3 * @brief 各職業の特殊技能実装 / Special magics
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
13 * mind.cとあるが実際には超能力者、練気術師、狂戦士、鏡使い、忍者までの
17 #include "mind/mind-switcher.h"
18 #include "action/action-limited.h"
19 #include "action/movement-execution.h"
20 #include "cmd-action/cmd-attack.h"
21 #include "cmd-action/cmd-spell.h"
22 #include "cmd-item/cmd-throw.h"
23 #include "core/asking-player.h"
24 #include "core/hp-mp-processor.h"
25 #include "core/player-redraw-types.h"
26 #include "core/player-update-types.h"
27 #include "core/stuff-handler.h"
28 #include "core/window-redrawer.h"
29 #include "effect/effect-characteristics.h"
30 #include "effect/spells-effect-util.h"
31 #include "floor/cave.h"
32 #include "floor/floor.h"
33 #include "game-option/disturbance-options.h"
34 #include "game-option/input-options.h"
35 #include "game-option/text-display-options.h"
36 #include "grid/feature.h"
37 #include "grid/grid.h"
38 #include "inventory/inventory-slot-types.h"
39 #include "io/command-repeater.h"
40 #include "io/input-key-acceptor.h"
41 #include "io/input-key-requester.h"
42 #include "io/targeting.h"
43 #include "main/sound-definitions-table.h"
44 #include "main/sound-of-music.h"
45 #include "mind/mind-force-trainer.h"
46 #include "mind/mind-magic-resistance.h"
47 #include "mind/mind-mindcrafter.h"
48 #include "mind/mind-mirror-master.h"
49 #include "mind/mind-ninja.h"
50 #include "mind/mind-warrior.h"
51 #include "monster-floor/monster-summon.h"
52 #include "monster/monster-status.h"
53 #include "monster-floor/place-monster-types.h"
54 #include "player-attack/player-attack.h"
55 #include "player/avatar.h"
56 #include "player/player-class.h"
57 #include "player/player-damage.h"
58 #include "player/player-move.h"
59 #include "player/special-defense-types.h"
60 #include "spell/process-effect.h"
61 #include "spell-kind/earthquake.h"
62 #include "spell-kind/spells-detection.h"
63 #include "spell-kind/spells-fetcher.h"
64 #include "spell-kind/spells-floor.h"
65 #include "spell-kind/spells-grid.h"
66 #include "spell-kind/spells-launcher.h"
67 #include "spell-kind/spells-lite.h"
68 #include "spell-kind/spells-perception.h"
69 #include "spell-kind/spells-sight.h"
70 #include "spell-kind/spells-world.h"
71 #include "spell/spells-status.h"
72 #include "spell/spells-summon.h"
73 #include "spell-kind/spells-teleport.h"
74 #include "spell-kind/spells-world.h"
75 #include "spell/spell-types.h"
76 #include "status/bad-status-setter.h"
77 #include "status/base-status.h"
78 #include "status/body-improvement.h"
79 #include "status/buff-setter.h"
80 #include "status/element-resistance.h"
81 #include "status/sight-setter.h"
82 #include "status/temporary-resistance.h"
83 #include "system/floor-type-definition.h"
84 #include "term/screen-processor.h"
85 #include "util/buffer-shaper.h"
86 #include "util/int-char-converter.h"
87 #include "view/display-messages.h"
90 mind_power const mind_powers[5] =
94 /* Level gained, cost, %fail, name */
101 { 11, 7, 30, "念動衝撃弾"},
103 { 15, 12, 60, "サイコメトリー"},
104 { 18, 10, 45, "精神波動"},
105 { 23, 15, 50, "アドレナリン・ドーピング"},
106 { 26, 28, 60, "テレキネシス"},
107 { 28, 10, 40, "サイキック・ドレイン"},
108 { 35, 35, 75, "光の剣"},
109 { 45,150, 85, "完全な世界"},
118 { 1, 1, 15, "Precognition"},
119 { 2, 1, 20, "Neural Blast"},
120 { 3, 2, 25, "Minor Displacement"},
121 { 7, 6, 35, "Major Displacement"},
122 { 9, 7, 50, "Domination"},
123 { 11, 7, 30, "Pulverise"},
124 { 13, 12, 50, "Character Armour"},
125 { 15, 12, 60, "Psychometry" },
126 { 18, 10, 45, "Mind Wave" },
127 { 23, 15, 50, "Adrenaline Channeling"},
128 { 26, 28, 60, "Telekinesis"},
129 { 28, 10, 40, "Psychic Drain"},
130 { 35, 35, 75, "Psycho-Spear"},
131 { 45,150, 85, "The World"},
146 /* Level gained, cost, %fail, name */
151 { 8, 5, 40, "カメハメ波"},
152 { 10, 7, 45, "対魔法防御"},
154 { 17, 17, 50, "纏闘気"},
157 { 25, 30, 70, "いてつく波動"},
158 { 28, 26, 50, "幻霊召喚"},
159 { 32, 35, 65, "煉獄火炎"},
160 { 38, 42, 75, "超カメハメ波"},
161 { 44, 50, 80, "光速移動"},
170 { 1, 1, 15, "Small Force Ball"},
171 { 3, 3, 30, "Flash Light"},
172 { 5, 6, 35, "Flying Technique"},
173 { 8, 5, 40, "Kamehameha"},
174 { 10, 7, 45, "Magic Resistance"},
175 { 13, 5, 60, "Improve Force"},
176 { 17, 17, 50, "Aura of Force"},
177 { 20, 20, 50, "Shock Power"},
178 { 23, 18, 55, "Large Force Ball"},
179 { 25, 30, 70, "Dispel Magic"},
180 { 28, 26, 50, "Summon Ghost"},
181 { 32, 35, 65, "Exploding Frame"},
182 { 38, 42, 75, "Super Kamehameha"},
183 { 44, 50, 80, "Light Speed"},
198 /* Level gained, cost, %fail, name */
202 { 20, 15, 0, "トラップ粉砕"},
204 { 30, 80, 75, "皆殺し"},
222 { 8, 5, 40, "Detect Atmosphere of Menace"},
223 { 15, 20, 0, "Charge"},
224 { 20, 15, 0, "Smash a Trap"},
225 { 25, 20, 60, "Quake"},
226 { 30, 80, 75, "Massacre"},
250 /* Level gained, cost, %fail, name */
254 { 2, 2, 20, "光のしずく"},
259 { 10, 5, 30, "微塵隠れ"},
260 { 12, 12, 30, "追放の鏡"},
261 { 15, 15, 30, "鏡砕き"},
262 { 19, 13, 30, "催眠鏡"},
263 { 23, 18, 50, "シーカーレイ"},
265 { 25, 20, 40, "鏡の封印"},
266 { 27, 30, 60, "水鏡の盾"},
267 { 29, 30, 60, "スーパーレイ"},
268 { 31, 35, 60, "幻惑の光"},
269 { 33, 50, 80, "鏡の国"},
271 { 36, 30, 80, "鏡抜け"},
272 { 38, 40, 70, "帰還の鏡"},
273 { 40, 50, 55, "影分身"},
274 { 43, 55, 70, "封魔結界"},
275 { 46, 70, 75, "ラフノールの鏡"},
277 { 1, 1, 15, "Mirror of Seeing"},
278 { 1, 2, 40, "Making a Mirror"},
279 { 2, 2, 20, "Drip of Light"},
280 { 3, 2, 20, "Warped Mirror"},
281 { 5, 3, 35, "Mirror of Light"},
282 { 6, 5, 35, "Mirror of Wandering"},
284 { 10, 5, 30, "Robe of Dust"},
285 { 12, 12, 30, "Banishing Mirror"},
286 { 15, 15, 30, "Mirror Clashing"},
287 { 19, 13, 30, "Mirror Sleeping"},
288 { 23, 18, 50, "Seeker Ray"},
290 { 25, 20, 40, "Seal of Mirror"},
291 { 27, 30, 60, "Shield of Water"},
292 { 29, 30, 60, "Super Ray"},
293 { 31, 35, 60, "Illusion Light"},
294 { 33, 50, 80, "Mirror Shift"},
296 { 36, 30, 80, "Mirror Tunnel"},
297 { 38, 40, 70, "Mirror of Recall"},
298 { 40, 50, 55, "Multi-Shadow"},
299 { 43, 55, 70, "Binding Field"},
300 { 46, 70, 75, "Mirror of Ruffnor"},
308 /* Level gained, cost, %fail, name */
315 { 8, 10, 35, "一撃離脱"},
316 { 10, 10, 40, "金縛り"},
317 { 12, 12, 70, "古の口伝"},
321 { 20, 5, 50, "八方手裏剣"},
325 { 30, 30, 70, "爆発の紋章"},
327 { 34, 35, 50, "霧隠れ"},
328 { 38, 40, 60, "煉獄火炎"},
332 { 1, 1, 20, "Create Darkness"},
333 { 2, 2, 25, "Detect Near"},
334 { 3, 3, 25, "Hide in Leafs"},
335 { 5, 3, 30, "Kawarimi"},
336 { 7, 8, 35, "Absconding"},
337 { 8, 10, 35, "Hit and Away"},
338 { 10, 10, 40, "Bind Monster"},
339 { 12, 12, 70, "Ancient Knowledge"},
340 { 15, 10, 50, "Floating"},
341 { 17, 12, 45, "Hide in Flame"},
342 { 18, 20, 40, "Nyusin"},
343 { 20, 5, 50, "Syuriken Spreading"},
344 { 22, 15, 55, "Chain Hook"},
345 { 25, 32, 60, "Smoke Ball"},
346 { 28, 32, 60, "Swap Position"},
347 { 30, 30, 70, "Glyph of Explosion"},
348 { 32, 40, 40, "Hide in Mud"},
349 { 34, 35, 50, "Hide in Mist"},
350 { 38, 40, 60, "Rengoku-Kaen"},
351 { 41, 50, 55, "Bunshin"},
360 static concptr const mind_tips[5][MAX_MIND_POWERS] =
364 "近くの全ての見えるモンスターを感知する。レベル5で罠/扉、15で透明なモンスター、30で財宝とアイテムを感知できるようになる。レベル20で周辺の地形を感知し、45でその階全体を永久に照らし、ダンジョン内のすべてのアイテムを感知する。レベル25で一定時間テレパシーを得る。",
368 "レベル30未満で、モンスターを朦朧か混乱か恐怖させる球を放つ。レベル30以上で視界内の全てのモンスターを魅了する。抵抗されると無効。",
370 "一定時間、ACを上昇させる。レベルが上がると、酸、炎、冷気、電撃、毒の耐性も得られる。",
371 "レベル25未満で、アイテムの雰囲気を知る。レベル25以上で、アイテムを鑑定する。",
372 "レベル25未満で、自分を中心とした精神攻撃の球を発生させる。レベル25以上で、視界内の全てのモンスターに対して精神攻撃を行う。",
373 "恐怖と朦朧から回復し、ヒーロー気分かつ加速状態でなければHPが少し回復する。さらに、一定時間ヒーロー気分になり、加速する。",
375 "精神攻撃の球を放つ。モンスターに命中すると、0~1.5ターン消費する。抵抗されなければ、MPが回復する。",
376 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
377 "時を止める。全MPを消費し、消費したMPに応じて長く時を止めていられる。",
388 "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。",
391 "一定時間、魔法防御能力を上昇させる。",
392 "気を練る。気を練ると術の威力は上がり、持続時間は長くなる。練った気は時間とともに拡散する。練りすぎると暴走する危険がある。",
393 "一定時間、攻撃してきた全てのモンスターを傷つけるオーラを纏う。",
394 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
396 "モンスター1体にかかった魔法を解除する。",
398 "自分を中心とした超巨大な炎の球を発生させる。",
399 "射程の長い、強力な気のビームを放つ。",
400 "しばらくの間、非常に速く動くことができる。",
410 "近くの思考することができるモンスターを感知する。",
412 "トラップにかかるが、そのトラップを破壊する。",
413 "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。",
433 "近くの全てのモンスターを感知する。レベル15で透明なモンスターを感知する。レベル25で一定時間テレパシーを得る。レベル35で周辺の地形を感知する。全ての効果は、鏡の上でないとレベル4だけ余計に必要になる。",
435 "閃光の矢を放つ。レベル10以上では鏡の上で使うとビームになる。",
437 "自分の周囲や、 自分のいる部屋全体を明るくする。",
439 "一定時間、鏡のオーラが付く。攻撃を受けると破片のダメージで反撃し、さらに鏡の上にいた場合近距離のテレポートをする。",
440 "モンスターをテレポートさせるビームを放つ。抵抗されると無効。",
442 "全ての鏡の周りに眠りの球を発生させる。",
443 "ターゲットに向かって魔力のビームを放つ。鏡に命中すると、その鏡を破壊し、別の鏡に向かって反射する。",
445 "一定時間、ACを上昇させる。レベル32で反射が付く。レベル40で魔法防御が上がる。",
446 "ターゲットに向かって強力な魔力のビームを放つ。鏡に命中すると、その鏡を破壊し、8方向に魔力のビームを発生させる。",
447 "視界内のモンスターを減速させ、朦朧とさせ、混乱させ、恐怖させ、麻痺させる。鏡の上で使うと威力が高い。",
448 "フロアを作り変える。鏡の上でしか使えない。",
449 "短距離内の指定した場所にテレポートする。",
450 "地上にいるときはダンジョンの最深階へ、ダンジョンにいるときは地上へと移動する。",
451 "全ての攻撃が、1/2の確率で無効になる。",
452 "視界内の2つの鏡とプレイヤーを頂点とする三角形の領域に、魔力の結界を発生させる。",
453 "一定時間、ダメージを受けなくなるバリアを張る。切れた瞬間に少しターンを消費するので注意。",
457 "近くの全ての見えるモンスターを感知する。レベル5で罠/扉/階段、レベル15でアイテムを感知できるようになる。レベル45でその階全体の地形と全てのアイテムを感知する。",
459 "攻撃を受けた瞬間にテレポートをするようになる。失敗するとその攻撃のダメージを受ける。テレポートに失敗することもある。",
462 "敵1体の動きを封じる。ユニークモンスター相手の場合又は抵抗された場合には無効。",
465 "自分を中心とした火の球を発生させ、テレポートする。さらに、一定時間炎に対する耐性を得る。装備による耐性に累積する。",
467 "ランダムな方向に8回くさびを投げる。",
471 "自分のいる床の上に、モンスターが通ると爆発してダメージを与えるルーンを描く。",
472 "一定時間、半物質化し壁を通り抜けられるようになる。さらに、一定時間酸への耐性を得る。装備による耐性に累積する。",
473 "自分を中心とした超巨大な毒、衰弱、混乱の球を発生させ、テレポートする。",
474 "ランダムな方向に何回か炎か地獄かプラズマのビームを放つ。",
475 "全ての攻撃が、1/2の確率で無効になる。",
480 "Detects visible monsters in your vicinity. Detects traps and doors at level 5, invisible monsters at level 15, and items at level 30. Gives telepathy at level 25. Magically maps the surroundings at level 20. Lights and reveals the whole level at level 45.",
481 "Fires a beam or ball which inflicts PSI damage.",
482 "Teleports you a short distance.",
483 "Teleports you a long distance.",
484 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
485 "Fires a ball which hurts monsters with telekinesis.",
486 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
487 "Gives feeling of an item. Or identifies an item at level 25.",
488 "Generates a ball centered on you which inflicts PSI damage on a monster or, at level 25 and higher, inflicts PSI damage on all monsters.",
489 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
490 "Pulls a distant item close to you.",
491 "Fires a ball which damages. When not resisted, you gain SP. You will be occupied for 0 to 1.5 turns after casting as your mind recovers.",
492 "Fires a beam of pure energy which penetrates invulnerability barriers.",
493 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
503 "Fires a very small energy ball.",
504 "Lights up nearby area and the inside of a room permanently.",
505 "Gives levitation a while.",
506 "Fires a short energy beam.",
507 "Gives magic resistance for a while.",
508 "Increases your spirit energy temporarily. More spirit energy will boost the effect or duration of your force abilities. Too much spirit energy can result in an explosion.",
509 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
510 "Damages an adjacent monster and blows it away.",
511 "Fires a large energy ball.",
512 "Dispels all magics which are affecting a monster.",
514 "Generates a huge ball of flame centered on you.",
515 "Fires a long, powerful energy beam.",
516 "Gives extremely fast speed.",
526 "Detects all monsters except the mindless in your vicinity.",
527 "In one action, attacks a monster with your weapons normally and then moves to the space beyond the monster if that space is not blocked.",
528 "Sets off a trap, then destroys that trap.",
529 "Shakes dungeon structure, and results in random swapping of floors and walls.",
530 "Attacks all adjacent monsters.",
549 "Detects visible monsters in your vicinity. Detects invisible monsters at level 15. Gives telepathy at level 25. Magically maps the surroundings at level 35. All of the effects need 4 more levels unless on a mirror.",
550 "Makes a mirror under you.",
551 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
552 "Teleports you a short distance.",
553 "Lights up nearby area and the inside of a room permanently.",
554 "Teleports you a long distance.",
555 "Gives a temporary aura of mirror shards. The aura damages any monster that hits you in melee. If you are on a mirror, the aura will teleport you a short distance if a monster hits you in melee.",
556 "Teleports all monsters on the line away unless resisted.",
557 "Fires a ball of shards.",
558 "Causes any mirror to lull to sleep monsters close to the mirror.",
559 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
560 "Eliminates a monster on a mirror from current dungeon level.",
561 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
562 "Fires a powerful beam of mana. If the beam hits a mirror, it breaks that mirror and fires 8 beams of mana to 8 different directions from that point.",
563 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
564 "Recreates current dungeon level. Can only be used on a mirror.",
565 "Teleports you to a given location.",
566 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
567 "Completely protects you from any attacks at one in two chance.",
568 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
569 "Generates a barrier which completely protects you from almost all damage. Takes a few of your turns when the barrier breaks or duration time is exceeded.",
573 "Darkens nearby area and inside of a room.",
574 "Detects visible monsters in your vicinity. Detects traps, doors and stairs at level 5. Detects items at level 15. Lights and reveals the whole level at level 45.",
575 "Teleports you a short distance.",
576 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
577 "Teleports you a long distance.",
578 "Attacks an adjacent monster and teleports you away immediately after the attack.",
579 "Attempts to freeze a monster.",
580 "Identifies an item.",
581 "Gives levitation for a while.",
582 "Generates a fire ball and immediately teleports you away. Gives resistance to fire for a while. This resistance can be added to that from equipment for more powerful resistance.",
583 "Steps close to a monster and attacks at a time.",
584 "Shoots 8 iron Spikes in 8 random directions.",
585 "Teleports a monster to a place adjacent to you.",
586 "Releases a confusion ball which doesn't inflict any damage.",
587 "Causes you and a targeted monster to exchange positions.",
588 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
589 "Makes you ethereal for a period of time. While ethereal, you can pass through walls and are resistant to acid. The resistance can be added to that from equipment for more powerful resistance.",
590 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
591 "Fires some number of beams of fire, nether or plasma in random directions.",
592 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
599 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
600 * @param p 情報を返す文字列参照ポインタ
601 * @param use_mind 職業毎の特殊技能ID
602 * @param power モンスター魔法のID
605 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
607 PLAYER_LEVEL plev = caster_ptr->lev;
613 case MIND_MINDCRAFTER:
617 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
618 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
619 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
621 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
622 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
624 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
625 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
627 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
629 case 10: sprintf(p, " max wgt %d", plev * 15); break;
631 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
632 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
633 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
638 int boost = get_current_ki(caster_ptr);
640 if (heavy_armor(caster_ptr)) boost /= 2;
644 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
646 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
647 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
648 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
650 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
651 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
652 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
654 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
655 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
656 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
657 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
661 case MIND_MIRROR_MASTER:
667 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
668 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
670 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
671 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
673 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
675 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
677 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
678 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
681 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
683 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
684 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
685 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
695 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
697 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
698 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
701 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
702 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
709 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
710 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
711 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
712 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
720 * @brief 使用可能な特殊技能を選択する /
721 * Allow user to choose a mindcrafter power.
722 * @param sn 選択した特殊技能ID、キャンセルの場合-1、不正な選択の場合-2を返す
723 * @param only_browse 一覧を見るだけの場合TRUEを返す
724 * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。
726 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
727 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
728 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
730 * The "prompt" should be "cast", "recite", or "study"\n
731 * The "known" should be TRUE for cast/pray, FALSE for study\n
733 * nb: This function has a (trivial) display bug which will be obvious\n
734 * when you run it. It's probably easy to fix but I haven't tried,\n
737 static bool get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
743 PERCENTAGE minfail = 0;
744 PLAYER_LEVEL plev = caster_ptr->lev;
745 PERCENTAGE chance = 0;
753 const mind_power *mind_ptr;
756 int menu_line = (use_menu ? 1 : 0);
758 switch (caster_ptr->pclass)
760 case CLASS_MINDCRAFTER:
762 use_mind = MIND_MINDCRAFTER;
763 p = _("超能力", "mindcraft");
766 case CLASS_FORCETRAINER:
769 p = _("練気術", "Force");
772 case CLASS_BERSERKER:
774 use_mind = MIND_BERSERKER;
775 p = _("技", "brutal power");
778 case CLASS_MIRROR_MASTER:
780 use_mind = MIND_MIRROR_MASTER;
781 p = _("鏡魔法", "magic");
786 use_mind = MIND_NINJUTSU;
787 p = _("忍術", "ninjutsu");
793 p = _("超能力", "mindcraft");
797 mind_ptr = &mind_powers[use_mind];
799 /* Assume cancelled */
802 /* Get the spell, if available */
804 if (repeat_pull(&code))
806 *sn = (SPELL_IDX)code;
807 /* Hack -- If requested INVEN_FORCE(1111), pull again */
808 if (*sn == INVEN_FORCE) repeat_pull(&code);
809 *sn = (SPELL_IDX)code;
811 /* Verify the spell */
812 if (mind_ptr->info[*sn].min_lev <= plev)
822 for (i = 0; i < MAX_MIND_POWERS; i++)
824 if (mind_ptr->info[i].min_lev <= plev)
830 /* Build a prompt (accept all spells) */
833 (void)strnfmt(out_val, 78,
834 _("(%^s %c-%c, '*'で一覧, ESC) どの%sについて知りますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
835 p, I2A(0), I2A(num - 1), p);
839 (void)strnfmt(out_val, 78,
840 _("(%^s %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
841 p, I2A(0), I2A(num - 1), p);
844 if (use_menu && !only_browse) screen_save();
846 choice = (always_show_list || use_menu) ? ESCAPE : 1;
850 if(choice==ESCAPE) choice = ' ';
851 else if( !get_com(out_val, &choice, TRUE) )break;
853 if (use_menu && choice != ' ')
859 if (!only_browse) screen_load();
867 menu_line += (num - 1);
889 if (menu_line > num) menu_line -= num;
892 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
895 if (!redraw || use_menu)
900 if (!only_browse && !use_menu) screen_save();
902 /* Display a list of spells */
904 put_str(_("名前", "Name"), y, x + 5);
906 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
907 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
909 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
910 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
912 /* Dump the spells */
913 for (i = 0; i < MAX_MIND_POWERS; i++)
917 /* Access the spell */
918 spell = mind_ptr->info[i];
920 if (spell.min_lev > plev) break;
924 mana_cost = spell.mana_cost;
928 /* Reduce failure rate by "effective" level adjustment */
929 chance -= 3 * (plev - spell.min_lev);
931 /* Reduce failure rate by INT/WIS adjustment */
932 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
934 if (use_mind == MIND_KI)
936 if (heavy_armor(caster_ptr)) chance += 20;
937 if (caster_ptr->icky_wield[0]) chance += 20;
938 else if (has_weapon[0]) chance += 10;
939 if (caster_ptr->icky_wield[1]) chance += 20;
940 else if (has_weapon[1]) chance += 10;
944 for (j = 0; j < get_current_ki(caster_ptr) / 50; j++)
945 mana_cost += (j+1) * 3 / 2;
949 /* Not enough mana to cast */
950 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
952 chance += 5 * (mana_cost - caster_ptr->csp);
955 chance += caster_ptr->to_m_chance;
957 /* Extract the minimum failure rate */
958 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
960 /* Minimum failure rate */
961 if (chance < minfail) chance = minfail;
963 /* Stunning makes spells harder */
964 if (caster_ptr->stun > 50) chance += 25;
965 else if (caster_ptr->stun) chance += 15;
967 if (use_mind == MIND_KI)
969 if (heavy_armor(caster_ptr)) chance += 5;
970 if (caster_ptr->icky_wield[0]) chance += 5;
971 if (caster_ptr->icky_wield[1]) chance += 5;
973 /* Always a 5 percent chance of working */
974 if (chance > 95) chance = 95;
978 mindcraft_info(caster_ptr, comment, use_mind, i);
982 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
983 else strcpy(psi_desc, " ");
986 sprintf(psi_desc, " %c) ", I2A(i));
987 /* Dump the spell --(-- */
989 format("%-30s%2d %4d%s %3d%%%s",
990 spell.name, spell.min_lev, mana_cost,
991 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
993 prt(psi_desc, y + i + 1, x);
996 /* Clear the bottom line */
997 prt("", y + i + 1, x);
1001 else if (!only_browse)
1015 ask = isupper(choice);
1018 if (ask) choice = (char)tolower(choice);
1020 /* Extract request */
1021 i = (islower(choice) ? A2I(choice) : -1);
1024 /* Totally Illegal */
1025 if ((i < 0) || (i >= num))
1031 /* Save the spell index */
1032 spell = mind_ptr->info[i];
1040 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1042 /* Belay that order */
1043 if (!get_check(tmp_val)) continue;
1049 if (redraw && !only_browse) screen_load();
1051 caster_ptr->window |= (PW_SPELL);
1052 handle_stuff(caster_ptr);
1054 /* Abort if needed */
1055 if (!flag) return FALSE;
1057 /* Save the choice */
1060 repeat_push((COMMAND_CODE)i);
1068 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1069 * @param spell 発動する特殊技能のID
1070 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1072 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1077 PLAYER_LEVEL plev = caster_ptr->lev;
1082 case 0: /* Precog */
1085 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1086 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1087 wiz_lite(caster_ptr, FALSE);
1090 map_area(caster_ptr, DETECT_RAD_MAP);
1094 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1095 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1097 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1098 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1103 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1106 if ((plev > 24) && (plev < 40))
1107 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1109 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1114 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1116 if (randint1(100) < plev * 2)
1117 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1119 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1122 /* Minor displace */
1123 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1126 /* Major displace */
1127 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1133 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1135 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1139 charm_monsters(caster_ptr, plev * 2);
1143 /* Fist of Force --- not 'true' TK */
1144 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1146 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1147 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1150 /* Character Armour */
1151 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1152 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1153 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1154 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1155 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1156 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1161 return psychometry(caster_ptr);
1163 return ident_spell(caster_ptr, FALSE, 0);
1166 msg_print(_("精神を捻じ曲げる波動を発生させた!", "Mind-warping forces emanate from your brain!"));
1169 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1170 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1172 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1176 set_afraid(caster_ptr, 0);
1177 set_stun(caster_ptr, 0);
1180 * Only heal when Adrenalin Channeling is not active. We check
1181 * that by checking if the player isn't fast and 'heroed' atm.
1183 if (!is_fast(caster_ptr) || !is_hero(caster_ptr))
1185 hp_player(caster_ptr, plev);
1188 t = 10 + randint1((plev * 3) / 2);
1189 set_hero(caster_ptr, t, FALSE);
1191 (void)set_fast(caster_ptr, t, FALSE);
1195 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1197 fetch_item(caster_ptr, dir, plev * 15, FALSE);
1202 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1204 b = damroll(plev / 2, 6);
1206 /* This is always a radius-0 ball now */
1207 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1208 caster_ptr->energy_need += randint1(150);
1212 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1214 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1218 time_walk(caster_ptr);
1222 msg_print(_("なに?", "Zap?"));
1230 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1231 * @param spell 発動する特殊技能のID
1232 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1234 static bool cast_force_spell(player_type *caster_ptr, int spell)
1237 PLAYER_LEVEL plev = caster_ptr->lev;
1238 int boost = get_current_ki(caster_ptr);
1240 if (heavy_armor(caster_ptr)) boost /= 2;
1246 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1247 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1250 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1253 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1256 project_length = plev / 8 + 3;
1257 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1259 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1262 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1265 msg_print(_("気を練った。", "You improved the Force."));
1266 set_current_ki(caster_ptr, FALSE, 70 + plev);
1267 caster_ptr->update |= (PU_BONUS);
1268 if (randint1(get_current_ki(caster_ptr)) > (plev * 4 + 120))
1270 msg_print(_("気が暴走した!", "The Force exploded!"));
1271 fire_ball(caster_ptr, GF_MANA, 0, get_current_ki(caster_ptr) / 2, 10);
1272 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1277 set_tim_sh_force(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1280 return shock_power(caster_ptr);
1283 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1284 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1290 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1291 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1293 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1294 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1295 dispel_monster_status(caster_ptr, m_idx);
1301 bool success = FALSE;
1303 for (i = 0; i < 1 + boost/100; i++)
1304 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1308 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1312 msg_print(_("何も現れなかった。", "Nothing happen."));
1317 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1320 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1322 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1325 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1328 msg_print(_("なに?", "Zap?"));
1331 set_current_ki(caster_ptr, TRUE, 0);
1332 caster_ptr->update |= (PU_BONUS);
1339 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1342 static int number_of_mirrors(floor_type *floor_ptr)
1345 for (POSITION x = 0; x < floor_ptr->width; x++) {
1346 for (POSITION y = 0; y < floor_ptr->height; y++) {
1347 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1357 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1358 * @param spell 発動する特殊技能のID
1359 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1361 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1364 PLAYER_LEVEL plev = caster_ptr->lev;
1372 /* mirror of seeing */
1374 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1375 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1376 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1377 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1378 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1379 if (tmp == 0 && plev < 5) {
1380 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1385 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1386 place_mirror(caster_ptr);
1389 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1393 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1394 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1395 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1398 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1403 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1405 /* mirror of light */
1407 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1409 /* mirror of wandering */
1411 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1415 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1417 /* banishing mirror */
1419 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1420 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1422 /* mirror clashing */
1424 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1425 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1426 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1428 /* mirror sleeping */
1430 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1431 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1432 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1433 project(caster_ptr, 0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1440 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1441 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1443 /* seal of mirror */
1445 seal_of_mirror(caster_ptr, plev * 4 + 100);
1447 /* shield of water */
1449 t = 20 + randint1(20);
1450 set_shield(caster_ptr, t, FALSE);
1451 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1452 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1456 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1457 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1459 /* illusion light */
1461 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1462 slow_monsters(caster_ptr, plev);
1463 stun_monsters(caster_ptr, plev*tmp);
1464 confuse_monsters(caster_ptr, plev*tmp);
1465 turn_monsters(caster_ptr, plev*tmp);
1466 stun_monsters(caster_ptr, plev*tmp);
1467 stasis_monsters(caster_ptr, plev*tmp);
1471 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1472 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1475 reserve_alter_reality(caster_ptr);
1479 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1480 return mirror_tunnel(caster_ptr);
1482 /* mirror of recall */
1484 return recall_player(caster_ptr, randint0(21) + 15);
1487 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1491 if (!binding_field(caster_ptr, plev * 11 + 5))msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
1493 /* mirror of Ruffnor */
1495 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1498 msg_print(_("なに?", "Zap?"));
1501 caster_ptr->magic_num1[0] = 0;
1508 * do_cmd_cast calls this function if the player's class is 'berserker'.
1509 * @param spell 発動する特殊技能のID
1510 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1512 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1521 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1525 if (caster_ptr->riding)
1527 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1531 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1533 if (dir == 5) return FALSE;
1534 y = caster_ptr->y + ddy[dir];
1535 x = caster_ptr->x + ddx[dir];
1537 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1539 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1543 do_cmd_attack(caster_ptr, y, x, 0);
1545 if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat))
1551 if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1554 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1560 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1561 y = caster_ptr->y + ddy[dir];
1562 x = caster_ptr->x + ddx[dir];
1563 exe_movement(caster_ptr, dir, easy_disarm, TRUE);
1567 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1570 massacre(caster_ptr);
1573 msg_print(_("なに?", "Zap?"));
1581 * do_cmd_cast calls this function if the player's class is 'ninja'.
1582 * @param caster_ptr プレーヤーへの参照ポインタ
1583 * @param spell 発動する特殊技能のID
1584 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1586 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1588 POSITION x = 0, y = 0;
1590 PLAYER_LEVEL plev = caster_ptr->lev;
1595 (void)unlite_area(caster_ptr, 0, 3);
1600 wiz_lite(caster_ptr, TRUE);
1602 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1605 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1606 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1607 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1611 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1616 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1621 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1623 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1624 caster_ptr->special_defense |= NINJA_KAWARIMI;
1625 caster_ptr->redraw |= (PR_STATUS);
1631 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
1636 if(!hit_and_away(caster_ptr)) return FALSE;
1641 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1642 (void)stasis_monster(caster_ptr, dir);
1646 return ident_spell(caster_ptr, FALSE, 0);
1648 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1651 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1652 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1653 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1656 return rush_attack(caster_ptr, NULL);
1660 for (i = 0; i < 8; i++)
1664 for (slot = 0; slot < INVEN_PACK; slot++)
1666 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1668 if (slot == INVEN_PACK)
1670 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1671 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1675 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1676 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1678 take_turn(caster_ptr, 100);
1683 (void)fetch_monster(caster_ptr);
1686 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1687 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1690 project_length = -1;
1691 if (!get_aim_dir(caster_ptr, &dir))
1698 (void)teleport_swap(caster_ptr, dir);
1701 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1704 (void)set_pass_wall(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1705 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1708 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1709 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1710 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1711 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1716 int num = damroll(3, 9);
1718 for (k = 0; k < num; k++)
1720 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1721 int attempts = 1000;
1725 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1727 if (!player_bold(caster_ptr, y, x)) break;
1729 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1730 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1735 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1738 msg_print(_("なに?", "Zap?"));
1745 * @brief 特殊技能コマンドのメインルーチン /
1748 void do_cmd_mind(player_type *caster_ptr)
1753 PERCENTAGE minfail = 0;
1754 PLAYER_LEVEL plev = caster_ptr->lev;
1755 int old_csp = caster_ptr->csp;
1758 int use_mind, mana_cost;
1760 bool on_mirror = FALSE;
1762 if (cmd_limit_confused(caster_ptr)) return;
1763 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1766 switch(caster_ptr->pclass)
1768 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1769 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1770 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1771 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1772 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1773 default: use_mind = 0 ;p = "超能力"; break;
1776 switch(caster_ptr->pclass)
1778 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1779 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1780 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1781 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1782 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1783 default: use_mind = 0; break;
1787 spell = mind_powers[use_mind].info[n];
1789 /* Spell failure chance */
1790 chance = spell.fail;
1792 mana_cost = spell.mana_cost;
1793 if (use_mind == MIND_KI)
1795 if (heavy_armor(caster_ptr)) chance += 20;
1796 if (caster_ptr->icky_wield[0]) chance += 20;
1797 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1798 if (caster_ptr->icky_wield[1]) chance += 20;
1799 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1803 for (j = 0; j < get_current_ki(caster_ptr) / 50; j++)
1804 mana_cost += (j+1) * 3 / 2;
1808 /* Verify "dangerous" spells */
1809 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1811 if (mana_cost > caster_ptr->chp)
1813 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1817 else if (mana_cost > caster_ptr->csp)
1820 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1822 if (!over_exert) return;
1825 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1831 /* Reduce failure rate by "effective" level adjustment */
1832 chance -= 3 * (plev - spell.min_lev);
1834 chance += caster_ptr->to_m_chance;
1836 /* Reduce failure rate by INT/WIS adjustment */
1837 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1839 /* Not enough mana to cast */
1840 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1842 chance += 5 * (mana_cost - caster_ptr->csp);
1845 /* Extract the minimum failure rate */
1846 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1848 /* Minimum failure rate */
1849 if (chance < minfail) chance = minfail;
1851 /* Stunning makes spells harder */
1852 if (caster_ptr->stun > 50) chance += 25;
1853 else if (caster_ptr->stun) chance += 15;
1855 if (use_mind == MIND_KI)
1857 if (heavy_armor(caster_ptr)) chance += 5;
1858 if (caster_ptr->icky_wield[0]) chance += 5;
1859 if (caster_ptr->icky_wield[1]) chance += 5;
1863 /* Always a 5 percent chance of working */
1864 if (chance > 95) chance = 95;
1867 if (randint0(100) < chance)
1869 if (flush_failure) flush();
1870 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1874 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1876 if ((use_mind == MIND_KI) && (n != 5) && get_current_ki(caster_ptr))
1878 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1879 set_current_ki(caster_ptr, TRUE, 0);
1882 if (randint1(100) < (chance / 2))
1887 if( use_mind == MIND_MINDCRAFTER ){
1890 msg_print(_("なんてこった!頭の中が真っ白になった!", "Oh, no! Your mind has gone blank!"));
1891 lose_all_info(caster_ptr);
1895 msg_print(_("奇妙な光景が目の前で踊っている...", "Weird visions seem to dance before your eyes..."));
1896 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1900 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1901 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1905 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1910 msg_format(_("%sの力が制御できない氾流となって解放された!", "Your mind unleashes its power in an uncontrollable storm!"), p);
1912 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1913 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1914 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1917 if( use_mind == MIND_MIRROR_MASTER ){
1920 /* Nothing has happen */
1924 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1925 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1929 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1930 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1935 msg_format(_("%sの力が制御できない氾流となって解放された!", "Your mind unleashes its power in an uncontrollable storm!"), p);
1937 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1938 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1939 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1951 case MIND_MINDCRAFTER:
1953 cast = cast_mindcrafter_spell(caster_ptr, n);
1957 cast = cast_force_spell(caster_ptr, n);
1959 case MIND_BERSERKER:
1961 cast = cast_berserk_spell(caster_ptr, n);
1963 case MIND_MIRROR_MASTER:
1965 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1966 cast = cast_mirror_spell(caster_ptr, n);
1970 cast = cast_ninja_spell(caster_ptr, n);
1973 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1981 /* teleport from mirror costs small energy */
1982 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
1984 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
1988 take_turn(caster_ptr, 100);
1991 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1993 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1995 caster_ptr->redraw |= (PR_HP);
1998 /* Sufficient mana */
1999 else if (mana_cost <= old_csp)
2002 caster_ptr->csp -= mana_cost;
2005 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
2007 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2010 caster_ptr->csp = 0;
2011 caster_ptr->csp_frac = 0;
2015 /* Over-exert the player */
2018 int oops = mana_cost - old_csp;
2021 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
2022 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
2024 msg_format(_("%sを集中しすぎて気を失ってしまった!", "You faint from the effort!"),p);
2026 /* Hack -- Bypass free action */
2027 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
2029 /* Damage WIS (possibly permanently) */
2030 if (randint0(100) < 50)
2032 bool perm = (randint0(100) < 25);
2034 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2036 /* Reduce constitution */
2037 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
2040 caster_ptr->redraw |= (PR_MANA);
2041 caster_ptr->window |= (PW_PLAYER);
2042 caster_ptr->window |= (PW_SPELL);
2047 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2050 void do_cmd_mind_browse(player_type *caster_ptr)
2057 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2058 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2059 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2060 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2061 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2062 use_mind = MIND_MIRROR_MASTER;
2068 if (!get_mind_power(caster_ptr, &n, TRUE))
2074 /* Clear lines, position cursor (really should use strlen here) */
2075 term_erase(12, 21, 255);
2076 term_erase(12, 20, 255);
2077 term_erase(12, 19, 255);
2078 term_erase(12, 18, 255);
2079 term_erase(12, 17, 255);
2080 term_erase(12, 16, 255);
2082 shape_buffer(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2083 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2085 prt(&temp[j], line, 15);
2090 case MIND_MIRROR_MASTER:
2092 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);