#include "angband.h"
#include "cmd-spell.h"
#include "projection.h"
#include "spells-summon.h"
#include "spells-status.h"
#include "spells-object.h"
#include "avatar.h"
#include "spells-floor.h"


/*!
* @brief 自然領域魔法の各処理を行う
* @param spell 魔法ID
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
concptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
	bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
	bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
	bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
	bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;

	DIRECTION dir;
	PLAYER_LEVEL plev = p_ptr->lev;

	switch (spell)
	{
	case 0:
		if (name) return _("モンスター感知", "Detect Creatures");
		if (desc) return _("近くの全ての見えるモンスターを感知する。", "Detects all monsters in your vicinity unless invisible.");

		{
			POSITION rad = DETECT_RAD_DEFAULT;

			if (info) return info_radius(rad);

			if (cast)
			{
				detect_monsters_normal(rad);
			}
		}
		break;

	case 1:
		if (name) return _("稲妻", "Lightning");
		if (desc) return _("電撃の短いビームを放つ。", "Fires a short beam of lightning.");

		{
			DICE_NUMBER dice = 3 + (plev - 1) / 5;
			DICE_SID sides = 4;
			POSITION range = plev / 6 + 2;

			if (info) return format("%s%dd%d %s%d", KWD_DAM, dice, sides, KWD_RANGE, range);

			if (cast)
			{
				project_length = range;

				if (!get_aim_dir(&dir)) return NULL;

				fire_beam(GF_ELEC, dir, damroll(dice, sides));
			}
		}
		break;

	case 2:
		if (name) return _("罠と扉感知", "Detect Doors and Traps");
		if (desc) return _("近くの全ての罠と扉を感知する。", "Detects traps, doors, and stairs in your vicinity.");

		{
			POSITION rad = DETECT_RAD_DEFAULT;

			if (info) return info_radius(rad);

			if (cast)
			{
				detect_traps(rad, TRUE);
				detect_doors(rad);
				detect_stairs(rad);
			}
		}
		break;

	case 3:
		if (name) return _("食糧生成", "Produce Food");
		if (desc) return _("食料を一つ作り出す。", "Produces a Ration of Food.");

		{
			if (cast)
			{
				object_type forge, *q_ptr = &forge;
				msg_print(_("食料を生成した。", "A food ration is produced."));

				/* Create the food ration */
				object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));

				/* Drop the object from heaven */
				(void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
			}
		}
		break;

	case 4:
		if (name) return _("日の光", "Daylight");
		if (desc) return _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");

		{
			DICE_NUMBER dice = 2;
			DICE_SID sides = plev / 2;
			POSITION rad = (plev / 10) + 1;

			if (info) return info_damage(dice, sides, 0);

			if (cast)
			{
				lite_area(damroll(dice, sides), rad);

				if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
				{
					msg_print(_("日の光があなたの肉体を焦がした！", "The daylight scorches your flesh!"));
					take_hit(DAMAGE_NOESCAPE, damroll(2, 2), _("日の光", "daylight"), -1);
				}
			}
		}
		break;

	case 5:
		if (name) return _("動物習し", "Animal Taming");
		if (desc) return _("動物1体を魅了する。抵抗されると無効。", "Attempts to charm an animal.");

		{
			int power = plev;

			if (info) return info_power(power);

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;

				charm_animal(dir, plev);
			}
		}
		break;

	case 6:
		if (name) return _("環境への耐性", "Resist Environment");
		if (desc) return _("一定時間、冷気、炎、電撃に対する耐性を得る。装備による耐性に累積する。",
			"Gives resistance to fire, cold and electricity for a while. These resistances can be added to those 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 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(damroll(dice, sides));
				set_cut(0);
				set_poisoned(0);
			}
		}
		break;

	case 8:
		if (name) return _("岩石溶解", "Stone to Mud");
		if (desc) return _("壁を溶かして床にする。", "Turns one rock square to mud.");

		{
			DICE_NUMBER dice = 1;
			DICE_SID sides = 30;
			int base = 20;

			if (info) return info_damage(dice, sides, base);

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;

				wall_to_mud(dir, 20 + randint1(30));
			}
		}
		break;

	case 9:
		if (name) return _("アイス・ボルト", "Frost Bolt");
		if (desc) return _("冷気のボルトもしくはビームを放つ。", "Fires a bolt or beam of cold.");

		{
			DICE_NUMBER dice = 3 + (plev - 5) / 4;
			DICE_SID sides = 8;

			if (info) return info_damage(dice, sides, 0);

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;
				fire_bolt_or_beam(beam_chance() - 10, GF_COLD, dir, damroll(dice, sides));
			}
		}
		break;

	case 10:
		if (name) return _("自然の覚醒", "Nature Awareness");
		if (desc) return _("周辺の地形を感知し、近くの罠、扉、階段、全てのモンスターを感知する。",
			"Maps nearby area. Detects all monsters, traps, doors and stairs.");

		{
			int rad1 = DETECT_RAD_MAP;
			int rad2 = DETECT_RAD_DEFAULT;

			if (info) return info_radius(MAX(rad1, rad2));

			if (cast)
			{
				map_area(rad1);
				detect_traps(rad2, TRUE);
				detect_doors(rad2);
				detect_stairs(rad2);
				detect_monsters_normal(rad2);
			}
		}
		break;

	case 11:
		if (name) return _("ファイア・ボルト", "Fire Bolt");
		if (desc) return _("火炎のボルトもしくはビームを放つ。", "Fires a bolt or beam of fire.");

		{
			DICE_NUMBER dice = 5 + (plev - 5) / 4;
			DICE_SID sides = 8;

			if (info) return info_damage(dice, sides, 0);

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;
				fire_bolt_or_beam(beam_chance() - 10, GF_FIRE, dir, damroll(dice, sides));
			}
		}
		break;

	case 12:
		if (name) return _("太陽光線", "Ray of Sunlight");
		if (desc) return _("光線を放つ。光りを嫌うモンスターに効果がある。", "Fires a beam of light which damages light-sensitive monsters.");

		{
			DICE_NUMBER dice = 6;
			DICE_SID sides = 8;

			if (info) return info_damage(dice, sides, 0);

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;
				msg_print(_("太陽光線が現れた。", "A line of sunlight appears."));
				lite_line(dir, damroll(6, 8));
			}
		}
		break;

	case 13:
		if (name) return _("足かせ", "Entangle");
		if (desc) return _("視界内の全てのモンスターを減速させる。抵抗されると無効。", "Attempts to slow all monsters in sight.");
		{
			int power = plev;
			if (info) return info_power(power);
			if (cast) slow_monsters(plev);
		}
		break;

	case 14:
		if (name) return _("動物召喚", "Summon Animal");
		if (desc) return _("動物を1体召喚する。", "Summons an animal.");

		{
			if (cast)
			{
				if (!(summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0')))
				{
					msg_print(_("動物は現れなかった。", "No animals arrive."));
				}
				break;
			}
		}
		break;

	case 15:
		if (name) return _("薬草治療", "Herbal Healing");
		if (desc) return _("体力を大幅に回復させ、負傷、朦朧状態、毒から全快する。", "Heals HP greatly. Completely cures cuts, poisons and being stunned.");
		{
			int heal = 500;
			if (info) return info_heal(0, 0, heal);
			if (cast) (void)cure_critical_wounds(heal);
		}
		break;

	case 16:
		if (name) return _("階段生成", "Stair Building");
		if (desc) return _("自分のいる位置に階段を作る。", "Creates a staircase 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 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(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(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 a piece of equipment acid-proof.");

		{
			if (cast)
			{
				if (!rustproof()) return NULL;
			}
		}
		break;

	case 24:
		if (name) return _("地震", "Earthquake");
		if (desc) return _("周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。",
			"Shakes dungeon structure, and results in random swapping of floors and walls.");

		{
			POSITION rad = 10;

			if (info) return info_radius(rad);

			if (cast)
			{
				earthquake(p_ptr->y, p_ptr->x, rad);
			}
		}
		break;

	case 25:
		if (name) return _("カマイタチ", "Whirlwind");
		if (desc) return _("全方向に向かって攻撃する。", "Attacks all adjacent monsters.");
		if (cast) massacre();
		break;

	case 26:
		if (name) return _("ブリザード", "Blizzard");
		if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");

		{
			HIT_POINT dam = 70 + plev * 3 / 2;
			POSITION rad = plev / 12 + 1;

			if (info) return info_damage(0, 0, dam);

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;

				fire_ball(GF_COLD, dir, dam, rad);
			}
		}
		break;

	case 27:
		if (name) return _("稲妻嵐", "Lightning Storm");
		if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");

		{
			HIT_POINT dam = 90 + plev * 3 / 2;
			POSITION rad = plev / 12 + 1;

			if (info) return info_damage(0, 0, dam);

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;
				fire_ball(GF_ELEC, dir, dam, rad);
				break;
			}
		}
		break;

	case 28:
		if (name) return _("渦潮", "Whirlpool");
		if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");

		{
			HIT_POINT dam = 100 + plev * 3 / 2;
			POSITION rad = plev / 12 + 1;

			if (info) return info_damage(0, 0, dam);

			if (cast)
			{
				if (!get_aim_dir(&dir)) return NULL;
				fire_ball(GF_WATER, dir, dam, rad);
			}
		}
		break;

	case 29:
		if (name) return _("陽光召喚", "Call Sunlight");
		if (desc) return _("自分を中心とした光の球を発生させる。さらに、その階全体を永久に照らし、ダンジョン内すべてのアイテムを感知する。",
			"Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");

		{
			HIT_POINT dam = 150;
			POSITION rad = 8;

			if (info) return info_damage(0, 0, dam / 2);

			if (cast)
			{
				fire_ball(GF_LITE, 0, dam, rad);
				chg_virtue(V_KNOWLEDGE, 1);
				chg_virtue(V_ENLIGHTEN, 1);
				wiz_lite(FALSE);

				if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
				{
					msg_print(_("日光があなたの肉体を焦がした！", "The sunlight scorches your flesh!"));
					take_hit(DAMAGE_NOESCAPE, 50, _("日光", "sunlight"), -1);
				}
			}
		}
		break;

	case 30:
		if (name) return _("精霊の刃", "Elemental Branding");
		if (desc) return _("武器に炎か冷気の属性をつける。", "Brands current weapon with fire or frost.");

		{
			if (cast)
			{
				brand_weapon(randint0(2));
			}
		}
		break;

	case 31:
		if (name) return _("自然の脅威", "Nature's Wrath");
		if (desc) return _("近くの全てのモンスターにダメージを与え、地震を起こし、自分を中心とした分解の球を発生させる。",
			"Damages all monsters in sight. Makes quake. Generates disintegration ball centered on you.");

		{
			int d_dam = 4 * plev;
			int b_dam = (100 + plev) * 2;
			POSITION b_rad = 1 + plev / 12;
			POSITION q_rad = 20 + plev / 2;

			if (info) return format("%s%d+%d", KWD_DAM, d_dam, b_dam / 2);

			if (cast)
			{
				dispel_monsters(d_dam);
				earthquake(p_ptr->y, p_ptr->x, q_rad);
				project(0, b_rad, p_ptr->y, p_ptr->x, b_dam, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
			}
		}
		break;
	}

	return "";
}

