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 "system/angband.h"
18 #include "core/stuff-handler.h"
19 #include "util/util.h"
20 #include "main/sound-definitions-table.h"
22 #include "mind/mind.h"
24 #include "effect/effect-characteristics.h"
26 #include "spell/spells-summon.h"
27 #include "player/avatar.h"
28 #include "player/player-move.h"
29 #include "player/player-status.h"
30 #include "player/player-class.h"
31 #include "spell/spells-status.h"
32 #include "cmd-spell.h"
33 #include "spell/spells-floor.h"
34 #include "grid/feature.h"
35 #include "grid/grid.h"
36 #include "cmd-basic.h"
37 #include "monster/monster-status.h"
38 #include "player/player-effects.h"
39 #include "player/player-damage.h"
40 #include "view/display-main-window.h"
41 #include "io/targeting.h"
42 #include "realm/realm-song.h"
43 #include "effect/spells-effect-util.h"
44 #include "spell/spells-type.h"
45 #include "spell/process-effect.h"
46 #include "spell/spells2.h"
47 #include "spell/spells3.h"
48 #include "spell/spells-detection.h"
51 mind_power const mind_powers[5] =
55 /* Level gained, cost, %fail, name */
62 { 11, 7, 30, "念動衝撃弾"},
64 { 15, 12, 60, "サイコメトリー"},
65 { 18, 10, 45, "精神波動"},
66 { 23, 15, 50, "アドレナリン・ドーピング"},
67 { 26, 28, 60, "テレキネシス"},
68 { 28, 10, 40, "サイキック・ドレイン"},
70 { 45,150, 85, "完全な世界"},
79 { 1, 1, 15, "Precognition"},
80 { 2, 1, 20, "Neural Blast"},
81 { 3, 2, 25, "Minor Displacement"},
82 { 7, 6, 35, "Major Displacement"},
83 { 9, 7, 50, "Domination"},
84 { 11, 7, 30, "Pulverise"},
85 { 13, 12, 50, "Character Armour"},
86 { 15, 12, 60, "Psychometry" },
87 { 18, 10, 45, "Mind Wave" },
88 { 23, 15, 50, "Adrenaline Channeling"},
89 { 26, 28, 60, "Telekinesis"},
90 { 28, 10, 40, "Psychic Drain"},
91 { 35, 35, 75, "Psycho-Spear"},
92 { 45,150, 85, "The World"},
107 /* Level gained, cost, %fail, name */
112 { 8, 5, 40, "カメハメ波"},
113 { 10, 7, 45, "対魔法防御"},
115 { 17, 17, 50, "纏闘気"},
118 { 25, 30, 70, "いてつく波動"},
119 { 28, 26, 50, "幻霊召喚"},
120 { 32, 35, 65, "煉獄火炎"},
121 { 38, 42, 75, "超カメハメ波"},
122 { 44, 50, 80, "光速移動"},
131 { 1, 1, 15, "Small Force Ball"},
132 { 3, 3, 30, "Flash Light"},
133 { 5, 6, 35, "Flying Technique"},
134 { 8, 5, 40, "Kamehameha"},
135 { 10, 7, 45, "Magic Resistance"},
136 { 13, 5, 60, "Improve Force"},
137 { 17, 17, 50, "Aura of Force"},
138 { 20, 20, 50, "Shock Power"},
139 { 23, 18, 55, "Large Force Ball"},
140 { 25, 30, 70, "Dispel Magic"},
141 { 28, 26, 50, "Summon Ghost"},
142 { 32, 35, 65, "Exploding Frame"},
143 { 38, 42, 75, "Super Kamehameha"},
144 { 44, 50, 80, "Light Speed"},
159 /* Level gained, cost, %fail, name */
163 { 20, 15, 0, "トラップ粉砕"},
165 { 30, 80, 75, "皆殺し"},
183 { 8, 5, 40, "Detect Atmosphere of Menace"},
184 { 15, 20, 0, "Charge"},
185 { 20, 15, 0, "Smash a Trap"},
186 { 25, 20, 60, "Quake"},
187 { 30, 80, 75, "Massacre"},
211 /* Level gained, cost, %fail, name */
215 { 2, 2, 20, "光のしずく"},
220 { 10, 5, 30, "微塵隠れ"},
221 { 12, 12, 30, "追放の鏡"},
222 { 15, 15, 30, "鏡砕き"},
223 { 19, 13, 30, "催眠鏡"},
224 { 23, 18, 50, "シーカーレイ"},
226 { 25, 20, 40, "鏡の封印"},
227 { 27, 30, 60, "水鏡の盾"},
228 { 29, 30, 60, "スーパーレイ"},
229 { 31, 35, 60, "幻惑の光"},
230 { 33, 50, 80, "鏡の国"},
232 { 36, 30, 80, "鏡抜け"},
233 { 38, 40, 70, "帰還の鏡"},
234 { 40, 50, 55, "影分身"},
235 { 43, 55, 70, "封魔結界"},
236 { 46, 70, 75, "ラフノールの鏡"},
238 { 1, 1, 15, "Mirror of Seeing"},
239 { 1, 2, 40, "Making a Mirror"},
240 { 2, 2, 20, "Drip of Light"},
241 { 3, 2, 20, "Warped Mirror"},
242 { 5, 3, 35, "Mirror of Light"},
243 { 6, 5, 35, "Mirror of Wandering"},
245 { 10, 5, 30, "Robe of Dust"},
246 { 12, 12, 30, "Banishing Mirror"},
247 { 15, 15, 30, "Mirror Clashing"},
248 { 19, 13, 30, "Mirror Sleeping"},
249 { 23, 18, 50, "Seeker Ray"},
251 { 25, 20, 40, "Seal of Mirror"},
252 { 27, 30, 60, "Shield of Water"},
253 { 29, 30, 60, "Super Ray"},
254 { 31, 35, 60, "Illusion Light"},
255 { 33, 50, 80, "Mirror Shift"},
257 { 36, 30, 80, "Mirror Tunnel"},
258 { 38, 40, 70, "Mirror of Recall"},
259 { 40, 50, 55, "Multi-Shadow"},
260 { 43, 55, 70, "Binding Field"},
261 { 46, 70, 75, "Mirror of Ruffnor"},
269 /* Level gained, cost, %fail, name */
276 { 8, 10, 35, "一撃離脱"},
277 { 10, 10, 40, "金縛り"},
278 { 12, 12, 70, "古の口伝"},
282 { 20, 5, 50, "八方手裏剣"},
286 { 30, 30, 70, "爆発の紋章"},
288 { 34, 35, 50, "霧隠れ"},
289 { 38, 40, 60, "煉獄火炎"},
293 { 1, 1, 20, "Create Darkness"},
294 { 2, 2, 25, "Detect Near"},
295 { 3, 3, 25, "Hide in Leafs"},
296 { 5, 3, 30, "Kawarimi"},
297 { 7, 8, 35, "Absconding"},
298 { 8, 10, 35, "Hit and Away"},
299 { 10, 10, 40, "Bind Monster"},
300 { 12, 12, 70, "Ancient Knowledge"},
301 { 15, 10, 50, "Floating"},
302 { 17, 12, 45, "Hide in Flame"},
303 { 18, 20, 40, "Nyusin"},
304 { 20, 5, 50, "Syuriken Spreading"},
305 { 22, 15, 55, "Chain Hook"},
306 { 25, 32, 60, "Smoke Ball"},
307 { 28, 32, 60, "Swap Position"},
308 { 30, 30, 70, "Glyph of Explosion"},
309 { 32, 40, 40, "Hide in Mud"},
310 { 34, 35, 50, "Hide in Mist"},
311 { 38, 40, 60, "Rengoku-Kaen"},
312 { 41, 50, 55, "Bunshin"},
321 static concptr const mind_tips[5][MAX_MIND_POWERS] =
325 "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。",
329 "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。",
331 "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。",
332 "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。",
333 "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。",
334 "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。",
336 "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。",
337 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
338 "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。",
349 "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。",
352 "一定時間、魔法防御能力を上昇させる。",
353 "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。",
354 "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。",
355 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
357 "モンスター1体にかかった魔法を解除する。",
359 "自分を中心とした超巨大な炎の球を発生させる。",
360 "射程の長い、強力な気のビームを放つ。",
361 "しばらくの間、非常に速く動くことができる。",
371 "近くの思考することができるモンスターを感知する。",
373 "トラップにかかるが、そのトラップを破壊する。",
374 "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。",
394 "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。",
396 "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。",
398 "自分の周囲や、 自分のいる部屋全体を明るくする。",
400 "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。",
401 "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。",
403 "全ての鏡の周りに眠りの球を発生させる。",
404 "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。",
406 "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。",
407 "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。",
408 "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。",
409 "フロアを作り変える。鏡の上でしか使えない。",
410 "短距離内の指定した場所にテレポートする。",
411 "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。",
412 "全ての攻撃が、1/2の確率で無効になる。",
413 "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。",
414 "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。",
418 "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。",
420 "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。",
423 "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。",
426 "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。",
428 "ランダムな方向に8回くさびを投げる。",
432 "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。",
433 "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。",
434 "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。",
435 "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。",
436 "全ての攻撃が、1/2の確率で無効になる。",
441 "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.",
442 "Fires a beam or ball which inflicts PSI damage.",
443 "Teleports you a short distance.",
444 "Teleports you a long distance.",
445 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
446 "Fires a ball which hurts monsters with telekinesis.",
447 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
448 "Gives feeling of an item. Or identifies an item at level 25.",
449 "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.",
450 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
451 "Pulls a distant item close to you.",
452 "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.",
453 "Fires a beam of pure energy which penetrates invulnerability barriers.",
454 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
464 "Fires a very small energy ball.",
465 "Lights up nearby area and the inside of a room permanently.",
466 "Gives levitation a while.",
467 "Fires a short energy beam.",
468 "Gives magic resistance for a while.",
469 "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.",
470 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
471 "Damages an adjacent monster and blows it away.",
472 "Fires a large energy ball.",
473 "Dispels all magics which are affecting a monster.",
475 "Generates a huge ball of flame centered on you.",
476 "Fires a long, powerful energy beam.",
477 "Gives extremely fast speed.",
487 "Detects all monsters except the mindless in your vicinity.",
488 "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.",
489 "Sets off a trap, then destroys that trap.",
490 "Shakes dungeon structure, and results in random swapping of floors and walls.",
491 "Attacks all adjacent monsters.",
510 "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.",
511 "Makes a mirror under you.",
512 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
513 "Teleports you a short distance.",
514 "Lights up nearby area and the inside of a room permanently.",
515 "Teleports you a long distance.",
516 "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.",
517 "Teleports all monsters on the line away unless resisted.",
518 "Fires a ball of shards.",
519 "Causes any mirror to lull to sleep monsters close to the mirror.",
520 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
521 "Eliminates a monster on a mirror from current dungeon level.",
522 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
523 "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.",
524 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
525 "Recreates current dungeon level. Can only be used on a mirror.",
526 "Teleports you to a given location.",
527 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
528 "Completely protects you from any attacks at one in two chance.",
529 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
530 "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.",
534 "Darkens nearby area and inside of a room.",
535 "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.",
536 "Teleports you a short distance.",
537 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
538 "Teleports you a long distance.",
539 "Attacks an adjacent monster and teleports you away immediately after the attack.",
540 "Attempts to freeze a monster.",
541 "Identifies an item.",
542 "Gives levitation for a while.",
543 "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.",
544 "Steps close to a monster and attacks at a time.",
545 "Shoots 8 iron Spikes in 8 random directions.",
546 "Teleports a monster to a place adjacent to you.",
547 "Releases a confusion ball which doesn't inflict any damage.",
548 "Causes you and a targeted monster to exchange positions.",
549 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
550 "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.",
551 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
552 "Fires some number of beams of fire, nether or plasma in random directions.",
553 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
560 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
561 * @param p 情報を返す文字列参照ポインタ
562 * @param use_mind 職業毎の特殊技能ID
563 * @param power モンスター魔法のID
566 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
568 PLAYER_LEVEL plev = caster_ptr->lev;
574 case MIND_MINDCRAFTER:
578 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
579 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
580 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
582 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
583 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
585 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
586 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
588 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
590 case 10: sprintf(p, " max wgt %d", plev * 15); break;
592 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
593 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
594 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
599 int boost = P_PTR_KI;
601 if (heavy_armor(caster_ptr)) boost /= 2;
605 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
607 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
608 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
609 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
611 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
612 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
613 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
615 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
616 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
617 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
618 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
622 case MIND_MIRROR_MASTER:
628 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
629 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
631 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
632 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
634 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
636 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
638 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
639 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
642 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
644 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
645 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
646 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
656 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
658 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
659 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
662 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
663 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
670 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
671 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
672 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
673 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
681 * @brief 使用可能な特殊技能を選択する /
682 * Allow user to choose a mindcrafter power.
683 * @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
684 * @param only_browse 一覧を見るだけの場合TRUEを返す
685 * @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。
687 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
688 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
689 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
691 * The "prompt" should be "cast", "recite", or "study"\n
692 * The "known" should be TRUE for cast/pray, FALSE for study\n
694 * nb: This function has a (trivial) display bug which will be obvious\n
695 * when you run it. It's probably easy to fix but I haven't tried,\n
698 static bool_hack get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
704 PERCENTAGE minfail = 0;
705 PLAYER_LEVEL plev = caster_ptr->lev;
706 PERCENTAGE chance = 0;
714 const mind_power *mind_ptr;
717 int menu_line = (use_menu ? 1 : 0);
719 switch (caster_ptr->pclass)
721 case CLASS_MINDCRAFTER:
723 use_mind = MIND_MINDCRAFTER;
724 p = _("超能力", "mindcraft");
727 case CLASS_FORCETRAINER:
730 p = _("練気術", "Force");
733 case CLASS_BERSERKER:
735 use_mind = MIND_BERSERKER;
736 p = _("技", "brutal power");
739 case CLASS_MIRROR_MASTER:
741 use_mind = MIND_MIRROR_MASTER;
742 p = _("鏡魔法", "magic");
747 use_mind = MIND_NINJUTSU;
748 p = _("忍術", "ninjutsu");
754 p = _("超能力", "mindcraft");
758 mind_ptr = &mind_powers[use_mind];
760 /* Assume cancelled */
763 /* Get the spell, if available */
765 if (repeat_pull(&code))
767 *sn = (SPELL_IDX)code;
768 /* Hack -- If requested INVEN_FORCE(1111), pull again */
769 if (*sn == INVEN_FORCE) repeat_pull(&code);
770 *sn = (SPELL_IDX)code;
772 /* Verify the spell */
773 if (mind_ptr->info[*sn].min_lev <= plev)
783 for (i = 0; i < MAX_MIND_POWERS; i++)
785 if (mind_ptr->info[i].min_lev <= plev)
791 /* Build a prompt (accept all spells) */
794 (void)strnfmt(out_val, 78,
795 _("(%^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? "),
796 p, I2A(0), I2A(num - 1), p);
800 (void)strnfmt(out_val, 78,
801 _("(%^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? "),
802 p, I2A(0), I2A(num - 1), p);
805 if (use_menu && !only_browse) screen_save();
807 choice = (always_show_list || use_menu) ? ESCAPE : 1;
811 if(choice==ESCAPE) choice = ' ';
812 else if( !get_com(out_val, &choice, TRUE) )break;
814 if (use_menu && choice != ' ')
820 if (!only_browse) screen_load();
828 menu_line += (num - 1);
850 if (menu_line > num) menu_line -= num;
853 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
856 if (!redraw || use_menu)
861 if (!only_browse && !use_menu) screen_save();
863 /* Display a list of spells */
865 put_str(_("名前", "Name"), y, x + 5);
867 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
868 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
870 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
871 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
873 /* Dump the spells */
874 for (i = 0; i < MAX_MIND_POWERS; i++)
878 /* Access the spell */
879 spell = mind_ptr->info[i];
881 if (spell.min_lev > plev) break;
885 mana_cost = spell.mana_cost;
889 /* Reduce failure rate by "effective" level adjustment */
890 chance -= 3 * (plev - spell.min_lev);
892 /* Reduce failure rate by INT/WIS adjustment */
893 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
895 if (use_mind == MIND_KI)
897 if (heavy_armor(caster_ptr)) chance += 20;
898 if (caster_ptr->icky_wield[0]) chance += 20;
899 else if (has_weapon[0]) chance += 10;
900 if (caster_ptr->icky_wield[1]) chance += 20;
901 else if (has_weapon[1]) chance += 10;
905 for (j = 0; j < P_PTR_KI / 50; j++)
906 mana_cost += (j+1) * 3 / 2;
910 /* Not enough mana to cast */
911 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
913 chance += 5 * (mana_cost - caster_ptr->csp);
916 chance += caster_ptr->to_m_chance;
918 /* Extract the minimum failure rate */
919 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
921 /* Minimum failure rate */
922 if (chance < minfail) chance = minfail;
924 /* Stunning makes spells harder */
925 if (caster_ptr->stun > 50) chance += 25;
926 else if (caster_ptr->stun) chance += 15;
928 if (use_mind == MIND_KI)
930 if (heavy_armor(caster_ptr)) chance += 5;
931 if (caster_ptr->icky_wield[0]) chance += 5;
932 if (caster_ptr->icky_wield[1]) chance += 5;
934 /* Always a 5 percent chance of working */
935 if (chance > 95) chance = 95;
939 mindcraft_info(caster_ptr, comment, use_mind, i);
943 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
944 else strcpy(psi_desc, " ");
947 sprintf(psi_desc, " %c) ", I2A(i));
948 /* Dump the spell --(-- */
950 format("%-30s%2d %4d%s %3d%%%s",
951 spell.name, spell.min_lev, mana_cost,
952 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
954 prt(psi_desc, y + i + 1, x);
957 /* Clear the bottom line */
958 prt("", y + i + 1, x);
962 else if (!only_browse)
976 ask = isupper(choice);
979 if (ask) choice = (char)tolower(choice);
981 /* Extract request */
982 i = (islower(choice) ? A2I(choice) : -1);
985 /* Totally Illegal */
986 if ((i < 0) || (i >= num))
992 /* Save the spell index */
993 spell = mind_ptr->info[i];
1001 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1003 /* Belay that order */
1004 if (!get_check(tmp_val)) continue;
1010 if (redraw && !only_browse) screen_load();
1012 caster_ptr->window |= (PW_SPELL);
1013 handle_stuff(caster_ptr);
1015 /* Abort if needed */
1016 if (!flag) return FALSE;
1018 /* Save the choice */
1021 repeat_push((COMMAND_CODE)i);
1029 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1030 * @param spell 発動する特殊技能のID
1031 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1033 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1038 PLAYER_LEVEL plev = caster_ptr->lev;
1043 case 0: /* Precog */
1046 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1047 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1048 wiz_lite(caster_ptr, FALSE);
1051 map_area(caster_ptr, DETECT_RAD_MAP);
1055 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1056 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1058 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1059 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1064 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1067 if ((plev > 24) && (plev < 40))
1068 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1070 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1075 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1077 if (randint1(100) < plev * 2)
1078 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1080 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1083 /* Minor displace */
1084 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1087 /* Major displace */
1088 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1094 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1096 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1100 charm_monsters(caster_ptr, plev * 2);
1104 /* Fist of Force --- not 'true' TK */
1105 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1107 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1108 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1111 /* Character Armour */
1112 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1113 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1114 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1115 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1116 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1117 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1122 return psychometry(caster_ptr);
1124 return ident_spell(caster_ptr, FALSE, 0);
1127 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!"));
1130 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1131 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1133 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1137 set_afraid(caster_ptr, 0);
1138 set_stun(caster_ptr, 0);
1141 * Only heal when Adrenalin Channeling is not active. We check
1142 * that by checking if the player isn't fast and 'heroed' atm.
1144 if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
1146 hp_player(caster_ptr, plev);
1149 t = 10 + randint1((plev * 3) / 2);
1150 set_hero(caster_ptr, t, FALSE);
1152 (void)set_fast(caster_ptr, t, FALSE);
1156 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1158 fetch(caster_ptr, dir, plev * 15, FALSE);
1163 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1165 b = damroll(plev / 2, 6);
1167 /* This is always a radius-0 ball now */
1168 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1169 caster_ptr->energy_need += randint1(150);
1173 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1175 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1179 time_walk(caster_ptr);
1183 msg_print(_("なに?", "Zap?"));
1191 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1192 * @param spell 発動する特殊技能のID
1193 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1195 static bool cast_force_spell(player_type *caster_ptr, int spell)
1198 PLAYER_LEVEL plev = caster_ptr->lev;
1199 int boost = P_PTR_KI;
1201 if (heavy_armor(caster_ptr)) boost /= 2;
1207 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1208 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1211 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1214 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1217 project_length = plev / 8 + 3;
1218 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1220 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1223 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1226 msg_print(_("気を練った。", "You improved the Force."));
1227 P_PTR_KI += (70 + plev);
1228 caster_ptr->update |= (PU_BONUS);
1229 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1231 msg_print(_("気が暴走した!", "The Force exploded!"));
1232 fire_ball(caster_ptr, GF_MANA, 0, P_PTR_KI / 2, 10);
1233 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1238 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1241 return shock_power(caster_ptr);
1244 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1245 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1251 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1252 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1254 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1255 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1256 dispel_monster_status(caster_ptr, m_idx);
1262 bool success = FALSE;
1264 for (i = 0; i < 1 + boost/100; i++)
1265 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1269 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1273 msg_print(_("何も現れなかった。", "Nothing happen."));
1278 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1281 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1283 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1286 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1289 msg_print(_("なに?", "Zap?"));
1293 caster_ptr->update |= (PU_BONUS);
1300 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1303 static int number_of_mirrors(floor_type *floor_ptr)
1306 for (POSITION x = 0; x < floor_ptr->width; x++) {
1307 for (POSITION y = 0; y < floor_ptr->height; y++) {
1308 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1318 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1319 * @param spell 発動する特殊技能のID
1320 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1322 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1325 PLAYER_LEVEL plev = caster_ptr->lev;
1333 /* mirror of seeing */
1335 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1336 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1337 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1338 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1339 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1340 if (tmp == 0 && plev < 5) {
1341 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1346 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1347 place_mirror(caster_ptr);
1350 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1354 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1355 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1356 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1359 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1364 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1366 /* mirror of light */
1368 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1370 /* mirror of wandering */
1372 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1376 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1378 /* banishing mirror */
1380 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1381 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1383 /* mirror clashing */
1385 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1386 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1387 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1389 /* mirror sleeping */
1391 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1392 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1393 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1394 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);
1401 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1402 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1404 /* seal of mirror */
1406 seal_of_mirror(caster_ptr, plev * 4 + 100);
1408 /* shield of water */
1410 t = 20 + randint1(20);
1411 set_shield(caster_ptr, t, FALSE);
1412 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1413 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1417 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1418 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1420 /* illusion light */
1422 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1423 slow_monsters(caster_ptr, plev);
1424 stun_monsters(caster_ptr, plev*tmp);
1425 confuse_monsters(caster_ptr, plev*tmp);
1426 turn_monsters(caster_ptr, plev*tmp);
1427 stun_monsters(caster_ptr, plev*tmp);
1428 stasis_monsters(caster_ptr, plev*tmp);
1432 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1433 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1436 reserve_alter_reality(caster_ptr);
1440 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1441 return mirror_tunnel(caster_ptr);
1443 /* mirror of recall */
1445 return recall_player(caster_ptr, randint0(21) + 15);
1448 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1452 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!"));
1454 /* mirror of Ruffnor */
1456 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1459 msg_print(_("なに?", "Zap?"));
1462 caster_ptr->magic_num1[0] = 0;
1469 * do_cmd_cast calls this function if the player's class is 'berserker'.
1470 * @param spell 発動する特殊技能のID
1471 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1473 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1482 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1486 if (caster_ptr->riding)
1488 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1492 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1494 if (dir == 5) return FALSE;
1495 y = caster_ptr->y + ddy[dir];
1496 x = caster_ptr->x + ddx[dir];
1498 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1500 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1504 py_attack(caster_ptr, y, x, 0);
1506 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))
1512 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)
1515 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1521 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1522 y = caster_ptr->y + ddy[dir];
1523 x = caster_ptr->x + ddx[dir];
1524 move_player(caster_ptr, dir, easy_disarm, TRUE);
1528 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1531 massacre(caster_ptr);
1534 msg_print(_("なに?", "Zap?"));
1542 * do_cmd_cast calls this function if the player's class is 'ninja'.
1543 * @param caster_ptr プレーヤーへの参照ポインタ
1544 * @param spell 発動する特殊技能のID
1545 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1547 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1549 POSITION x = 0, y = 0;
1551 PLAYER_LEVEL plev = caster_ptr->lev;
1556 (void)unlite_area(caster_ptr, 0, 3);
1561 wiz_lite(caster_ptr, TRUE);
1563 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1566 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1567 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1568 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1572 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1577 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1582 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1584 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1585 caster_ptr->special_defense |= NINJA_KAWARIMI;
1586 caster_ptr->redraw |= (PR_STATUS);
1592 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
1597 if(!hit_and_away(caster_ptr)) return FALSE;
1602 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1603 (void)stasis_monster(caster_ptr, dir);
1607 return ident_spell(caster_ptr, FALSE, 0);
1609 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1612 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1613 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1614 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1617 return rush_attack(caster_ptr, NULL);
1621 for (i = 0; i < 8; i++)
1625 for (slot = 0; slot < INVEN_PACK; slot++)
1627 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1629 if (slot == INVEN_PACK)
1631 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1632 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1636 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1637 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1639 take_turn(caster_ptr, 100);
1644 (void)fetch_monster(caster_ptr);
1647 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1648 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1651 project_length = -1;
1652 if (!get_aim_dir(caster_ptr, &dir))
1659 (void)teleport_swap(caster_ptr, dir);
1662 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1665 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1666 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1669 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1670 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1671 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1672 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1677 int num = damroll(3, 9);
1679 for (k = 0; k < num; k++)
1681 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1682 int attempts = 1000;
1686 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1688 if (!player_bold(caster_ptr, y, x)) break;
1690 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1691 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1696 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1699 msg_print(_("なに?", "Zap?"));
1706 * @brief 特殊技能コマンドのメインルーチン /
1709 void do_cmd_mind(player_type *caster_ptr)
1714 PERCENTAGE minfail = 0;
1715 PLAYER_LEVEL plev = caster_ptr->lev;
1716 int old_csp = caster_ptr->csp;
1719 int use_mind, mana_cost;
1721 bool on_mirror = FALSE;
1723 if (cmd_limit_confused(caster_ptr)) return;
1724 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1727 switch(caster_ptr->pclass)
1729 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1730 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1731 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1732 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1733 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1734 default: use_mind = 0 ;p = "超能力"; break;
1737 switch(caster_ptr->pclass)
1739 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1740 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1741 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1742 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1743 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1744 default: use_mind = 0; break;
1748 spell = mind_powers[use_mind].info[n];
1750 /* Spell failure chance */
1751 chance = spell.fail;
1753 mana_cost = spell.mana_cost;
1754 if (use_mind == MIND_KI)
1756 if (heavy_armor(caster_ptr)) chance += 20;
1757 if (caster_ptr->icky_wield[0]) chance += 20;
1758 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1759 if (caster_ptr->icky_wield[1]) chance += 20;
1760 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1764 for (j = 0; j < P_PTR_KI / 50; j++)
1765 mana_cost += (j+1) * 3 / 2;
1769 /* Verify "dangerous" spells */
1770 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1772 if (mana_cost > caster_ptr->chp)
1774 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1778 else if (mana_cost > caster_ptr->csp)
1781 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1783 if (!over_exert) return;
1786 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1792 /* Reduce failure rate by "effective" level adjustment */
1793 chance -= 3 * (plev - spell.min_lev);
1795 chance += caster_ptr->to_m_chance;
1797 /* Reduce failure rate by INT/WIS adjustment */
1798 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1800 /* Not enough mana to cast */
1801 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1803 chance += 5 * (mana_cost - caster_ptr->csp);
1806 /* Extract the minimum failure rate */
1807 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1809 /* Minimum failure rate */
1810 if (chance < minfail) chance = minfail;
1812 /* Stunning makes spells harder */
1813 if (caster_ptr->stun > 50) chance += 25;
1814 else if (caster_ptr->stun) chance += 15;
1816 if (use_mind == MIND_KI)
1818 if (heavy_armor(caster_ptr)) chance += 5;
1819 if (caster_ptr->icky_wield[0]) chance += 5;
1820 if (caster_ptr->icky_wield[1]) chance += 5;
1824 /* Always a 5 percent chance of working */
1825 if (chance > 95) chance = 95;
1828 if (randint0(100) < chance)
1830 if (flush_failure) flush();
1831 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1835 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1837 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1839 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1843 if (randint1(100) < (chance / 2))
1848 if( use_mind == MIND_MINDCRAFTER ){
1851 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!"));
1852 lose_all_info(caster_ptr);
1856 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..."));
1857 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1861 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1862 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1866 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1871 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);
1873 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1874 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1875 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1878 if( use_mind == MIND_MIRROR_MASTER ){
1881 /* Nothing has happen */
1885 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1886 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1890 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1891 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1896 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);
1898 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1899 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1900 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1912 case MIND_MINDCRAFTER:
1914 cast = cast_mindcrafter_spell(caster_ptr, n);
1918 cast = cast_force_spell(caster_ptr, n);
1920 case MIND_BERSERKER:
1922 cast = cast_berserk_spell(caster_ptr, n);
1924 case MIND_MIRROR_MASTER:
1926 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1927 cast = cast_mirror_spell(caster_ptr, n);
1931 cast = cast_ninja_spell(caster_ptr, n);
1934 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1942 /* teleport from mirror costs small energy */
1943 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
1945 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
1949 take_turn(caster_ptr, 100);
1952 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1954 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1956 caster_ptr->redraw |= (PR_HP);
1959 /* Sufficient mana */
1960 else if (mana_cost <= old_csp)
1963 caster_ptr->csp -= mana_cost;
1966 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
1968 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
1971 caster_ptr->csp = 0;
1972 caster_ptr->csp_frac = 0;
1976 /* Over-exert the player */
1979 int oops = mana_cost - old_csp;
1982 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
1983 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
1985 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);
1987 /* Hack -- Bypass free action */
1988 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
1990 /* Damage WIS (possibly permanently) */
1991 if (randint0(100) < 50)
1993 bool perm = (randint0(100) < 25);
1995 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
1997 /* Reduce constitution */
1998 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
2001 caster_ptr->redraw |= (PR_MANA);
2002 caster_ptr->window |= (PW_PLAYER);
2003 caster_ptr->window |= (PW_SPELL);
2008 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2011 void do_cmd_mind_browse(player_type *caster_ptr)
2018 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2019 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2020 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2021 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2022 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2023 use_mind = MIND_MIRROR_MASTER;
2029 if (!get_mind_power(caster_ptr, &n, TRUE))
2035 /* Clear lines, position cursor (really should use strlen here) */
2036 Term_erase(12, 21, 255);
2037 Term_erase(12, 20, 255);
2038 Term_erase(12, 19, 255);
2039 Term_erase(12, 18, 255);
2040 Term_erase(12, 17, 255);
2041 Term_erase(12, 16, 255);
2043 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2044 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2046 prt(&temp[j], line, 15);
2051 case MIND_MIRROR_MASTER:
2053 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);