#include "realm/realm-demon.h"
#include "cmd-action/cmd-spell.h"
#include "monster-floor/monster-summon.h"
#include "monster-floor/place-monster-types.h"
#include "player/player-damage.h"
#include "player/player-race.h"
#include "player/player-realm.h"
#include "spell-kind/spells-charm.h"
#include "spell-kind/spells-detection.h"
#include "spell-kind/spells-floor.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-pet.h"
#include "spell-kind/spells-sight.h"
#include "spell-realm/spells-demon.h"
#include "spell/spell-types.h"
#include "spell/spells-diceroll.h"
#include "spell/spells-object.h"
#include "spell/spells-status.h"
#include "spell/spells-summon.h"
#include "spell/summon-types.h"
#include "status/bad-status-setter.h"
#include "status/buff-setter.h"
#include "status/element-resistance.h"
#include "status/shape-changer.h"
#include "status/sight-setter.h"
#include "status/temporary-resistance.h"
#include "target/target-getter.h"
#include "view/display-messages.h"

/*!
 * @brief 悪魔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_daemon_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 _("マジック・ミサイル", "Magic Missile");
        if (desc)
            return _("弱い魔法の矢を放つ。", "Fires a weak bolt of magic.");

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

            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_MISSILE, dir, damroll(dice, sides));
            }
        }
        break;

    case 1:
        if (name)
            return _("無生命感知", "Detect Unlife");
        if (desc)
            return _("近くの生命のないモンスターを感知する。", "Detects all nonliving monsters in your vicinity.");

        {
            POSITION rad = DETECT_RAD_DEFAULT;

            if (info)
                return info_radius(rad);

            if (cast) {
                detect_monsters_nonliving(caster_ptr, rad);
            }
        }
        break;

    case 2:
        if (name)
            return _("邪なる祝福", "Evil Bless");
        if (desc)
            return _("一定時間、命中率とACにボーナスを得る。", "Gives a bonus to hit and AC for a few turns.");

        {
            int base = 12;

            if (info)
                return info_duration(base, base);

            if (cast) {
                set_blessed(caster_ptr, randint1(base) + base, FALSE);
            }
        }
        break;

    case 3:
        if (name)
            return _("耐火炎", "Resist Fire");
        if (desc)
            return _("一定時間、炎への耐性を得る。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_fire(caster_ptr, randint1(base) + base, FALSE);
            }
        }
        break;

    case 4:
        if (name)
            return _("恐慌", "Horrify");
        if (desc)
            return _("モンスター1体を恐怖させ、朦朧させる。抵抗されると無効。", "Attempts to scare and stun a monster.");

        {
            PLAYER_LEVEL power = plev;

            if (info)
                return info_power(power);

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

                fear_monster(caster_ptr, dir, power);
                stun_monster(caster_ptr, dir, power);
            }
        }
        break;

    case 5:
        if (name)
            return _("地獄の矢", "Nether Bolt");
        if (desc)
            return _("地獄のボルトもしくはビームを放つ。", "Fires a bolt or beam of nether.");

        {
            DICE_NUMBER dice = 6 + (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), GF_NETHER, dir, damroll(dice, sides));
            }
        }
        break;

    case 6:
        if (name)
            return _("古代の死霊召喚", "Summon Manes");
        if (desc)
            return _("古代の死霊を召喚する。", "Summons a manes.");

        {
            if (cast) {
                if (!summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, (plev * 3) / 2, SUMMON_MANES, (PM_ALLOW_GROUP | PM_FORCE_PET))) {
                    msg_print(_("古代の死霊は現れなかった。", "No Manes arrive."));
                }
            }
        }
        break;

    case 7:
        if (name)
            return _("地獄の焔", "Hellish Flame");
        if (desc)
            return _("邪悪な力を持つボールを放つ。善良なモンスターには大きなダメージを与える。", "Fires a ball of evil power. Hurts good monsters greatly.");

        {
            DICE_NUMBER dice = 3;
            DICE_SID sides = 6;
            POSITION rad = (plev < 30) ? 2 : 3;
            int base;

            if (is_wizard_class(caster_ptr))
                base = plev + plev / 2;
            else
                base = plev + plev / 4;

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

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

                fire_ball(caster_ptr, GF_HELL_FIRE, dir, damroll(dice, sides) + base, rad);
            }
        }
        break;

    case 8:
        if (name)
            return _("デーモン支配", "Dominate Demon");
        if (desc)
            return _("悪魔1体を魅了する。抵抗されると無効", "Attempts to charm a demon.");

        {
            int power = plev;

            if (info)
                return info_power(power);

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

                control_one_demon(caster_ptr, dir, plev);
            }
        }
        break;

    case 9:
        if (name)
            return _("ビジョン", "Vision");
        if (desc)
            return _("周辺の地形を感知する。", "Maps nearby area.");

        {
            POSITION rad = DETECT_RAD_MAP;

            if (info)
                return info_radius(rad);

            if (cast) {
                map_area(caster_ptr, rad);
            }
        }
        break;

    case 10:
        if (name)
            return _("耐地獄", "Resist Nether");
        if (desc)
            return _("一定時間、地獄への耐性を得る。", "Gives resistance to nether for a while.");

        {
            int base = 20;

            if (info)
                return info_duration(base, base);

            if (cast) {
                set_tim_res_nether(caster_ptr, randint1(base) + base, FALSE);
            }
        }
        break;

    case 11:
        if (name)
            return _("プラズマ・ボルト", "Plasma bolt");
        if (desc)
            return _("プラズマのボルトもしくはビームを放つ。", "Fires a bolt or beam of plasma.");

        {
            DICE_NUMBER dice = 11 + (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), GF_PLASMA, dir, damroll(dice, sides));
            }
        }
        break;

    case 12:
        if (name)
            return _("ファイア・ボール", "Fire Ball");
        if (desc)
            return _("炎の球を放つ。", "Fires a ball of fire.");

        {
            HIT_POINT dam = plev + 55;
            POSITION rad = 2;

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

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

                fire_ball(caster_ptr, GF_FIRE, dir, dam, rad);
            }
        }
        break;

    case 13:
        if (name)
            return _("炎の刃", "Fire Branding");
        if (desc)
            return _("武器に炎の属性をつける。", "Makes current weapon fire branded.");

        {
            if (cast) {
                brand_weapon(caster_ptr, 1);
            }
        }
        break;

    case 14:
        if (name)
            return _("地獄球", "Nether Ball");
        if (desc)
            return _("大きな地獄の球を放つ。", "Fires a huge ball of nether.");

        {
            HIT_POINT dam = plev * 3 / 2 + 100;
            POSITION rad = plev / 20 + 2;

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

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

                fire_ball(caster_ptr, GF_NETHER, dir, dam, rad);
            }
        }
        break;

    case 15:
        if (name)
            return _("デーモン召喚", "Summon Demon");
        if (desc)
            return _("悪魔1体を召喚する。", "Summons a demon.");

        {
            if (cast) {
                cast_summon_demon(caster_ptr, plev * 2 / 3 + randint1(plev / 2));
            }
        }
        break;

    case 16:
        if (name)
            return _("悪魔の目", "Devilish Eye");
        if (desc)
            return _("一定時間、テレパシー能力を得る。", "Gives telepathy for a while.");

        {
            int base = 30;
            DICE_SID sides = 25;

            if (info)
                return info_duration(base, sides);

            if (cast) {
                set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
            }
        }
        break;

    case 17:
        if (name)
            return _("悪魔のクローク", "Devil Cloak");
        if (desc)
            return _("恐怖を取り除き、一定時間、炎と冷気の耐性、炎のオーラを得る。耐性は装備による耐性に累積する。",
                "Removes fear. Gives resistance to fire and cold, and aura of fire. These resistances can be added to those from equipment for more powerful "
                "resistances.");

        {
            TIME_EFFECT base = 20;

            if (info)
                return info_duration(base, base);

            if (cast) {
                TIME_EFFECT dur = randint1(base) + base;

                set_oppose_fire(caster_ptr, dur, FALSE);
                set_oppose_cold(caster_ptr, dur, FALSE);
                set_tim_sh_fire(caster_ptr, dur, FALSE);
                set_afraid(caster_ptr, 0);
                break;
            }
        }
        break;

    case 18:
        if (name)
            return _("溶岩流", "The Flow of Lava");
        if (desc)
            return _("自分を中心とした炎の球を作り出し、床を溶岩に変える。", "Generates a ball of fire centered on you which transforms floors to magma.");

        {
            HIT_POINT dam = (55 + plev) * 2;
            POSITION rad = 3;

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

            if (cast) {
                fire_ball(caster_ptr, GF_FIRE, 0, dam, rad);
                fire_ball_hide(caster_ptr, GF_LAVA_FLOW, 0, 2 + randint1(2), rad);
            }
        }
        break;

    case 19:
        if (name)
            return _("プラズマ球", "Plasma Ball");
        if (desc)
            return _("プラズマの球を放つ。", "Fires a ball of plasma.");

        {
            HIT_POINT dam = plev * 3 / 2 + 80;
            POSITION rad = 2 + plev / 40;

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

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

                fire_ball(caster_ptr, GF_PLASMA, dir, dam, rad);
            }
        }
        break;

    case 20:
        if (name)
            return _("悪魔変化", "Polymorph Demon");
        if (desc)
            return _("一定時間、悪魔に変化する。変化している間は本来の種族の能力を失い、代わりに悪魔としての能力を得る。",
                "Causes you to mimic a demon for a while. You lose the abilities of your original race and get the abilities of a demon for that time.");

        {
            int base = 10 + plev / 2;

            if (info)
                return info_duration(base, base);

            if (cast) {
                set_mimic(caster_ptr, base + randint1(base), MIMIC_DEMON, FALSE);
            }
        }
        break;

    case 21:
        if (name)
            return _("地獄の波動", "Nather Wave");
        if (desc)
            return _("視界内の全てのモンスターにダメージを与える。善良なモンスターに特に大きなダメージを与える。",
                "Damages all monsters in sight. Hurts good monsters greatly.");

        {
            int sides1 = plev * 2;
            int sides2 = plev * 2;

            if (info)
                return format("%sd%d+d%d", KWD_DAM, sides1, sides2);

            if (cast) {
                dispel_monsters(caster_ptr, randint1(sides1));
                dispel_good(caster_ptr, randint1(sides2));
            }
        }
        break;

    case 22:
        if (name)
            return _("サキュバスの接吻", "Kiss of Succubus");
        if (desc)
            return _("因果混乱の球を放つ。", "Fires a ball of nexus.");

        {
            HIT_POINT dam = 100 + plev * 2;
            POSITION rad = 4;

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

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

    case 23:
        if (name)
            return _("破滅の手", "Doom Hand");
        if (desc)
            return _("破滅の手を放つ。食らったモンスターはそのときのHPの半分前後のダメージを受ける。", "Attempts to cut a monster's HP roughly in half.");

        {
            if (cast) {
                if (!get_aim_dir(caster_ptr, &dir))
                    return NULL;
                else
                    msg_print(_("<破滅の手>を放った！", "You invoke the Hand of Doom!"));

                fire_ball_hide(caster_ptr, GF_HAND_DOOM, dir, plev * 2, 0);
            }
        }
        break;

    case 24:
        if (name)
            return _("士気高揚", "Raise the Morale");
        if (desc)
            return _("一定時間、ヒーロー気分になる。", "Removes fear. Gives a bonus to hit for a while. Heals you for 10 HP.");

        {
            int base = 25;
            if (info)
                return info_duration(base, base);
            if (cast)
                heroism(caster_ptr, base);
        }
        break;

    case 25:
        if (name)
            return _("不滅の肉体", "Immortal Body");
        if (desc)
            return _("一定時間、時間逆転への耐性を得る。", "Gives resistance to time for a while.");

        {
            int base = 20;

            if (info)
                return info_duration(base, base);

            if (cast) {
                set_tim_res_time(caster_ptr, randint1(base) + base, FALSE);
            }
        }
        break;

    case 26:
        if (name)
            return _("狂気の円環", "Insanity Circle");
        if (desc)
            return _("自分を中心としたカオスの球、混乱の球を発生させ、近くのモンスターを魅了する。",
                "Generates balls of chaos, confusion and charm centered on you.");

        {
            HIT_POINT dam = 50 + plev;
            int power = 20 + plev;
            POSITION rad = 3 + plev / 20;

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

            if (cast) {
                fire_ball(caster_ptr, GF_CHAOS, 0, dam, rad);
                fire_ball(caster_ptr, GF_CONFUSION, 0, dam, rad);
                fire_ball(caster_ptr, GF_CHARM, 0, power, rad);
            }
        }
        break;

    case 27:
        if (name)
            return _("ペット爆破", "Explode Pets");
        if (desc)
            return _("全てのペットを強制的に爆破させる。", "Makes all pets explode.");

        {
            if (cast) {
                discharge_minion(caster_ptr);
            }
        }
        break;

    case 28:
        if (name)
            return _("グレーターデーモン召喚", "Summon Greater Demon");
        if (desc)
            return _("上級デーモンを召喚する。召喚するには人間('p','h','t'で表されるモンスター)の死体を捧げなければならない。",
                "Summons greater demon. Requires the sacrifice of a human corpse ('p', 'h' or 't').");

        {
            if (cast) {
                if (!cast_summon_greater_demon(caster_ptr))
                    return NULL;
            }
        }
        break;

    case 29:
        if (name)
            return _("地獄嵐", "Nether Storm");
        if (desc)
            return _("超巨大な地獄の球を放つ。", "Generates a huge ball of nether.");

        {
            HIT_POINT dam = plev * 15;
            POSITION rad = plev / 5;

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

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

                fire_ball(caster_ptr, GF_NETHER, dir, dam, rad);
            }
        }
        break;

    case 30:
        if (name)
            return _("血の呪い", "Bloody Curse");
        if (desc)
            return _("自分がダメージを受けることによって対象に呪いをかけ、ダメージを与え様々な効果を引き起こす。",
                "Puts blood curse, which damages and causes various effects, on a monster. You also take damage.");

        {
            HIT_POINT dam = 600;
            POSITION rad = 0;

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

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

                fire_ball_hide(caster_ptr, GF_BLOOD_CURSE, dir, dam, rad);
                take_hit(caster_ptr, DAMAGE_USELIFE, 20 + randint1(30), _("血の呪い", "Blood curse"), -1);
            }
        }
        break;

    case 31:
        if (name)
            return _("魔王変化", "Polymorph Demonlord");
        if (desc)
            return _("悪魔の王に変化する。変化している間は本来の種族の能力を失い、代わりに悪魔の王としての能力を得、壁を破壊しながら歩く。",
                "Causes you to mimic a demon lord for a while. You lose the abilities of your original race and get the great abilities of a demon lord for "
                "that time. Even hard walls can't stop your walking.");

        {
            int base = 15;

            if (info)
                return info_duration(base, base);

            if (cast) {
                set_mimic(caster_ptr, base + randint1(base), MIMIC_DEMON_LORD, FALSE);
            }
        }
        break;
    }

    return "";
}
