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.h"
18 #include "cmd-action/cmd-attack.h"
19 #include "cmd-action/cmd-spell.h"
20 #include "cmd/cmd-basic.h"
21 #include "core/asking-player.h"
22 #include "core/stuff-handler.h"
23 #include "effect/effect-characteristics.h"
24 #include "effect/spells-effect-util.h"
25 #include "game-option/disturbance-options.h"
26 #include "game-option/input-options.h"
27 #include "game-option/text-display-options.h"
28 #include "grid/feature.h"
29 #include "grid/grid.h"
30 #include "io/command-repeater.h"
31 #include "io/input-key-acceptor.h"
32 #include "io/input-key-requester.h"
33 #include "io/targeting.h"
34 #include "main/sound-definitions-table.h"
35 #include "main/sound-of-music.h"
36 #include "mind/mind-force-trainer.h"
37 #include "mind/mind-mindcrafter.h"
38 #include "mind/mind-mirror-master.h"
39 #include "mind/mind-ninja.h"
40 #include "mind/mind-warrior.h"
41 #include "monster-floor/monster-summon.h"
42 #include "monster/monster-status.h"
43 #include "monster-floor/place-monster-types.h"
44 #include "player/avatar.h"
45 #include "player/bad-status-setter.h"
46 #include "player/buff-setter.h"
47 #include "player/player-class.h"
48 #include "player/player-damage.h"
49 #include "player/player-effects.h"
50 #include "player/player-move.h"
51 #include "player/player-status.h"
52 #include "player/special-defense-types.h"
53 #include "spell/process-effect.h"
54 #include "spell-kind/earthquake.h"
55 #include "spell-kind/spells-detection.h"
56 #include "spell-kind/spells-floor.h"
57 #include "spell-kind/spells-grid.h"
58 #include "spell-kind/spells-launcher.h"
59 #include "spell-kind/spells-lite.h"
60 #include "spell-kind/spells-perception.h"
61 #include "spell-kind/spells-recall.h"
62 #include "spell-kind/spells-sight.h"
63 #include "spell/spells-status.h"
64 #include "spell/spells-summon.h"
65 #include "spell-kind/spells-teleport.h"
66 #include "spell/spell-types.h"
67 #include "spell/spells3.h"
68 #include "term/screen-processor.h"
69 #include "util/buffer-shaper.h"
70 #include "util/int-char-converter.h"
71 #include "view/display-messages.h"
74 mind_power const mind_powers[5] =
78 /* Level gained, cost, %fail, name */
85 { 11, 7, 30, "念動衝撃弾"},
87 { 15, 12, 60, "サイコメトリー"},
88 { 18, 10, 45, "精神波動"},
89 { 23, 15, 50, "アドレナリン・ドーピング"},
90 { 26, 28, 60, "テレキネシス"},
91 { 28, 10, 40, "サイキック・ドレイン"},
93 { 45,150, 85, "完全な世界"},
102 { 1, 1, 15, "Precognition"},
103 { 2, 1, 20, "Neural Blast"},
104 { 3, 2, 25, "Minor Displacement"},
105 { 7, 6, 35, "Major Displacement"},
106 { 9, 7, 50, "Domination"},
107 { 11, 7, 30, "Pulverise"},
108 { 13, 12, 50, "Character Armour"},
109 { 15, 12, 60, "Psychometry" },
110 { 18, 10, 45, "Mind Wave" },
111 { 23, 15, 50, "Adrenaline Channeling"},
112 { 26, 28, 60, "Telekinesis"},
113 { 28, 10, 40, "Psychic Drain"},
114 { 35, 35, 75, "Psycho-Spear"},
115 { 45,150, 85, "The World"},
130 /* Level gained, cost, %fail, name */
135 { 8, 5, 40, "カメハメ波"},
136 { 10, 7, 45, "対魔法防御"},
138 { 17, 17, 50, "纏闘気"},
141 { 25, 30, 70, "いてつく波動"},
142 { 28, 26, 50, "幻霊召喚"},
143 { 32, 35, 65, "煉獄火炎"},
144 { 38, 42, 75, "超カメハメ波"},
145 { 44, 50, 80, "光速移動"},
154 { 1, 1, 15, "Small Force Ball"},
155 { 3, 3, 30, "Flash Light"},
156 { 5, 6, 35, "Flying Technique"},
157 { 8, 5, 40, "Kamehameha"},
158 { 10, 7, 45, "Magic Resistance"},
159 { 13, 5, 60, "Improve Force"},
160 { 17, 17, 50, "Aura of Force"},
161 { 20, 20, 50, "Shock Power"},
162 { 23, 18, 55, "Large Force Ball"},
163 { 25, 30, 70, "Dispel Magic"},
164 { 28, 26, 50, "Summon Ghost"},
165 { 32, 35, 65, "Exploding Frame"},
166 { 38, 42, 75, "Super Kamehameha"},
167 { 44, 50, 80, "Light Speed"},
182 /* Level gained, cost, %fail, name */
186 { 20, 15, 0, "トラップ粉砕"},
188 { 30, 80, 75, "皆殺し"},
206 { 8, 5, 40, "Detect Atmosphere of Menace"},
207 { 15, 20, 0, "Charge"},
208 { 20, 15, 0, "Smash a Trap"},
209 { 25, 20, 60, "Quake"},
210 { 30, 80, 75, "Massacre"},
234 /* Level gained, cost, %fail, name */
238 { 2, 2, 20, "光のしずく"},
243 { 10, 5, 30, "微塵隠れ"},
244 { 12, 12, 30, "追放の鏡"},
245 { 15, 15, 30, "鏡砕き"},
246 { 19, 13, 30, "催眠鏡"},
247 { 23, 18, 50, "シーカーレイ"},
249 { 25, 20, 40, "鏡の封印"},
250 { 27, 30, 60, "水鏡の盾"},
251 { 29, 30, 60, "スーパーレイ"},
252 { 31, 35, 60, "幻惑の光"},
253 { 33, 50, 80, "鏡の国"},
255 { 36, 30, 80, "鏡抜け"},
256 { 38, 40, 70, "帰還の鏡"},
257 { 40, 50, 55, "影分身"},
258 { 43, 55, 70, "封魔結界"},
259 { 46, 70, 75, "ラフノールの鏡"},
261 { 1, 1, 15, "Mirror of Seeing"},
262 { 1, 2, 40, "Making a Mirror"},
263 { 2, 2, 20, "Drip of Light"},
264 { 3, 2, 20, "Warped Mirror"},
265 { 5, 3, 35, "Mirror of Light"},
266 { 6, 5, 35, "Mirror of Wandering"},
268 { 10, 5, 30, "Robe of Dust"},
269 { 12, 12, 30, "Banishing Mirror"},
270 { 15, 15, 30, "Mirror Clashing"},
271 { 19, 13, 30, "Mirror Sleeping"},
272 { 23, 18, 50, "Seeker Ray"},
274 { 25, 20, 40, "Seal of Mirror"},
275 { 27, 30, 60, "Shield of Water"},
276 { 29, 30, 60, "Super Ray"},
277 { 31, 35, 60, "Illusion Light"},
278 { 33, 50, 80, "Mirror Shift"},
280 { 36, 30, 80, "Mirror Tunnel"},
281 { 38, 40, 70, "Mirror of Recall"},
282 { 40, 50, 55, "Multi-Shadow"},
283 { 43, 55, 70, "Binding Field"},
284 { 46, 70, 75, "Mirror of Ruffnor"},
292 /* Level gained, cost, %fail, name */
299 { 8, 10, 35, "一撃離脱"},
300 { 10, 10, 40, "金縛り"},
301 { 12, 12, 70, "古の口伝"},
305 { 20, 5, 50, "八方手裏剣"},
309 { 30, 30, 70, "爆発の紋章"},
311 { 34, 35, 50, "霧隠れ"},
312 { 38, 40, 60, "煉獄火炎"},
316 { 1, 1, 20, "Create Darkness"},
317 { 2, 2, 25, "Detect Near"},
318 { 3, 3, 25, "Hide in Leafs"},
319 { 5, 3, 30, "Kawarimi"},
320 { 7, 8, 35, "Absconding"},
321 { 8, 10, 35, "Hit and Away"},
322 { 10, 10, 40, "Bind Monster"},
323 { 12, 12, 70, "Ancient Knowledge"},
324 { 15, 10, 50, "Floating"},
325 { 17, 12, 45, "Hide in Flame"},
326 { 18, 20, 40, "Nyusin"},
327 { 20, 5, 50, "Syuriken Spreading"},
328 { 22, 15, 55, "Chain Hook"},
329 { 25, 32, 60, "Smoke Ball"},
330 { 28, 32, 60, "Swap Position"},
331 { 30, 30, 70, "Glyph of Explosion"},
332 { 32, 40, 40, "Hide in Mud"},
333 { 34, 35, 50, "Hide in Mist"},
334 { 38, 40, 60, "Rengoku-Kaen"},
335 { 41, 50, 55, "Bunshin"},
344 static concptr const mind_tips[5][MAX_MIND_POWERS] =
348 "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。",
352 "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。",
354 "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。",
355 "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。",
356 "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。",
357 "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。",
359 "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。",
360 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
361 "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。",
372 "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。",
375 "一定時間、魔法防御能力を上昇させる。",
376 "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。",
377 "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。",
378 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
380 "モンスター1体にかかった魔法を解除する。",
382 "自分を中心とした超巨大な炎の球を発生させる。",
383 "射程の長い、強力な気のビームを放つ。",
384 "しばらくの間、非常に速く動くことができる。",
394 "近くの思考することができるモンスターを感知する。",
396 "トラップにかかるが、そのトラップを破壊する。",
397 "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。",
417 "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。",
419 "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。",
421 "自分の周囲や、 自分のいる部屋全体を明るくする。",
423 "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。",
424 "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。",
426 "全ての鏡の周りに眠りの球を発生させる。",
427 "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。",
429 "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。",
430 "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。",
431 "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。",
432 "フロアを作り変える。鏡の上でしか使えない。",
433 "短距離内の指定した場所にテレポートする。",
434 "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。",
435 "全ての攻撃が、1/2の確率で無効になる。",
436 "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。",
437 "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。",
441 "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。",
443 "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。",
446 "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。",
449 "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。",
451 "ランダムな方向に8回くさびを投げる。",
455 "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。",
456 "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。",
457 "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。",
458 "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。",
459 "全ての攻撃が、1/2の確率で無効になる。",
464 "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.",
465 "Fires a beam or ball which inflicts PSI damage.",
466 "Teleports you a short distance.",
467 "Teleports you a long distance.",
468 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
469 "Fires a ball which hurts monsters with telekinesis.",
470 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
471 "Gives feeling of an item. Or identifies an item at level 25.",
472 "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.",
473 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
474 "Pulls a distant item close to you.",
475 "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.",
476 "Fires a beam of pure energy which penetrates invulnerability barriers.",
477 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
487 "Fires a very small energy ball.",
488 "Lights up nearby area and the inside of a room permanently.",
489 "Gives levitation a while.",
490 "Fires a short energy beam.",
491 "Gives magic resistance for a while.",
492 "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.",
493 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
494 "Damages an adjacent monster and blows it away.",
495 "Fires a large energy ball.",
496 "Dispels all magics which are affecting a monster.",
498 "Generates a huge ball of flame centered on you.",
499 "Fires a long, powerful energy beam.",
500 "Gives extremely fast speed.",
510 "Detects all monsters except the mindless in your vicinity.",
511 "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.",
512 "Sets off a trap, then destroys that trap.",
513 "Shakes dungeon structure, and results in random swapping of floors and walls.",
514 "Attacks all adjacent monsters.",
533 "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.",
534 "Makes a mirror under you.",
535 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
536 "Teleports you a short distance.",
537 "Lights up nearby area and the inside of a room permanently.",
538 "Teleports you a long distance.",
539 "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.",
540 "Teleports all monsters on the line away unless resisted.",
541 "Fires a ball of shards.",
542 "Causes any mirror to lull to sleep monsters close to the mirror.",
543 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
544 "Eliminates a monster on a mirror from current dungeon level.",
545 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
546 "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.",
547 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
548 "Recreates current dungeon level. Can only be used on a mirror.",
549 "Teleports you to a given location.",
550 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
551 "Completely protects you from any attacks at one in two chance.",
552 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
553 "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.",
557 "Darkens nearby area and inside of a room.",
558 "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.",
559 "Teleports you a short distance.",
560 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
561 "Teleports you a long distance.",
562 "Attacks an adjacent monster and teleports you away immediately after the attack.",
563 "Attempts to freeze a monster.",
564 "Identifies an item.",
565 "Gives levitation for a while.",
566 "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.",
567 "Steps close to a monster and attacks at a time.",
568 "Shoots 8 iron Spikes in 8 random directions.",
569 "Teleports a monster to a place adjacent to you.",
570 "Releases a confusion ball which doesn't inflict any damage.",
571 "Causes you and a targeted monster to exchange positions.",
572 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
573 "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.",
574 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
575 "Fires some number of beams of fire, nether or plasma in random directions.",
576 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
583 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
584 * @param p 情報を返す文字列参照ポインタ
585 * @param use_mind 職業毎の特殊技能ID
586 * @param power モンスター魔法のID
589 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
591 PLAYER_LEVEL plev = caster_ptr->lev;
597 case MIND_MINDCRAFTER:
601 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
602 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
603 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
605 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
606 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
608 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
609 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
611 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
613 case 10: sprintf(p, " max wgt %d", plev * 15); break;
615 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
616 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
617 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
622 int boost = get_current_ki(caster_ptr);
624 if (heavy_armor(caster_ptr)) boost /= 2;
628 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
630 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
631 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
632 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
634 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
635 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
636 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
638 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
639 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
640 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
641 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
645 case MIND_MIRROR_MASTER:
651 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
652 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
654 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
655 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
657 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
659 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
661 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
662 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
665 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
667 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
668 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
669 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
679 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
681 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
682 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
685 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
686 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
693 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
694 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
695 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
696 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
704 * @brief 使用可能な特殊技能を選択する /
705 * Allow user to choose a mindcrafter power.
706 * @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
707 * @param only_browse 一覧を見るだけの場合TRUEを返す
708 * @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。
710 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
711 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
712 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
714 * The "prompt" should be "cast", "recite", or "study"\n
715 * The "known" should be TRUE for cast/pray, FALSE for study\n
717 * nb: This function has a (trivial) display bug which will be obvious\n
718 * when you run it. It's probably easy to fix but I haven't tried,\n
721 static bool get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
727 PERCENTAGE minfail = 0;
728 PLAYER_LEVEL plev = caster_ptr->lev;
729 PERCENTAGE chance = 0;
737 const mind_power *mind_ptr;
740 int menu_line = (use_menu ? 1 : 0);
742 switch (caster_ptr->pclass)
744 case CLASS_MINDCRAFTER:
746 use_mind = MIND_MINDCRAFTER;
747 p = _("超能力", "mindcraft");
750 case CLASS_FORCETRAINER:
753 p = _("練気術", "Force");
756 case CLASS_BERSERKER:
758 use_mind = MIND_BERSERKER;
759 p = _("技", "brutal power");
762 case CLASS_MIRROR_MASTER:
764 use_mind = MIND_MIRROR_MASTER;
765 p = _("鏡魔法", "magic");
770 use_mind = MIND_NINJUTSU;
771 p = _("忍術", "ninjutsu");
777 p = _("超能力", "mindcraft");
781 mind_ptr = &mind_powers[use_mind];
783 /* Assume cancelled */
786 /* Get the spell, if available */
788 if (repeat_pull(&code))
790 *sn = (SPELL_IDX)code;
791 /* Hack -- If requested INVEN_FORCE(1111), pull again */
792 if (*sn == INVEN_FORCE) repeat_pull(&code);
793 *sn = (SPELL_IDX)code;
795 /* Verify the spell */
796 if (mind_ptr->info[*sn].min_lev <= plev)
806 for (i = 0; i < MAX_MIND_POWERS; i++)
808 if (mind_ptr->info[i].min_lev <= plev)
814 /* Build a prompt (accept all spells) */
817 (void)strnfmt(out_val, 78,
818 _("(%^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? "),
819 p, I2A(0), I2A(num - 1), p);
823 (void)strnfmt(out_val, 78,
824 _("(%^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? "),
825 p, I2A(0), I2A(num - 1), p);
828 if (use_menu && !only_browse) screen_save();
830 choice = (always_show_list || use_menu) ? ESCAPE : 1;
834 if(choice==ESCAPE) choice = ' ';
835 else if( !get_com(out_val, &choice, TRUE) )break;
837 if (use_menu && choice != ' ')
843 if (!only_browse) screen_load();
851 menu_line += (num - 1);
873 if (menu_line > num) menu_line -= num;
876 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
879 if (!redraw || use_menu)
884 if (!only_browse && !use_menu) screen_save();
886 /* Display a list of spells */
888 put_str(_("名前", "Name"), y, x + 5);
890 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
891 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
893 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
894 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
896 /* Dump the spells */
897 for (i = 0; i < MAX_MIND_POWERS; i++)
901 /* Access the spell */
902 spell = mind_ptr->info[i];
904 if (spell.min_lev > plev) break;
908 mana_cost = spell.mana_cost;
912 /* Reduce failure rate by "effective" level adjustment */
913 chance -= 3 * (plev - spell.min_lev);
915 /* Reduce failure rate by INT/WIS adjustment */
916 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
918 if (use_mind == MIND_KI)
920 if (heavy_armor(caster_ptr)) chance += 20;
921 if (caster_ptr->icky_wield[0]) chance += 20;
922 else if (has_weapon[0]) chance += 10;
923 if (caster_ptr->icky_wield[1]) chance += 20;
924 else if (has_weapon[1]) chance += 10;
928 for (j = 0; j < get_current_ki(caster_ptr) / 50; j++)
929 mana_cost += (j+1) * 3 / 2;
933 /* Not enough mana to cast */
934 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
936 chance += 5 * (mana_cost - caster_ptr->csp);
939 chance += caster_ptr->to_m_chance;
941 /* Extract the minimum failure rate */
942 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
944 /* Minimum failure rate */
945 if (chance < minfail) chance = minfail;
947 /* Stunning makes spells harder */
948 if (caster_ptr->stun > 50) chance += 25;
949 else if (caster_ptr->stun) chance += 15;
951 if (use_mind == MIND_KI)
953 if (heavy_armor(caster_ptr)) chance += 5;
954 if (caster_ptr->icky_wield[0]) chance += 5;
955 if (caster_ptr->icky_wield[1]) chance += 5;
957 /* Always a 5 percent chance of working */
958 if (chance > 95) chance = 95;
962 mindcraft_info(caster_ptr, comment, use_mind, i);
966 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
967 else strcpy(psi_desc, " ");
970 sprintf(psi_desc, " %c) ", I2A(i));
971 /* Dump the spell --(-- */
973 format("%-30s%2d %4d%s %3d%%%s",
974 spell.name, spell.min_lev, mana_cost,
975 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
977 prt(psi_desc, y + i + 1, x);
980 /* Clear the bottom line */
981 prt("", y + i + 1, x);
985 else if (!only_browse)
999 ask = isupper(choice);
1002 if (ask) choice = (char)tolower(choice);
1004 /* Extract request */
1005 i = (islower(choice) ? A2I(choice) : -1);
1008 /* Totally Illegal */
1009 if ((i < 0) || (i >= num))
1015 /* Save the spell index */
1016 spell = mind_ptr->info[i];
1024 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1026 /* Belay that order */
1027 if (!get_check(tmp_val)) continue;
1033 if (redraw && !only_browse) screen_load();
1035 caster_ptr->window |= (PW_SPELL);
1036 handle_stuff(caster_ptr);
1038 /* Abort if needed */
1039 if (!flag) return FALSE;
1041 /* Save the choice */
1044 repeat_push((COMMAND_CODE)i);
1052 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1053 * @param spell 発動する特殊技能のID
1054 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1056 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1061 PLAYER_LEVEL plev = caster_ptr->lev;
1066 case 0: /* Precog */
1069 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1070 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1071 wiz_lite(caster_ptr, FALSE);
1074 map_area(caster_ptr, DETECT_RAD_MAP);
1078 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1079 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1081 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1082 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1087 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1090 if ((plev > 24) && (plev < 40))
1091 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1093 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1098 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1100 if (randint1(100) < plev * 2)
1101 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1103 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1106 /* Minor displace */
1107 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1110 /* Major displace */
1111 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1117 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1119 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1123 charm_monsters(caster_ptr, plev * 2);
1127 /* Fist of Force --- not 'true' TK */
1128 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1130 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1131 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1134 /* Character Armour */
1135 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1136 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1137 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1138 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1139 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1140 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1145 return psychometry(caster_ptr);
1147 return ident_spell(caster_ptr, FALSE, 0);
1150 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!"));
1153 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1154 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1156 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1160 set_afraid(caster_ptr, 0);
1161 set_stun(caster_ptr, 0);
1164 * Only heal when Adrenalin Channeling is not active. We check
1165 * that by checking if the player isn't fast and 'heroed' atm.
1167 if (!is_fast(caster_ptr) || !is_hero(caster_ptr))
1169 hp_player(caster_ptr, plev);
1172 t = 10 + randint1((plev * 3) / 2);
1173 set_hero(caster_ptr, t, FALSE);
1175 (void)set_fast(caster_ptr, t, FALSE);
1179 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1181 fetch(caster_ptr, dir, plev * 15, FALSE);
1186 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1188 b = damroll(plev / 2, 6);
1190 /* This is always a radius-0 ball now */
1191 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1192 caster_ptr->energy_need += randint1(150);
1196 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1198 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1202 time_walk(caster_ptr);
1206 msg_print(_("なに?", "Zap?"));
1214 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1215 * @param spell 発動する特殊技能のID
1216 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1218 static bool cast_force_spell(player_type *caster_ptr, int spell)
1221 PLAYER_LEVEL plev = caster_ptr->lev;
1222 int boost = get_current_ki(caster_ptr);
1224 if (heavy_armor(caster_ptr)) boost /= 2;
1230 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1231 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1234 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1237 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1240 project_length = plev / 8 + 3;
1241 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1243 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1246 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1249 msg_print(_("気を練った。", "You improved the Force."));
1250 set_current_ki(caster_ptr, FALSE, 70 + plev);
1251 caster_ptr->update |= (PU_BONUS);
1252 if (randint1(get_current_ki(caster_ptr)) > (plev * 4 + 120))
1254 msg_print(_("気が暴走した!", "The Force exploded!"));
1255 fire_ball(caster_ptr, GF_MANA, 0, get_current_ki(caster_ptr) / 2, 10);
1256 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1261 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1264 return shock_power(caster_ptr);
1267 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1268 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1274 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1275 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1277 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1278 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1279 dispel_monster_status(caster_ptr, m_idx);
1285 bool success = FALSE;
1287 for (i = 0; i < 1 + boost/100; i++)
1288 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1292 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1296 msg_print(_("何も現れなかった。", "Nothing happen."));
1301 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1304 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1306 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1309 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1312 msg_print(_("なに?", "Zap?"));
1315 set_current_ki(caster_ptr, TRUE, 0);
1316 caster_ptr->update |= (PU_BONUS);
1323 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1326 static int number_of_mirrors(floor_type *floor_ptr)
1329 for (POSITION x = 0; x < floor_ptr->width; x++) {
1330 for (POSITION y = 0; y < floor_ptr->height; y++) {
1331 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1341 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1342 * @param spell 発動する特殊技能のID
1343 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1345 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1348 PLAYER_LEVEL plev = caster_ptr->lev;
1356 /* mirror of seeing */
1358 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1359 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1360 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1361 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1362 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1363 if (tmp == 0 && plev < 5) {
1364 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1369 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1370 place_mirror(caster_ptr);
1373 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1377 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1378 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1379 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1382 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1387 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1389 /* mirror of light */
1391 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1393 /* mirror of wandering */
1395 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1399 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1401 /* banishing mirror */
1403 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1404 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1406 /* mirror clashing */
1408 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1409 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1410 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1412 /* mirror sleeping */
1414 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1415 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1416 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1417 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);
1424 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1425 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1427 /* seal of mirror */
1429 seal_of_mirror(caster_ptr, plev * 4 + 100);
1431 /* shield of water */
1433 t = 20 + randint1(20);
1434 set_shield(caster_ptr, t, FALSE);
1435 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1436 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1440 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1441 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1443 /* illusion light */
1445 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1446 slow_monsters(caster_ptr, plev);
1447 stun_monsters(caster_ptr, plev*tmp);
1448 confuse_monsters(caster_ptr, plev*tmp);
1449 turn_monsters(caster_ptr, plev*tmp);
1450 stun_monsters(caster_ptr, plev*tmp);
1451 stasis_monsters(caster_ptr, plev*tmp);
1455 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1456 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1459 reserve_alter_reality(caster_ptr);
1463 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1464 return mirror_tunnel(caster_ptr);
1466 /* mirror of recall */
1468 return recall_player(caster_ptr, randint0(21) + 15);
1471 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1475 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!"));
1477 /* mirror of Ruffnor */
1479 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1482 msg_print(_("なに?", "Zap?"));
1485 caster_ptr->magic_num1[0] = 0;
1492 * do_cmd_cast calls this function if the player's class is 'berserker'.
1493 * @param spell 発動する特殊技能のID
1494 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1496 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1505 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1509 if (caster_ptr->riding)
1511 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1515 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1517 if (dir == 5) return FALSE;
1518 y = caster_ptr->y + ddy[dir];
1519 x = caster_ptr->x + ddx[dir];
1521 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1523 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1527 do_cmd_attack(caster_ptr, y, x, 0);
1529 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))
1535 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)
1538 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1544 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1545 y = caster_ptr->y + ddy[dir];
1546 x = caster_ptr->x + ddx[dir];
1547 move_player(caster_ptr, dir, easy_disarm, TRUE);
1551 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1554 massacre(caster_ptr);
1557 msg_print(_("なに?", "Zap?"));
1565 * do_cmd_cast calls this function if the player's class is 'ninja'.
1566 * @param caster_ptr プレーヤーへの参照ポインタ
1567 * @param spell 発動する特殊技能のID
1568 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1570 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1572 POSITION x = 0, y = 0;
1574 PLAYER_LEVEL plev = caster_ptr->lev;
1579 (void)unlite_area(caster_ptr, 0, 3);
1584 wiz_lite(caster_ptr, TRUE);
1586 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1589 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1590 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1591 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1595 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1600 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1605 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1607 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1608 caster_ptr->special_defense |= NINJA_KAWARIMI;
1609 caster_ptr->redraw |= (PR_STATUS);
1615 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
1620 if(!hit_and_away(caster_ptr)) return FALSE;
1625 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1626 (void)stasis_monster(caster_ptr, dir);
1630 return ident_spell(caster_ptr, FALSE, 0);
1632 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1635 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1636 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1637 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1640 return rush_attack(caster_ptr, NULL);
1644 for (i = 0; i < 8; i++)
1648 for (slot = 0; slot < INVEN_PACK; slot++)
1650 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1652 if (slot == INVEN_PACK)
1654 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1655 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1659 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1660 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1662 take_turn(caster_ptr, 100);
1667 (void)fetch_monster(caster_ptr);
1670 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1671 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1674 project_length = -1;
1675 if (!get_aim_dir(caster_ptr, &dir))
1682 (void)teleport_swap(caster_ptr, dir);
1685 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1688 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1689 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1692 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1693 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1694 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1695 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1700 int num = damroll(3, 9);
1702 for (k = 0; k < num; k++)
1704 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1705 int attempts = 1000;
1709 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1711 if (!player_bold(caster_ptr, y, x)) break;
1713 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1714 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1719 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1722 msg_print(_("なに?", "Zap?"));
1729 * @brief 特殊技能コマンドのメインルーチン /
1732 void do_cmd_mind(player_type *caster_ptr)
1737 PERCENTAGE minfail = 0;
1738 PLAYER_LEVEL plev = caster_ptr->lev;
1739 int old_csp = caster_ptr->csp;
1742 int use_mind, mana_cost;
1744 bool on_mirror = FALSE;
1746 if (cmd_limit_confused(caster_ptr)) return;
1747 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1750 switch(caster_ptr->pclass)
1752 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1753 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1754 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1755 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1756 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1757 default: use_mind = 0 ;p = "超能力"; break;
1760 switch(caster_ptr->pclass)
1762 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1763 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1764 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1765 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1766 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1767 default: use_mind = 0; break;
1771 spell = mind_powers[use_mind].info[n];
1773 /* Spell failure chance */
1774 chance = spell.fail;
1776 mana_cost = spell.mana_cost;
1777 if (use_mind == MIND_KI)
1779 if (heavy_armor(caster_ptr)) chance += 20;
1780 if (caster_ptr->icky_wield[0]) chance += 20;
1781 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1782 if (caster_ptr->icky_wield[1]) chance += 20;
1783 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1787 for (j = 0; j < get_current_ki(caster_ptr) / 50; j++)
1788 mana_cost += (j+1) * 3 / 2;
1792 /* Verify "dangerous" spells */
1793 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1795 if (mana_cost > caster_ptr->chp)
1797 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1801 else if (mana_cost > caster_ptr->csp)
1804 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1806 if (!over_exert) return;
1809 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1815 /* Reduce failure rate by "effective" level adjustment */
1816 chance -= 3 * (plev - spell.min_lev);
1818 chance += caster_ptr->to_m_chance;
1820 /* Reduce failure rate by INT/WIS adjustment */
1821 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1823 /* Not enough mana to cast */
1824 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1826 chance += 5 * (mana_cost - caster_ptr->csp);
1829 /* Extract the minimum failure rate */
1830 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1832 /* Minimum failure rate */
1833 if (chance < minfail) chance = minfail;
1835 /* Stunning makes spells harder */
1836 if (caster_ptr->stun > 50) chance += 25;
1837 else if (caster_ptr->stun) chance += 15;
1839 if (use_mind == MIND_KI)
1841 if (heavy_armor(caster_ptr)) chance += 5;
1842 if (caster_ptr->icky_wield[0]) chance += 5;
1843 if (caster_ptr->icky_wield[1]) chance += 5;
1847 /* Always a 5 percent chance of working */
1848 if (chance > 95) chance = 95;
1851 if (randint0(100) < chance)
1853 if (flush_failure) flush();
1854 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1858 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1860 if ((use_mind == MIND_KI) && (n != 5) && get_current_ki(caster_ptr))
1862 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1863 set_current_ki(caster_ptr, TRUE, 0);
1866 if (randint1(100) < (chance / 2))
1871 if( use_mind == MIND_MINDCRAFTER ){
1874 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!"));
1875 lose_all_info(caster_ptr);
1879 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..."));
1880 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1884 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1885 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1889 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1894 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);
1896 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1897 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1898 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1901 if( use_mind == MIND_MIRROR_MASTER ){
1904 /* Nothing has happen */
1908 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1909 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1913 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1914 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1919 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);
1921 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1922 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1923 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1935 case MIND_MINDCRAFTER:
1937 cast = cast_mindcrafter_spell(caster_ptr, n);
1941 cast = cast_force_spell(caster_ptr, n);
1943 case MIND_BERSERKER:
1945 cast = cast_berserk_spell(caster_ptr, n);
1947 case MIND_MIRROR_MASTER:
1949 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1950 cast = cast_mirror_spell(caster_ptr, n);
1954 cast = cast_ninja_spell(caster_ptr, n);
1957 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1965 /* teleport from mirror costs small energy */
1966 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
1968 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
1972 take_turn(caster_ptr, 100);
1975 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1977 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1979 caster_ptr->redraw |= (PR_HP);
1982 /* Sufficient mana */
1983 else if (mana_cost <= old_csp)
1986 caster_ptr->csp -= mana_cost;
1989 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
1991 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
1994 caster_ptr->csp = 0;
1995 caster_ptr->csp_frac = 0;
1999 /* Over-exert the player */
2002 int oops = mana_cost - old_csp;
2005 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
2006 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
2008 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);
2010 /* Hack -- Bypass free action */
2011 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
2013 /* Damage WIS (possibly permanently) */
2014 if (randint0(100) < 50)
2016 bool perm = (randint0(100) < 25);
2018 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2020 /* Reduce constitution */
2021 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
2024 caster_ptr->redraw |= (PR_MANA);
2025 caster_ptr->window |= (PW_PLAYER);
2026 caster_ptr->window |= (PW_SPELL);
2031 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2034 void do_cmd_mind_browse(player_type *caster_ptr)
2041 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2042 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2043 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2044 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2045 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2046 use_mind = MIND_MIRROR_MASTER;
2052 if (!get_mind_power(caster_ptr, &n, TRUE))
2058 /* Clear lines, position cursor (really should use strlen here) */
2059 Term_erase(12, 21, 255);
2060 Term_erase(12, 20, 255);
2061 Term_erase(12, 19, 255);
2062 Term_erase(12, 18, 255);
2063 Term_erase(12, 17, 255);
2064 Term_erase(12, 16, 255);
2066 shape_buffer(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2067 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2069 prt(&temp[j], line, 15);
2074 case MIND_MIRROR_MASTER:
2076 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);