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"
20 #include "main/sound-definitions-table.h"
24 #include "effect/effect-characteristics.h"
26 #include "spell/spells-summon.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 "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"
50 mind_power const mind_powers[5] =
54 /* Level gained, cost, %fail, name */
61 { 11, 7, 30, "念動衝撃弾"},
63 { 15, 12, 60, "サイコメトリー"},
64 { 18, 10, 45, "精神波動"},
65 { 23, 15, 50, "アドレナリン・ドーピング"},
66 { 26, 28, 60, "テレキネシス"},
67 { 28, 10, 40, "サイキック・ドレイン"},
69 { 45,150, 85, "完全な世界"},
78 { 1, 1, 15, "Precognition"},
79 { 2, 1, 20, "Neural Blast"},
80 { 3, 2, 25, "Minor Displacement"},
81 { 7, 6, 35, "Major Displacement"},
82 { 9, 7, 50, "Domination"},
83 { 11, 7, 30, "Pulverise"},
84 { 13, 12, 50, "Character Armour"},
85 { 15, 12, 60, "Psychometry" },
86 { 18, 10, 45, "Mind Wave" },
87 { 23, 15, 50, "Adrenaline Channeling"},
88 { 26, 28, 60, "Telekinesis"},
89 { 28, 10, 40, "Psychic Drain"},
90 { 35, 35, 75, "Psycho-Spear"},
91 { 45,150, 85, "The World"},
106 /* Level gained, cost, %fail, name */
111 { 8, 5, 40, "カメハメ波"},
112 { 10, 7, 45, "対魔法防御"},
114 { 17, 17, 50, "纏闘気"},
117 { 25, 30, 70, "いてつく波動"},
118 { 28, 26, 50, "幻霊召喚"},
119 { 32, 35, 65, "煉獄火炎"},
120 { 38, 42, 75, "超カメハメ波"},
121 { 44, 50, 80, "光速移動"},
130 { 1, 1, 15, "Small Force Ball"},
131 { 3, 3, 30, "Flash Light"},
132 { 5, 6, 35, "Flying Technique"},
133 { 8, 5, 40, "Kamehameha"},
134 { 10, 7, 45, "Magic Resistance"},
135 { 13, 5, 60, "Improve Force"},
136 { 17, 17, 50, "Aura of Force"},
137 { 20, 20, 50, "Shock Power"},
138 { 23, 18, 55, "Large Force Ball"},
139 { 25, 30, 70, "Dispel Magic"},
140 { 28, 26, 50, "Summon Ghost"},
141 { 32, 35, 65, "Exploding Frame"},
142 { 38, 42, 75, "Super Kamehameha"},
143 { 44, 50, 80, "Light Speed"},
158 /* Level gained, cost, %fail, name */
162 { 20, 15, 0, "トラップ粉砕"},
164 { 30, 80, 75, "皆殺し"},
182 { 8, 5, 40, "Detect Atmosphere of Menace"},
183 { 15, 20, 0, "Charge"},
184 { 20, 15, 0, "Smash a Trap"},
185 { 25, 20, 60, "Quake"},
186 { 30, 80, 75, "Massacre"},
210 /* Level gained, cost, %fail, name */
214 { 2, 2, 20, "光のしずく"},
219 { 10, 5, 30, "微塵隠れ"},
220 { 12, 12, 30, "追放の鏡"},
221 { 15, 15, 30, "鏡砕き"},
222 { 19, 13, 30, "催眠鏡"},
223 { 23, 18, 50, "シーカーレイ"},
225 { 25, 20, 40, "鏡の封印"},
226 { 27, 30, 60, "水鏡の盾"},
227 { 29, 30, 60, "スーパーレイ"},
228 { 31, 35, 60, "幻惑の光"},
229 { 33, 50, 80, "鏡の国"},
231 { 36, 30, 80, "鏡抜け"},
232 { 38, 40, 70, "帰還の鏡"},
233 { 40, 50, 55, "影分身"},
234 { 43, 55, 70, "封魔結界"},
235 { 46, 70, 75, "ラフノールの鏡"},
237 { 1, 1, 15, "Mirror of Seeing"},
238 { 1, 2, 40, "Making a Mirror"},
239 { 2, 2, 20, "Drip of Light"},
240 { 3, 2, 20, "Warped Mirror"},
241 { 5, 3, 35, "Mirror of Light"},
242 { 6, 5, 35, "Mirror of Wandering"},
244 { 10, 5, 30, "Robe of Dust"},
245 { 12, 12, 30, "Banishing Mirror"},
246 { 15, 15, 30, "Mirror Clashing"},
247 { 19, 13, 30, "Mirror Sleeping"},
248 { 23, 18, 50, "Seeker Ray"},
250 { 25, 20, 40, "Seal of Mirror"},
251 { 27, 30, 60, "Shield of Water"},
252 { 29, 30, 60, "Super Ray"},
253 { 31, 35, 60, "Illusion Light"},
254 { 33, 50, 80, "Mirror Shift"},
256 { 36, 30, 80, "Mirror Tunnel"},
257 { 38, 40, 70, "Mirror of Recall"},
258 { 40, 50, 55, "Multi-Shadow"},
259 { 43, 55, 70, "Binding Field"},
260 { 46, 70, 75, "Mirror of Ruffnor"},
268 /* Level gained, cost, %fail, name */
275 { 8, 10, 35, "一撃離脱"},
276 { 10, 10, 40, "金縛り"},
277 { 12, 12, 70, "古の口伝"},
281 { 20, 5, 50, "八方手裏剣"},
285 { 30, 30, 70, "爆発の紋章"},
287 { 34, 35, 50, "霧隠れ"},
288 { 38, 40, 60, "煉獄火炎"},
292 { 1, 1, 20, "Create Darkness"},
293 { 2, 2, 25, "Detect Near"},
294 { 3, 3, 25, "Hide in Leafs"},
295 { 5, 3, 30, "Kawarimi"},
296 { 7, 8, 35, "Absconding"},
297 { 8, 10, 35, "Hit and Away"},
298 { 10, 10, 40, "Bind Monster"},
299 { 12, 12, 70, "Ancient Knowledge"},
300 { 15, 10, 50, "Floating"},
301 { 17, 12, 45, "Hide in Flame"},
302 { 18, 20, 40, "Nyusin"},
303 { 20, 5, 50, "Syuriken Spreading"},
304 { 22, 15, 55, "Chain Hook"},
305 { 25, 32, 60, "Smoke Ball"},
306 { 28, 32, 60, "Swap Position"},
307 { 30, 30, 70, "Glyph of Explosion"},
308 { 32, 40, 40, "Hide in Mud"},
309 { 34, 35, 50, "Hide in Mist"},
310 { 38, 40, 60, "Rengoku-Kaen"},
311 { 41, 50, 55, "Bunshin"},
320 static concptr const mind_tips[5][MAX_MIND_POWERS] =
324 "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。",
328 "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。",
330 "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。",
331 "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。",
332 "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。",
333 "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。",
335 "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。",
336 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
337 "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。",
348 "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。",
351 "一定時間、魔法防御能力を上昇させる。",
352 "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。",
353 "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。",
354 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
356 "モンスター1体にかかった魔法を解除する。",
358 "自分を中心とした超巨大な炎の球を発生させる。",
359 "射程の長い、強力な気のビームを放つ。",
360 "しばらくの間、非常に速く動くことができる。",
370 "近くの思考することができるモンスターを感知する。",
372 "トラップにかかるが、そのトラップを破壊する。",
373 "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。",
393 "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。",
395 "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。",
397 "自分の周囲や、 自分のいる部屋全体を明るくする。",
399 "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。",
400 "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。",
402 "全ての鏡の周りに眠りの球を発生させる。",
403 "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。",
405 "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。",
406 "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。",
407 "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。",
408 "フロアを作り変える。鏡の上でしか使えない。",
409 "短距離内の指定した場所にテレポートする。",
410 "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。",
411 "全ての攻撃が、1/2の確率で無効になる。",
412 "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。",
413 "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。",
417 "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。",
419 "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。",
422 "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。",
425 "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。",
427 "ランダムな方向に8回くさびを投げる。",
431 "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。",
432 "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。",
433 "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。",
434 "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。",
435 "全ての攻撃が、1/2の確率で無効になる。",
440 "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.",
441 "Fires a beam or ball which inflicts PSI damage.",
442 "Teleports you a short distance.",
443 "Teleports you a long distance.",
444 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
445 "Fires a ball which hurts monsters with telekinesis.",
446 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
447 "Gives feeling of an item. Or identifies an item at level 25.",
448 "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.",
449 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
450 "Pulls a distant item close to you.",
451 "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.",
452 "Fires a beam of pure energy which penetrates invulnerability barriers.",
453 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
463 "Fires a very small energy ball.",
464 "Lights up nearby area and the inside of a room permanently.",
465 "Gives levitation a while.",
466 "Fires a short energy beam.",
467 "Gives magic resistance for a while.",
468 "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.",
469 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
470 "Damages an adjacent monster and blows it away.",
471 "Fires a large energy ball.",
472 "Dispels all magics which are affecting a monster.",
474 "Generates a huge ball of flame centered on you.",
475 "Fires a long, powerful energy beam.",
476 "Gives extremely fast speed.",
486 "Detects all monsters except the mindless in your vicinity.",
487 "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.",
488 "Sets off a trap, then destroys that trap.",
489 "Shakes dungeon structure, and results in random swapping of floors and walls.",
490 "Attacks all adjacent monsters.",
509 "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.",
510 "Makes a mirror under you.",
511 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
512 "Teleports you a short distance.",
513 "Lights up nearby area and the inside of a room permanently.",
514 "Teleports you a long distance.",
515 "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.",
516 "Teleports all monsters on the line away unless resisted.",
517 "Fires a ball of shards.",
518 "Causes any mirror to lull to sleep monsters close to the mirror.",
519 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
520 "Eliminates a monster on a mirror from current dungeon level.",
521 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
522 "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.",
523 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
524 "Recreates current dungeon level. Can only be used on a mirror.",
525 "Teleports you to a given location.",
526 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
527 "Completely protects you from any attacks at one in two chance.",
528 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
529 "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.",
533 "Darkens nearby area and inside of a room.",
534 "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.",
535 "Teleports you a short distance.",
536 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
537 "Teleports you a long distance.",
538 "Attacks an adjacent monster and teleports you away immediately after the attack.",
539 "Attempts to freeze a monster.",
540 "Identifies an item.",
541 "Gives levitation for a while.",
542 "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.",
543 "Steps close to a monster and attacks at a time.",
544 "Shoots 8 iron Spikes in 8 random directions.",
545 "Teleports a monster to a place adjacent to you.",
546 "Releases a confusion ball which doesn't inflict any damage.",
547 "Causes you and a targeted monster to exchange positions.",
548 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
549 "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.",
550 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
551 "Fires some number of beams of fire, nether or plasma in random directions.",
552 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
559 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
560 * @param p 情報を返す文字列参照ポインタ
561 * @param use_mind 職業毎の特殊技能ID
562 * @param power モンスター魔法のID
565 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
567 PLAYER_LEVEL plev = caster_ptr->lev;
573 case MIND_MINDCRAFTER:
577 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
578 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
579 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
581 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
582 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
584 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
585 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
587 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
589 case 10: sprintf(p, " max wgt %d", plev * 15); break;
591 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
592 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
593 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
598 int boost = P_PTR_KI;
600 if (heavy_armor(caster_ptr)) boost /= 2;
604 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
606 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
607 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
608 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
610 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
611 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
612 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
614 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
615 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
616 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
617 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
621 case MIND_MIRROR_MASTER:
627 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
628 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
630 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
631 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
633 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
635 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
637 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
638 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
641 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
643 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
644 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
645 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
655 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
657 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
658 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
661 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
662 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
669 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
670 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
671 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
672 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
680 * @brief 使用可能な特殊技能を選択する /
681 * Allow user to choose a mindcrafter power.
682 * @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
683 * @param only_browse 一覧を見るだけの場合TRUEを返す
684 * @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。
686 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
687 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
688 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
690 * The "prompt" should be "cast", "recite", or "study"\n
691 * The "known" should be TRUE for cast/pray, FALSE for study\n
693 * nb: This function has a (trivial) display bug which will be obvious\n
694 * when you run it. It's probably easy to fix but I haven't tried,\n
697 static bool_hack get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
703 PERCENTAGE minfail = 0;
704 PLAYER_LEVEL plev = caster_ptr->lev;
705 PERCENTAGE chance = 0;
713 const mind_power *mind_ptr;
716 int menu_line = (use_menu ? 1 : 0);
718 switch (caster_ptr->pclass)
720 case CLASS_MINDCRAFTER:
722 use_mind = MIND_MINDCRAFTER;
723 p = _("超能力", "mindcraft");
726 case CLASS_FORCETRAINER:
729 p = _("練気術", "Force");
732 case CLASS_BERSERKER:
734 use_mind = MIND_BERSERKER;
735 p = _("技", "brutal power");
738 case CLASS_MIRROR_MASTER:
740 use_mind = MIND_MIRROR_MASTER;
741 p = _("鏡魔法", "magic");
746 use_mind = MIND_NINJUTSU;
747 p = _("忍術", "ninjutsu");
753 p = _("超能力", "mindcraft");
757 mind_ptr = &mind_powers[use_mind];
759 /* Assume cancelled */
762 /* Get the spell, if available */
764 if (repeat_pull(&code))
766 *sn = (SPELL_IDX)code;
767 /* Hack -- If requested INVEN_FORCE(1111), pull again */
768 if (*sn == INVEN_FORCE) repeat_pull(&code);
769 *sn = (SPELL_IDX)code;
771 /* Verify the spell */
772 if (mind_ptr->info[*sn].min_lev <= plev)
782 for (i = 0; i < MAX_MIND_POWERS; i++)
784 if (mind_ptr->info[i].min_lev <= plev)
790 /* Build a prompt (accept all spells) */
793 (void)strnfmt(out_val, 78,
794 _("(%^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? "),
795 p, I2A(0), I2A(num - 1), p);
799 (void)strnfmt(out_val, 78,
800 _("(%^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? "),
801 p, I2A(0), I2A(num - 1), p);
804 if (use_menu && !only_browse) screen_save();
806 choice = (always_show_list || use_menu) ? ESCAPE : 1;
810 if(choice==ESCAPE) choice = ' ';
811 else if( !get_com(out_val, &choice, TRUE) )break;
813 if (use_menu && choice != ' ')
819 if (!only_browse) screen_load();
827 menu_line += (num - 1);
849 if (menu_line > num) menu_line -= num;
852 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
855 if (!redraw || use_menu)
860 if (!only_browse && !use_menu) screen_save();
862 /* Display a list of spells */
864 put_str(_("名前", "Name"), y, x + 5);
866 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
867 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
869 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
870 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
872 /* Dump the spells */
873 for (i = 0; i < MAX_MIND_POWERS; i++)
877 /* Access the spell */
878 spell = mind_ptr->info[i];
880 if (spell.min_lev > plev) break;
884 mana_cost = spell.mana_cost;
888 /* Reduce failure rate by "effective" level adjustment */
889 chance -= 3 * (plev - spell.min_lev);
891 /* Reduce failure rate by INT/WIS adjustment */
892 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
894 if (use_mind == MIND_KI)
896 if (heavy_armor(caster_ptr)) chance += 20;
897 if (caster_ptr->icky_wield[0]) chance += 20;
898 else if (has_weapon[0]) chance += 10;
899 if (caster_ptr->icky_wield[1]) chance += 20;
900 else if (has_weapon[1]) chance += 10;
904 for (j = 0; j < P_PTR_KI / 50; j++)
905 mana_cost += (j+1) * 3 / 2;
909 /* Not enough mana to cast */
910 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
912 chance += 5 * (mana_cost - caster_ptr->csp);
915 chance += caster_ptr->to_m_chance;
917 /* Extract the minimum failure rate */
918 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
920 /* Minimum failure rate */
921 if (chance < minfail) chance = minfail;
923 /* Stunning makes spells harder */
924 if (caster_ptr->stun > 50) chance += 25;
925 else if (caster_ptr->stun) chance += 15;
927 if (use_mind == MIND_KI)
929 if (heavy_armor(caster_ptr)) chance += 5;
930 if (caster_ptr->icky_wield[0]) chance += 5;
931 if (caster_ptr->icky_wield[1]) chance += 5;
933 /* Always a 5 percent chance of working */
934 if (chance > 95) chance = 95;
938 mindcraft_info(caster_ptr, comment, use_mind, i);
942 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
943 else strcpy(psi_desc, " ");
946 sprintf(psi_desc, " %c) ", I2A(i));
947 /* Dump the spell --(-- */
949 format("%-30s%2d %4d%s %3d%%%s",
950 spell.name, spell.min_lev, mana_cost,
951 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
953 prt(psi_desc, y + i + 1, x);
956 /* Clear the bottom line */
957 prt("", y + i + 1, x);
961 else if (!only_browse)
975 ask = isupper(choice);
978 if (ask) choice = (char)tolower(choice);
980 /* Extract request */
981 i = (islower(choice) ? A2I(choice) : -1);
984 /* Totally Illegal */
985 if ((i < 0) || (i >= num))
991 /* Save the spell index */
992 spell = mind_ptr->info[i];
1000 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1002 /* Belay that order */
1003 if (!get_check(tmp_val)) continue;
1009 if (redraw && !only_browse) screen_load();
1011 caster_ptr->window |= (PW_SPELL);
1012 handle_stuff(caster_ptr);
1014 /* Abort if needed */
1015 if (!flag) return FALSE;
1017 /* Save the choice */
1020 repeat_push((COMMAND_CODE)i);
1028 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1029 * @param spell 発動する特殊技能のID
1030 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1032 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1037 PLAYER_LEVEL plev = caster_ptr->lev;
1042 case 0: /* Precog */
1045 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1046 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1047 wiz_lite(caster_ptr, FALSE);
1050 map_area(caster_ptr, DETECT_RAD_MAP);
1054 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1055 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1057 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1058 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1063 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1066 if ((plev > 24) && (plev < 40))
1067 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1069 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1074 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1076 if (randint1(100) < plev * 2)
1077 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1079 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1082 /* Minor displace */
1083 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1086 /* Major displace */
1087 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1093 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1095 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1099 charm_monsters(caster_ptr, plev * 2);
1103 /* Fist of Force --- not 'true' TK */
1104 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1106 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1107 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1110 /* Character Armour */
1111 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1112 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1113 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1114 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1115 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1116 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1121 return psychometry(caster_ptr);
1123 return ident_spell(caster_ptr, FALSE, 0);
1126 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!"));
1129 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1130 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1132 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1136 set_afraid(caster_ptr, 0);
1137 set_stun(caster_ptr, 0);
1140 * Only heal when Adrenalin Channeling is not active. We check
1141 * that by checking if the player isn't fast and 'heroed' atm.
1143 if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
1145 hp_player(caster_ptr, plev);
1148 t = 10 + randint1((plev * 3) / 2);
1149 set_hero(caster_ptr, t, FALSE);
1151 (void)set_fast(caster_ptr, t, FALSE);
1155 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1157 fetch(caster_ptr, dir, plev * 15, FALSE);
1162 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1164 b = damroll(plev / 2, 6);
1166 /* This is always a radius-0 ball now */
1167 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1168 caster_ptr->energy_need += randint1(150);
1172 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1174 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1178 time_walk(caster_ptr);
1182 msg_print(_("なに?", "Zap?"));
1190 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1191 * @param spell 発動する特殊技能のID
1192 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1194 static bool cast_force_spell(player_type *caster_ptr, int spell)
1197 PLAYER_LEVEL plev = caster_ptr->lev;
1198 int boost = P_PTR_KI;
1200 if (heavy_armor(caster_ptr)) boost /= 2;
1206 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1207 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1210 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1213 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1216 project_length = plev / 8 + 3;
1217 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1219 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1222 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1225 msg_print(_("気を練った。", "You improved the Force."));
1226 P_PTR_KI += (70 + plev);
1227 caster_ptr->update |= (PU_BONUS);
1228 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1230 msg_print(_("気が暴走した!", "The Force exploded!"));
1231 fire_ball(caster_ptr, GF_MANA, 0, P_PTR_KI / 2, 10);
1232 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1237 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1240 return shock_power(caster_ptr);
1243 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1244 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1250 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1251 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1253 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1254 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1255 dispel_monster_status(caster_ptr, m_idx);
1261 bool success = FALSE;
1263 for (i = 0; i < 1 + boost/100; i++)
1264 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1268 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1272 msg_print(_("何も現れなかった。", "Nothing happen."));
1277 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1280 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1282 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1285 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1288 msg_print(_("なに?", "Zap?"));
1292 caster_ptr->update |= (PU_BONUS);
1299 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1302 static int number_of_mirrors(floor_type *floor_ptr)
1305 for (POSITION x = 0; x < floor_ptr->width; x++) {
1306 for (POSITION y = 0; y < floor_ptr->height; y++) {
1307 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1317 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1318 * @param spell 発動する特殊技能のID
1319 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1321 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1324 PLAYER_LEVEL plev = caster_ptr->lev;
1332 /* mirror of seeing */
1334 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1335 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1336 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1337 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1338 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1339 if (tmp == 0 && plev < 5) {
1340 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1345 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1346 place_mirror(caster_ptr);
1349 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1353 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1354 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1355 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1358 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1363 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1365 /* mirror of light */
1367 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1369 /* mirror of wandering */
1371 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1375 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1377 /* banishing mirror */
1379 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1380 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1382 /* mirror clashing */
1384 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1385 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1386 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1388 /* mirror sleeping */
1390 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1391 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1392 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1393 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);
1400 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1401 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1403 /* seal of mirror */
1405 seal_of_mirror(caster_ptr, plev * 4 + 100);
1407 /* shield of water */
1409 t = 20 + randint1(20);
1410 set_shield(caster_ptr, t, FALSE);
1411 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1412 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1416 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1417 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1419 /* illusion light */
1421 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1422 slow_monsters(caster_ptr, plev);
1423 stun_monsters(caster_ptr, plev*tmp);
1424 confuse_monsters(caster_ptr, plev*tmp);
1425 turn_monsters(caster_ptr, plev*tmp);
1426 stun_monsters(caster_ptr, plev*tmp);
1427 stasis_monsters(caster_ptr, plev*tmp);
1431 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1432 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1435 reserve_alter_reality(caster_ptr);
1439 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1440 return mirror_tunnel(caster_ptr);
1442 /* mirror of recall */
1444 return recall_player(caster_ptr, randint0(21) + 15);
1447 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1451 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!"));
1453 /* mirror of Ruffnor */
1455 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1458 msg_print(_("なに?", "Zap?"));
1461 caster_ptr->magic_num1[0] = 0;
1468 * do_cmd_cast calls this function if the player's class is 'berserker'.
1469 * @param spell 発動する特殊技能のID
1470 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1472 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1481 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1485 if (caster_ptr->riding)
1487 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1491 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1493 if (dir == 5) return FALSE;
1494 y = caster_ptr->y + ddy[dir];
1495 x = caster_ptr->x + ddx[dir];
1497 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1499 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1503 py_attack(caster_ptr, y, x, 0);
1505 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))
1511 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)
1514 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1520 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1521 y = caster_ptr->y + ddy[dir];
1522 x = caster_ptr->x + ddx[dir];
1523 move_player(caster_ptr, dir, easy_disarm, TRUE);
1527 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1530 massacre(caster_ptr);
1533 msg_print(_("なに?", "Zap?"));
1541 * do_cmd_cast calls this function if the player's class is 'ninja'.
1542 * @param caster_ptr プレーヤーへの参照ポインタ
1543 * @param spell 発動する特殊技能のID
1544 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1546 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1548 POSITION x = 0, y = 0;
1550 PLAYER_LEVEL plev = caster_ptr->lev;
1555 (void)unlite_area(caster_ptr, 0, 3);
1560 wiz_lite(caster_ptr, TRUE);
1562 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1565 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1566 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1567 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1571 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1576 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1581 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1583 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1584 caster_ptr->special_defense |= NINJA_KAWARIMI;
1585 caster_ptr->redraw |= (PR_STATUS);
1591 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
1596 if(!hit_and_away(caster_ptr)) return FALSE;
1601 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1602 (void)stasis_monster(caster_ptr, dir);
1606 return ident_spell(caster_ptr, FALSE, 0);
1608 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1611 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1612 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1613 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1616 return rush_attack(caster_ptr, NULL);
1620 for (i = 0; i < 8; i++)
1624 for (slot = 0; slot < INVEN_PACK; slot++)
1626 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1628 if (slot == INVEN_PACK)
1630 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1631 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1635 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1636 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1638 take_turn(caster_ptr, 100);
1643 (void)fetch_monster(caster_ptr);
1646 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1647 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1650 project_length = -1;
1651 if (!get_aim_dir(caster_ptr, &dir))
1658 (void)teleport_swap(caster_ptr, dir);
1661 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1664 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1665 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1668 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1669 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1670 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1671 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1676 int num = damroll(3, 9);
1678 for (k = 0; k < num; k++)
1680 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1681 int attempts = 1000;
1685 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1687 if (!player_bold(caster_ptr, y, x)) break;
1689 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1690 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1695 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1698 msg_print(_("なに?", "Zap?"));
1705 * @brief 特殊技能コマンドのメインルーチン /
1708 void do_cmd_mind(player_type *caster_ptr)
1713 PERCENTAGE minfail = 0;
1714 PLAYER_LEVEL plev = caster_ptr->lev;
1715 int old_csp = caster_ptr->csp;
1718 int use_mind, mana_cost;
1720 bool on_mirror = FALSE;
1722 if (cmd_limit_confused(caster_ptr)) return;
1723 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1726 switch(caster_ptr->pclass)
1728 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1729 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1730 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1731 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1732 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1733 default: use_mind = 0 ;p = "超能力"; break;
1736 switch(caster_ptr->pclass)
1738 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1739 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1740 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1741 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1742 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1743 default: use_mind = 0; break;
1747 spell = mind_powers[use_mind].info[n];
1749 /* Spell failure chance */
1750 chance = spell.fail;
1752 mana_cost = spell.mana_cost;
1753 if (use_mind == MIND_KI)
1755 if (heavy_armor(caster_ptr)) chance += 20;
1756 if (caster_ptr->icky_wield[0]) chance += 20;
1757 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1758 if (caster_ptr->icky_wield[1]) chance += 20;
1759 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1763 for (j = 0; j < P_PTR_KI / 50; j++)
1764 mana_cost += (j+1) * 3 / 2;
1768 /* Verify "dangerous" spells */
1769 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1771 if (mana_cost > caster_ptr->chp)
1773 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1777 else if (mana_cost > caster_ptr->csp)
1780 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1782 if (!over_exert) return;
1785 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1791 /* Reduce failure rate by "effective" level adjustment */
1792 chance -= 3 * (plev - spell.min_lev);
1794 chance += caster_ptr->to_m_chance;
1796 /* Reduce failure rate by INT/WIS adjustment */
1797 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1799 /* Not enough mana to cast */
1800 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1802 chance += 5 * (mana_cost - caster_ptr->csp);
1805 /* Extract the minimum failure rate */
1806 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1808 /* Minimum failure rate */
1809 if (chance < minfail) chance = minfail;
1811 /* Stunning makes spells harder */
1812 if (caster_ptr->stun > 50) chance += 25;
1813 else if (caster_ptr->stun) chance += 15;
1815 if (use_mind == MIND_KI)
1817 if (heavy_armor(caster_ptr)) chance += 5;
1818 if (caster_ptr->icky_wield[0]) chance += 5;
1819 if (caster_ptr->icky_wield[1]) chance += 5;
1823 /* Always a 5 percent chance of working */
1824 if (chance > 95) chance = 95;
1827 if (randint0(100) < chance)
1829 if (flush_failure) flush();
1830 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1834 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1836 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1838 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1842 if (randint1(100) < (chance / 2))
1847 if( use_mind == MIND_MINDCRAFTER ){
1850 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!"));
1851 lose_all_info(caster_ptr);
1855 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..."));
1856 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1860 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1861 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1865 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1870 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);
1872 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1873 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1874 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1877 if( use_mind == MIND_MIRROR_MASTER ){
1880 /* Nothing has happen */
1884 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1885 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1889 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1890 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1895 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);
1897 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1898 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1899 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1911 case MIND_MINDCRAFTER:
1913 cast = cast_mindcrafter_spell(caster_ptr, n);
1917 cast = cast_force_spell(caster_ptr, n);
1919 case MIND_BERSERKER:
1921 cast = cast_berserk_spell(caster_ptr, n);
1923 case MIND_MIRROR_MASTER:
1925 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1926 cast = cast_mirror_spell(caster_ptr, n);
1930 cast = cast_ninja_spell(caster_ptr, n);
1933 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1941 /* teleport from mirror costs small energy */
1942 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
1944 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
1948 take_turn(caster_ptr, 100);
1951 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1953 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1955 caster_ptr->redraw |= (PR_HP);
1958 /* Sufficient mana */
1959 else if (mana_cost <= old_csp)
1962 caster_ptr->csp -= mana_cost;
1965 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
1967 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
1970 caster_ptr->csp = 0;
1971 caster_ptr->csp_frac = 0;
1975 /* Over-exert the player */
1978 int oops = mana_cost - old_csp;
1981 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
1982 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
1984 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);
1986 /* Hack -- Bypass free action */
1987 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
1989 /* Damage WIS (possibly permanently) */
1990 if (randint0(100) < 50)
1992 bool perm = (randint0(100) < 25);
1994 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
1996 /* Reduce constitution */
1997 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
2000 caster_ptr->redraw |= (PR_MANA);
2001 caster_ptr->window |= (PW_PLAYER);
2002 caster_ptr->window |= (PW_SPELL);
2007 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2010 void do_cmd_mind_browse(player_type *caster_ptr)
2017 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2018 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2019 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2020 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2021 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2022 use_mind = MIND_MIRROR_MASTER;
2028 if (!get_mind_power(caster_ptr, &n, TRUE))
2034 /* Clear lines, position cursor (really should use strlen here) */
2035 Term_erase(12, 21, 255);
2036 Term_erase(12, 20, 255);
2037 Term_erase(12, 19, 255);
2038 Term_erase(12, 18, 255);
2039 Term_erase(12, 17, 255);
2040 Term_erase(12, 16, 255);
2042 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2043 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2045 prt(&temp[j], line, 15);
2050 case MIND_MIRROR_MASTER:
2052 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);