OSDN Git Service

Merge branch 'master' of git.osdn.net:/gitroot/hengband/hengband
[hengband/hengband.git] / src / realm / realm-nature.c
index 6711c66..eee8b5d 100644 (file)
-#include "system/angband.h"
-#include "util/util.h"
-
+#include "realm/realm-nature.h"
 #include "cmd-action/cmd-spell.h"
-#include "spell/spells-summon.h"
-#include "spell/spells-status.h"
-#include "spell/spells-object.h"
-#include "spell/spells-diceroll.h"
-#include "player/avatar.h"
-#include "spell/spells-floor.h"
-#include "player/player-races-table.h"
-#include "player/player-effects.h"
-#include "player/player-damage.h"
-#include "io/targeting.h"
-#include "effect/spells-effect-util.h"
-#include "realm/realm-nature.h"
-#include "spell/spells-type.h"
-#include "spell/process-effect.h"
+#include "core/hp-mp-processor.h"
 #include "effect/effect-characteristics.h"
-#include "spell/spells2.h"
-#include "spell/spells3.h"
-#include "spell/spells-detection.h"
-#include "object/object2.h"
-#include "object/sv-food-types.h"
+#include "effect/effect-processor.h"
+#include "effect/spells-effect-util.h"
+#include "floor/floor-object.h"
+#include "monster-floor/monster-summon.h"
+#include "monster-floor/place-monster-types.h"
+#include "object/object-generator.h"
+#include "object/object-kind-hook.h"
+#include "player-attack/player-attack.h"
+#include "player-info/avatar.h"
+#include "player/player-damage.h"
+#include "player/player-race-types.h"
+#include "player/player-race.h"
+#include "spell-kind/earthquake.h"
+#include "spell-kind/spells-beam.h"
+#include "spell-kind/spells-charm.h"
+#include "spell-kind/spells-detection.h"
+#include "spell-kind/spells-floor.h"
+#include "spell-kind/spells-grid.h"
+#include "spell-kind/spells-launcher.h"
+#include "spell-kind/spells-lite.h"
+#include "spell-kind/spells-neighbor.h"
+#include "spell-kind/spells-perception.h"
+#include "spell-kind/spells-sight.h"
+#include "spell-realm/spells-nature.h"
+#include "spell/spell-types.h"
+#include "spell/spells-diceroll.h"
+#include "spell/spells-object.h"
+#include "spell/spells-status.h"
+#include "spell/summon-types.h"
+#include "status/bad-status-setter.h"
+#include "status/buff-setter.h"
+#include "status/element-resistance.h"
+#include "sv-definition/sv-food-types.h"
+#include "system/object-type-definition.h"
+#include "target/target-getter.h"
+#include "view/display-messages.h"
 
 /*!
-* @brief 自然領域魔法の各処理を行う
-* @param caster_ptr プレーヤーへの参照ポインタ
-* @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。
-*/
+ * @brief 自然領域魔法の各処理を行う
+ * @param caster_ptr プレーヤーへの参照ポインタ
+ * @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, spell_type 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(caster_ptr, 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(caster_ptr, &dir)) return NULL;
-
-                               fire_beam(caster_ptr, 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(caster_ptr, rad, TRUE);
-                               detect_doors(caster_ptr, rad);
-                               detect_stairs(caster_ptr, 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(caster_ptr, 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(caster_ptr, 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(caster_ptr, &dir)) return NULL;
-
-                               charm_animal(caster_ptr, 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 those 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 cuts and poisons. 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(caster_ptr, &dir)) return NULL;
-
-                               wall_to_mud(caster_ptr, 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(caster_ptr, &dir)) return NULL;
-                               fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 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(caster_ptr, rad1);
-                               detect_traps(caster_ptr, rad2, TRUE);
-                               detect_doors(caster_ptr, rad2);
-                               detect_stairs(caster_ptr, rad2);
-                               detect_monsters_normal(caster_ptr, 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(caster_ptr, &dir)) return NULL;
-                               fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 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 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(caster_ptr, &dir)) return NULL;
-                               msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
-                               lite_line(caster_ptr, 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(caster_ptr, 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(caster_ptr, -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. Completely cures cuts, poisons and being stunned.");
-               {
-                       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 staircase 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 a 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 those 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(caster_ptr, caster_ptr->y, caster_ptr->x);
-                       }
-               }
-               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(caster_ptr, 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(caster_ptr, FALSE, 0)) 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(caster_ptr);
-                       }
-               }
-               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 a piece of equipment acid-proof.");
-
-               {
-                       if (cast)
-                       {
-                               if (!rustproof(caster_ptr)) 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(caster_ptr);
-               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(caster_ptr, &dir)) return NULL;
-
-                               fire_ball(caster_ptr, 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(caster_ptr, &dir)) return NULL;
-                               fire_ball(caster_ptr, 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(caster_ptr, &dir)) return NULL;
-                               fire_ball(caster_ptr, 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(caster_ptr, GF_LITE, 0, dam, rad);
-                               chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
-                               chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
-                               wiz_lite(caster_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。", "Brands current weapon with fire or frost.");
-
-               {
-                       if (cast)
-                       {
-                               brand_weapon(caster_ptr, 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(caster_ptr, d_dam);
-                               earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
-                               project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
-                       }
-               }
-               break;
-       }
-
-       return "";
+    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(caster_ptr, 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(caster_ptr, &dir))
+                    return NULL;
+
+                fire_beam(caster_ptr, 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(caster_ptr, rad, TRUE);
+                detect_doors(caster_ptr, rad);
+                detect_stairs(caster_ptr, 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(caster_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
+
+                /* Drop the object from heaven */
+                (void)drop_near(caster_ptr, 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(caster_ptr, damroll(dice, sides), rad);
+
+                if ((is_specific_player_race(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(caster_ptr, &dir))
+                    return NULL;
+
+                charm_animal(caster_ptr, 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 those 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 cuts and poisons. 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(caster_ptr, &dir))
+                    return NULL;
+
+                wall_to_mud(caster_ptr, 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(caster_ptr, &dir))
+                    return NULL;
+                fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 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(caster_ptr, rad1);
+                detect_traps(caster_ptr, rad2, TRUE);
+                detect_doors(caster_ptr, rad2);
+                detect_stairs(caster_ptr, rad2);
+                detect_monsters_normal(caster_ptr, 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(caster_ptr, &dir))
+                    return NULL;
+                fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 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 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(caster_ptr, &dir))
+                    return NULL;
+                msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
+                lite_line(caster_ptr, 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(caster_ptr, 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(caster_ptr, -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. Completely cures cuts, poisons and being stunned.");
+        {
+            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 staircase 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 a 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 those 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(caster_ptr, caster_ptr->y, caster_ptr->x);
+            }
+        }
+        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(caster_ptr, 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(caster_ptr, FALSE, 0))
+                    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(caster_ptr);
+            }
+        }
+        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 a piece of equipment acid-proof.");
+
+        {
+            if (cast) {
+                if (!rustproof(caster_ptr))
+                    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(caster_ptr);
+        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(caster_ptr, &dir))
+                    return NULL;
+
+                fire_ball(caster_ptr, 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(caster_ptr, &dir))
+                    return NULL;
+                fire_ball(caster_ptr, 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(caster_ptr, &dir))
+                    return NULL;
+                fire_ball(caster_ptr, 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(caster_ptr, GF_LITE, 0, dam, rad);
+                chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
+                chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
+                wiz_lite(caster_ptr, FALSE);
+
+                if ((is_specific_player_race(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。", "Brands current weapon with fire or frost.");
+
+        {
+            if (cast) {
+                brand_weapon(caster_ptr, 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(caster_ptr, d_dam);
+                earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, q_rad, 0);
+                project(caster_ptr, 0, b_rad, caster_ptr->y, caster_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
+            }
+        }
+        break;
+    }
+
+    return "";
 }
-