               {\r
-                       if (cast)\r
-                       {\r
-                               brand_weapon(randint0(2));\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 31:\r
-               if (name) return _("自然の脅威", "Nature's Wrath");\r
-               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。",\r
-                       "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");\r
-\r
-               {\r
-                       int d_dam = 4 * plev;\r
-                       int b_dam = (100 + plev) * 2;\r
-                       POSITION b_rad = 1 + plev / 12;\r
-                       POSITION q_rad = 20 + plev / 2;\r
-\r
-                       if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);\r
-\r
-                       if (cast)\r
-                       {\r
-                               dispel_monsters(d_dam);\r
-                               earthquake(p_ptr->y, p_ptr->x, q_rad);\r
-                               project(0, b_rad, p_ptr->y, p_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);\r
-                       }\r
-               }\r
-               break;\r
-       }\r
-\r
-       return "";\r
-}\r
-\r
+#include "angband.h"
+#include "cmd-spell.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "spells-status.h"
+#include "avatar.h"
+
+
+/*!
+* @brief 自然領域魔法の各処理を行う
+* @param spell 魔法ID
+* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
+* @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。
+*/
+concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
+{
+       bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
+       bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
+       bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
+       bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
+
+       DIRECTION dir;
+       PLAYER_LEVEL plev = p_ptr->lev;
+
+       switch (spell)
+       {
+       case 0:
+               if (name) return _("モンスター感知", "Detect Creatures");
+               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.");
+
+               {
+                       POSITION rad = DETECT_RAD_DEFAULT;
+
+                       if (info) return info_radius(rad);
+
+                       if (cast)
+                       {
+                               detect_monsters_normal(rad);
+                       }
+               }
+               break;
+
+       case 1:
+               if (name) return _("稲妻", "Lightning");
+               if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");
+
+               {
+                       DICE_NUMBER dice = 3 + (plev - 1) / 5;
+                       DICE_SID sides = 4;
+                       POSITION range = plev / 6 + 2;
+
+                       if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);
+
+                       if (cast)
+                       {
+                               project_length = range;
+
+                               if (!get_aim_dir(&dir)) return NULL;
+
+                               fire_beam(GF_ELEC, dir, damroll(dice, sides));
+                       }
+               }
+               break;
+
+       case 2:
+               if (name) return _("罠と扉感知", "Detect Doors and Traps");
+               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.");
+
+               {
+                       POSITION rad = DETECT_RAD_DEFAULT;
+
+                       if (info) return info_radius(rad);
+
+                       if (cast)
+                       {
+                               detect_traps(rad, TRUE);
+                               detect_doors(rad);
+                               detect_stairs(rad);
+                       }
+               }
+               break;
+
+       case 3:
+               if (name) return _("食糧生成", "Produce Food");
+               if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");
+
+               {
+                       if (cast)
+                       {
+                               object_type forge, *q_ptr = &forge;
+                               msg_print(_("食料を生成した。", "A food ration is produced."));
+
+                               /* Create the food ration */
+                               object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
+
+                               /* Drop the object from heaven */
+                               (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+                       }
+               }
+               break;
+
+       case 4:
+               if (name) return _("日の光", "Daylight");
+               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.");
+
+               {
+                       DICE_NUMBER dice = 2;
+                       DICE_SID sides = plev / 2;
+                       POSITION rad = (plev / 10) + 1;
+
+                       if (info) return info_damage(dice, sides, 0);
+
+                       if (cast)
+                       {
+                               lite_area(damroll(dice, sides), rad);
+
+                               if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
+                               {
+                                       msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!"));
+                                       take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
+                               }
+                       }
+               }
+               break;
+
+       case 5:
+               if (name) return _("動物習し", "Animal Taming");
+               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.");
+
+               {
+                       int power = plev;
+
+                       if (info) return info_power(power);
+
+                       if (cast)
+                       {
+                               if (!get_aim_dir(&dir)) return NULL;
+
+                               charm_animal(dir, plev);
+                       }
+               }
+               break;
+
+       case 6:
+               if (name) return _("環境への耐性", "Resist Environment");
+               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。",
+                       "Gives resistance to fire, cold and electricity for a while. These resistances can be added to which from equipment for more powerful resistances.");
+
+               {
+                       int base = 20;
+
+                       if (info) return info_duration(base, base);
+
+                       if (cast)
+                       {
+                               set_oppose_cold(randint1(base) + base, FALSE);
+                               set_oppose_fire(randint1(base) + base, FALSE);
+                               set_oppose_elec(randint1(base) + base, FALSE);
+                       }
+               }
+               break;
+
+       case 7:
+               if (name) return _("傷と毒治療", "Cure Wounds & Poison");
+               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.");
+
+               {
+                       DICE_NUMBER dice = 2;
+                       DICE_SID sides = 8;
+
+                       if (info) return info_heal(dice, sides, 0);
+
+                       if (cast)
+                       {
+                               hp_player(damroll(dice, sides));
+                               set_cut(0);
+                               set_poisoned(0);
+                       }
+               }
+               break;
+
+       case 8:
+               if (name) return _("岩石溶解", "Stone to Mud");
+               if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");
+
+               {
+                       DICE_NUMBER dice = 1;
+                       DICE_SID sides = 30;
+                       int base = 20;
+
+                       if (info) return info_damage(dice, sides, base);
+
+                       if (cast)
+                       {
+                               if (!get_aim_dir(&dir)) return NULL;
+
+                               wall_to_mud(dir, 20 + randint1(30));
+                       }
+               }
+               break;
+
+       case 9:
+               if (name) return _("アイス・ボルト", "Frost Bolt");
+               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.");
+
+               {
+                       DICE_NUMBER dice = 3 + (plev - 5) / 4;
+                       DICE_SID sides = 8;
+
+                       if (info) return info_damage(dice, sides, 0);
+
+                       if (cast)
+                       {
+                               if (!get_aim_dir(&dir)) return NULL;
+                               fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir, damroll(dice, sides));
+                       }
+               }
+               break;
+
+       case 10:
+               if (name) return _("自然の覚醒", "Nature Awareness");
+               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。",
+                       "Maps nearby area. Detects all monsters, traps, doors and stairs.");
+
+               {
+                       int rad1 = DETECT_RAD_MAP;
+                       int rad2 = DETECT_RAD_DEFAULT;
+
+                       if (info) return info_radius(MAX(rad1, rad2));
+
+                       if (cast)
+                       {
+                               map_area(rad1);
+                               detect_traps(rad2, TRUE);
+                               detect_doors(rad2);
+                               detect_stairs(rad2);
+                               detect_monsters_normal(rad2);
+                       }
+               }
+               break;
+
+       case 11:
+               if (name) return _("ファイア・ボルト", "Fire Bolt");
+               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.");
+
+               {
+                       DICE_NUMBER dice = 5 + (plev - 5) / 4;
+                       DICE_SID sides = 8;
+
+                       if (info) return info_damage(dice, sides, 0);
+
+                       if (cast)
+                       {
+                               if (!get_aim_dir(&dir)) return NULL;
+                               fire_bolt_or_beam(beam_chance() - 10, GF_FIRE, dir, damroll(dice, sides));
+                       }
+               }
+               break;
+
+       case 12:
+               if (name) return _("太陽光線", "Ray of Sunlight");
+               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.");
+
+               {
+                       DICE_NUMBER dice = 6;
+                       DICE_SID sides = 8;
+
+                       if (info) return info_damage(dice, sides, 0);
+
+                       if (cast)
+                       {
+                               if (!get_aim_dir(&dir)) return NULL;
+                               msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
+                               lite_line(dir, damroll(6, 8));
+                       }
+               }
+               break;
+
+       case 13:
+               if (name) return _("足かせ", "Entangle");
+               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.");
+               {
+                       int power = plev;
+                       if (info) return info_power(power);
+                       if (cast) slow_monsters(plev);
+               }
+               break;
+
+       case 14:
+               if (name) return _("動物召喚", "Summon Animal");
+               if (desc) return _("動物を1体召喚する。", "Summons an animal.");
+
+               {
+                       if (cast)
+                       {
+                               if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0')))
+                               {
+                                       msg_print(_("動物は現れなかった。", "No animals arrive."));
+                               }
+                               break;
+                       }
+               }
+               break;
+
+       case 15:
+               if (name) return _("薬草治療", "Herbal Healing");
+               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.");
+               {
+                       int heal = 500;
+                       if (info) return info_heal(0, 0, heal);
+                       if (cast) (void)cure_critical_wounds(heal);
+               }
+               break;
+
+       case 16:
+               if (name) return _("階段生成", "Stair Building");
+               if (desc) return _("自分のいる位置に階段を作る。", "Creates a stair which goes down or up.");
+
+               {
+                       if (cast)
+                       {
+                               stair_creation();
+                       }
+               }
+               break;
+
+       case 17:
+               if (name) return _("肌石化", "Stone Skin");
+               if (desc) return _("一定時間、ACを上昇させる。", "Gives bonus to AC for a while.");
+
+               {
+                       int base = 20;
+                       DICE_SID sides = 30;
+
+                       if (info) return info_duration(base, sides);
+
+                       if (cast)
+                       {
+                               set_shield(randint1(sides) + base, FALSE);
+                       }
+               }
+               break;
+
+       case 18:
+               if (name) return _("真・耐性", "Resistance True");
+               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。",
+                       "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.");
+
+               {
+                       int base = 20;
+
+                       if (info) return info_duration(base, base);
+
+                       if (cast)
+                       {
+                               set_oppose_acid(randint1(base) + base, FALSE);
+                               set_oppose_elec(randint1(base) + base, FALSE);
+                               set_oppose_fire(randint1(base) + base, FALSE);
+                               set_oppose_cold(randint1(base) + base, FALSE);
+                               set_oppose_pois(randint1(base) + base, FALSE);
+                       }
+               }
+               break;
+
+       case 19:
+               if (name) return _("森林創造", "Forest Creation");
+               if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares.");
+
+               {
+                       if (cast)
+                       {
+                               tree_creation();
+                       }
+               }
+               break;
+
+       case 20:
+               if (name) return _("動物友和", "Animal Friendship");
+               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.");
+
+               {
+                       int power = plev * 2;
+                       if (info) return info_power(power);
+                       if (cast) charm_animals(power);
+               }
+               break;
+
+       case 21:
+               if (name) return _("試金石", "Stone Tell");
+               if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item.");
+
+               {
+                       if (cast)
+                       {
+                               if (!identify_fully(FALSE)) return NULL;
+                       }
+               }
+               break;
+
+       case 22:
+               if (name) return _("石の壁", "Wall of Stone");
+               if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares.");
+
+               {
+                       if (cast)
+                       {
+                               wall_stone();
+                       }
+               }
+               break;
+
+       case 23:
+               if (name) return _("腐食防止", "Protect from Corrosion");
+               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.");
+
+               {
+                       if (cast)
+                       {
+                               if (!rustproof()) return NULL;
+                       }
+               }
+               break;
+
+       case 24:
+               if (name) return _("地震", "Earthquake");
+               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。",
+                       "Shakes dungeon structure, and results in random swapping of floors and walls.");
+
+               {
+                       POSITION rad = 10;
+
+                       if (info) return info_radius(rad);
+
+                       if (cast)
+                       {
+                               earthquake(p_ptr->y, p_ptr->x, rad);
+                       }
+               }
+               break;
+
+       case 25:
+               if (name) return _("カマイタチ", "Whirlwind");
+               if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
+               if (cast) massacre();
+               break;
+
+       case 26:
+               if (name) return _("ブリザード", "Blizzard");
+               if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
+
+               {
+                       HIT_POINT dam = 70 + plev * 3 / 2;
+                       POSITION rad = plev / 12 + 1;
+
+                       if (info) return info_damage(0, 0, dam);
+
+                       if (cast)
+                       {
+                               if (!get_aim_dir(&dir)) return NULL;
+
+                               fire_ball(GF_COLD, dir, dam, rad);
+                       }
+               }
+               break;
+
+       case 27:
+               if (name) return _("稲妻嵐", "Lightning Storm");
+               if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
+
+               {
+                       HIT_POINT dam = 90 + plev * 3 / 2;
+                       POSITION rad = plev / 12 + 1;
+
+                       if (info) return info_damage(0, 0, dam);
+
+                       if (cast)
+                       {
+                               if (!get_aim_dir(&dir)) return NULL;
+                               fire_ball(GF_ELEC, dir, dam, rad);
+                               break;
+                       }
+               }
+               break;
+
+       case 28:
+               if (name) return _("渦潮", "Whirlpool");
+               if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
+
+               {
+                       HIT_POINT dam = 100 + plev * 3 / 2;
+                       POSITION rad = plev / 12 + 1;
+
+                       if (info) return info_damage(0, 0, dam);
+
+                       if (cast)
+                       {
+                               if (!get_aim_dir(&dir)) return NULL;
+                               fire_ball(GF_WATER, dir, dam, rad);
+                       }
+               }
+               break;
+
+       case 29:
+               if (name) return _("陽光召喚", "Call Sunlight");
+               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。",
+                       "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
+
+               {
+                       HIT_POINT dam = 150;
+                       POSITION rad = 8;
+
+                       if (info) return info_damage(0, 0, dam / 2);
+
+                       if (cast)
+                       {
+                               fire_ball(GF_LITE, 0, dam, rad);
+                               chg_virtue(V_KNOWLEDGE, 1);
+                               chg_virtue(V_ENLIGHTEN, 1);
+                               wiz_lite(FALSE);
+
+                               if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
+                               {
+                                       msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
+                                       take_hit(DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
+                               }
+                       }
+               }
+               break;
+
+       case 30:
+               if (name) return _("精霊の刃", "Elemental Branding");
+               if (desc) return _("武器に炎か冷気の属性をつける。", "Makes current weapon fire or frost branded.");
+
+               {
+                       if (cast)
+                       {
+                               brand_weapon(randint0(2));
+                       }
+               }
+               break;
+
+       case 31:
+               if (name) return _("自然の脅威", "Nature's Wrath");
+               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。",
+                       "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");
+
+               {
+                       int d_dam = 4 * plev;
+                       int b_dam = (100 + plev) * 2;
+                       POSITION b_rad = 1 + plev / 12;
+                       POSITION q_rad = 20 + plev / 2;
+
+                       if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);
+
+                       if (cast)
+                       {
+                               dispel_monsters(d_dam);
+                               earthquake(p_ptr->y, p_ptr->x, q_rad);
+                               project(0, b_rad, p_ptr->y, p_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
+                       }
+               }
+               break;
+       }
+
+       return "";
+}
+