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v3.0.0 Alpha5 OSDN最終版
[hengband/hengband.git] / src / realm-nature.c
diff --git a/src/realm-nature.c b/src/realm-nature.c
deleted file mode 100644 (file)
index 3422813..0000000
+++ /dev/null
@@ -1,575 +0,0 @@
-#include "angband.h"
-#include "util.h"
-
-#include "cmd-spell.h"
-#include "spells.h"
-#include "spells-summon.h"
-#include "spells-status.h"
-#include "spells-object.h"
-#include "avatar.h"
-#include "spells-floor.h"
-#include "player-race.h"
-#include "player-effects.h"
-#include "player-damage.h"
-#include "targeting.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(player_type *caster_ptr, 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 = caster_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, caster_ptr->y, caster_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_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_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(caster_ptr, 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(caster_ptr, randint1(base) + base, FALSE);
-                               set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
-                               set_oppose_elec(caster_ptr, 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(caster_ptr, damroll(dice, sides));
-                               set_cut(caster_ptr,0);
-                               set_poisoned(caster_ptr, 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, caster_ptr->y, caster_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET))))
-                               {
-                                       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(caster_ptr, 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(caster_ptr);
-                       }
-               }
-               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(caster_ptr, 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(caster_ptr, randint1(base) + base, FALSE);
-                               set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
-                               set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
-                               set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
-                               set_oppose_pois(caster_ptr, 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(caster_ptr, caster_ptr->y, caster_ptr->x, rad, 0);
-                       }
-               }
-               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(caster_ptr, V_KNOWLEDGE, 1);
-                               chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
-                               wiz_lite(p_ptr, FALSE);
-
-                               if ((PRACE_IS_(caster_ptr, RACE_VAMPIRE) || (caster_ptr->mimic_form == MIMIC_VAMPIRE)) && !caster_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(caster_ptr, 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(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
-                               project(0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
-                       }
-               }
-               break;
-       }
-
-       return "";
-}
-