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/player-class.h"
46 #include "player/player-damage.h"
47 #include "player/player-effects.h"
48 #include "player/player-move.h"
49 #include "player/player-status.h"
50 #include "realm/realm-song-numbers.h"
51 #include "spell/process-effect.h"
52 #include "spell-kind/earthquake.h"
53 #include "spell-kind/spells-detection.h"
54 #include "spell-kind/spells-floor.h"
55 #include "spell-kind/spells-grid.h"
56 #include "spell-kind/spells-launcher.h"
57 #include "spell-kind/spells-lite.h"
58 #include "spell-kind/spells-sight.h"
59 #include "spell/spells-status.h"
60 #include "spell/spells-summon.h"
61 #include "spell-kind/spells-teleport.h"
62 #include "spell/spell-types.h"
63 #include "spell/spells3.h"
64 #include "term/screen-processor.h"
65 #include "view/display-main-window.h"
66 #include "view/display-messages.h"
69 mind_power const mind_powers[5] =
73 /* Level gained, cost, %fail, name */
80 { 11, 7, 30, "念動衝撃弾"},
82 { 15, 12, 60, "サイコメトリー"},
83 { 18, 10, 45, "精神波動"},
84 { 23, 15, 50, "アドレナリン・ドーピング"},
85 { 26, 28, 60, "テレキネシス"},
86 { 28, 10, 40, "サイキック・ドレイン"},
88 { 45,150, 85, "完全な世界"},
97 { 1, 1, 15, "Precognition"},
98 { 2, 1, 20, "Neural Blast"},
99 { 3, 2, 25, "Minor Displacement"},
100 { 7, 6, 35, "Major Displacement"},
101 { 9, 7, 50, "Domination"},
102 { 11, 7, 30, "Pulverise"},
103 { 13, 12, 50, "Character Armour"},
104 { 15, 12, 60, "Psychometry" },
105 { 18, 10, 45, "Mind Wave" },
106 { 23, 15, 50, "Adrenaline Channeling"},
107 { 26, 28, 60, "Telekinesis"},
108 { 28, 10, 40, "Psychic Drain"},
109 { 35, 35, 75, "Psycho-Spear"},
110 { 45,150, 85, "The World"},
125 /* Level gained, cost, %fail, name */
130 { 8, 5, 40, "カメハメ波"},
131 { 10, 7, 45, "対魔法防御"},
133 { 17, 17, 50, "纏闘気"},
136 { 25, 30, 70, "いてつく波動"},
137 { 28, 26, 50, "幻霊召喚"},
138 { 32, 35, 65, "煉獄火炎"},
139 { 38, 42, 75, "超カメハメ波"},
140 { 44, 50, 80, "光速移動"},
149 { 1, 1, 15, "Small Force Ball"},
150 { 3, 3, 30, "Flash Light"},
151 { 5, 6, 35, "Flying Technique"},
152 { 8, 5, 40, "Kamehameha"},
153 { 10, 7, 45, "Magic Resistance"},
154 { 13, 5, 60, "Improve Force"},
155 { 17, 17, 50, "Aura of Force"},
156 { 20, 20, 50, "Shock Power"},
157 { 23, 18, 55, "Large Force Ball"},
158 { 25, 30, 70, "Dispel Magic"},
159 { 28, 26, 50, "Summon Ghost"},
160 { 32, 35, 65, "Exploding Frame"},
161 { 38, 42, 75, "Super Kamehameha"},
162 { 44, 50, 80, "Light Speed"},
177 /* Level gained, cost, %fail, name */
181 { 20, 15, 0, "トラップ粉砕"},
183 { 30, 80, 75, "皆殺し"},
201 { 8, 5, 40, "Detect Atmosphere of Menace"},
202 { 15, 20, 0, "Charge"},
203 { 20, 15, 0, "Smash a Trap"},
204 { 25, 20, 60, "Quake"},
205 { 30, 80, 75, "Massacre"},
229 /* Level gained, cost, %fail, name */
233 { 2, 2, 20, "光のしずく"},
238 { 10, 5, 30, "微塵隠れ"},
239 { 12, 12, 30, "追放の鏡"},
240 { 15, 15, 30, "鏡砕き"},
241 { 19, 13, 30, "催眠鏡"},
242 { 23, 18, 50, "シーカーレイ"},
244 { 25, 20, 40, "鏡の封印"},
245 { 27, 30, 60, "水鏡の盾"},
246 { 29, 30, 60, "スーパーレイ"},
247 { 31, 35, 60, "幻惑の光"},
248 { 33, 50, 80, "鏡の国"},
250 { 36, 30, 80, "鏡抜け"},
251 { 38, 40, 70, "帰還の鏡"},
252 { 40, 50, 55, "影分身"},
253 { 43, 55, 70, "封魔結界"},
254 { 46, 70, 75, "ラフノールの鏡"},
256 { 1, 1, 15, "Mirror of Seeing"},
257 { 1, 2, 40, "Making a Mirror"},
258 { 2, 2, 20, "Drip of Light"},
259 { 3, 2, 20, "Warped Mirror"},
260 { 5, 3, 35, "Mirror of Light"},
261 { 6, 5, 35, "Mirror of Wandering"},
263 { 10, 5, 30, "Robe of Dust"},
264 { 12, 12, 30, "Banishing Mirror"},
265 { 15, 15, 30, "Mirror Clashing"},
266 { 19, 13, 30, "Mirror Sleeping"},
267 { 23, 18, 50, "Seeker Ray"},
269 { 25, 20, 40, "Seal of Mirror"},
270 { 27, 30, 60, "Shield of Water"},
271 { 29, 30, 60, "Super Ray"},
272 { 31, 35, 60, "Illusion Light"},
273 { 33, 50, 80, "Mirror Shift"},
275 { 36, 30, 80, "Mirror Tunnel"},
276 { 38, 40, 70, "Mirror of Recall"},
277 { 40, 50, 55, "Multi-Shadow"},
278 { 43, 55, 70, "Binding Field"},
279 { 46, 70, 75, "Mirror of Ruffnor"},
287 /* Level gained, cost, %fail, name */
294 { 8, 10, 35, "一撃離脱"},
295 { 10, 10, 40, "金縛り"},
296 { 12, 12, 70, "古の口伝"},
300 { 20, 5, 50, "八方手裏剣"},
304 { 30, 30, 70, "爆発の紋章"},
306 { 34, 35, 50, "霧隠れ"},
307 { 38, 40, 60, "煉獄火炎"},
311 { 1, 1, 20, "Create Darkness"},
312 { 2, 2, 25, "Detect Near"},
313 { 3, 3, 25, "Hide in Leafs"},
314 { 5, 3, 30, "Kawarimi"},
315 { 7, 8, 35, "Absconding"},
316 { 8, 10, 35, "Hit and Away"},
317 { 10, 10, 40, "Bind Monster"},
318 { 12, 12, 70, "Ancient Knowledge"},
319 { 15, 10, 50, "Floating"},
320 { 17, 12, 45, "Hide in Flame"},
321 { 18, 20, 40, "Nyusin"},
322 { 20, 5, 50, "Syuriken Spreading"},
323 { 22, 15, 55, "Chain Hook"},
324 { 25, 32, 60, "Smoke Ball"},
325 { 28, 32, 60, "Swap Position"},
326 { 30, 30, 70, "Glyph of Explosion"},
327 { 32, 40, 40, "Hide in Mud"},
328 { 34, 35, 50, "Hide in Mist"},
329 { 38, 40, 60, "Rengoku-Kaen"},
330 { 41, 50, 55, "Bunshin"},
339 static concptr const mind_tips[5][MAX_MIND_POWERS] =
343 "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。",
347 "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。",
349 "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。",
350 "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。",
351 "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。",
352 "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。",
354 "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。",
355 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
356 "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。",
367 "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。",
370 "一定時間、魔法防御能力を上昇させる。",
371 "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。",
372 "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。",
373 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
375 "モンスター1体にかかった魔法を解除する。",
377 "自分を中心とした超巨大な炎の球を発生させる。",
378 "射程の長い、強力な気のビームを放つ。",
379 "しばらくの間、非常に速く動くことができる。",
389 "近くの思考することができるモンスターを感知する。",
391 "トラップにかかるが、そのトラップを破壊する。",
392 "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。",
412 "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。",
414 "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。",
416 "自分の周囲や、 自分のいる部屋全体を明るくする。",
418 "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。",
419 "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。",
421 "全ての鏡の周りに眠りの球を発生させる。",
422 "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。",
424 "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。",
425 "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。",
426 "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。",
427 "フロアを作り変える。鏡の上でしか使えない。",
428 "短距離内の指定した場所にテレポートする。",
429 "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。",
430 "全ての攻撃が、1/2の確率で無効になる。",
431 "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。",
432 "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。",
436 "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。",
438 "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。",
441 "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。",
444 "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。",
446 "ランダムな方向に8回くさびを投げる。",
450 "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。",
451 "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。",
452 "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。",
453 "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。",
454 "全ての攻撃が、1/2の確率で無効になる。",
459 "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.",
460 "Fires a beam or ball which inflicts PSI damage.",
461 "Teleports you a short distance.",
462 "Teleports you a long distance.",
463 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
464 "Fires a ball which hurts monsters with telekinesis.",
465 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
466 "Gives feeling of an item. Or identifies an item at level 25.",
467 "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.",
468 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
469 "Pulls a distant item close to you.",
470 "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.",
471 "Fires a beam of pure energy which penetrates invulnerability barriers.",
472 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
482 "Fires a very small energy ball.",
483 "Lights up nearby area and the inside of a room permanently.",
484 "Gives levitation a while.",
485 "Fires a short energy beam.",
486 "Gives magic resistance for a while.",
487 "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.",
488 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
489 "Damages an adjacent monster and blows it away.",
490 "Fires a large energy ball.",
491 "Dispels all magics which are affecting a monster.",
493 "Generates a huge ball of flame centered on you.",
494 "Fires a long, powerful energy beam.",
495 "Gives extremely fast speed.",
505 "Detects all monsters except the mindless in your vicinity.",
506 "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.",
507 "Sets off a trap, then destroys that trap.",
508 "Shakes dungeon structure, and results in random swapping of floors and walls.",
509 "Attacks all adjacent monsters.",
528 "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.",
529 "Makes a mirror under you.",
530 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
531 "Teleports you a short distance.",
532 "Lights up nearby area and the inside of a room permanently.",
533 "Teleports you a long distance.",
534 "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.",
535 "Teleports all monsters on the line away unless resisted.",
536 "Fires a ball of shards.",
537 "Causes any mirror to lull to sleep monsters close to the mirror.",
538 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
539 "Eliminates a monster on a mirror from current dungeon level.",
540 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
541 "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.",
542 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
543 "Recreates current dungeon level. Can only be used on a mirror.",
544 "Teleports you to a given location.",
545 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
546 "Completely protects you from any attacks at one in two chance.",
547 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
548 "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.",
552 "Darkens nearby area and inside of a room.",
553 "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.",
554 "Teleports you a short distance.",
555 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
556 "Teleports you a long distance.",
557 "Attacks an adjacent monster and teleports you away immediately after the attack.",
558 "Attempts to freeze a monster.",
559 "Identifies an item.",
560 "Gives levitation for a while.",
561 "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.",
562 "Steps close to a monster and attacks at a time.",
563 "Shoots 8 iron Spikes in 8 random directions.",
564 "Teleports a monster to a place adjacent to you.",
565 "Releases a confusion ball which doesn't inflict any damage.",
566 "Causes you and a targeted monster to exchange positions.",
567 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
568 "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.",
569 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
570 "Fires some number of beams of fire, nether or plasma in random directions.",
571 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
578 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
579 * @param p 情報を返す文字列参照ポインタ
580 * @param use_mind 職業毎の特殊技能ID
581 * @param power モンスター魔法のID
584 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
586 PLAYER_LEVEL plev = caster_ptr->lev;
592 case MIND_MINDCRAFTER:
596 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
597 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
598 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
600 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
601 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
603 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
604 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
606 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
608 case 10: sprintf(p, " max wgt %d", plev * 15); break;
610 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
611 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
612 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
617 int boost = get_current_ki(caster_ptr);
619 if (heavy_armor(caster_ptr)) boost /= 2;
623 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
625 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
626 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
627 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
629 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
630 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
631 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
633 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
634 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
635 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
636 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
640 case MIND_MIRROR_MASTER:
646 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
647 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
649 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
650 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
652 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
654 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
656 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
657 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
660 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
662 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
663 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
664 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
674 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
676 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
677 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
680 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
681 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
688 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
689 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
690 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
691 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
699 * @brief 使用可能な特殊技能を選択する /
700 * Allow user to choose a mindcrafter power.
701 * @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
702 * @param only_browse 一覧を見るだけの場合TRUEを返す
703 * @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。
705 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
706 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
707 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
709 * The "prompt" should be "cast", "recite", or "study"\n
710 * The "known" should be TRUE for cast/pray, FALSE for study\n
712 * nb: This function has a (trivial) display bug which will be obvious\n
713 * when you run it. It's probably easy to fix but I haven't tried,\n
716 static bool get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
722 PERCENTAGE minfail = 0;
723 PLAYER_LEVEL plev = caster_ptr->lev;
724 PERCENTAGE chance = 0;
732 const mind_power *mind_ptr;
735 int menu_line = (use_menu ? 1 : 0);
737 switch (caster_ptr->pclass)
739 case CLASS_MINDCRAFTER:
741 use_mind = MIND_MINDCRAFTER;
742 p = _("超能力", "mindcraft");
745 case CLASS_FORCETRAINER:
748 p = _("練気術", "Force");
751 case CLASS_BERSERKER:
753 use_mind = MIND_BERSERKER;
754 p = _("技", "brutal power");
757 case CLASS_MIRROR_MASTER:
759 use_mind = MIND_MIRROR_MASTER;
760 p = _("鏡魔法", "magic");
765 use_mind = MIND_NINJUTSU;
766 p = _("忍術", "ninjutsu");
772 p = _("超能力", "mindcraft");
776 mind_ptr = &mind_powers[use_mind];
778 /* Assume cancelled */
781 /* Get the spell, if available */
783 if (repeat_pull(&code))
785 *sn = (SPELL_IDX)code;
786 /* Hack -- If requested INVEN_FORCE(1111), pull again */
787 if (*sn == INVEN_FORCE) repeat_pull(&code);
788 *sn = (SPELL_IDX)code;
790 /* Verify the spell */
791 if (mind_ptr->info[*sn].min_lev <= plev)
801 for (i = 0; i < MAX_MIND_POWERS; i++)
803 if (mind_ptr->info[i].min_lev <= plev)
809 /* Build a prompt (accept all spells) */
812 (void)strnfmt(out_val, 78,
813 _("(%^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? "),
814 p, I2A(0), I2A(num - 1), p);
818 (void)strnfmt(out_val, 78,
819 _("(%^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? "),
820 p, I2A(0), I2A(num - 1), p);
823 if (use_menu && !only_browse) screen_save();
825 choice = (always_show_list || use_menu) ? ESCAPE : 1;
829 if(choice==ESCAPE) choice = ' ';
830 else if( !get_com(out_val, &choice, TRUE) )break;
832 if (use_menu && choice != ' ')
838 if (!only_browse) screen_load();
846 menu_line += (num - 1);
868 if (menu_line > num) menu_line -= num;
871 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
874 if (!redraw || use_menu)
879 if (!only_browse && !use_menu) screen_save();
881 /* Display a list of spells */
883 put_str(_("名前", "Name"), y, x + 5);
885 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
886 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
888 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
889 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
891 /* Dump the spells */
892 for (i = 0; i < MAX_MIND_POWERS; i++)
896 /* Access the spell */
897 spell = mind_ptr->info[i];
899 if (spell.min_lev > plev) break;
903 mana_cost = spell.mana_cost;
907 /* Reduce failure rate by "effective" level adjustment */
908 chance -= 3 * (plev - spell.min_lev);
910 /* Reduce failure rate by INT/WIS adjustment */
911 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
913 if (use_mind == MIND_KI)
915 if (heavy_armor(caster_ptr)) chance += 20;
916 if (caster_ptr->icky_wield[0]) chance += 20;
917 else if (has_weapon[0]) chance += 10;
918 if (caster_ptr->icky_wield[1]) chance += 20;
919 else if (has_weapon[1]) chance += 10;
923 for (j = 0; j < get_current_ki(caster_ptr) / 50; j++)
924 mana_cost += (j+1) * 3 / 2;
928 /* Not enough mana to cast */
929 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
931 chance += 5 * (mana_cost - caster_ptr->csp);
934 chance += caster_ptr->to_m_chance;
936 /* Extract the minimum failure rate */
937 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
939 /* Minimum failure rate */
940 if (chance < minfail) chance = minfail;
942 /* Stunning makes spells harder */
943 if (caster_ptr->stun > 50) chance += 25;
944 else if (caster_ptr->stun) chance += 15;
946 if (use_mind == MIND_KI)
948 if (heavy_armor(caster_ptr)) chance += 5;
949 if (caster_ptr->icky_wield[0]) chance += 5;
950 if (caster_ptr->icky_wield[1]) chance += 5;
952 /* Always a 5 percent chance of working */
953 if (chance > 95) chance = 95;
957 mindcraft_info(caster_ptr, comment, use_mind, i);
961 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
962 else strcpy(psi_desc, " ");
965 sprintf(psi_desc, " %c) ", I2A(i));
966 /* Dump the spell --(-- */
968 format("%-30s%2d %4d%s %3d%%%s",
969 spell.name, spell.min_lev, mana_cost,
970 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
972 prt(psi_desc, y + i + 1, x);
975 /* Clear the bottom line */
976 prt("", y + i + 1, x);
980 else if (!only_browse)
994 ask = isupper(choice);
997 if (ask) choice = (char)tolower(choice);
999 /* Extract request */
1000 i = (islower(choice) ? A2I(choice) : -1);
1003 /* Totally Illegal */
1004 if ((i < 0) || (i >= num))
1010 /* Save the spell index */
1011 spell = mind_ptr->info[i];
1019 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1021 /* Belay that order */
1022 if (!get_check(tmp_val)) continue;
1028 if (redraw && !only_browse) screen_load();
1030 caster_ptr->window |= (PW_SPELL);
1031 handle_stuff(caster_ptr);
1033 /* Abort if needed */
1034 if (!flag) return FALSE;
1036 /* Save the choice */
1039 repeat_push((COMMAND_CODE)i);
1047 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1048 * @param spell 発動する特殊技能のID
1049 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1051 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1056 PLAYER_LEVEL plev = caster_ptr->lev;
1061 case 0: /* Precog */
1064 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1065 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1066 wiz_lite(caster_ptr, FALSE);
1069 map_area(caster_ptr, DETECT_RAD_MAP);
1073 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1074 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1076 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1077 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1082 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1085 if ((plev > 24) && (plev < 40))
1086 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1088 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1093 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1095 if (randint1(100) < plev * 2)
1096 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1098 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1101 /* Minor displace */
1102 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1105 /* Major displace */
1106 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1112 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1114 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1118 charm_monsters(caster_ptr, plev * 2);
1122 /* Fist of Force --- not 'true' TK */
1123 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1125 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1126 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1129 /* Character Armour */
1130 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1131 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1132 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1133 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1134 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1135 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1140 return psychometry(caster_ptr);
1142 return ident_spell(caster_ptr, FALSE, 0);
1145 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!"));
1148 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1149 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1151 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1155 set_afraid(caster_ptr, 0);
1156 set_stun(caster_ptr, 0);
1159 * Only heal when Adrenalin Channeling is not active. We check
1160 * that by checking if the player isn't fast and 'heroed' atm.
1162 if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
1164 hp_player(caster_ptr, plev);
1167 t = 10 + randint1((plev * 3) / 2);
1168 set_hero(caster_ptr, t, FALSE);
1170 (void)set_fast(caster_ptr, t, FALSE);
1174 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1176 fetch(caster_ptr, dir, plev * 15, FALSE);
1181 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1183 b = damroll(plev / 2, 6);
1185 /* This is always a radius-0 ball now */
1186 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1187 caster_ptr->energy_need += randint1(150);
1191 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1193 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1197 time_walk(caster_ptr);
1201 msg_print(_("なに?", "Zap?"));
1209 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1210 * @param spell 発動する特殊技能のID
1211 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1213 static bool cast_force_spell(player_type *caster_ptr, int spell)
1216 PLAYER_LEVEL plev = caster_ptr->lev;
1217 int boost = get_current_ki(caster_ptr);
1219 if (heavy_armor(caster_ptr)) boost /= 2;
1225 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1226 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1229 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1232 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1235 project_length = plev / 8 + 3;
1236 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1238 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1241 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1244 msg_print(_("気を練った。", "You improved the Force."));
1245 set_current_ki(caster_ptr, FALSE, 70 + plev);
1246 caster_ptr->update |= (PU_BONUS);
1247 if (randint1(get_current_ki(caster_ptr)) > (plev * 4 + 120))
1249 msg_print(_("気が暴走した!", "The Force exploded!"));
1250 fire_ball(caster_ptr, GF_MANA, 0, get_current_ki(caster_ptr) / 2, 10);
1251 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1256 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1259 return shock_power(caster_ptr);
1262 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1263 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1269 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1270 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1272 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1273 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1274 dispel_monster_status(caster_ptr, m_idx);
1280 bool success = FALSE;
1282 for (i = 0; i < 1 + boost/100; i++)
1283 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1287 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1291 msg_print(_("何も現れなかった。", "Nothing happen."));
1296 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1299 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1301 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1304 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1307 msg_print(_("なに?", "Zap?"));
1310 set_current_ki(caster_ptr, TRUE, 0);
1311 caster_ptr->update |= (PU_BONUS);
1318 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1321 static int number_of_mirrors(floor_type *floor_ptr)
1324 for (POSITION x = 0; x < floor_ptr->width; x++) {
1325 for (POSITION y = 0; y < floor_ptr->height; y++) {
1326 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1336 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1337 * @param spell 発動する特殊技能のID
1338 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1340 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1343 PLAYER_LEVEL plev = caster_ptr->lev;
1351 /* mirror of seeing */
1353 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1354 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1355 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1356 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1357 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1358 if (tmp == 0 && plev < 5) {
1359 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1364 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1365 place_mirror(caster_ptr);
1368 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1372 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1373 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1374 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1377 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1382 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1384 /* mirror of light */
1386 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1388 /* mirror of wandering */
1390 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1394 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1396 /* banishing mirror */
1398 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1399 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1401 /* mirror clashing */
1403 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1404 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1405 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1407 /* mirror sleeping */
1409 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1410 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1411 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1412 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);
1419 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1420 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1422 /* seal of mirror */
1424 seal_of_mirror(caster_ptr, plev * 4 + 100);
1426 /* shield of water */
1428 t = 20 + randint1(20);
1429 set_shield(caster_ptr, t, FALSE);
1430 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1431 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1435 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1436 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1438 /* illusion light */
1440 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1441 slow_monsters(caster_ptr, plev);
1442 stun_monsters(caster_ptr, plev*tmp);
1443 confuse_monsters(caster_ptr, plev*tmp);
1444 turn_monsters(caster_ptr, plev*tmp);
1445 stun_monsters(caster_ptr, plev*tmp);
1446 stasis_monsters(caster_ptr, plev*tmp);
1450 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1451 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1454 reserve_alter_reality(caster_ptr);
1458 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1459 return mirror_tunnel(caster_ptr);
1461 /* mirror of recall */
1463 return recall_player(caster_ptr, randint0(21) + 15);
1466 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1470 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!"));
1472 /* mirror of Ruffnor */
1474 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1477 msg_print(_("なに?", "Zap?"));
1480 caster_ptr->magic_num1[0] = 0;
1487 * do_cmd_cast calls this function if the player's class is 'berserker'.
1488 * @param spell 発動する特殊技能のID
1489 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1491 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1500 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1504 if (caster_ptr->riding)
1506 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1510 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1512 if (dir == 5) return FALSE;
1513 y = caster_ptr->y + ddy[dir];
1514 x = caster_ptr->x + ddx[dir];
1516 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1518 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1522 do_cmd_attack(caster_ptr, y, x, 0);
1524 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))
1530 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)
1533 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1539 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1540 y = caster_ptr->y + ddy[dir];
1541 x = caster_ptr->x + ddx[dir];
1542 move_player(caster_ptr, dir, easy_disarm, TRUE);
1546 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1549 massacre(caster_ptr);
1552 msg_print(_("なに?", "Zap?"));
1560 * do_cmd_cast calls this function if the player's class is 'ninja'.
1561 * @param caster_ptr プレーヤーへの参照ポインタ
1562 * @param spell 発動する特殊技能のID
1563 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1565 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1567 POSITION x = 0, y = 0;
1569 PLAYER_LEVEL plev = caster_ptr->lev;
1574 (void)unlite_area(caster_ptr, 0, 3);
1579 wiz_lite(caster_ptr, TRUE);
1581 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1584 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1585 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1586 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1590 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1595 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1600 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1602 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1603 caster_ptr->special_defense |= NINJA_KAWARIMI;
1604 caster_ptr->redraw |= (PR_STATUS);
1610 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
1615 if(!hit_and_away(caster_ptr)) return FALSE;
1620 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1621 (void)stasis_monster(caster_ptr, dir);
1625 return ident_spell(caster_ptr, FALSE, 0);
1627 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1630 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1631 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1632 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1635 return rush_attack(caster_ptr, NULL);
1639 for (i = 0; i < 8; i++)
1643 for (slot = 0; slot < INVEN_PACK; slot++)
1645 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1647 if (slot == INVEN_PACK)
1649 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1650 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1654 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1655 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1657 take_turn(caster_ptr, 100);
1662 (void)fetch_monster(caster_ptr);
1665 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1666 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1669 project_length = -1;
1670 if (!get_aim_dir(caster_ptr, &dir))
1677 (void)teleport_swap(caster_ptr, dir);
1680 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1683 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1684 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1687 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1688 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1689 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1690 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1695 int num = damroll(3, 9);
1697 for (k = 0; k < num; k++)
1699 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1700 int attempts = 1000;
1704 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1706 if (!player_bold(caster_ptr, y, x)) break;
1708 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1709 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1714 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1717 msg_print(_("なに?", "Zap?"));
1724 * @brief 特殊技能コマンドのメインルーチン /
1727 void do_cmd_mind(player_type *caster_ptr)
1732 PERCENTAGE minfail = 0;
1733 PLAYER_LEVEL plev = caster_ptr->lev;
1734 int old_csp = caster_ptr->csp;
1737 int use_mind, mana_cost;
1739 bool on_mirror = FALSE;
1741 if (cmd_limit_confused(caster_ptr)) return;
1742 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1745 switch(caster_ptr->pclass)
1747 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1748 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1749 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1750 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1751 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1752 default: use_mind = 0 ;p = "超能力"; break;
1755 switch(caster_ptr->pclass)
1757 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1758 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1759 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1760 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1761 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1762 default: use_mind = 0; break;
1766 spell = mind_powers[use_mind].info[n];
1768 /* Spell failure chance */
1769 chance = spell.fail;
1771 mana_cost = spell.mana_cost;
1772 if (use_mind == MIND_KI)
1774 if (heavy_armor(caster_ptr)) chance += 20;
1775 if (caster_ptr->icky_wield[0]) chance += 20;
1776 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1777 if (caster_ptr->icky_wield[1]) chance += 20;
1778 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1782 for (j = 0; j < get_current_ki(caster_ptr) / 50; j++)
1783 mana_cost += (j+1) * 3 / 2;
1787 /* Verify "dangerous" spells */
1788 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1790 if (mana_cost > caster_ptr->chp)
1792 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1796 else if (mana_cost > caster_ptr->csp)
1799 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1801 if (!over_exert) return;
1804 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1810 /* Reduce failure rate by "effective" level adjustment */
1811 chance -= 3 * (plev - spell.min_lev);
1813 chance += caster_ptr->to_m_chance;
1815 /* Reduce failure rate by INT/WIS adjustment */
1816 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1818 /* Not enough mana to cast */
1819 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1821 chance += 5 * (mana_cost - caster_ptr->csp);
1824 /* Extract the minimum failure rate */
1825 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1827 /* Minimum failure rate */
1828 if (chance < minfail) chance = minfail;
1830 /* Stunning makes spells harder */
1831 if (caster_ptr->stun > 50) chance += 25;
1832 else if (caster_ptr->stun) chance += 15;
1834 if (use_mind == MIND_KI)
1836 if (heavy_armor(caster_ptr)) chance += 5;
1837 if (caster_ptr->icky_wield[0]) chance += 5;
1838 if (caster_ptr->icky_wield[1]) chance += 5;
1842 /* Always a 5 percent chance of working */
1843 if (chance > 95) chance = 95;
1846 if (randint0(100) < chance)
1848 if (flush_failure) flush();
1849 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1853 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1855 if ((use_mind == MIND_KI) && (n != 5) && get_current_ki(caster_ptr))
1857 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1858 set_current_ki(caster_ptr, TRUE, 0);
1861 if (randint1(100) < (chance / 2))
1866 if( use_mind == MIND_MINDCRAFTER ){
1869 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!"));
1870 lose_all_info(caster_ptr);
1874 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..."));
1875 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1879 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1880 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1884 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1889 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);
1891 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1892 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1893 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1896 if( use_mind == MIND_MIRROR_MASTER ){
1899 /* Nothing has happen */
1903 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1904 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1908 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1909 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1914 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);
1916 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1917 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1918 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1930 case MIND_MINDCRAFTER:
1932 cast = cast_mindcrafter_spell(caster_ptr, n);
1936 cast = cast_force_spell(caster_ptr, n);
1938 case MIND_BERSERKER:
1940 cast = cast_berserk_spell(caster_ptr, n);
1942 case MIND_MIRROR_MASTER:
1944 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1945 cast = cast_mirror_spell(caster_ptr, n);
1949 cast = cast_ninja_spell(caster_ptr, n);
1952 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1960 /* teleport from mirror costs small energy */
1961 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
1963 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
1967 take_turn(caster_ptr, 100);
1970 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1972 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1974 caster_ptr->redraw |= (PR_HP);
1977 /* Sufficient mana */
1978 else if (mana_cost <= old_csp)
1981 caster_ptr->csp -= mana_cost;
1984 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
1986 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
1989 caster_ptr->csp = 0;
1990 caster_ptr->csp_frac = 0;
1994 /* Over-exert the player */
1997 int oops = mana_cost - old_csp;
2000 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
2001 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
2003 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);
2005 /* Hack -- Bypass free action */
2006 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
2008 /* Damage WIS (possibly permanently) */
2009 if (randint0(100) < 50)
2011 bool perm = (randint0(100) < 25);
2013 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2015 /* Reduce constitution */
2016 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
2019 caster_ptr->redraw |= (PR_MANA);
2020 caster_ptr->window |= (PW_PLAYER);
2021 caster_ptr->window |= (PW_SPELL);
2026 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2029 void do_cmd_mind_browse(player_type *caster_ptr)
2036 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2037 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2038 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2039 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2040 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2041 use_mind = MIND_MIRROR_MASTER;
2047 if (!get_mind_power(caster_ptr, &n, TRUE))
2053 /* Clear lines, position cursor (really should use strlen here) */
2054 Term_erase(12, 21, 255);
2055 Term_erase(12, 20, 255);
2056 Term_erase(12, 19, 255);
2057 Term_erase(12, 18, 255);
2058 Term_erase(12, 17, 255);
2059 Term_erase(12, 16, 255);
2061 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2062 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2064 prt(&temp[j], line, 15);
2069 case MIND_MIRROR_MASTER:
2071 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);