Separate nature realm process from cmd-spell.c to realm-nature.c/h.
<ClCompile Include="..\..\src\cmd-pet.c" />\r
<ClCompile Include="..\..\src\cmd-quaff.c" />\r
<ClCompile Include="..\..\src\cmd-read.c" />\r
+ <ClCompile Include="..\..\src\realm-nature.c" />\r
<ClCompile Include="..\..\src\realm-sorcery.c" />\r
<ClCompile Include="..\..\src\cmd-usestaff.c" />\r
<ClCompile Include="..\..\src\cmd-zaprod.c" />\r
<ClInclude Include="..\..\src\realm-arcane.h" />\r
<ClInclude Include="..\..\src\realm-chaos.h" />\r
<ClInclude Include="..\..\src\realm-life.h" />\r
+ <ClInclude Include="..\..\src\realm-nature.h" />\r
<ClInclude Include="..\..\src\realm-sorcery.h" />\r
<ClInclude Include="..\..\src\rooms-normal.h" />\r
<ClInclude Include="..\..\src\rooms-pitnest.h" />\r
<ClCompile Include="..\..\src\realm-sorcery.c">\r
<Filter>Source</Filter>\r
</ClCompile>\r
+ <ClCompile Include="..\..\src\realm-nature.c">\r
+ <Filter>Source</Filter>\r
+ </ClCompile>\r
</ItemGroup>\r
<ItemGroup>\r
<ClInclude Include="..\..\src\angband.h">\r
<ClInclude Include="..\..\src\realm-sorcery.h">\r
<Filter>Header</Filter>\r
</ClInclude>\r
+ <ClInclude Include="..\..\src\realm-nature.h">\r
+ <Filter>Header</Filter>\r
+ </ClInclude>\r
</ItemGroup>\r
<ItemGroup>\r
<ResourceCompile Include="..\..\src\angband.rc" />\r
#include "realm-arcane.h"\r
#include "realm-chaos.h"\r
#include "realm-life.h"\r
+#include "realm-nature.h"\r
#include "realm-sorcery.h"\r
\r
/*!\r
\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
-static cptr 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
- static const char s_dam[] = _("損傷:", "dam ");\r
- static const char s_rng[] = _("射程", "rng ");\r
-\r
- int dir;\r
- int 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
- int 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
- int dice = 3 + (plev - 1) / 5;\r
- int sides = 4;\r
- POSITION range = plev / 6 + 2;\r
-\r
- if (info) return format("%s%dd%d %s%d", s_dam, dice, sides, s_rng, 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
- int 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
- 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
- int dice = 2;\r
- int sides = plev / 2;\r
- int 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, power);\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
- int dice = 2;\r
- int 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
- int dice = 1;\r
- int 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
- int dice = 3 + (plev - 5) / 4;\r
- int 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
- int dice = 5 + (plev - 5) / 4;\r
- int 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
- int dice = 6;\r
- int 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
- {\r
- int power = plev;\r
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- slow_monsters(plev);\r
- }\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))))\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
- {\r
- int heal = 500;\r
-\r
- if (info) return info_heal(0, 0, heal);\r
-\r
- if (cast)\r
- {\r
- hp_player(heal);\r
- set_stun(0);\r
- set_cut(0);\r
- set_poisoned(0);\r
- }\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
- int 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
-\r
- if (info) return info_power(power);\r
-\r
- if (cast)\r
- {\r
- charm_animals(power);\r
- }\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
- int 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", "Cyclone");\r
- if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");\r
- \r
- {\r
- if (cast)\r
- {\r
- int y = 0, x = 0;\r
- cave_type *c_ptr;\r
- monster_type *m_ptr;\r
-\r
- for (dir = 0; dir < 8; dir++)\r
- {\r
- y = p_ptr->y + ddy_ddd[dir];\r
- x = p_ptr->x + ddx_ddd[dir];\r
- c_ptr = &cave[y][x];\r
-\r
- /* Get the monster */\r
- m_ptr = &m_list[c_ptr->m_idx];\r
-\r
- /* Hack -- attack monsters */\r
- if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))\r
- py_attack(y, x, 0);\r
- }\r
- }\r
- }\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
- int 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
- int 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
- int 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
- int 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
- int b_rad = 1 + plev / 12;\r
- int q_rad = 20 + plev / 2;\r
-\r
- if (info) return format("%s%d+%d", s_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
\r
\r
/*!\r
--- /dev/null
+#include "angband.h"\r
+#include "cmd-spell.h"\r
+\r
+\r
+/*!\r
+* @brief \8e©\91R\97Ì\88æ\96\82\96@\82Ì\8ae\8f\88\97\9d\82ð\8ds\82¤\r
+* @param spell \96\82\96@ID\r
+* @param mode \8f\88\97\9d\93à\97e (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)\r
+* @return SPELL_NAME / SPELL_DESC / SPELL_INFO \8e\9e\82É\82Í\95¶\8e\9a\97ñ\83|\83C\83\93\83^\82ð\95Ô\82·\81BSPELL_CAST\8e\9e\82ÍNULL\95¶\8e\9a\97ñ\82ð\95Ô\82·\81B\r
+*/\r
+cptr 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
+ static const char s_dam[] = _("\91¹\8f\9d:", "dam ");\r
+ static const char s_rng[] = _("\8eË\92ö", "rng ");\r
+\r
+ int dir;\r
+ int plev = p_ptr->lev;\r
+\r
+ switch (spell)\r
+ {\r
+ case 0:\r
+ if (name) return _("\83\82\83\93\83X\83^\81[\8a´\92m", "Detect Creatures");\r
+ if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ì\8c©\82¦\82é\83\82\83\93\83X\83^\81[\82ð\8a´\92m\82·\82é\81B", "Detects all monsters in your vicinity unless invisible.");\r
+\r
+ {\r
+ int 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 _("\88î\8dÈ", "Lightning");\r
+ if (desc) return _("\93d\8c\82\82Ì\92Z\82¢\83r\81[\83\80\82ð\95ú\82Â\81B", "Fires a short beam of lightning.");\r
+\r
+ {\r
+ int dice = 3 + (plev - 1) / 5;\r
+ int sides = 4;\r
+ POSITION range = plev / 6 + 2;\r
+\r
+ if (info) return format("%s%dd%d %s%d", s_dam, dice, sides, s_rng, 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 _("ã©\82Æ\94à\8a´\92m", "Detect Doors and Traps");\r
+ if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ìã©\82Æ\94à\82ð\8a´\92m\82·\82é\81B", "Detects traps, doors, and stairs in your vicinity.");\r
+\r
+ {\r
+ int 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 _("\90H\97Æ\90¶\90¬", "Produce Food");\r
+ if (desc) return _("\90H\97¿\82ð\88ê\82Â\8dì\82è\8fo\82·\81B", "Produces a Ration of Food.");\r
+\r
+ {\r
+ if (cast)\r
+ {\r
+ object_type forge, *q_ptr = &forge;\r
+ msg_print(_("\90H\97¿\82ð\90¶\90¬\82µ\82½\81B", "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
+ drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 4:\r
+ if (name) return _("\93ú\82Ì\8cõ", "Daylight");\r
+ if (desc) return _("\8cõ\8c¹\82ª\8fÆ\82ç\82µ\82Ä\82¢\82é\94Í\88Í\82©\95\94\89®\91S\91Ì\82ð\89i\8bv\82É\96¾\82é\82\82·\82é\81B", "Lights up nearby area and the inside of a room permanently.");\r
+\r
+ {\r
+ int dice = 2;\r
+ int sides = plev / 2;\r
+ int 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(_("\93ú\82Ì\8cõ\82ª\82 \82È\82½\82Ì\93÷\91Ì\82ð\8fÅ\82ª\82µ\82½\81I", "The daylight scorches your flesh!"));\r
+ take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("\93ú\82Ì\8cõ", "daylight"), -1);\r
+ }\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 5:\r
+ if (name) return _("\93®\95¨\8fK\82µ", "Animal Taming");\r
+ if (desc) return _("\93®\95¨1\91Ì\82ð\96£\97¹\82·\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "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, power);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 6:\r
+ if (name) return _("\8aÂ\8b«\82Ö\82Ì\91Ï\90«", "Resist Environment");\r
+ if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\97â\8bC\81A\89\8a\81A\93d\8c\82\82É\91Î\82·\82é\91Ï\90«\82ð\93¾\82é\81B\91\95\94õ\82É\82æ\82é\91Ï\90«\82É\97Ý\90Ï\82·\82é\81B",\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 _("\8f\9d\82Æ\93Å\8e¡\97Ã", "Cure Wounds & Poison");\r
+ if (desc) return _("\89ö\89ä\82ð\91S\89õ\82³\82¹\81A\93Å\82ð\91Ì\82©\82ç\8a®\91S\82É\8eæ\82è\8f\9c\82«\81A\91Ì\97Í\82ð\8f\82µ\89ñ\95\9c\82³\82¹\82é\81B", "Heals all cut and poison status. Heals HP a little.");\r
+\r
+ {\r
+ int dice = 2;\r
+ int 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 _("\8aâ\90Î\97n\89ð", "Stone to Mud");\r
+ if (desc) return _("\95Ç\82ð\97n\82©\82µ\82Ä\8f°\82É\82·\82é\81B", "Turns one rock square to mud.");\r
+\r
+ {\r
+ int dice = 1;\r
+ int 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 _("\83A\83C\83X\81E\83{\83\8b\83g", "Frost Bolt");\r
+ if (desc) return _("\97â\8bC\82Ì\83{\83\8b\83g\82à\82µ\82\82Í\83r\81[\83\80\82ð\95ú\82Â\81B", "Fires a bolt or beam of cold.");\r
+\r
+ {\r
+ int dice = 3 + (plev - 5) / 4;\r
+ int 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 _("\8e©\91R\82Ì\8ao\90Á", "Nature Awareness");\r
+ if (desc) return _("\8eü\95Ó\82Ì\92n\8c`\82ð\8a´\92m\82µ\81A\8bß\82\82Ìã©\81A\94à\81A\8aK\92i\81A\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\8a´\92m\82·\82é\81B",\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 _("\83t\83@\83C\83A\81E\83{\83\8b\83g", "Fire Bolt");\r
+ if (desc) return _("\89Î\89\8a\82Ì\83{\83\8b\83g\82à\82µ\82\82Í\83r\81[\83\80\82ð\95ú\82Â\81B", "Fires a bolt or beam of fire.");\r
+\r
+ {\r
+ int dice = 5 + (plev - 5) / 4;\r
+ int 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 _("\91¾\97z\8cõ\90ü", "Ray of Sunlight");\r
+ if (desc) return _("\8cõ\90ü\82ð\95ú\82Â\81B\8cõ\82è\82ð\8c\99\82¤\83\82\83\93\83X\83^\81[\82É\8cø\89Ê\82ª\82 \82é\81B", "Fires a beam of light which damages to light-sensitive monsters.");\r
+\r
+ {\r
+ int dice = 6;\r
+ int 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(_("\91¾\97z\8cõ\90ü\82ª\8c»\82ê\82½\81B", "A line of sunlight appears."));\r
+ lite_line(dir, damroll(6, 8));\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 13:\r
+ if (name) return _("\91«\82©\82¹", "Entangle");\r
+ if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\8c¸\91¬\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to slow all monsters in sight.");\r
+\r
+ {\r
+ int power = plev;\r
+\r
+ if (info) return info_power(power);\r
+\r
+ if (cast)\r
+ {\r
+ slow_monsters(plev);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 14:\r
+ if (name) return _("\93®\95¨\8f¢\8a«", "Summon Animal");\r
+ if (desc) return _("\93®\95¨\82ð1\91Ì\8f¢\8a«\82·\82é\81B", "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))))\r
+ {\r
+ msg_print(_("\93®\95¨\82Í\8c»\82ê\82È\82©\82Á\82½\81B", "No animals arrive."));\r
+ }\r
+ break;\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 15:\r
+ if (name) return _("\96ò\91\90\8e¡\97Ã", "Herbal Healing");\r
+ if (desc) return _("\91Ì\97Í\82ð\91å\95\9d\82É\89ñ\95\9c\82³\82¹\81A\95\89\8f\9d\81A\9eN\9eO\8fó\91Ô\81A\93Å\82©\82ç\91S\89õ\82·\82é\81B", "Heals HP greatly. And heals cut, stun and poison completely.");\r
+\r
+ {\r
+ int heal = 500;\r
+\r
+ if (info) return info_heal(0, 0, heal);\r
+\r
+ if (cast)\r
+ {\r
+ hp_player(heal);\r
+ set_stun(0);\r
+ set_cut(0);\r
+ set_poisoned(0);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 16:\r
+ if (name) return _("\8aK\92i\90¶\90¬", "Stair Building");\r
+ if (desc) return _("\8e©\95ª\82Ì\82¢\82é\88Ê\92u\82É\8aK\92i\82ð\8dì\82é\81B", "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 _("\94§\90Î\89»", "Stone Skin");\r
+ if (desc) return _("\88ê\92è\8e\9e\8aÔ\81AAC\82ð\8fã\8f¸\82³\82¹\82é\81B", "Gives bonus to AC for a while.");\r
+\r
+ {\r
+ int base = 20;\r
+ int 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 _("\90^\81E\91Ï\90«", "Resistance True");\r
+ if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\8e_\81A\93d\8c\82\81A\89\8a\81A\97â\8bC\81A\93Å\82É\91Î\82·\82é\91Ï\90«\82ð\93¾\82é\81B\91\95\94õ\82É\82æ\82é\91Ï\90«\82É\97Ý\90Ï\82·\82é\81B",\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 _("\90X\97Ñ\91n\91¢", "Forest Creation");\r
+ if (desc) return _("\8eü\88Í\82É\96Ø\82ð\8dì\82è\8fo\82·\81B", "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 _("\93®\95¨\97F\98a", "Animal Friendship");\r
+ if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\93®\95¨\82ð\96£\97¹\82·\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to charm all animals in sight.");\r
+\r
+ {\r
+ int power = plev * 2;\r
+\r
+ if (info) return info_power(power);\r
+\r
+ if (cast)\r
+ {\r
+ charm_animals(power);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 21:\r
+ if (name) return _("\8e\8e\8bà\90Î", "Stone Tell");\r
+ if (desc) return _("\83A\83C\83e\83\80\82Ì\8e\9d\82Â\94\\97Í\82ð\8a®\91S\82É\92m\82é\81B", "*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 _("\90Î\82Ì\95Ç", "Wall of Stone");\r
+ if (desc) return _("\8e©\95ª\82Ì\8eü\88Í\82É\89Ô\9b¼\8aâ\82Ì\95Ç\82ð\8dì\82é\81B", "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 _("\95\85\90H\96h\8e~", "Protect from Corrosion");\r
+ if (desc) return _("\83A\83C\83e\83\80\82ð\8e_\82Å\8f\9d\82Â\82©\82È\82¢\82æ\82¤\89Á\8dH\82·\82é\81B", "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 _("\92n\90k", "Earthquake");\r
+ if (desc) return _("\8eü\88Í\82Ì\83_\83\93\83W\83\87\83\93\82ð\97h\82ç\82µ\81A\95Ç\82Æ\8f°\82ð\83\89\83\93\83_\83\80\82É\93ü\82ê\95Ï\82¦\82é\81B",\r
+ "Shakes dungeon structure, and results in random swapping of floors and walls.");\r
+\r
+ {\r
+ int 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 _("\83J\83}\83C\83^\83`", "Cyclone");\r
+ if (desc) return _("\91S\95û\8cü\82É\8cü\82©\82Á\82Ä\8dU\8c\82\82·\82é\81B", "Attacks all adjacent monsters.");\r
+\r
+ {\r
+ if (cast)\r
+ {\r
+ int y = 0, x = 0;\r
+ cave_type *c_ptr;\r
+ monster_type *m_ptr;\r
+\r
+ for (dir = 0; dir < 8; dir++)\r
+ {\r
+ y = p_ptr->y + ddy_ddd[dir];\r
+ x = p_ptr->x + ddx_ddd[dir];\r
+ c_ptr = &cave[y][x];\r
+\r
+ /* Get the monster */\r
+ m_ptr = &m_list[c_ptr->m_idx];\r
+\r
+ /* Hack -- attack monsters */\r
+ if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))\r
+ py_attack(y, x, 0);\r
+ }\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 26:\r
+ if (name) return _("\83u\83\8a\83U\81[\83h", "Blizzard");\r
+ if (desc) return _("\8b\90\91å\82È\97â\8bC\82Ì\8b\85\82ð\95ú\82Â\81B", "Fires a huge ball of cold.");\r
+\r
+ {\r
+ HIT_POINT dam = 70 + plev * 3 / 2;\r
+ int 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 _("\88î\8dÈ\97\92", "Lightning Storm");\r
+ if (desc) return _("\8b\90\91å\82È\93d\8c\82\82Ì\8b\85\82ð\95ú\82Â\81B", "Fires a huge electric ball.");\r
+\r
+ {\r
+ HIT_POINT dam = 90 + plev * 3 / 2;\r
+ int 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 _("\89Q\92ª", "Whirlpool");\r
+ if (desc) return _("\8b\90\91å\82È\90\85\82Ì\8b\85\82ð\95ú\82Â\81B", "Fires a huge ball of water.");\r
+\r
+ {\r
+ HIT_POINT dam = 100 + plev * 3 / 2;\r
+ int 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 _("\97z\8cõ\8f¢\8a«", "Call Sunlight");\r
+ if (desc) return _("\8e©\95ª\82ð\92\86\90S\82Æ\82µ\82½\8cõ\82Ì\8b\85\82ð\94\90¶\82³\82¹\82é\81B\82³\82ç\82É\81A\82»\82Ì\8aK\91S\91Ì\82ð\89i\8bv\82É\8fÆ\82ç\82µ\81A\83_\83\93\83W\83\87\83\93\93à\82·\82×\82Ä\82Ì\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B",\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
+ int 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(_("\93ú\8cõ\82ª\82 \82È\82½\82Ì\93÷\91Ì\82ð\8fÅ\82ª\82µ\82½\81I", "The sunlight scorches your flesh!"));\r
+ take_hit(DAMAGE_NOESCAPE, 50, _("\93ú\8cõ", "sunlight"), -1);\r
+ }\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 30:\r
+ if (name) return _("\90¸\97ì\82Ì\90n", "Elemental Branding");\r
+ if (desc) return _("\95\90\8aí\82É\89\8a\82©\97â\8bC\82Ì\91®\90«\82ð\82Â\82¯\82é\81B", "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 _("\8e©\91R\82Ì\8bº\88Ð", "Nature's Wrath");\r
+ if (desc) return _("\8bß\82\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82É\83_\83\81\81[\83W\82ð\97^\82¦\81A\92n\90k\82ð\8bN\82±\82µ\81A\8e©\95ª\82ð\92\86\90S\82Æ\82µ\82½\95ª\89ð\82Ì\8b\85\82ð\94\90¶\82³\82¹\82é\81B",\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
+ int b_rad = 1 + plev / 12;\r
+ int q_rad = 20 + plev / 2;\r
+\r
+ if (info) return format("%s%d+%d", s_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
--- /dev/null
+extern cptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode);\r