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/stuff-handler.h"
22 #include "effect/effect-characteristics.h"
23 #include "effect/spells-effect-util.h"
24 #include "grid/feature.h"
25 #include "grid/grid.h"
26 #include "io/targeting.h"
27 #include "main/sound-definitions-table.h"
28 #include "mind/mind-force-trainer.h"
29 #include "mind/mind-mindcrafter.h"
30 #include "mind/mind-mirror-master.h"
31 #include "mind/mind-ninja.h"
32 #include "mind/mind-warrior.h"
33 #include "monster/monster-status.h"
34 #include "monster/monster2.h"
35 #include "monster/place-monster-types.h"
36 #include "player/avatar.h"
37 #include "player/player-class.h"
38 #include "player/player-damage.h"
39 #include "player/player-effects.h"
40 #include "player/player-move.h"
41 #include "player/player-status.h"
42 #include "realm/realm-song-numbers.h"
43 #include "spell/process-effect.h"
44 #include "spell-kind/earthquake.h"
45 #include "spell-kind/spells-detection.h"
46 #include "spell-kind/spells-floor.h"
47 #include "spell-kind/spells-grid.h"
48 #include "spell-kind/spells-launcher.h"
49 #include "spell-kind/spells-lite.h"
50 #include "spell-kind/spells-sight.h"
51 #include "spell/spells-status.h"
52 #include "spell/spells-summon.h"
53 #include "spell-kind/spells-teleport.h"
54 #include "spell/spells-type.h"
55 #include "spell/spells3.h"
56 #include "util/util.h"
57 #include "view/display-main-window.h"
60 mind_power const mind_powers[5] =
64 /* Level gained, cost, %fail, name */
71 { 11, 7, 30, "念動衝撃弾"},
73 { 15, 12, 60, "サイコメトリー"},
74 { 18, 10, 45, "精神波動"},
75 { 23, 15, 50, "アドレナリン・ドーピング"},
76 { 26, 28, 60, "テレキネシス"},
77 { 28, 10, 40, "サイキック・ドレイン"},
79 { 45,150, 85, "完全な世界"},
88 { 1, 1, 15, "Precognition"},
89 { 2, 1, 20, "Neural Blast"},
90 { 3, 2, 25, "Minor Displacement"},
91 { 7, 6, 35, "Major Displacement"},
92 { 9, 7, 50, "Domination"},
93 { 11, 7, 30, "Pulverise"},
94 { 13, 12, 50, "Character Armour"},
95 { 15, 12, 60, "Psychometry" },
96 { 18, 10, 45, "Mind Wave" },
97 { 23, 15, 50, "Adrenaline Channeling"},
98 { 26, 28, 60, "Telekinesis"},
99 { 28, 10, 40, "Psychic Drain"},
100 { 35, 35, 75, "Psycho-Spear"},
101 { 45,150, 85, "The World"},
116 /* Level gained, cost, %fail, name */
121 { 8, 5, 40, "カメハメ波"},
122 { 10, 7, 45, "対魔法防御"},
124 { 17, 17, 50, "纏闘気"},
127 { 25, 30, 70, "いてつく波動"},
128 { 28, 26, 50, "幻霊召喚"},
129 { 32, 35, 65, "煉獄火炎"},
130 { 38, 42, 75, "超カメハメ波"},
131 { 44, 50, 80, "光速移動"},
140 { 1, 1, 15, "Small Force Ball"},
141 { 3, 3, 30, "Flash Light"},
142 { 5, 6, 35, "Flying Technique"},
143 { 8, 5, 40, "Kamehameha"},
144 { 10, 7, 45, "Magic Resistance"},
145 { 13, 5, 60, "Improve Force"},
146 { 17, 17, 50, "Aura of Force"},
147 { 20, 20, 50, "Shock Power"},
148 { 23, 18, 55, "Large Force Ball"},
149 { 25, 30, 70, "Dispel Magic"},
150 { 28, 26, 50, "Summon Ghost"},
151 { 32, 35, 65, "Exploding Frame"},
152 { 38, 42, 75, "Super Kamehameha"},
153 { 44, 50, 80, "Light Speed"},
168 /* Level gained, cost, %fail, name */
172 { 20, 15, 0, "トラップ粉砕"},
174 { 30, 80, 75, "皆殺し"},
192 { 8, 5, 40, "Detect Atmosphere of Menace"},
193 { 15, 20, 0, "Charge"},
194 { 20, 15, 0, "Smash a Trap"},
195 { 25, 20, 60, "Quake"},
196 { 30, 80, 75, "Massacre"},
220 /* Level gained, cost, %fail, name */
224 { 2, 2, 20, "光のしずく"},
229 { 10, 5, 30, "微塵隠れ"},
230 { 12, 12, 30, "追放の鏡"},
231 { 15, 15, 30, "鏡砕き"},
232 { 19, 13, 30, "催眠鏡"},
233 { 23, 18, 50, "シーカーレイ"},
235 { 25, 20, 40, "鏡の封印"},
236 { 27, 30, 60, "水鏡の盾"},
237 { 29, 30, 60, "スーパーレイ"},
238 { 31, 35, 60, "幻惑の光"},
239 { 33, 50, 80, "鏡の国"},
241 { 36, 30, 80, "鏡抜け"},
242 { 38, 40, 70, "帰還の鏡"},
243 { 40, 50, 55, "影分身"},
244 { 43, 55, 70, "封魔結界"},
245 { 46, 70, 75, "ラフノールの鏡"},
247 { 1, 1, 15, "Mirror of Seeing"},
248 { 1, 2, 40, "Making a Mirror"},
249 { 2, 2, 20, "Drip of Light"},
250 { 3, 2, 20, "Warped Mirror"},
251 { 5, 3, 35, "Mirror of Light"},
252 { 6, 5, 35, "Mirror of Wandering"},
254 { 10, 5, 30, "Robe of Dust"},
255 { 12, 12, 30, "Banishing Mirror"},
256 { 15, 15, 30, "Mirror Clashing"},
257 { 19, 13, 30, "Mirror Sleeping"},
258 { 23, 18, 50, "Seeker Ray"},
260 { 25, 20, 40, "Seal of Mirror"},
261 { 27, 30, 60, "Shield of Water"},
262 { 29, 30, 60, "Super Ray"},
263 { 31, 35, 60, "Illusion Light"},
264 { 33, 50, 80, "Mirror Shift"},
266 { 36, 30, 80, "Mirror Tunnel"},
267 { 38, 40, 70, "Mirror of Recall"},
268 { 40, 50, 55, "Multi-Shadow"},
269 { 43, 55, 70, "Binding Field"},
270 { 46, 70, 75, "Mirror of Ruffnor"},
278 /* Level gained, cost, %fail, name */
285 { 8, 10, 35, "一撃離脱"},
286 { 10, 10, 40, "金縛り"},
287 { 12, 12, 70, "古の口伝"},
291 { 20, 5, 50, "八方手裏剣"},
295 { 30, 30, 70, "爆発の紋章"},
297 { 34, 35, 50, "霧隠れ"},
298 { 38, 40, 60, "煉獄火炎"},
302 { 1, 1, 20, "Create Darkness"},
303 { 2, 2, 25, "Detect Near"},
304 { 3, 3, 25, "Hide in Leafs"},
305 { 5, 3, 30, "Kawarimi"},
306 { 7, 8, 35, "Absconding"},
307 { 8, 10, 35, "Hit and Away"},
308 { 10, 10, 40, "Bind Monster"},
309 { 12, 12, 70, "Ancient Knowledge"},
310 { 15, 10, 50, "Floating"},
311 { 17, 12, 45, "Hide in Flame"},
312 { 18, 20, 40, "Nyusin"},
313 { 20, 5, 50, "Syuriken Spreading"},
314 { 22, 15, 55, "Chain Hook"},
315 { 25, 32, 60, "Smoke Ball"},
316 { 28, 32, 60, "Swap Position"},
317 { 30, 30, 70, "Glyph of Explosion"},
318 { 32, 40, 40, "Hide in Mud"},
319 { 34, 35, 50, "Hide in Mist"},
320 { 38, 40, 60, "Rengoku-Kaen"},
321 { 41, 50, 55, "Bunshin"},
330 static concptr const mind_tips[5][MAX_MIND_POWERS] =
334 "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。",
338 "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。",
340 "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。",
341 "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。",
342 "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。",
343 "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。",
345 "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。",
346 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
347 "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。",
358 "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。",
361 "一定時間、魔法防御能力を上昇させる。",
362 "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。",
363 "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。",
364 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
366 "モンスター1体にかかった魔法を解除する。",
368 "自分を中心とした超巨大な炎の球を発生させる。",
369 "射程の長い、強力な気のビームを放つ。",
370 "しばらくの間、非常に速く動くことができる。",
380 "近くの思考することができるモンスターを感知する。",
382 "トラップにかかるが、そのトラップを破壊する。",
383 "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。",
403 "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。",
405 "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。",
407 "自分の周囲や、 自分のいる部屋全体を明るくする。",
409 "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。",
410 "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。",
412 "全ての鏡の周りに眠りの球を発生させる。",
413 "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。",
415 "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。",
416 "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。",
417 "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。",
418 "フロアを作り変える。鏡の上でしか使えない。",
419 "短距離内の指定した場所にテレポートする。",
420 "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。",
421 "全ての攻撃が、1/2の確率で無効になる。",
422 "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。",
423 "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。",
427 "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。",
429 "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。",
432 "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。",
435 "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。",
437 "ランダムな方向に8回くさびを投げる。",
441 "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。",
442 "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。",
443 "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。",
444 "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。",
445 "全ての攻撃が、1/2の確率で無効になる。",
450 "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.",
451 "Fires a beam or ball which inflicts PSI damage.",
452 "Teleports you a short distance.",
453 "Teleports you a long distance.",
454 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
455 "Fires a ball which hurts monsters with telekinesis.",
456 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
457 "Gives feeling of an item. Or identifies an item at level 25.",
458 "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.",
459 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
460 "Pulls a distant item close to you.",
461 "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.",
462 "Fires a beam of pure energy which penetrates invulnerability barriers.",
463 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
473 "Fires a very small energy ball.",
474 "Lights up nearby area and the inside of a room permanently.",
475 "Gives levitation a while.",
476 "Fires a short energy beam.",
477 "Gives magic resistance for a while.",
478 "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.",
479 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
480 "Damages an adjacent monster and blows it away.",
481 "Fires a large energy ball.",
482 "Dispels all magics which are affecting a monster.",
484 "Generates a huge ball of flame centered on you.",
485 "Fires a long, powerful energy beam.",
486 "Gives extremely fast speed.",
496 "Detects all monsters except the mindless in your vicinity.",
497 "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.",
498 "Sets off a trap, then destroys that trap.",
499 "Shakes dungeon structure, and results in random swapping of floors and walls.",
500 "Attacks all adjacent monsters.",
519 "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.",
520 "Makes a mirror under you.",
521 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
522 "Teleports you a short distance.",
523 "Lights up nearby area and the inside of a room permanently.",
524 "Teleports you a long distance.",
525 "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.",
526 "Teleports all monsters on the line away unless resisted.",
527 "Fires a ball of shards.",
528 "Causes any mirror to lull to sleep monsters close to the mirror.",
529 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
530 "Eliminates a monster on a mirror from current dungeon level.",
531 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
532 "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.",
533 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
534 "Recreates current dungeon level. Can only be used on a mirror.",
535 "Teleports you to a given location.",
536 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
537 "Completely protects you from any attacks at one in two chance.",
538 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
539 "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.",
543 "Darkens nearby area and inside of a room.",
544 "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.",
545 "Teleports you a short distance.",
546 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
547 "Teleports you a long distance.",
548 "Attacks an adjacent monster and teleports you away immediately after the attack.",
549 "Attempts to freeze a monster.",
550 "Identifies an item.",
551 "Gives levitation for a while.",
552 "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.",
553 "Steps close to a monster and attacks at a time.",
554 "Shoots 8 iron Spikes in 8 random directions.",
555 "Teleports a monster to a place adjacent to you.",
556 "Releases a confusion ball which doesn't inflict any damage.",
557 "Causes you and a targeted monster to exchange positions.",
558 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
559 "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.",
560 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
561 "Fires some number of beams of fire, nether or plasma in random directions.",
562 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
569 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
570 * @param p 情報を返す文字列参照ポインタ
571 * @param use_mind 職業毎の特殊技能ID
572 * @param power モンスター魔法のID
575 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
577 PLAYER_LEVEL plev = caster_ptr->lev;
583 case MIND_MINDCRAFTER:
587 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
588 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
589 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
591 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
592 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
594 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
595 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
597 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
599 case 10: sprintf(p, " max wgt %d", plev * 15); break;
601 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
602 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
603 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
608 int boost = get_current_ki(caster_ptr);
610 if (heavy_armor(caster_ptr)) boost /= 2;
614 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
616 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
617 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
618 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
620 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
621 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
622 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
624 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
625 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
626 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
627 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
631 case MIND_MIRROR_MASTER:
637 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
638 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
640 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
641 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
643 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
645 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
647 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
648 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
651 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
653 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
654 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
655 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
665 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
667 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
668 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
671 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
672 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
679 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
680 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
681 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
682 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
690 * @brief 使用可能な特殊技能を選択する /
691 * Allow user to choose a mindcrafter power.
692 * @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
693 * @param only_browse 一覧を見るだけの場合TRUEを返す
694 * @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。
696 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
697 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
698 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
700 * The "prompt" should be "cast", "recite", or "study"\n
701 * The "known" should be TRUE for cast/pray, FALSE for study\n
703 * nb: This function has a (trivial) display bug which will be obvious\n
704 * when you run it. It's probably easy to fix but I haven't tried,\n
707 static bool get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
713 PERCENTAGE minfail = 0;
714 PLAYER_LEVEL plev = caster_ptr->lev;
715 PERCENTAGE chance = 0;
723 const mind_power *mind_ptr;
726 int menu_line = (use_menu ? 1 : 0);
728 switch (caster_ptr->pclass)
730 case CLASS_MINDCRAFTER:
732 use_mind = MIND_MINDCRAFTER;
733 p = _("超能力", "mindcraft");
736 case CLASS_FORCETRAINER:
739 p = _("練気術", "Force");
742 case CLASS_BERSERKER:
744 use_mind = MIND_BERSERKER;
745 p = _("技", "brutal power");
748 case CLASS_MIRROR_MASTER:
750 use_mind = MIND_MIRROR_MASTER;
751 p = _("鏡魔法", "magic");
756 use_mind = MIND_NINJUTSU;
757 p = _("忍術", "ninjutsu");
763 p = _("超能力", "mindcraft");
767 mind_ptr = &mind_powers[use_mind];
769 /* Assume cancelled */
772 /* Get the spell, if available */
774 if (repeat_pull(&code))
776 *sn = (SPELL_IDX)code;
777 /* Hack -- If requested INVEN_FORCE(1111), pull again */
778 if (*sn == INVEN_FORCE) repeat_pull(&code);
779 *sn = (SPELL_IDX)code;
781 /* Verify the spell */
782 if (mind_ptr->info[*sn].min_lev <= plev)
792 for (i = 0; i < MAX_MIND_POWERS; i++)
794 if (mind_ptr->info[i].min_lev <= plev)
800 /* Build a prompt (accept all spells) */
803 (void)strnfmt(out_val, 78,
804 _("(%^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? "),
805 p, I2A(0), I2A(num - 1), p);
809 (void)strnfmt(out_val, 78,
810 _("(%^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? "),
811 p, I2A(0), I2A(num - 1), p);
814 if (use_menu && !only_browse) screen_save();
816 choice = (always_show_list || use_menu) ? ESCAPE : 1;
820 if(choice==ESCAPE) choice = ' ';
821 else if( !get_com(out_val, &choice, TRUE) )break;
823 if (use_menu && choice != ' ')
829 if (!only_browse) screen_load();
837 menu_line += (num - 1);
859 if (menu_line > num) menu_line -= num;
862 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
865 if (!redraw || use_menu)
870 if (!only_browse && !use_menu) screen_save();
872 /* Display a list of spells */
874 put_str(_("名前", "Name"), y, x + 5);
876 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
877 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
879 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
880 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
882 /* Dump the spells */
883 for (i = 0; i < MAX_MIND_POWERS; i++)
887 /* Access the spell */
888 spell = mind_ptr->info[i];
890 if (spell.min_lev > plev) break;
894 mana_cost = spell.mana_cost;
898 /* Reduce failure rate by "effective" level adjustment */
899 chance -= 3 * (plev - spell.min_lev);
901 /* Reduce failure rate by INT/WIS adjustment */
902 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
904 if (use_mind == MIND_KI)
906 if (heavy_armor(caster_ptr)) chance += 20;
907 if (caster_ptr->icky_wield[0]) chance += 20;
908 else if (has_weapon[0]) chance += 10;
909 if (caster_ptr->icky_wield[1]) chance += 20;
910 else if (has_weapon[1]) chance += 10;
914 for (j = 0; j < get_current_ki(caster_ptr) / 50; j++)
915 mana_cost += (j+1) * 3 / 2;
919 /* Not enough mana to cast */
920 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
922 chance += 5 * (mana_cost - caster_ptr->csp);
925 chance += caster_ptr->to_m_chance;
927 /* Extract the minimum failure rate */
928 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
930 /* Minimum failure rate */
931 if (chance < minfail) chance = minfail;
933 /* Stunning makes spells harder */
934 if (caster_ptr->stun > 50) chance += 25;
935 else if (caster_ptr->stun) chance += 15;
937 if (use_mind == MIND_KI)
939 if (heavy_armor(caster_ptr)) chance += 5;
940 if (caster_ptr->icky_wield[0]) chance += 5;
941 if (caster_ptr->icky_wield[1]) chance += 5;
943 /* Always a 5 percent chance of working */
944 if (chance > 95) chance = 95;
948 mindcraft_info(caster_ptr, comment, use_mind, i);
952 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
953 else strcpy(psi_desc, " ");
956 sprintf(psi_desc, " %c) ", I2A(i));
957 /* Dump the spell --(-- */
959 format("%-30s%2d %4d%s %3d%%%s",
960 spell.name, spell.min_lev, mana_cost,
961 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
963 prt(psi_desc, y + i + 1, x);
966 /* Clear the bottom line */
967 prt("", y + i + 1, x);
971 else if (!only_browse)
985 ask = isupper(choice);
988 if (ask) choice = (char)tolower(choice);
990 /* Extract request */
991 i = (islower(choice) ? A2I(choice) : -1);
994 /* Totally Illegal */
995 if ((i < 0) || (i >= num))
1001 /* Save the spell index */
1002 spell = mind_ptr->info[i];
1010 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1012 /* Belay that order */
1013 if (!get_check(tmp_val)) continue;
1019 if (redraw && !only_browse) screen_load();
1021 caster_ptr->window |= (PW_SPELL);
1022 handle_stuff(caster_ptr);
1024 /* Abort if needed */
1025 if (!flag) return FALSE;
1027 /* Save the choice */
1030 repeat_push((COMMAND_CODE)i);
1038 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1039 * @param spell 発動する特殊技能のID
1040 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1042 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1047 PLAYER_LEVEL plev = caster_ptr->lev;
1052 case 0: /* Precog */
1055 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1056 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1057 wiz_lite(caster_ptr, FALSE);
1060 map_area(caster_ptr, DETECT_RAD_MAP);
1064 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1065 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1067 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1068 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1073 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1076 if ((plev > 24) && (plev < 40))
1077 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1079 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1084 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1086 if (randint1(100) < plev * 2)
1087 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1089 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1092 /* Minor displace */
1093 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1096 /* Major displace */
1097 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1103 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1105 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1109 charm_monsters(caster_ptr, plev * 2);
1113 /* Fist of Force --- not 'true' TK */
1114 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1116 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1117 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1120 /* Character Armour */
1121 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1122 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1123 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1124 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1125 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1126 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1131 return psychometry(caster_ptr);
1133 return ident_spell(caster_ptr, FALSE, 0);
1136 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!"));
1139 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1140 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1142 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1146 set_afraid(caster_ptr, 0);
1147 set_stun(caster_ptr, 0);
1150 * Only heal when Adrenalin Channeling is not active. We check
1151 * that by checking if the player isn't fast and 'heroed' atm.
1153 if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
1155 hp_player(caster_ptr, plev);
1158 t = 10 + randint1((plev * 3) / 2);
1159 set_hero(caster_ptr, t, FALSE);
1161 (void)set_fast(caster_ptr, t, FALSE);
1165 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1167 fetch(caster_ptr, dir, plev * 15, FALSE);
1172 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1174 b = damroll(plev / 2, 6);
1176 /* This is always a radius-0 ball now */
1177 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1178 caster_ptr->energy_need += randint1(150);
1182 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1184 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1188 time_walk(caster_ptr);
1192 msg_print(_("なに?", "Zap?"));
1200 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1201 * @param spell 発動する特殊技能のID
1202 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1204 static bool cast_force_spell(player_type *caster_ptr, int spell)
1207 PLAYER_LEVEL plev = caster_ptr->lev;
1208 int boost = get_current_ki(caster_ptr);
1210 if (heavy_armor(caster_ptr)) boost /= 2;
1216 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1217 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1220 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1223 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1226 project_length = plev / 8 + 3;
1227 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1229 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1232 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1235 msg_print(_("気を練った。", "You improved the Force."));
1236 set_current_ki(caster_ptr, FALSE, 70 + plev);
1237 caster_ptr->update |= (PU_BONUS);
1238 if (randint1(get_current_ki(caster_ptr)) > (plev * 4 + 120))
1240 msg_print(_("気が暴走した!", "The Force exploded!"));
1241 fire_ball(caster_ptr, GF_MANA, 0, get_current_ki(caster_ptr) / 2, 10);
1242 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1247 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1250 return shock_power(caster_ptr);
1253 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1254 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1260 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1261 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1263 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1264 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1265 dispel_monster_status(caster_ptr, m_idx);
1271 bool success = FALSE;
1273 for (i = 0; i < 1 + boost/100; i++)
1274 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1278 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1282 msg_print(_("何も現れなかった。", "Nothing happen."));
1287 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1290 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1292 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1295 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1298 msg_print(_("なに?", "Zap?"));
1301 set_current_ki(caster_ptr, TRUE, 0);
1302 caster_ptr->update |= (PU_BONUS);
1309 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1312 static int number_of_mirrors(floor_type *floor_ptr)
1315 for (POSITION x = 0; x < floor_ptr->width; x++) {
1316 for (POSITION y = 0; y < floor_ptr->height; y++) {
1317 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1327 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1328 * @param spell 発動する特殊技能のID
1329 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1331 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1334 PLAYER_LEVEL plev = caster_ptr->lev;
1342 /* mirror of seeing */
1344 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1345 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1346 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1347 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1348 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1349 if (tmp == 0 && plev < 5) {
1350 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1355 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1356 place_mirror(caster_ptr);
1359 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1363 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1364 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1365 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1368 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1373 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1375 /* mirror of light */
1377 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1379 /* mirror of wandering */
1381 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1385 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1387 /* banishing mirror */
1389 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1390 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1392 /* mirror clashing */
1394 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1395 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1396 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1398 /* mirror sleeping */
1400 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1401 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1402 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1403 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);
1410 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1411 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1413 /* seal of mirror */
1415 seal_of_mirror(caster_ptr, plev * 4 + 100);
1417 /* shield of water */
1419 t = 20 + randint1(20);
1420 set_shield(caster_ptr, t, FALSE);
1421 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1422 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1426 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1427 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1429 /* illusion light */
1431 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1432 slow_monsters(caster_ptr, plev);
1433 stun_monsters(caster_ptr, plev*tmp);
1434 confuse_monsters(caster_ptr, plev*tmp);
1435 turn_monsters(caster_ptr, plev*tmp);
1436 stun_monsters(caster_ptr, plev*tmp);
1437 stasis_monsters(caster_ptr, plev*tmp);
1441 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1442 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1445 reserve_alter_reality(caster_ptr);
1449 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1450 return mirror_tunnel(caster_ptr);
1452 /* mirror of recall */
1454 return recall_player(caster_ptr, randint0(21) + 15);
1457 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1461 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!"));
1463 /* mirror of Ruffnor */
1465 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1468 msg_print(_("なに?", "Zap?"));
1471 caster_ptr->magic_num1[0] = 0;
1478 * do_cmd_cast calls this function if the player's class is 'berserker'.
1479 * @param spell 発動する特殊技能のID
1480 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1482 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1491 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1495 if (caster_ptr->riding)
1497 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1501 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1503 if (dir == 5) return FALSE;
1504 y = caster_ptr->y + ddy[dir];
1505 x = caster_ptr->x + ddx[dir];
1507 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1509 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1513 do_cmd_attack(caster_ptr, y, x, 0);
1515 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))
1521 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)
1524 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1530 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1531 y = caster_ptr->y + ddy[dir];
1532 x = caster_ptr->x + ddx[dir];
1533 move_player(caster_ptr, dir, easy_disarm, TRUE);
1537 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1540 massacre(caster_ptr);
1543 msg_print(_("なに?", "Zap?"));
1551 * do_cmd_cast calls this function if the player's class is 'ninja'.
1552 * @param caster_ptr プレーヤーへの参照ポインタ
1553 * @param spell 発動する特殊技能のID
1554 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1556 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1558 POSITION x = 0, y = 0;
1560 PLAYER_LEVEL plev = caster_ptr->lev;
1565 (void)unlite_area(caster_ptr, 0, 3);
1570 wiz_lite(caster_ptr, TRUE);
1572 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1575 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1576 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1577 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1581 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1586 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1591 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1593 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1594 caster_ptr->special_defense |= NINJA_KAWARIMI;
1595 caster_ptr->redraw |= (PR_STATUS);
1601 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
1606 if(!hit_and_away(caster_ptr)) return FALSE;
1611 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1612 (void)stasis_monster(caster_ptr, dir);
1616 return ident_spell(caster_ptr, FALSE, 0);
1618 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1621 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1622 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1623 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1626 return rush_attack(caster_ptr, NULL);
1630 for (i = 0; i < 8; i++)
1634 for (slot = 0; slot < INVEN_PACK; slot++)
1636 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1638 if (slot == INVEN_PACK)
1640 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1641 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1645 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1646 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1648 take_turn(caster_ptr, 100);
1653 (void)fetch_monster(caster_ptr);
1656 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1657 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1660 project_length = -1;
1661 if (!get_aim_dir(caster_ptr, &dir))
1668 (void)teleport_swap(caster_ptr, dir);
1671 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1674 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1675 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1678 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1679 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1680 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1681 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1686 int num = damroll(3, 9);
1688 for (k = 0; k < num; k++)
1690 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1691 int attempts = 1000;
1695 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1697 if (!player_bold(caster_ptr, y, x)) break;
1699 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1700 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1705 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1708 msg_print(_("なに?", "Zap?"));
1715 * @brief 特殊技能コマンドのメインルーチン /
1718 void do_cmd_mind(player_type *caster_ptr)
1723 PERCENTAGE minfail = 0;
1724 PLAYER_LEVEL plev = caster_ptr->lev;
1725 int old_csp = caster_ptr->csp;
1728 int use_mind, mana_cost;
1730 bool on_mirror = FALSE;
1732 if (cmd_limit_confused(caster_ptr)) return;
1733 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1736 switch(caster_ptr->pclass)
1738 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1739 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1740 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1741 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1742 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1743 default: use_mind = 0 ;p = "超能力"; break;
1746 switch(caster_ptr->pclass)
1748 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1749 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1750 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1751 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1752 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1753 default: use_mind = 0; break;
1757 spell = mind_powers[use_mind].info[n];
1759 /* Spell failure chance */
1760 chance = spell.fail;
1762 mana_cost = spell.mana_cost;
1763 if (use_mind == MIND_KI)
1765 if (heavy_armor(caster_ptr)) chance += 20;
1766 if (caster_ptr->icky_wield[0]) chance += 20;
1767 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1768 if (caster_ptr->icky_wield[1]) chance += 20;
1769 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1773 for (j = 0; j < get_current_ki(caster_ptr) / 50; j++)
1774 mana_cost += (j+1) * 3 / 2;
1778 /* Verify "dangerous" spells */
1779 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1781 if (mana_cost > caster_ptr->chp)
1783 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1787 else if (mana_cost > caster_ptr->csp)
1790 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1792 if (!over_exert) return;
1795 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1801 /* Reduce failure rate by "effective" level adjustment */
1802 chance -= 3 * (plev - spell.min_lev);
1804 chance += caster_ptr->to_m_chance;
1806 /* Reduce failure rate by INT/WIS adjustment */
1807 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1809 /* Not enough mana to cast */
1810 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1812 chance += 5 * (mana_cost - caster_ptr->csp);
1815 /* Extract the minimum failure rate */
1816 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1818 /* Minimum failure rate */
1819 if (chance < minfail) chance = minfail;
1821 /* Stunning makes spells harder */
1822 if (caster_ptr->stun > 50) chance += 25;
1823 else if (caster_ptr->stun) chance += 15;
1825 if (use_mind == MIND_KI)
1827 if (heavy_armor(caster_ptr)) chance += 5;
1828 if (caster_ptr->icky_wield[0]) chance += 5;
1829 if (caster_ptr->icky_wield[1]) chance += 5;
1833 /* Always a 5 percent chance of working */
1834 if (chance > 95) chance = 95;
1837 if (randint0(100) < chance)
1839 if (flush_failure) flush();
1840 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1844 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1846 if ((use_mind == MIND_KI) && (n != 5) && get_current_ki(caster_ptr))
1848 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1849 set_current_ki(caster_ptr, TRUE, 0);
1852 if (randint1(100) < (chance / 2))
1857 if( use_mind == MIND_MINDCRAFTER ){
1860 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!"));
1861 lose_all_info(caster_ptr);
1865 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..."));
1866 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1870 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1871 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1875 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1880 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);
1882 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1883 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1884 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1887 if( use_mind == MIND_MIRROR_MASTER ){
1890 /* Nothing has happen */
1894 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1895 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1899 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1900 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1905 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);
1907 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1908 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1909 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1921 case MIND_MINDCRAFTER:
1923 cast = cast_mindcrafter_spell(caster_ptr, n);
1927 cast = cast_force_spell(caster_ptr, n);
1929 case MIND_BERSERKER:
1931 cast = cast_berserk_spell(caster_ptr, n);
1933 case MIND_MIRROR_MASTER:
1935 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1936 cast = cast_mirror_spell(caster_ptr, n);
1940 cast = cast_ninja_spell(caster_ptr, n);
1943 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1951 /* teleport from mirror costs small energy */
1952 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
1954 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
1958 take_turn(caster_ptr, 100);
1961 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1963 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1965 caster_ptr->redraw |= (PR_HP);
1968 /* Sufficient mana */
1969 else if (mana_cost <= old_csp)
1972 caster_ptr->csp -= mana_cost;
1975 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
1977 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
1980 caster_ptr->csp = 0;
1981 caster_ptr->csp_frac = 0;
1985 /* Over-exert the player */
1988 int oops = mana_cost - old_csp;
1991 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
1992 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
1994 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);
1996 /* Hack -- Bypass free action */
1997 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
1999 /* Damage WIS (possibly permanently) */
2000 if (randint0(100) < 50)
2002 bool perm = (randint0(100) < 25);
2004 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2006 /* Reduce constitution */
2007 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
2010 caster_ptr->redraw |= (PR_MANA);
2011 caster_ptr->window |= (PW_PLAYER);
2012 caster_ptr->window |= (PW_SPELL);
2017 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2020 void do_cmd_mind_browse(player_type *caster_ptr)
2027 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2028 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2029 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2030 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2031 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2032 use_mind = MIND_MIRROR_MASTER;
2038 if (!get_mind_power(caster_ptr, &n, TRUE))
2044 /* Clear lines, position cursor (really should use strlen here) */
2045 Term_erase(12, 21, 255);
2046 Term_erase(12, 20, 255);
2047 Term_erase(12, 19, 255);
2048 Term_erase(12, 18, 255);
2049 Term_erase(12, 17, 255);
2050 Term_erase(12, 16, 255);
2052 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2053 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2055 prt(&temp[j], line, 15);
2060 case MIND_MIRROR_MASTER:
2062 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);