From cc4d21a4f3610f86fda68544dcbe356458aa5e4c Mon Sep 17 00:00:00 2001 From: Deskull Date: Thu, 13 Sep 2018 20:09:47 +0900 Subject: [PATCH] =?utf8?q?[Refactor]=20#37353=E3=80=80=E8=87=AA=E7=84=B6?= =?utf8?q?=E9=A0=98=E5=9F=9F=E5=87=A6=E7=90=86=E3=82=92=20cmd-spell.c=20?= =?utf8?q?=E3=81=8B=E3=82=89=20realm-nature.c/h=20=E3=81=B8=E5=88=86?= =?utf8?q?=E9=9B=A2=E3=80=82=20Separate=20nature=20realm=20process=20from?= =?utf8?q?=20cmd-spell.c=20to=20realm-nature.c/h.?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit --- Hengband_vcs2015/Hengband/Hengband.vcxproj | 2 + Hengband_vcs2015/Hengband/Hengband.vcxproj.filters | 6 + src/cmd-spell.c | 605 +------------------- src/realm-nature.c | 608 +++++++++++++++++++++ src/realm-nature.h | 1 + 5 files changed, 618 insertions(+), 604 deletions(-) create mode 100644 src/realm-nature.c create mode 100644 src/realm-nature.h diff --git a/Hengband_vcs2015/Hengband/Hengband.vcxproj b/Hengband_vcs2015/Hengband/Hengband.vcxproj index 661b6e460..22f21dfa1 100644 --- a/Hengband_vcs2015/Hengband/Hengband.vcxproj +++ b/Hengband_vcs2015/Hengband/Hengband.vcxproj @@ -144,6 +144,7 @@ + @@ -255,6 +256,7 @@ + diff --git a/Hengband_vcs2015/Hengband/Hengband.vcxproj.filters b/Hengband_vcs2015/Hengband/Hengband.vcxproj.filters index 9da686ce2..07990ac92 100644 --- a/Hengband_vcs2015/Hengband/Hengband.vcxproj.filters +++ b/Hengband_vcs2015/Hengband/Hengband.vcxproj.filters @@ -268,6 +268,9 @@ Source + + Source + @@ -409,6 +412,9 @@ Header + + Header + diff --git a/src/cmd-spell.c b/src/cmd-spell.c index 9e55c68ae..2dbae7ba5 100644 --- a/src/cmd-spell.c +++ b/src/cmd-spell.c @@ -13,6 +13,7 @@ #include "realm-arcane.h" #include "realm-chaos.h" #include "realm-life.h" +#include "realm-nature.h" #include "realm-sorcery.h" /*! @@ -236,610 +237,6 @@ void stop_singing(void) -/*! - * @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。 - */ -static cptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode) -{ - bool name = (mode == SPELL_NAME) ? TRUE : FALSE; - bool desc = (mode == SPELL_DESC) ? TRUE : FALSE; - bool info = (mode == SPELL_INFO) ? TRUE : FALSE; - bool cast = (mode == SPELL_CAST) ? TRUE : FALSE; - - static const char s_dam[] = _("損傷:", "dam "); - static const char s_rng[] = _("射程", "rng "); - - int dir; - int plev = p_ptr->lev; - - switch (spell) - { - case 0: - if (name) return _("モンスター感知", "Detect Creatures"); - if (desc) return _("近くの全ての見えるモンスターを感知する。", "Detects all monsters in your vicinity unless invisible."); - - { - int 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."); - - { - int dice = 3 + (plev - 1) / 5; - int sides = 4; - POSITION range = plev / 6 + 2; - - if (info) return format("%s%dd%d %s%d", s_dam, dice, sides, s_rng, 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."); - - { - int 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 */ - drop_near(q_ptr, -1, p_ptr->y, p_ptr->x); - } - } - break; - - case 4: - if (name) return _("日の光", "Daylight"); - if (desc) return _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently."); - - { - int dice = 2; - int sides = plev / 2; - int rad = (plev / 10) + 1; - - if (info) return info_damage(dice, sides, 0); - - if (cast) - { - lite_area(damroll(dice, sides), rad); - - if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite) - { - msg_print(_("日の光があなたの肉体を焦がした!", "The daylight scorches your flesh!")); - take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1); - } - } - } - break; - - case 5: - if (name) return _("動物習し", "Animal Taming"); - if (desc) return _("動物1体を魅了する。抵抗されると無効。", "Attempts to charm an animal."); - - { - int power = plev; - - if (info) return info_power(power); - - if (cast) - { - if (!get_aim_dir(&dir)) return NULL; - - charm_animal(dir, power); - } - } - break; - - case 6: - if (name) return _("環境への耐性", "Resist Environment"); - if (desc) return _("一定時間、冷気、炎、電撃に対する耐性を得る。装備による耐性に累積する。", - "Gives resistance to fire, cold and electricity for a while. These resistances can be added to which from equipment for more powerful resistances."); - - { - int base = 20; - - if (info) return info_duration(base, base); - - if (cast) - { - set_oppose_cold(randint1(base) + base, FALSE); - set_oppose_fire(randint1(base) + base, FALSE); - set_oppose_elec(randint1(base) + base, FALSE); - } - } - break; - - case 7: - if (name) return _("傷と毒治療", "Cure Wounds & Poison"); - if (desc) return _("怪我を全快させ、毒を体から完全に取り除き、体力を少し回復させる。", "Heals all cut and poison status. Heals HP a little."); - - { - int dice = 2; - int sides = 8; - - if (info) return info_heal(dice, sides, 0); - - if (cast) - { - hp_player(damroll(dice, sides)); - set_cut(0); - set_poisoned(0); - } - } - break; - - case 8: - if (name) return _("岩石溶解", "Stone to Mud"); - if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud."); - - { - int dice = 1; - int 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."); - - { - int dice = 3 + (plev - 5) / 4; - int 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."); - - { - int dice = 5 + (plev - 5) / 4; - int 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."); - - { - int dice = 6; - int sides = 8; - - if (info) return info_damage(dice, sides, 0); - - if (cast) - { - if (!get_aim_dir(&dir)) return NULL; - msg_print(_("太陽光線が現れた。", "A line of sunlight appears.")); - lite_line(dir, damroll(6, 8)); - } - } - break; - - case 13: - if (name) return _("足かせ", "Entangle"); - if (desc) return _("視界内の全てのモンスターを減速させる。抵抗されると無効。", "Attempts to slow all monsters in sight."); - - { - int power = plev; - - if (info) return info_power(power); - - if (cast) - { - slow_monsters(plev); - } - } - break; - - case 14: - if (name) return _("動物召喚", "Summon Animal"); - if (desc) return _("動物を1体召喚する。", "Summons an animal."); - - { - if (cast) - { - if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET)))) - { - 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) - { - hp_player(heal); - set_stun(0); - set_cut(0); - set_poisoned(0); - } - } - break; - - case 16: - if (name) return _("階段生成", "Stair Building"); - if (desc) return _("自分のいる位置に階段を作る。", "Creates a stair which goes down or up."); - - { - if (cast) - { - stair_creation(); - } - } - break; - - case 17: - if (name) return _("肌石化", "Stone Skin"); - if (desc) return _("一定時間、ACを上昇させる。", "Gives bonus to AC for a while."); - - { - int base = 20; - int sides = 30; - - if (info) return info_duration(base, sides); - - if (cast) - { - set_shield(randint1(sides) + base, FALSE); - } - } - break; - - case 18: - if (name) return _("真・耐性", "Resistance True"); - if (desc) return _("一定時間、酸、電撃、炎、冷気、毒に対する耐性を得る。装備による耐性に累積する。", - "Gives resistance to fire, cold, electricity, acid and poison for a while. These resistances can be added to which from equipment for more powerful resistances."); - - { - int base = 20; - - if (info) return info_duration(base, base); - - if (cast) - { - set_oppose_acid(randint1(base) + base, FALSE); - set_oppose_elec(randint1(base) + base, FALSE); - set_oppose_fire(randint1(base) + base, FALSE); - set_oppose_cold(randint1(base) + base, FALSE); - set_oppose_pois(randint1(base) + base, FALSE); - } - } - break; - - case 19: - if (name) return _("森林創造", "Forest Creation"); - if (desc) return _("周囲に木を作り出す。", "Creates trees in all adjacent squares."); - - { - if (cast) - { - tree_creation(); - } - } - break; - - case 20: - if (name) return _("動物友和", "Animal Friendship"); - if (desc) return _("視界内の全ての動物を魅了する。抵抗されると無効。", "Attempts to charm all animals in sight."); - - { - int power = plev * 2; - - if (info) return info_power(power); - - if (cast) - { - charm_animals(power); - } - } - break; - - case 21: - if (name) return _("試金石", "Stone Tell"); - if (desc) return _("アイテムの持つ能力を完全に知る。", "*Identifies* an item."); - - { - if (cast) - { - if (!identify_fully(FALSE)) return NULL; - } - } - break; - - case 22: - if (name) return _("石の壁", "Wall of Stone"); - if (desc) return _("自分の周囲に花崗岩の壁を作る。", "Creates granite walls in all adjacent squares."); - - { - if (cast) - { - wall_stone(); - } - } - break; - - case 23: - if (name) return _("腐食防止", "Protect from Corrosion"); - if (desc) return _("アイテムを酸で傷つかないよう加工する。", "Makes an equipment acid-proof."); - - { - if (cast) - { - if (!rustproof()) return NULL; - } - } - break; - - case 24: - if (name) return _("地震", "Earthquake"); - if (desc) return _("周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。", - "Shakes dungeon structure, and results in random swapping of floors and walls."); - - { - int rad = 10; - - if (info) return info_radius(rad); - - if (cast) - { - earthquake(p_ptr->y, p_ptr->x, rad); - } - } - break; - - case 25: - if (name) return _("カマイタチ", "Cyclone"); - if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters."); - - { - if (cast) - { - int y = 0, x = 0; - cave_type *c_ptr; - monster_type *m_ptr; - - for (dir = 0; dir < 8; dir++) - { - y = p_ptr->y + ddy_ddd[dir]; - x = p_ptr->x + ddx_ddd[dir]; - c_ptr = &cave[y][x]; - - /* Get the monster */ - m_ptr = &m_list[c_ptr->m_idx]; - - /* Hack -- attack monsters */ - if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT))) - py_attack(y, x, 0); - } - } - } - 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; - int 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; - int 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; - int 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; - int rad = 8; - - if (info) return info_damage(0, 0, dam/2); - - if (cast) - { - fire_ball(GF_LITE, 0, dam, rad); - chg_virtue(V_KNOWLEDGE, 1); - chg_virtue(V_ENLIGHTEN, 1); - wiz_lite(FALSE); - - if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite) - { - msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!")); - take_hit(DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1); - } - } - } - break; - - case 30: - if (name) return _("精霊の刃", "Elemental Branding"); - if (desc) return _("武器に炎か冷気の属性をつける。", "Makes current weapon fire or frost branded."); - - { - if (cast) - { - brand_weapon(randint0(2)); - } - } - break; - - case 31: - if (name) return _("自然の脅威", "Nature's Wrath"); - if (desc) return _("近くの全てのモンスターにダメージを与え、地震を起こし、自分を中心とした分解の球を発生させる。", - "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you."); - - { - int d_dam = 4 * plev; - int b_dam = (100 + plev) * 2; - int b_rad = 1 + plev / 12; - int q_rad = 20 + plev / 2; - - if (info) return format("%s%d+%d", s_dam, d_dam, b_dam/2); - - if (cast) - { - dispel_monsters(d_dam); - earthquake(p_ptr->y, p_ptr->x, q_rad); - project(0, b_rad, p_ptr->y, p_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1); - } - } - break; - } - - return ""; -} - /*! diff --git a/src/realm-nature.c b/src/realm-nature.c new file mode 100644 index 000000000..31eb3fbcb --- /dev/null +++ b/src/realm-nature.c @@ -0,0 +1,608 @@ +#include "angband.h" +#include "cmd-spell.h" + + +/*! +* @brief Ž©‘R—̈斂–@‚ÌŠeˆ—‚ðs‚¤ +* @param spell –‚–@ID +* @param mode ˆ—“à—e (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST) +* @return SPELL_NAME / SPELL_DESC / SPELL_INFO Žž‚É‚Í•¶Žš—ñƒ|ƒCƒ“ƒ^‚ð•Ô‚·BSPELL_CASTŽž‚ÍNULL•¶Žš—ñ‚ð•Ô‚·B +*/ +cptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode) +{ + bool name = (mode == SPELL_NAME) ? TRUE : FALSE; + bool desc = (mode == SPELL_DESC) ? TRUE : FALSE; + bool info = (mode == SPELL_INFO) ? TRUE : FALSE; + bool cast = (mode == SPELL_CAST) ? TRUE : FALSE; + + static const char s_dam[] = _("‘¹:", "dam "); + static const char s_rng[] = _("ŽË’ö", "rng "); + + int dir; + int plev = p_ptr->lev; + + switch (spell) + { + case 0: + if (name) return _("ƒ‚ƒ“ƒXƒ^[Š´’m", "Detect Creatures"); + if (desc) return _("‹ß‚­‚Ì‘S‚Ä‚ÌŒ©‚¦‚郂ƒ“ƒXƒ^[‚ðŠ´’m‚·‚éB", "Detects all monsters in your vicinity unless invisible."); + + { + int rad = DETECT_RAD_DEFAULT; + + if (info) return info_radius(rad); + + if (cast) + { + detect_monsters_normal(rad); + } + } + break; + + case 1: + if (name) return _("ˆîÈ", "Lightning"); + if (desc) return _("“dŒ‚‚Ì’Z‚¢ƒr[ƒ€‚ð•ú‚B", "Fires a short beam of lightning."); + + { + int dice = 3 + (plev - 1) / 5; + int sides = 4; + POSITION range = plev / 6 + 2; + + if (info) return format("%s%dd%d %s%d", s_dam, dice, sides, s_rng, 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 _("ã©‚Æ”àŠ´’m", "Detect Doors and Traps"); + if (desc) return _("‹ß‚­‚Ì‘S‚Ä‚Ì㩂Ɣà‚ðŠ´’m‚·‚éB", "Detects traps, doors, and stairs in your vicinity."); + + { + int 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 _("H—Ɛ¶¬", "Produce Food"); + if (desc) return _("H—¿‚ðˆê‚ì‚èo‚·B", "Produces a Ration of Food."); + + { + if (cast) + { + object_type forge, *q_ptr = &forge; + msg_print(_("H—¿‚𐶐¬‚µ‚½B", "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 */ + drop_near(q_ptr, -1, p_ptr->y, p_ptr->x); + } + } + break; + + case 4: + if (name) return _("“ú‚ÌŒõ", "Daylight"); + if (desc) return _("ŒõŒ¹‚ªÆ‚炵‚Ä‚¢‚é”͈͂©•”‰®‘S‘Ì‚ð‰i‹v‚É–¾‚é‚­‚·‚éB", "Lights up nearby area and the inside of a room permanently."); + + { + int dice = 2; + int sides = plev / 2; + int rad = (plev / 10) + 1; + + if (info) return info_damage(dice, sides, 0); + + if (cast) + { + lite_area(damroll(dice, sides), rad); + + if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite) + { + msg_print(_("“ú‚ÌŒõ‚ª‚ ‚È‚½‚Ì“÷‘Ì‚ðÅ‚ª‚µ‚½I", "The daylight scorches your flesh!")); + take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("“ú‚ÌŒõ", "daylight"), -1); + } + } + } + break; + + case 5: + if (name) return _("“®•¨K‚µ", "Animal Taming"); + if (desc) return _("“®•¨1‘Ì‚ð–£—¹‚·‚éB’ïR‚³‚ê‚é‚Æ–³ŒøB", "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, power); + } + } + break; + + case 6: + if (name) return _("ŠÂ‹«‚ւ̑ϐ«", "Resist Environment"); + if (desc) return _("ˆê’莞ŠÔA—â‹CA‰ŠA“dŒ‚‚ɑ΂·‚é‘ϐ«‚𓾂éB‘•”õ‚É‚æ‚é‘ϐ«‚ɗݐς·‚éB", + "Gives resistance to fire, cold and electricity for a while. These resistances can be added to which from equipment for more powerful resistances."); + + { + int base = 20; + + if (info) return info_duration(base, base); + + if (cast) + { + set_oppose_cold(randint1(base) + base, FALSE); + set_oppose_fire(randint1(base) + base, FALSE); + set_oppose_elec(randint1(base) + base, FALSE); + } + } + break; + + case 7: + if (name) return _("‚Æ“ÅŽ¡—Ã", "Cure Wounds & Poison"); + if (desc) return _("‰ö‰ä‚ð‘S‰õ‚³‚¹A“Å‚ð‘Ì‚©‚犮‘S‚ÉŽæ‚菜‚«A‘Ì—Í‚ð­‚µ‰ñ•œ‚³‚¹‚éB", "Heals all cut and poison status. Heals HP a little."); + + { + int dice = 2; + int sides = 8; + + if (info) return info_heal(dice, sides, 0); + + if (cast) + { + hp_player(damroll(dice, sides)); + set_cut(0); + set_poisoned(0); + } + } + break; + + case 8: + if (name) return _("ŠâÎ—n‰ð", "Stone to Mud"); + if (desc) return _("•Ç‚ð—n‚©‚µ‚ď°‚É‚·‚éB", "Turns one rock square to mud."); + + { + int dice = 1; + int 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 _("ƒAƒCƒXEƒ{ƒ‹ƒg", "Frost Bolt"); + if (desc) return _("—â‹C‚̃{ƒ‹ƒg‚à‚µ‚­‚̓r[ƒ€‚ð•ú‚B", "Fires a bolt or beam of cold."); + + { + int dice = 3 + (plev - 5) / 4; + int 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 _("Ž©‘R‚ÌŠoÁ", "Nature Awareness"); + if (desc) return _("Žü•Ó‚Ì’nŒ`‚ðŠ´’m‚µA‹ß‚­‚Ì㩁A”àAŠK’iA‘S‚Ẵ‚ƒ“ƒXƒ^[‚ðŠ´’m‚·‚éB", + "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 _("ƒtƒ@ƒCƒAEƒ{ƒ‹ƒg", "Fire Bolt"); + if (desc) return _("‰Î‰Š‚̃{ƒ‹ƒg‚à‚µ‚­‚̓r[ƒ€‚ð•ú‚B", "Fires a bolt or beam of fire."); + + { + int dice = 5 + (plev - 5) / 4; + int 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 _("‘¾—zŒõü", "Ray of Sunlight"); + if (desc) return _("Œõü‚ð•ú‚BŒõ‚è‚ðŒ™‚¤ƒ‚ƒ“ƒXƒ^[‚ÉŒø‰Ê‚ª‚ ‚éB", "Fires a beam of light which damages to light-sensitive monsters."); + + { + int dice = 6; + int sides = 8; + + if (info) return info_damage(dice, sides, 0); + + if (cast) + { + if (!get_aim_dir(&dir)) return NULL; + msg_print(_("‘¾—zŒõü‚ªŒ»‚ꂽB", "A line of sunlight appears.")); + lite_line(dir, damroll(6, 8)); + } + } + break; + + case 13: + if (name) return _("‘«‚©‚¹", "Entangle"); + if (desc) return _("Ž‹ŠE“à‚Ì‘S‚Ẵ‚ƒ“ƒXƒ^[‚ðŒ¸‘¬‚³‚¹‚éB’ïR‚³‚ê‚é‚Æ–³ŒøB", "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 _("“®•¨¢Š«", "Summon Animal"); + if (desc) return _("“®•¨‚ð1‘̏¢Š«‚·‚éB", "Summons an animal."); + + { + if (cast) + { + if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET)))) + { + msg_print(_("“®•¨‚ÍŒ»‚ê‚È‚©‚Á‚½B", "No animals arrive.")); + } + break; + } + } + break; + + case 15: + if (name) return _("–ò‘Ž¡—Ã", "Herbal Healing"); + if (desc) return _("‘Ì—Í‚ð‘啝‚ɉñ•œ‚³‚¹A•‰AžNžOó‘ԁA“Å‚©‚ç‘S‰õ‚·‚éB", "Heals HP greatly. And heals cut, stun and poison completely."); + + { + int heal = 500; + + if (info) return info_heal(0, 0, heal); + + if (cast) + { + hp_player(heal); + set_stun(0); + set_cut(0); + set_poisoned(0); + } + } + break; + + case 16: + if (name) return _("ŠK’i¶¬", "Stair Building"); + if (desc) return _("Ž©•ª‚Ì‚¢‚éˆÊ’u‚ÉŠK’i‚ðì‚éB", "Creates a stair which goes down or up."); + + { + if (cast) + { + stair_creation(); + } + } + break; + + case 17: + if (name) return _("”§Î‰»", "Stone Skin"); + if (desc) return _("ˆê’莞ŠÔAAC‚ðã¸‚³‚¹‚éB", "Gives bonus to AC for a while."); + + { + int base = 20; + int sides = 30; + + if (info) return info_duration(base, sides); + + if (cast) + { + set_shield(randint1(sides) + base, FALSE); + } + } + break; + + case 18: + if (name) return _("^E‘ϐ«", "Resistance True"); + if (desc) return _("ˆê’莞ŠÔAŽ_A“dŒ‚A‰ŠA—â‹CA“łɑ΂·‚é‘ϐ«‚𓾂éB‘•”õ‚É‚æ‚é‘ϐ«‚ɗݐς·‚éB", + "Gives resistance to fire, cold, electricity, acid and poison for a while. These resistances can be added to which from equipment for more powerful resistances."); + + { + int base = 20; + + if (info) return info_duration(base, base); + + if (cast) + { + set_oppose_acid(randint1(base) + base, FALSE); + set_oppose_elec(randint1(base) + base, FALSE); + set_oppose_fire(randint1(base) + base, FALSE); + set_oppose_cold(randint1(base) + base, FALSE); + set_oppose_pois(randint1(base) + base, FALSE); + } + } + break; + + case 19: + if (name) return _("X—Ñ‘n‘¢", "Forest Creation"); + if (desc) return _("ŽüˆÍ‚É–Ø‚ðì‚èo‚·B", "Creates trees in all adjacent squares."); + + { + if (cast) + { + tree_creation(); + } + } + break; + + case 20: + if (name) return _("“®•¨—F˜a", "Animal Friendship"); + if (desc) return _("Ž‹ŠE“à‚Ì‘S‚Ä‚Ì“®•¨‚ð–£—¹‚·‚éB’ïR‚³‚ê‚é‚Æ–³ŒøB", "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 _("ŽŽ‹àÎ", "Stone Tell"); + if (desc) return _("ƒAƒCƒeƒ€‚ÌŽ‚”\—Í‚ðŠ®‘S‚É’m‚éB", "*Identifies* an item."); + + { + if (cast) + { + if (!identify_fully(FALSE)) return NULL; + } + } + break; + + case 22: + if (name) return _("Î‚Ì•Ç", "Wall of Stone"); + if (desc) return _("Ž©•ª‚ÌŽüˆÍ‚ɉԛ¼Šâ‚Ì•Ç‚ðì‚éB", "Creates granite walls in all adjacent squares."); + + { + if (cast) + { + wall_stone(); + } + } + break; + + case 23: + if (name) return _("•…H–hŽ~", "Protect from Corrosion"); + if (desc) return _("ƒAƒCƒeƒ€‚ðŽ_‚ŏ‚‚©‚È‚¢‚悤‰ÁH‚·‚éB", "Makes an equipment acid-proof."); + + { + if (cast) + { + if (!rustproof()) return NULL; + } + } + break; + + case 24: + if (name) return _("’nk", "Earthquake"); + if (desc) return _("ŽüˆÍ‚̃_ƒ“ƒWƒ‡ƒ“‚ð—h‚炵A•Ç‚Ə°‚ðƒ‰ƒ“ƒ_ƒ€‚É“ü‚ê•Ï‚¦‚éB", + "Shakes dungeon structure, and results in random swapping of floors and walls."); + + { + int rad = 10; + + if (info) return info_radius(rad); + + if (cast) + { + earthquake(p_ptr->y, p_ptr->x, rad); + } + } + break; + + case 25: + if (name) return _("ƒJƒ}ƒCƒ^ƒ`", "Cyclone"); + if (desc) return _("‘S•ûŒü‚ÉŒü‚©‚Á‚čUŒ‚‚·‚éB", "Attacks all adjacent monsters."); + + { + if (cast) + { + int y = 0, x = 0; + cave_type *c_ptr; + monster_type *m_ptr; + + for (dir = 0; dir < 8; dir++) + { + y = p_ptr->y + ddy_ddd[dir]; + x = p_ptr->x + ddx_ddd[dir]; + c_ptr = &cave[y][x]; + + /* Get the monster */ + m_ptr = &m_list[c_ptr->m_idx]; + + /* Hack -- attack monsters */ + if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT))) + py_attack(y, x, 0); + } + } + } + break; + + case 26: + if (name) return _("ƒuƒŠƒU[ƒh", "Blizzard"); + if (desc) return _("‹‘å‚È—â‹C‚Ì‹…‚ð•ú‚B", "Fires a huge ball of cold."); + + { + HIT_POINT dam = 70 + plev * 3 / 2; + int 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 _("ˆîÈ—’", "Lightning Storm"); + if (desc) return _("‹‘å‚È“dŒ‚‚Ì‹…‚ð•ú‚B", "Fires a huge electric ball."); + + { + HIT_POINT dam = 90 + plev * 3 / 2; + int 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 _("‰Q’ª", "Whirlpool"); + if (desc) return _("‹‘å‚Ȑ…‚Ì‹…‚ð•ú‚B", "Fires a huge ball of water."); + + { + HIT_POINT dam = 100 + plev * 3 / 2; + int 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 _("—zŒõ¢Š«", "Call Sunlight"); + if (desc) return _("Ž©•ª‚𒆐S‚Æ‚µ‚½Œõ‚Ì‹…‚𔭐¶‚³‚¹‚éB‚³‚ç‚ɁA‚»‚ÌŠK‘S‘Ì‚ð‰i‹v‚ɏƂ炵Aƒ_ƒ“ƒWƒ‡ƒ““à‚·‚ׂẴAƒCƒeƒ€‚ðŠ´’m‚·‚éB", + "Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location."); + + { + HIT_POINT dam = 150; + int rad = 8; + + if (info) return info_damage(0, 0, dam / 2); + + if (cast) + { + fire_ball(GF_LITE, 0, dam, rad); + chg_virtue(V_KNOWLEDGE, 1); + chg_virtue(V_ENLIGHTEN, 1); + wiz_lite(FALSE); + + if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite) + { + msg_print(_("“úŒõ‚ª‚ ‚È‚½‚Ì“÷‘Ì‚ðÅ‚ª‚µ‚½I", "The sunlight scorches your flesh!")); + take_hit(DAMAGE_NOESCAPE, 50, _("“úŒõ", "sunlight"), -1); + } + } + } + break; + + case 30: + if (name) return _("¸—ì‚̐n", "Elemental Branding"); + if (desc) return _("•Ší‚ɉŠ‚©—â‹C‚Ì‘®«‚ð‚‚¯‚éB", "Makes current weapon fire or frost branded."); + + { + if (cast) + { + brand_weapon(randint0(2)); + } + } + break; + + case 31: + if (name) return _("Ž©‘R‚Ì‹ºˆÐ", "Nature's Wrath"); + if (desc) return _("‹ß‚­‚Ì‘S‚Ẵ‚ƒ“ƒXƒ^[‚Ƀ_ƒ[ƒW‚ð—^‚¦A’nk‚ð‹N‚±‚µAŽ©•ª‚𒆐S‚Æ‚µ‚½•ª‰ð‚Ì‹…‚𔭐¶‚³‚¹‚éB", + "Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you."); + + { + int d_dam = 4 * plev; + int b_dam = (100 + plev) * 2; + int b_rad = 1 + plev / 12; + int q_rad = 20 + plev / 2; + + if (info) return format("%s%d+%d", s_dam, d_dam, b_dam / 2); + + if (cast) + { + dispel_monsters(d_dam); + earthquake(p_ptr->y, p_ptr->x, q_rad); + project(0, b_rad, p_ptr->y, p_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1); + } + } + break; + } + + return ""; +} + diff --git a/src/realm-nature.h b/src/realm-nature.h new file mode 100644 index 000000000..7580cba66 --- /dev/null +++ b/src/realm-nature.h @@ -0,0 +1 @@ +extern cptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode); -- 2.11.0