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 "main/sound-definitions-table.h"
43 #include "main/sound-of-music.h"
44 #include "mind/mind-force-trainer.h"
45 #include "mind/mind-magic-resistance.h"
46 #include "mind/mind-mindcrafter.h"
47 #include "mind/mind-mirror-master.h"
48 #include "mind/mind-ninja.h"
49 #include "mind/mind-warrior.h"
50 #include "monster-floor/monster-summon.h"
51 #include "monster-floor/place-monster-types.h"
52 #include "monster/monster-status.h"
53 #include "player-attack/player-attack.h"
54 #include "player/avatar.h"
55 #include "player/player-class.h"
56 #include "player/player-damage.h"
57 #include "player/player-move.h"
58 #include "player/special-defense-types.h"
59 #include "spell-kind/earthquake.h"
60 #include "spell-kind/spells-detection.h"
61 #include "spell-kind/spells-fetcher.h"
62 #include "spell-kind/spells-floor.h"
63 #include "spell-kind/spells-grid.h"
64 #include "spell-kind/spells-launcher.h"
65 #include "spell-kind/spells-lite.h"
66 #include "spell-kind/spells-perception.h"
67 #include "spell-kind/spells-sight.h"
68 #include "spell-kind/spells-teleport.h"
69 #include "spell-kind/spells-world.h"
70 #include "spell/process-effect.h"
71 #include "spell/spell-types.h"
72 #include "spell/spells-status.h"
73 #include "spell/spells-summon.h"
74 #include "status/bad-status-setter.h"
75 #include "status/base-status.h"
76 #include "status/body-improvement.h"
77 #include "status/buff-setter.h"
78 #include "status/element-resistance.h"
79 #include "status/sight-setter.h"
80 #include "status/temporary-resistance.h"
81 #include "system/floor-type-definition.h"
82 #include "target/targeting.h"
83 #include "term/screen-processor.h"
84 #include "util/buffer-shaper.h"
85 #include "util/int-char-converter.h"
86 #include "view/display-messages.h"
89 mind_power const mind_powers[5] = {
91 /* Level gained, cost, %fail, name */
95 { 3, 2, 25, "次元の瞬き" },
96 { 7, 6, 35, "虚空の幻影" },
98 { 11, 7, 30, "念動衝撃弾" },
100 { 15, 12, 60, "サイコメトリー" },
101 { 18, 10, 45, "精神波動" },
102 { 23, 15, 50, "アドレナリン・ドーピング" },
103 { 26, 28, 60, "テレキネシス" },
104 { 28, 10, 40, "サイキック・ドレイン" },
105 { 35, 35, 75, "光の剣" },
106 { 45, 150, 85, "完全な世界" },
115 { 1, 1, 15, "Precognition" },
116 { 2, 1, 20, "Neural Blast" },
117 { 3, 2, 25, "Minor Displacement" },
118 { 7, 6, 35, "Major Displacement" },
119 { 9, 7, 50, "Domination" },
120 { 11, 7, 30, "Pulverise" },
121 { 13, 12, 50, "Character Armour" },
122 { 15, 12, 60, "Psychometry" },
123 { 18, 10, 45, "Mind Wave" },
124 { 23, 15, 50, "Adrenaline Channeling" },
125 { 26, 28, 60, "Telekinesis" },
126 { 28, 10, 40, "Psychic Drain" },
127 { 35, 35, 75, "Psycho-Spear" },
128 { 45, 150, 85, "The World" },
141 /* Level gained, cost, %fail, name */
146 { 8, 5, 40, "カメハメ波" },
147 { 10, 7, 45, "対魔法防御" },
149 { 17, 17, 50, "纏闘気" },
150 { 20, 20, 50, "衝波" },
151 { 23, 18, 55, "彗龍" },
152 { 25, 30, 70, "いてつく波動" },
153 { 28, 26, 50, "幻霊召喚" },
154 { 32, 35, 65, "煉獄火炎" },
155 { 38, 42, 75, "超カメハメ波" },
156 { 44, 50, 80, "光速移動" },
165 { 1, 1, 15, "Small Force Ball" },
166 { 3, 3, 30, "Flash Light" },
167 { 5, 6, 35, "Flying Technique" },
168 { 8, 5, 40, "Kamehameha" },
169 { 10, 7, 45, "Magic Resistance" },
170 { 13, 5, 60, "Improve Force" },
171 { 17, 17, 50, "Aura of Force" },
172 { 20, 20, 50, "Shock Power" },
173 { 23, 18, 55, "Large Force Ball" },
174 { 25, 30, 70, "Dispel Magic" },
175 { 28, 26, 50, "Summon Ghost" },
176 { 32, 35, 65, "Exploding Frame" },
177 { 38, 42, 75, "Super Kamehameha" },
178 { 44, 50, 80, "Light Speed" },
191 /* Level gained, cost, %fail, name */
193 { 8, 5, 40, "殺気感知" },
195 { 20, 15, 0, "トラップ粉砕" },
196 { 25, 20, 60, "地震" },
197 { 30, 80, 75, "皆殺し" },
215 { 8, 5, 40, "Detect Atmosphere of Menace" },
216 { 15, 20, 0, "Charge" },
217 { 20, 15, 0, "Smash a Trap" },
218 { 25, 20, 60, "Quake" },
219 { 30, 80, 75, "Massacre" },
241 /* Level gained, cost, %fail, name */
243 { 1, 1, 15, "真見の鏡" },
245 { 2, 2, 20, "光のしずく" },
246 { 3, 2, 20, "歪んだ鏡" },
248 { 6, 5, 35, "彷える鏡" },
250 { 10, 5, 30, "微塵隠れ" },
251 { 12, 12, 30, "追放の鏡" },
252 { 15, 15, 30, "鏡砕き" },
253 { 19, 13, 30, "催眠鏡" },
254 { 23, 18, 50, "シーカーレイ" },
256 { 25, 20, 40, "鏡の封印" },
257 { 27, 30, 60, "水鏡の盾" },
258 { 29, 30, 60, "スーパーレイ" },
259 { 31, 35, 60, "幻惑の光" },
260 { 33, 50, 80, "鏡の国" },
262 { 36, 30, 80, "鏡抜け" },
263 { 38, 40, 70, "帰還の鏡" },
264 { 40, 50, 55, "影分身" },
265 { 43, 55, 70, "封魔結界" },
266 { 46, 70, 75, "ラフノールの鏡" },
268 { 1, 1, 15, "Mirror of Seeing" },
269 { 1, 2, 40, "Making a Mirror" },
270 { 2, 2, 20, "Drip of Light" },
271 { 3, 2, 20, "Warped Mirror" },
272 { 5, 3, 35, "Mirror of Light" },
273 { 6, 5, 35, "Mirror of Wandering" },
275 { 10, 5, 30, "Robe of Dust" },
276 { 12, 12, 30, "Banishing Mirror" },
277 { 15, 15, 30, "Mirror Clashing" },
278 { 19, 13, 30, "Mirror Sleeping" },
279 { 23, 18, 50, "Seeker Ray" },
281 { 25, 20, 40, "Seal of Mirror" },
282 { 27, 30, 60, "Shield of Water" },
283 { 29, 30, 60, "Super Ray" },
284 { 31, 35, 60, "Illusion Light" },
285 { 33, 50, 80, "Mirror Shift" },
287 { 36, 30, 80, "Mirror Tunnel" },
288 { 38, 40, 70, "Mirror of Recall" },
289 { 40, 50, 55, "Multi-Shadow" },
290 { 43, 55, 70, "Binding Field" },
291 { 46, 70, 75, "Mirror of Ruffnor" },
297 /* Level gained, cost, %fail, name */
299 { 1, 1, 20, "暗闇生成" },
300 { 2, 2, 25, "周辺調査" },
302 { 5, 3, 30, "変わり身" },
304 { 8, 10, 35, "一撃離脱" },
305 { 10, 10, 40, "金縛り" },
306 { 12, 12, 70, "古の口伝" },
307 { 15, 10, 50, "浮雲" },
308 { 17, 12, 45, "火遁" },
309 { 18, 20, 40, "入身" },
310 { 20, 5, 50, "八方手裏剣" },
311 { 22, 15, 55, "鎖鎌" },
312 { 25, 32, 60, "煙玉" },
313 { 28, 32, 60, "転身" },
314 { 30, 30, 70, "爆発の紋章" },
315 { 32, 40, 40, "土遁" },
316 { 34, 35, 50, "霧隠れ" },
317 { 38, 40, 60, "煉獄火炎" },
318 { 41, 50, 55, "分身" },
321 { 1, 1, 20, "Create Darkness" },
322 { 2, 2, 25, "Detect Near" },
323 { 3, 3, 25, "Hide in Leafs" },
324 { 5, 3, 30, "Kawarimi" },
325 { 7, 8, 35, "Absconding" },
326 { 8, 10, 35, "Hit and Away" },
327 { 10, 10, 40, "Bind Monster" },
328 { 12, 12, 70, "Ancient Knowledge" },
329 { 15, 10, 50, "Floating" },
330 { 17, 12, 45, "Hide in Flame" },
331 { 18, 20, 40, "Nyusin" },
332 { 20, 5, 50, "Syuriken Spreading" },
333 { 22, 15, 55, "Chain Hook" },
334 { 25, 32, 60, "Smoke Ball" },
335 { 28, 32, 60, "Swap Position" },
336 { 30, 30, 70, "Glyph of Explosion" },
337 { 32, 40, 40, "Hide in Mud" },
338 { 34, 35, 50, "Hide in Mist" },
339 { 38, 40, 60, "Rengoku-Kaen" },
340 { 41, 50, 55, "Bunshin" },
348 static concptr const mind_tips[5][MAX_MIND_POWERS] = {
351 "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/"
352 "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"
353 "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。",
357 "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。",
359 "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。",
360 "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。",
361 "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。",
362 "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。",
364 "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。",
365 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
366 "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。",
377 "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。",
380 "一定時間、魔法防御能力を上昇させる。",
381 "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。",
382 "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。",
383 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
385 "モンスター1体にかかった魔法を解除する。",
387 "自分を中心とした超巨大な炎の球を発生させる。",
388 "射程の長い、強力な気のビームを放つ。",
389 "しばらくの間、非常に速く動くことができる。",
399 "近くの思考することができるモンスターを感知する。",
401 "トラップにかかるが、そのトラップを破壊する。",
402 "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。",
422 "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"
423 "は、鏡の上でないとレベル4だけ余計に必要になる。",
425 "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。",
427 "自分の周囲や、 自分のいる部屋全体を明るくする。",
429 "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。",
430 "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。",
432 "全ての鏡の周りに眠りの球を発生させる。",
433 "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。",
435 "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。",
436 "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。",
437 "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。",
438 "フロアを作り変える。鏡の上でしか使えない。",
439 "短距離内の指定した場所にテレポートする。",
440 "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。",
441 "全ての攻撃が、1/2の確率で無効になる。",
442 "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。",
443 "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。",
447 "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/"
448 "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。",
450 "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。",
453 "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。",
456 "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。",
458 "ランダムな方向に8回くさびを投げる。",
462 "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。",
463 "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。",
464 "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。",
465 "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。",
466 "全ての攻撃が、1/2の確率で無効になる。",
471 "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 "
472 "at level 25. Magically maps the surroundings at level 20. Lights and reveals the whole level at level 45.",
473 "Fires a beam or ball which inflicts PSI damage.",
474 "Teleports you a short distance.",
475 "Teleports you a long distance.",
476 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
477 "Fires a ball which hurts monsters with telekinesis.",
478 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
479 "Gives feeling of an item. Or identifies an item at level 25.",
480 "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.",
481 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
482 "Pulls a distant item close to you.",
483 "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.",
484 "Fires a beam of pure energy which penetrates invulnerability barriers.",
485 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
495 "Fires a very small energy ball.",
496 "Lights up nearby area and the inside of a room permanently.",
497 "Gives levitation a while.",
498 "Fires a short energy beam.",
499 "Gives magic resistance for a while.",
500 "Increases your spirit energy temporarily. More spirit energy will boost the effect or duration of your force abilities. Too much spirit energy can "
501 "result in an explosion.",
502 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
503 "Damages an adjacent monster and blows it away.",
504 "Fires a large energy ball.",
505 "Dispels all magics which are affecting a monster.",
507 "Generates a huge ball of flame centered on you.",
508 "Fires a long, powerful energy beam.",
509 "Gives extremely fast speed.",
519 "Detects all monsters except the mindless in your vicinity.",
520 "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.",
521 "Sets off a trap, then destroys that trap.",
522 "Shakes dungeon structure, and results in random swapping of floors and walls.",
523 "Attacks all adjacent monsters.",
542 "Detects visible monsters in your vicinity. Detects invisible monsters at level 15. Gives telepathy at level 25. Magically maps the surroundings at "
543 "level 35. All of the effects need 4 more levels unless on a mirror.",
544 "Makes a mirror under you.",
545 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
546 "Teleports you a short distance.",
547 "Lights up nearby area and the inside of a room permanently.",
548 "Teleports you a long distance.",
549 "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 "
550 "short distance if a monster hits you in melee.",
551 "Teleports all monsters on the line away unless resisted.",
552 "Fires a ball of shards.",
553 "Causes any mirror to lull to sleep monsters close to the mirror.",
554 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
555 "Eliminates a monster on a mirror from current dungeon level.",
556 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
557 "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.",
558 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
559 "Recreates current dungeon level. Can only be used on a mirror.",
560 "Teleports you to a given location.",
561 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
562 "Completely protects you from any attacks at one in two chance.",
563 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
564 "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 "
569 "Darkens nearby area and inside of a room.",
570 "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 "
572 "Teleports you a short distance.",
573 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
574 "Teleports you a long distance.",
575 "Attacks an adjacent monster and teleports you away immediately after the attack.",
576 "Attempts to freeze a monster.",
577 "Identifies an item.",
578 "Gives levitation for a while.",
579 "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 "
580 "for more powerful resistance.",
581 "Steps close to a monster and attacks at a time.",
582 "Shoots 8 iron Spikes in 8 random directions.",
583 "Teleports a monster to a place adjacent to you.",
584 "Releases a confusion ball which doesn't inflict any damage.",
585 "Causes you and a targeted monster to exchange positions.",
586 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
587 "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 "
588 "from equipment for more powerful resistance.",
589 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
590 "Fires some number of beams of fire, nether or plasma in random directions.",
591 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
598 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
599 * @param p 情報を返す文字列参照ポインタ
600 * @param use_mind 職業毎の特殊技能ID
601 * @param power モンスター魔法のID
604 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
606 PLAYER_LEVEL plev = caster_ptr->lev;
611 case MIND_MINDCRAFTER:
616 sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev / 15);
619 sprintf(p, " %s10", KWD_SPHERE);
622 sprintf(p, " %s%d", KWD_SPHERE, plev * 5);
627 sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4));
630 sprintf(p, " %s%d", KWD_DURATION, plev);
635 sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1)));
638 sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2);
642 sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15), lbtokg2(plev * 15));
646 sprintf(p, " max wgt %d", plev * 15);
650 sprintf(p, " %s%dd6", KWD_DAM, plev / 2);
653 sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3);
656 sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100 - caster_ptr->energy_need - 50) / 100);
661 int boost = get_current_ki(caster_ptr);
663 if (heavy_armor(caster_ptr))
668 sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12);
673 sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5);
676 sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10);
679 sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5);
684 sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2);
687 sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12);
690 sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5);
695 sprintf(p, _(" 最大%d体", " max %d"), 1 + boost / 100);
698 sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost);
701 sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10);
704 sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16 + boost / 20);
709 case MIND_MIRROR_MASTER: {
716 sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5));
719 sprintf(p, " %s10", KWD_SPHERE);
724 sprintf(p, " %s%d", KWD_SPHERE, plev * 5);
727 sprintf(p, " %s20+d20", KWD_DURATION);
732 sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4));
737 sprintf(p, " %s%dd8", KWD_DAM, 11 + (plev - 5) / 4);
742 sprintf(p, " %s20+d20", KWD_DURATION);
745 sprintf(p, " %s150+d%d", KWD_DAM, plev * 2);
752 sprintf(p, " %s%d", KWD_SPHERE, plev / 2 + 10);
757 sprintf(p, " %s6+d6", KWD_DURATION);
760 sprintf(p, " %s%d", KWD_DAM, plev * 11 + 5);
763 sprintf(p, " %s4+d4", KWD_DURATION);
768 case MIND_NINJUTSU: {
775 sprintf(p, " %s10", KWD_SPHERE);
780 sprintf(p, " %s%d", KWD_SPHERE, plev * 5);
783 sprintf(p, " %s30", KWD_SPHERE);
790 sprintf(p, " %s20+d20", KWD_DURATION);
793 sprintf(p, " %s%d", KWD_DAM, (50 + plev) / 2);
808 sprintf(p, " %s%d+d%d", KWD_DURATION, plev / 2, plev / 2);
811 sprintf(p, " %s%d*3", KWD_DAM, (75 + plev * 2 / 3) / 2);
814 sprintf(p, " %s%dd10", KWD_DAM, 6 + plev / 8);
817 sprintf(p, " %s6+d6", KWD_DURATION);
826 * @brief 使用可能な特殊技能を選択する /
827 * Allow user to choose a mindcrafter power.
828 * @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
829 * @param only_browse 一覧を見るだけの場合TRUEを返す
830 * @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。
832 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
833 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
834 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
836 * The "prompt" should be "cast", "recite", or "study"\n
837 * The "known" should be TRUE for cast/pray, FALSE for study\n
839 * nb: This function has a (trivial) display bug which will be obvious\n
840 * when you run it. It's probably easy to fix but I haven't tried,\n
843 static bool get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
849 PERCENTAGE minfail = 0;
850 PLAYER_LEVEL plev = caster_ptr->lev;
851 PERCENTAGE chance = 0;
859 const mind_power *mind_ptr;
862 int menu_line = (use_menu ? 1 : 0);
864 switch (caster_ptr->pclass) {
865 case CLASS_MINDCRAFTER: {
866 use_mind = MIND_MINDCRAFTER;
867 p = _("超能力", "mindcraft");
870 case CLASS_FORCETRAINER: {
872 p = _("練気術", "Force");
875 case CLASS_BERSERKER: {
876 use_mind = MIND_BERSERKER;
877 p = _("技", "brutal power");
880 case CLASS_MIRROR_MASTER: {
881 use_mind = MIND_MIRROR_MASTER;
882 p = _("鏡魔法", "magic");
886 use_mind = MIND_NINJUTSU;
887 p = _("忍術", "ninjutsu");
892 p = _("超能力", "mindcraft");
896 mind_ptr = &mind_powers[use_mind];
898 /* Assume cancelled */
901 /* Get the spell, if available */
903 if (repeat_pull(&code)) {
904 *sn = (SPELL_IDX)code;
905 /* Hack -- If requested INVEN_FORCE(1111), pull again */
906 if (*sn == INVEN_FORCE)
908 *sn = (SPELL_IDX)code;
910 /* Verify the spell */
911 if (mind_ptr->info[*sn].min_lev <= plev) {
920 for (i = 0; i < MAX_MIND_POWERS; i++) {
921 if (mind_ptr->info[i].min_lev <= plev) {
926 /* Build a prompt (accept all spells) */
928 (void)strnfmt(out_val, 78, _("(%^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? "), p, I2A(0),
932 out_val, 78, _("(%^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? "), p, I2A(0), I2A(num - 1), p);
935 if (use_menu && !only_browse)
938 choice = (always_show_list || use_menu) ? ESCAPE : 1;
941 if (choice == ESCAPE)
943 else if (!get_com(out_val, &choice, TRUE))
946 if (use_menu && choice != ' ') {
957 menu_line += (num - 1);
981 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask)) {
983 if (!redraw || use_menu) {
987 if (!only_browse && !use_menu)
990 /* Display a list of spells */
992 put_str(_("名前", "Name"), y, x + 5);
994 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"), ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y,
997 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
998 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
1000 /* Dump the spells */
1001 for (i = 0; i < MAX_MIND_POWERS; i++) {
1004 /* Access the spell */
1005 spell = mind_ptr->info[i];
1007 if (spell.min_lev > plev)
1010 chance = spell.fail;
1012 mana_cost = spell.mana_cost;
1015 /* Reduce failure rate by "effective" level adjustment */
1016 chance -= 3 * (plev - spell.min_lev);
1018 /* Reduce failure rate by INT/WIS adjustment */
1019 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1021 if (use_mind == MIND_KI) {
1022 if (heavy_armor(caster_ptr))
1024 if (caster_ptr->icky_wield[0])
1026 else if (has_weapon[0])
1028 if (caster_ptr->icky_wield[1])
1030 else if (has_weapon[1])
1034 for (j = 0; j < get_current_ki(caster_ptr) / 50; j++)
1035 mana_cost += (j + 1) * 3 / 2;
1039 /* Not enough mana to cast */
1040 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp)) {
1041 chance += 5 * (mana_cost - caster_ptr->csp);
1044 chance += caster_ptr->to_m_chance;
1046 /* Extract the minimum failure rate */
1047 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1049 /* Minimum failure rate */
1050 if (chance < minfail)
1053 /* Stunning makes spells harder */
1054 if (caster_ptr->stun > 50)
1056 else if (caster_ptr->stun)
1059 if (use_mind == MIND_KI) {
1060 if (heavy_armor(caster_ptr))
1062 if (caster_ptr->icky_wield[0])
1064 if (caster_ptr->icky_wield[1])
1067 /* Always a 5 percent chance of working */
1073 mindcraft_info(caster_ptr, comment, use_mind, i);
1076 if (i == (menu_line - 1))
1077 strcpy(psi_desc, _(" 》 ", " > "));
1079 strcpy(psi_desc, " ");
1081 sprintf(psi_desc, " %c) ", I2A(i));
1082 /* Dump the spell --(-- */
1084 format("%-30s%2d %4d%s %3d%%%s", spell.name, spell.min_lev, mana_cost,
1085 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "), chance, comment));
1086 prt(psi_desc, y + i + 1, x);
1089 /* Clear the bottom line */
1090 prt("", y + i + 1, x);
1094 else if (!only_browse) {
1106 ask = isupper(choice);
1110 choice = (char)tolower(choice);
1112 /* Extract request */
1113 i = (islower(choice) ? A2I(choice) : -1);
1116 /* Totally Illegal */
1117 if ((i < 0) || (i >= num)) {
1122 /* Save the spell index */
1123 spell = mind_ptr->info[i];
1130 (void)strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1132 /* Belay that order */
1133 if (!get_check(tmp_val))
1140 if (redraw && !only_browse)
1143 caster_ptr->window |= (PW_SPELL);
1144 handle_stuff(caster_ptr);
1146 /* Abort if needed */
1150 /* Save the choice */
1153 repeat_push((COMMAND_CODE)i);
1161 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1162 * @param spell 発動する特殊技能のID
1163 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1165 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1170 PLAYER_LEVEL plev = caster_ptr->lev;
1174 case 0: /* Precog */
1176 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1177 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1178 wiz_lite(caster_ptr, FALSE);
1179 } else if (plev > 19)
1180 map_area(caster_ptr, DETECT_RAD_MAP);
1183 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1185 b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1187 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1188 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1191 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1194 if ((plev > 24) && (plev < 40))
1195 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1198 msg_print(_("安全な気がする。", "You feel safe."));
1203 if (!get_aim_dir(caster_ptr, &dir))
1206 if (randint1(100) < plev * 2)
1207 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1209 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1212 /* Minor displace */
1213 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1216 /* Major displace */
1217 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1222 if (!get_aim_dir(caster_ptr, &dir))
1225 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1227 charm_monsters(caster_ptr, plev * 2);
1231 /* Fist of Force --- not 'true' TK */
1232 if (!get_aim_dir(caster_ptr, &dir))
1235 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8), (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1238 /* Character Armour */
1239 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1241 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1243 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1245 set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1247 set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1249 set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1254 return psychometry(caster_ptr);
1256 return ident_spell(caster_ptr, FALSE, 0);
1259 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!"));
1262 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x, (plev * 3), GF_PSI, PROJECT_KILL, -1);
1264 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1268 set_afraid(caster_ptr, 0);
1269 set_stun(caster_ptr, 0);
1272 * Only heal when Adrenalin Channeling is not active. We check
1273 * that by checking if the player isn't fast and 'heroed' atm.
1275 if (!is_fast(caster_ptr) || !is_hero(caster_ptr)) {
1276 hp_player(caster_ptr, plev);
1279 t = 10 + randint1((plev * 3) / 2);
1280 set_hero(caster_ptr, t, FALSE);
1282 (void)set_fast(caster_ptr, t, FALSE);
1286 if (!get_aim_dir(caster_ptr, &dir))
1289 fetch_item(caster_ptr, dir, plev * 15, FALSE);
1294 if (!get_aim_dir(caster_ptr, &dir))
1297 b = damroll(plev / 2, 6);
1299 /* This is always a radius-0 ball now */
1300 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1301 caster_ptr->energy_need += randint1(150);
1305 if (!get_aim_dir(caster_ptr, &dir))
1308 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev * 3) + plev * 3);
1311 time_walk(caster_ptr);
1315 msg_print(_("なに?", "Zap?"));
1323 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1324 * @param spell 発動する特殊技能のID
1325 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1327 static bool cast_force_spell(player_type *caster_ptr, int spell)
1330 PLAYER_LEVEL plev = caster_ptr->lev;
1331 int boost = get_current_ki(caster_ptr);
1333 if (heavy_armor(caster_ptr))
1339 if (!get_aim_dir(caster_ptr, &dir))
1341 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1344 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1347 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1350 project_length = plev / 8 + 3;
1351 if (!get_aim_dir(caster_ptr, &dir))
1354 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1357 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1360 msg_print(_("気を練った。", "You improved the Force."));
1361 set_current_ki(caster_ptr, FALSE, 70 + plev);
1362 caster_ptr->update |= (PU_BONUS);
1363 if (randint1(get_current_ki(caster_ptr)) > (plev * 4 + 120)) {
1364 msg_print(_("気が暴走した!", "The Force exploded!"));
1365 fire_ball(caster_ptr, GF_MANA, 0, get_current_ki(caster_ptr) / 2, 10);
1366 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1371 set_tim_sh_force(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1374 return shock_power(caster_ptr);
1377 if (!get_aim_dir(caster_ptr, &dir))
1379 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1384 if (!target_set(caster_ptr, TARGET_KILL))
1386 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1389 if (!player_has_los_bold(caster_ptr, target_row, target_col))
1391 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col))
1393 dispel_monster_status(caster_ptr, m_idx);
1398 bool success = FALSE;
1400 for (i = 0; i < 1 + boost / 100; i++)
1401 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1404 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1406 msg_print(_("何も現れなかった。", "Nothing happen."));
1411 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1414 if (!get_aim_dir(caster_ptr, &dir))
1417 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1420 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1423 msg_print(_("なに?", "Zap?"));
1426 set_current_ki(caster_ptr, TRUE, 0);
1427 caster_ptr->update |= (PU_BONUS);
1433 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1436 static int number_of_mirrors(floor_type *floor_ptr)
1439 for (POSITION x = 0; x < floor_ptr->width; x++) {
1440 for (POSITION y = 0; y < floor_ptr->height; y++) {
1441 if (is_mirror_grid(&floor_ptr->grid_array[y][x]))
1451 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1452 * @param spell 発動する特殊技能のID
1453 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1455 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1458 PLAYER_LEVEL plev = caster_ptr->lev;
1465 /* mirror of seeing */
1467 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1469 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1470 if (plev + tmp > 18)
1471 detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1472 if (plev + tmp > 28)
1473 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1474 if (plev + tmp > 38)
1475 map_area(caster_ptr, DETECT_RAD_MAP);
1476 if (tmp == 0 && plev < 5) {
1477 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1482 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1483 place_mirror(caster_ptr);
1485 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1489 if (!get_aim_dir(caster_ptr, &dir))
1491 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1492 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1494 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1499 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1501 /* mirror of light */
1503 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1505 /* mirror of wandering */
1507 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1511 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1513 /* banishing mirror */
1515 if (!get_aim_dir(caster_ptr, &dir))
1517 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1519 /* mirror clashing */
1521 if (!get_aim_dir(caster_ptr, &dir))
1523 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8), (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1525 /* mirror sleeping */
1527 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1528 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1529 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1530 project(caster_ptr, 0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP,
1531 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1538 if (!get_aim_dir(caster_ptr, &dir))
1540 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1542 /* seal of mirror */
1544 seal_of_mirror(caster_ptr, plev * 4 + 100);
1546 /* shield of water */
1548 t = 20 + randint1(20);
1549 set_shield(caster_ptr, t, FALSE);
1551 set_tim_reflect(caster_ptr, t, FALSE);
1553 set_resist_magic(caster_ptr, t, FALSE);
1557 if (!get_aim_dir(caster_ptr, &dir))
1559 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1561 /* illusion light */
1563 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1564 slow_monsters(caster_ptr, plev);
1565 stun_monsters(caster_ptr, plev * tmp);
1566 confuse_monsters(caster_ptr, plev * tmp);
1567 turn_monsters(caster_ptr, plev * tmp);
1568 stun_monsters(caster_ptr, plev * tmp);
1569 stasis_monsters(caster_ptr, plev * tmp);
1573 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1574 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1577 reserve_alter_reality(caster_ptr);
1581 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1582 return mirror_tunnel(caster_ptr);
1584 /* mirror of recall */
1586 return recall_player(caster_ptr, randint0(21) + 15);
1589 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1593 if (!binding_field(caster_ptr, plev * 11 + 5))
1594 msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
1596 /* mirror of Ruffnor */
1598 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1601 msg_print(_("なに?", "Zap?"));
1603 caster_ptr->magic_num1[0] = 0;
1610 * do_cmd_cast calls this function if the player's class is 'berserker'.
1611 * @param spell 発動する特殊技能のID
1612 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1614 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1622 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1625 if (caster_ptr->riding) {
1626 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1630 if (!get_direction(caster_ptr, &dir, FALSE, FALSE))
1635 y = caster_ptr->y + ddy[dir];
1636 x = caster_ptr->x + ddx[dir];
1638 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
1639 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1643 do_cmd_attack(caster_ptr, y, x, 0);
1645 if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0)
1646 || is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat))
1652 if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0)
1653 && !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) {
1655 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1660 if (!get_direction(caster_ptr, &dir, FALSE, FALSE))
1662 y = caster_ptr->y + ddy[dir];
1663 x = caster_ptr->x + ddx[dir];
1664 exe_movement(caster_ptr, dir, easy_disarm, TRUE);
1668 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8 + randint0(5), 0);
1671 massacre(caster_ptr);
1674 msg_print(_("なに?", "Zap?"));
1681 * do_cmd_cast calls this function if the player's class is 'ninja'.
1682 * @param caster_ptr プレーヤーへの参照ポインタ
1683 * @param spell 発動する特殊技能のID
1684 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1686 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1688 POSITION x = 0, y = 0;
1690 PLAYER_LEVEL plev = caster_ptr->lev;
1694 (void)unlite_area(caster_ptr, 0, 3);
1698 wiz_lite(caster_ptr, TRUE);
1700 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1702 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1703 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1704 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1707 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1711 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1715 if (!(caster_ptr->special_defense & NINJA_KAWARIMI)) {
1716 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1717 caster_ptr->special_defense |= NINJA_KAWARIMI;
1718 caster_ptr->redraw |= (PR_STATUS);
1723 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
1727 if (!hit_and_away(caster_ptr))
1732 if (!get_aim_dir(caster_ptr, &dir))
1734 (void)stasis_monster(caster_ptr, dir);
1738 return ident_spell(caster_ptr, FALSE, 0);
1740 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1743 fire_ball(caster_ptr, GF_FIRE, 0, 50 + plev, plev / 10 + 2);
1744 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1745 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1748 return rush_attack(caster_ptr, NULL);
1751 for (i = 0; i < 8; i++) {
1754 for (slot = 0; slot < INVEN_PACK; slot++) {
1755 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE)
1758 if (slot == INVEN_PACK) {
1760 msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1762 msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1766 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1767 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1769 take_turn(caster_ptr, 100);
1774 (void)fetch_monster(caster_ptr);
1777 if (!get_aim_dir(caster_ptr, &dir))
1779 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev * 3, 3);
1782 project_length = -1;
1783 if (!get_aim_dir(caster_ptr, &dir)) {
1789 (void)teleport_swap(caster_ptr, dir);
1792 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1795 (void)set_pass_wall(caster_ptr, randint1(plev / 2) + plev / 2, FALSE);
1796 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1799 fire_ball(caster_ptr, GF_POIS, 0, 75 + plev * 2 / 3, plev / 5 + 2);
1800 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75 + plev * 2 / 3, plev / 5 + 2);
1801 fire_ball(caster_ptr, GF_CONFUSION, 0, 75 + plev * 2 / 3, plev / 5 + 2);
1802 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1806 int num = damroll(3, 9);
1808 for (k = 0; k < num; k++) {
1809 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1810 int attempts = 1000;
1812 while (attempts--) {
1813 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1815 if (!player_bold(caster_ptr, y, x))
1818 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1823 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1826 msg_print(_("なに?", "Zap?"));
1832 * @brief 特殊技能コマンドのメインルーチン /
1835 void do_cmd_mind(player_type *caster_ptr)
1840 PERCENTAGE minfail = 0;
1841 PLAYER_LEVEL plev = caster_ptr->lev;
1842 int old_csp = caster_ptr->csp;
1845 int use_mind, mana_cost;
1847 bool on_mirror = FALSE;
1849 if (cmd_limit_confused(caster_ptr))
1851 if (!get_mind_power(caster_ptr, &n, FALSE))
1855 switch (caster_ptr->pclass) {
1856 case CLASS_MINDCRAFTER:
1857 use_mind = MIND_MINDCRAFTER;
1860 case CLASS_FORCETRAINER:
1864 case CLASS_BERSERKER:
1865 use_mind = MIND_BERSERKER;
1868 case CLASS_MIRROR_MASTER:
1869 use_mind = MIND_MIRROR_MASTER;
1873 use_mind = MIND_NINJUTSU;
1882 switch (caster_ptr->pclass) {
1883 case CLASS_MINDCRAFTER:
1884 use_mind = MIND_MINDCRAFTER;
1886 case CLASS_FORCETRAINER:
1889 case CLASS_BERSERKER:
1890 use_mind = MIND_BERSERKER;
1892 case CLASS_MIRROR_MASTER:
1893 use_mind = MIND_MIRROR_MASTER;
1896 use_mind = MIND_NINJUTSU;
1904 spell = mind_powers[use_mind].info[n];
1906 /* Spell failure chance */
1907 chance = spell.fail;
1909 mana_cost = spell.mana_cost;
1910 if (use_mind == MIND_KI) {
1911 if (heavy_armor(caster_ptr))
1913 if (caster_ptr->icky_wield[0])
1915 else if (has_melee_weapon(caster_ptr, INVEN_RARM))
1917 if (caster_ptr->icky_wield[1])
1919 else if (has_melee_weapon(caster_ptr, INVEN_LARM))
1923 for (j = 0; j < get_current_ki(caster_ptr) / 50; j++)
1924 mana_cost += (j + 1) * 3 / 2;
1928 /* Verify "dangerous" spells */
1929 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) {
1930 if (mana_cost > caster_ptr->chp) {
1931 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1934 } else if (mana_cost > caster_ptr->csp) {
1936 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1942 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? ")))
1947 /* Reduce failure rate by "effective" level adjustment */
1948 chance -= 3 * (plev - spell.min_lev);
1950 chance += caster_ptr->to_m_chance;
1952 /* Reduce failure rate by INT/WIS adjustment */
1953 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1955 /* Not enough mana to cast */
1956 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU)) {
1957 chance += 5 * (mana_cost - caster_ptr->csp);
1960 /* Extract the minimum failure rate */
1961 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1963 /* Minimum failure rate */
1964 if (chance < minfail)
1967 /* Stunning makes spells harder */
1968 if (caster_ptr->stun > 50)
1970 else if (caster_ptr->stun)
1973 if (use_mind == MIND_KI) {
1974 if (heavy_armor(caster_ptr))
1976 if (caster_ptr->icky_wield[0])
1978 if (caster_ptr->icky_wield[1])
1983 /* Always a 5 percent chance of working */
1988 if (randint0(100) < chance) {
1991 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1995 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU)) {
1996 if ((use_mind == MIND_KI) && (n != 5) && get_current_ki(caster_ptr)) {
1997 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1998 set_current_ki(caster_ptr, TRUE, 0);
2001 if (randint1(100) < (chance / 2)) {
2005 if (use_mind == MIND_MINDCRAFTER) {
2007 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!"));
2008 lose_all_info(caster_ptr);
2009 } else if (b < 15) {
2010 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..."));
2011 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
2012 } else if (b < 45) {
2013 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
2014 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
2015 } else if (b < 90) {
2016 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
2019 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);
2021 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2, GF_MANA,
2022 PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
2023 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
2026 if (use_mind == MIND_MIRROR_MASTER) {
2028 /* Nothing has happen */
2029 } else if (b < 81) {
2030 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
2031 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
2032 } else if (b < 96) {
2033 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
2034 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
2037 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);
2039 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2, GF_MANA,
2040 PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
2041 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
2050 case MIND_MINDCRAFTER:
2052 cast = cast_mindcrafter_spell(caster_ptr, n);
2056 cast = cast_force_spell(caster_ptr, n);
2058 case MIND_BERSERKER:
2060 cast = cast_berserk_spell(caster_ptr, n);
2062 case MIND_MIRROR_MASTER:
2064 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]))
2066 cast = cast_mirror_spell(caster_ptr, n);
2070 cast = cast_ninja_spell(caster_ptr, n);
2073 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"), use_mind, n);
2081 /* teleport from mirror costs small energy */
2082 if (on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER) {
2083 if (n == 3 || n == 5 || n == 7 || n == 16)
2084 take_turn(caster_ptr, 50);
2086 take_turn(caster_ptr, 100);
2089 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) {
2090 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2092 caster_ptr->redraw |= (PR_HP);
2095 /* Sufficient mana */
2096 else if (mana_cost <= old_csp) {
2098 caster_ptr->csp -= mana_cost;
2101 if (caster_ptr->csp < 0)
2102 caster_ptr->csp = 0;
2104 if ((use_mind == MIND_MINDCRAFTER) && (n == 13)) {
2106 caster_ptr->csp = 0;
2107 caster_ptr->csp_frac = 0;
2111 /* Over-exert the player */
2113 int oops = mana_cost - old_csp;
2116 if ((caster_ptr->csp - mana_cost) < 0)
2117 caster_ptr->csp_frac = 0;
2118 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
2120 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);
2122 /* Hack -- Bypass free action */
2123 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
2125 /* Damage WIS (possibly permanently) */
2126 if (randint0(100) < 50) {
2127 bool perm = (randint0(100) < 25);
2129 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2131 /* Reduce constitution */
2132 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
2135 caster_ptr->redraw |= (PR_MANA);
2136 caster_ptr->window |= (PW_PLAYER);
2137 caster_ptr->window |= (PW_SPELL);
2141 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2144 void do_cmd_mind_browse(player_type *caster_ptr)
2151 if (caster_ptr->pclass == CLASS_MINDCRAFTER)
2152 use_mind = MIND_MINDCRAFTER;
2153 else if (caster_ptr->pclass == CLASS_FORCETRAINER)
2155 else if (caster_ptr->pclass == CLASS_BERSERKER)
2156 use_mind = MIND_BERSERKER;
2157 else if (caster_ptr->pclass == CLASS_NINJA)
2158 use_mind = MIND_NINJUTSU;
2159 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2160 use_mind = MIND_MIRROR_MASTER;
2165 if (!get_mind_power(caster_ptr, &n, TRUE)) {
2170 /* Clear lines, position cursor (really should use strlen here) */
2171 term_erase(12, 21, 255);
2172 term_erase(12, 20, 255);
2173 term_erase(12, 19, 255);
2174 term_erase(12, 18, 255);
2175 term_erase(12, 17, 255);
2176 term_erase(12, 16, 255);
2178 shape_buffer(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2179 for (j = 0, line = 17; temp[j]; j += (1 + strlen(&temp[j]))) {
2180 prt(&temp[j], line, 15);
2184 case MIND_MIRROR_MASTER:
2186 prt(_("何かキーを押して下さい。", "Hit any key."), 0, 0);