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
26 #include "spells-summon.h"
28 #include "player-move.h"
29 #include "player-status.h"
30 #include "player-class.h"
31 #include "spells-status.h"
32 #include "cmd-spell.h"
33 #include "spells-floor.h"
36 #include "cmd-basic.h"
37 #include "monster-status.h"
38 #include "player-effects.h"
39 #include "player-damage.h"
40 #include "view-mainwindow.h"
41 #include "targeting.h"
42 #include "realm-song.h"
45 mind_power const mind_powers[5] =
49 /* Level gained, cost, %fail, name */
56 { 11, 7, 30, "念動衝撃弾"},
58 { 15, 12, 60, "サイコメトリー"},
59 { 18, 10, 45, "精神波動"},
60 { 23, 15, 50, "アドレナリン・ドーピング"},
61 { 26, 28, 60, "テレキネシス"},
62 { 28, 10, 40, "サイキック・ドレイン"},
64 { 45,150, 85, "完全な世界"},
73 { 1, 1, 15, "Precognition"},
74 { 2, 1, 20, "Neural Blast"},
75 { 3, 2, 25, "Minor Displacement"},
76 { 7, 6, 35, "Major Displacement"},
77 { 9, 7, 50, "Domination"},
78 { 11, 7, 30, "Pulverise"},
79 { 13, 12, 50, "Character Armour"},
80 { 15, 12, 60, "Psychometry" },
81 { 18, 10, 45, "Mind Wave" },
82 { 23, 15, 50, "Adrenaline Channeling"},
83 { 26, 28, 60, "Telekinesis"},
84 { 28, 10, 40, "Psychic Drain"},
85 { 35, 35, 75, "Psycho-Spear"},
86 { 45,150, 85, "The World"},
101 /* Level gained, cost, %fail, name */
106 { 8, 5, 40, "カメハメ波"},
107 { 10, 7, 45, "対魔法防御"},
109 { 17, 17, 50, "纏闘気"},
112 { 25, 30, 70, "いてつく波動"},
113 { 28, 26, 50, "幻霊召喚"},
114 { 32, 35, 65, "煉獄火炎"},
115 { 38, 42, 75, "超カメハメ波"},
116 { 44, 50, 80, "光速移動"},
125 { 1, 1, 15, "Small Force Ball"},
126 { 3, 3, 30, "Flash Light"},
127 { 5, 6, 35, "Flying Technique"},
128 { 8, 5, 40, "Kamehameha"},
129 { 10, 7, 45, "Magic Resistance"},
130 { 13, 5, 60, "Improve Force"},
131 { 17, 17, 50, "Aura of Force"},
132 { 20, 20, 50, "Shock Power"},
133 { 23, 18, 55, "Large Force Ball"},
134 { 25, 30, 70, "Dispel Magic"},
135 { 28, 26, 50, "Summon Ghost"},
136 { 32, 35, 65, "Exploding Frame"},
137 { 38, 42, 75, "Super Kamehameha"},
138 { 44, 50, 80, "Light Speed"},
153 /* Level gained, cost, %fail, name */
157 { 20, 15, 0, "トラップ粉砕"},
159 { 30, 80, 75, "皆殺し"},
177 { 8, 5, 40, "Detect Atmosphere of Menace"},
178 { 15, 20, 0, "Charge"},
179 { 20, 15, 0, "Smash a Trap"},
180 { 25, 20, 60, "Quake"},
181 { 30, 80, 75, "Massacre"},
205 /* Level gained, cost, %fail, name */
209 { 2, 2, 20, "光のしずく"},
214 { 10, 5, 30, "微塵隠れ"},
215 { 12, 12, 30, "追放の鏡"},
216 { 15, 15, 30, "鏡砕き"},
217 { 19, 13, 30, "催眠鏡"},
218 { 23, 18, 50, "シーカーレイ"},
220 { 25, 20, 40, "鏡の封印"},
221 { 27, 30, 60, "水鏡の盾"},
222 { 29, 30, 60, "スーパーレイ"},
223 { 31, 35, 60, "幻惑の光"},
224 { 33, 50, 80, "鏡の国"},
226 { 36, 30, 80, "鏡抜け"},
227 { 38, 40, 70, "帰還の鏡"},
228 { 40, 50, 55, "影分身"},
229 { 43, 55, 70, "封魔結界"},
230 { 46, 70, 75, "ラフノールの鏡"},
232 { 1, 1, 15, "Mirror of Seeing"},
233 { 1, 2, 40, "Making a Mirror"},
234 { 2, 2, 20, "Drip of Light"},
235 { 3, 2, 20, "Warped Mirror"},
236 { 5, 3, 35, "Mirror of Light"},
237 { 6, 5, 35, "Mirror of Wandering"},
239 { 10, 5, 30, "Robe of Dust"},
240 { 12, 12, 30, "Banishing Mirror"},
241 { 15, 15, 30, "Mirror Clashing"},
242 { 19, 13, 30, "Mirror Sleeping"},
243 { 23, 18, 50, "Seeker Ray"},
245 { 25, 20, 40, "Seal of Mirror"},
246 { 27, 30, 60, "Shield of Water"},
247 { 29, 30, 60, "Super Ray"},
248 { 31, 35, 60, "Illusion Light"},
249 { 33, 50, 80, "Mirror Shift"},
251 { 36, 30, 80, "Mirror Tunnel"},
252 { 38, 40, 70, "Mirror of Recall"},
253 { 40, 50, 55, "Multi-Shadow"},
254 { 43, 55, 70, "Binding Field"},
255 { 46, 70, 75, "Mirror of Ruffnor"},
263 /* Level gained, cost, %fail, name */
270 { 8, 10, 35, "一撃離脱"},
271 { 10, 10, 40, "金縛り"},
272 { 12, 12, 70, "古の口伝"},
276 { 20, 5, 50, "八方手裏剣"},
280 { 30, 30, 70, "爆発の紋章"},
282 { 34, 35, 50, "霧隠れ"},
283 { 38, 40, 60, "煉獄火炎"},
287 { 1, 1, 20, "Create Darkness"},
288 { 2, 2, 25, "Detect Near"},
289 { 3, 3, 25, "Hide in Leafs"},
290 { 5, 3, 30, "Kawarimi"},
291 { 7, 8, 35, "Absconding"},
292 { 8, 10, 35, "Hit and Away"},
293 { 10, 10, 40, "Bind Monster"},
294 { 12, 12, 70, "Ancient Knowledge"},
295 { 15, 10, 50, "Floating"},
296 { 17, 12, 45, "Hide in Flame"},
297 { 18, 20, 40, "Nyusin"},
298 { 20, 5, 50, "Syuriken Spreading"},
299 { 22, 15, 55, "Chain Hook"},
300 { 25, 32, 60, "Smoke Ball"},
301 { 28, 32, 60, "Swap Position"},
302 { 30, 30, 70, "Glyph of Explosion"},
303 { 32, 40, 40, "Hide in Mud"},
304 { 34, 35, 50, "Hide in Mist"},
305 { 38, 40, 60, "Rengoku-Kaen"},
306 { 41, 50, 55, "Bunshin"},
315 static concptr const mind_tips[5][MAX_MIND_POWERS] =
319 "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。",
323 "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。",
325 "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。",
326 "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。",
327 "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。",
328 "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。",
330 "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。",
331 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
332 "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。",
343 "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。",
346 "一定時間、魔法防御能力を上昇させる。",
347 "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。",
348 "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。",
349 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
351 "モンスター1体にかかった魔法を解除する。",
353 "自分を中心とした超巨大な炎の球を発生させる。",
354 "射程の長い、強力な気のビームを放つ。",
355 "しばらくの間、非常に速く動くことができる。",
365 "近くの思考することができるモンスターを感知する。",
367 "トラップにかかるが、そのトラップを破壊する。",
368 "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。",
388 "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。",
390 "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。",
392 "自分の周囲や、 自分のいる部屋全体を明るくする。",
394 "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。",
395 "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。",
397 "全ての鏡の周りに眠りの球を発生させる。",
398 "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。",
400 "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。",
401 "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。",
402 "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。",
403 "フロアを作り変える。鏡の上でしか使えない。",
404 "短距離内の指定した場所にテレポートする。",
405 "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。",
406 "全ての攻撃が、1/2の確率で無効になる。",
407 "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。",
408 "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。",
412 "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。",
414 "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。",
417 "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。",
420 "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。",
422 "ランダムな方向に8回くさびを投げる。",
426 "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。",
427 "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。",
428 "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。",
429 "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。",
430 "全ての攻撃が、1/2の確率で無効になる。",
435 "Detects visible monsters in your vicinity and more and more. Detects traps and doors at level 5, invisible monsters at level 15, items at level 30. And magic mapping at level 20. Lights and know the whole level at level 45. Gives telepathy at level 25.",
436 "Fires a beam or ball which inflicts PSI damage.",
437 "Teleports you a short distance.",
438 "Teleports you a long distance.",
439 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
440 "Fires a ball which hurts monsters with telekinesis.",
441 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
442 "Gives feeling of an item. Or identifies an item at level 25.",
443 "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.",
444 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
445 "Pulls a distant item close to you.",
446 "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.",
447 "Fires a beam of pure energy which penetrates invulnerability barriers.",
448 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of spell.",
458 "Fires a very small energy ball.",
459 "Lights up nearby area and the inside of a room permanently.",
460 "Gives levitaion a while.",
461 "Fires a short energy beam.",
462 "Gives magic resistance for a while.",
463 "Improves spirit energy power temporaly. Improved spirit energy will be more and more powerfull or have longer duration. Too many improving results in uncontrollable explosion of spirit energy.",
464 "Gives aura which damages all monsters which attacked you for a while.",
465 "Damages an adjacent monster, and blows it away.",
466 "Fires a large energy ball.",
467 "Dispels all magics which are effecting a monster.",
469 "Generates a huge ball of flame centered on you.",
470 "Fires a long, powerful energy beam.",
471 "Gives extremely fast speed.",
481 "Detects all monsters except mindless in your vicinity.",
482 "Attacks a monster with your weapons normally, then dodges to one side.",
483 "Sets off a trap, then destroys that trap.",
484 "Shakes dungeon structure, and results in random swapping of floors and walls.",
485 "Attacks all adjacent monsters.",
504 "Detects visible monsters in your vicinity. Detects invisible monsters at level 15. Gives telepathy at level 25. Magic mapping at level 35. All of the effects need 4 more levels unless on a mirror.",
505 "Makes a mirror under you.",
506 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
507 "Teleports you a short distance.",
508 "Lights up nearby area and the inside of a room permanently.",
509 "Teleports you a long distance.",
510 "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.",
511 "Teleports all monsters on the line away unless resisted.",
512 "Fires a ball of shards.",
513 "Causes any mirror to lull to sleep monsters close to the mirror.",
514 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
515 "Eliminates a monster on a mirror from current dungeon level.",
516 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
517 "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.",
518 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
519 "Recreates current dungeon level. Can only be used on a mirror.",
520 "Teleports you to a given location.",
521 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
522 "Completely protects you from any attacks at one in two chance.",
523 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
524 "Generates a barrier which completely protects you from almost all damage. Takes a few your turns when the barrier breaks or duration time is exceeded.",
528 "Darkens nearby area and inside of a room.",
529 "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.",
530 "Teleports you a short distance.",
531 "Teleports you as you recieve an attack. Might be able to teleport just before receiving damage at higher levels.",
532 "Teleports you a long distance.",
533 "Attacks an adjacent monster and teleports you away immediately after the attack.",
534 "Attempts to freeze a monster.",
535 "Identifies an item.",
536 "Gives levitation for a while.",
537 "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.",
538 "Steps close to a monster and attacks at a time.",
539 "Shoots 8 iron Spikes in 8 random directions.",
540 "Teleports a monster to a place adjacent to you.",
541 "Releases a confusion ball which doesn't inflict any damage.",
542 "Swaps positions of you and a monster.",
543 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
544 "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.",
545 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
546 "Fires some number of beams of fire, nether or plasma in random directions.",
547 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
554 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
555 * @param p 情報を返す文字列参照ポインタ
556 * @param use_mind 職業毎の特殊技能ID
557 * @param power モンスター魔法のID
560 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
562 PLAYER_LEVEL plev = caster_ptr->lev;
568 case MIND_MINDCRAFTER:
572 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
573 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
574 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
576 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
577 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
579 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
580 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
582 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
584 case 10: sprintf(p, " max wgt %d", plev * 15); break;
586 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
587 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
588 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
593 int boost = P_PTR_KI;
595 if (heavy_armor(caster_ptr)) boost /= 2;
599 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
601 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
602 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
603 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
605 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
606 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
607 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
609 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
610 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
611 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
612 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
616 case MIND_MIRROR_MASTER:
622 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
623 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
625 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
626 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
628 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
630 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
632 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
633 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
636 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
638 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
639 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
640 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
650 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
652 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
653 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
656 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
657 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
664 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
665 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
666 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
667 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
675 * @brief 使用可能な特殊技能を選択する /
676 * Allow user to choose a mindcrafter power.
677 * @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
678 * @param only_browse 一覧を見るだけの場合TRUEを返す
679 * @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。
681 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
682 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
683 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
685 * The "prompt" should be "cast", "recite", or "study"\n
686 * The "known" should be TRUE for cast/pray, FALSE for study\n
688 * nb: This function has a (trivial) display bug which will be obvious\n
689 * when you run it. It's probably easy to fix but I haven't tried,\n
692 static bool_hack get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
698 PERCENTAGE minfail = 0;
699 PLAYER_LEVEL plev = caster_ptr->lev;
700 PERCENTAGE chance = 0;
708 const mind_power *mind_ptr;
711 int menu_line = (use_menu ? 1 : 0);
713 switch (caster_ptr->pclass)
715 case CLASS_MINDCRAFTER:
717 use_mind = MIND_MINDCRAFTER;
718 p = _("超能力", "mindcraft");
721 case CLASS_FORCETRAINER:
724 p = _("練気術", "Force");
727 case CLASS_BERSERKER:
729 use_mind = MIND_BERSERKER;
730 p = _("技", "brutal power");
733 case CLASS_MIRROR_MASTER:
735 use_mind = MIND_MIRROR_MASTER;
736 p = _("鏡魔法", "magic");
741 use_mind = MIND_NINJUTSU;
742 p = _("忍術", "ninjutsu");
748 p = _("超能力", "mindcraft");
752 mind_ptr = &mind_powers[use_mind];
754 /* Assume cancelled */
757 /* Get the spell, if available */
759 if (repeat_pull(&code))
761 *sn = (SPELL_IDX)code;
762 /* Hack -- If requested INVEN_FORCE(1111), pull again */
763 if (*sn == INVEN_FORCE) repeat_pull(&code);
764 *sn = (SPELL_IDX)code;
766 /* Verify the spell */
767 if (mind_ptr->info[*sn].min_lev <= plev)
777 for (i = 0; i < MAX_MIND_POWERS; i++)
779 if (mind_ptr->info[i].min_lev <= plev)
785 /* Build a prompt (accept all spells) */
788 (void)strnfmt(out_val, 78,
789 _("(%^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? "),
790 p, I2A(0), I2A(num - 1), p);
794 (void)strnfmt(out_val, 78,
795 _("(%^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? "),
796 p, I2A(0), I2A(num - 1), p);
799 if (use_menu && !only_browse) screen_save();
801 choice = (always_show_list || use_menu) ? ESCAPE : 1;
805 if(choice==ESCAPE) choice = ' ';
806 else if( !get_com(out_val, &choice, TRUE) )break;
808 if (use_menu && choice != ' ')
814 if (!only_browse) screen_load();
822 menu_line += (num - 1);
844 if (menu_line > num) menu_line -= num;
847 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
850 if (!redraw || use_menu)
855 if (!only_browse && !use_menu) screen_save();
857 /* Display a list of spells */
859 put_str(_("名前", "Name"), y, x + 5);
861 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
862 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
864 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
865 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
867 /* Dump the spells */
868 for (i = 0; i < MAX_MIND_POWERS; i++)
872 /* Access the spell */
873 spell = mind_ptr->info[i];
875 if (spell.min_lev > plev) break;
879 mana_cost = spell.mana_cost;
883 /* Reduce failure rate by "effective" level adjustment */
884 chance -= 3 * (plev - spell.min_lev);
886 /* Reduce failure rate by INT/WIS adjustment */
887 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
889 if (use_mind == MIND_KI)
891 if (heavy_armor(caster_ptr)) chance += 20;
892 if (caster_ptr->icky_wield[0]) chance += 20;
893 else if (has_weapon[0]) chance += 10;
894 if (caster_ptr->icky_wield[1]) chance += 20;
895 else if (has_weapon[1]) chance += 10;
899 for (j = 0; j < P_PTR_KI / 50; j++)
900 mana_cost += (j+1) * 3 / 2;
904 /* Not enough mana to cast */
905 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
907 chance += 5 * (mana_cost - caster_ptr->csp);
910 chance += caster_ptr->to_m_chance;
912 /* Extract the minimum failure rate */
913 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
915 /* Minimum failure rate */
916 if (chance < minfail) chance = minfail;
918 /* Stunning makes spells harder */
919 if (caster_ptr->stun > 50) chance += 25;
920 else if (caster_ptr->stun) chance += 15;
922 if (use_mind == MIND_KI)
924 if (heavy_armor(caster_ptr)) chance += 5;
925 if (caster_ptr->icky_wield[0]) chance += 5;
926 if (caster_ptr->icky_wield[1]) chance += 5;
928 /* Always a 5 percent chance of working */
929 if (chance > 95) chance = 95;
933 mindcraft_info(caster_ptr, comment, use_mind, i);
937 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
938 else strcpy(psi_desc, " ");
941 sprintf(psi_desc, " %c) ", I2A(i));
942 /* Dump the spell --(-- */
944 format("%-30s%2d %4d%s %3d%%%s",
945 spell.name, spell.min_lev, mana_cost,
946 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
948 prt(psi_desc, y + i + 1, x);
951 /* Clear the bottom line */
952 prt("", y + i + 1, x);
956 else if (!only_browse)
970 ask = isupper(choice);
973 if (ask) choice = (char)tolower(choice);
975 /* Extract request */
976 i = (islower(choice) ? A2I(choice) : -1);
979 /* Totally Illegal */
980 if ((i < 0) || (i >= num))
986 /* Save the spell index */
987 spell = mind_ptr->info[i];
995 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
997 /* Belay that order */
998 if (!get_check(tmp_val)) continue;
1004 if (redraw && !only_browse) screen_load();
1006 caster_ptr->window |= (PW_SPELL);
1007 handle_stuff(caster_ptr);
1009 /* Abort if needed */
1010 if (!flag) return FALSE;
1012 /* Save the choice */
1015 repeat_push((COMMAND_CODE)i);
1023 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1024 * @param spell 発動する特殊技能のID
1025 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1027 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1032 PLAYER_LEVEL plev = caster_ptr->lev;
1037 case 0: /* Precog */
1040 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1041 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1042 wiz_lite(caster_ptr, FALSE);
1045 map_area(caster_ptr, DETECT_RAD_MAP);
1049 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1050 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1052 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1053 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1058 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1061 if ((plev > 24) && (plev < 40))
1062 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1064 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1069 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1071 if (randint1(100) < plev * 2)
1072 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1074 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1077 /* Minor displace */
1078 teleport_player(caster_ptr, 10, 0L);
1081 /* Major displace */
1082 teleport_player(caster_ptr, plev * 5, 0L);
1088 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1090 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1094 charm_monsters(caster_ptr, plev * 2);
1098 /* Fist of Force --- not 'true' TK */
1099 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1101 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1102 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1105 /* Character Armour */
1106 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1107 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1108 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1109 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1110 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1111 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1116 return psychometry(caster_ptr);
1118 return ident_spell(caster_ptr, FALSE);
1121 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!"));
1124 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1125 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1127 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1131 set_afraid(caster_ptr, 0);
1132 set_stun(caster_ptr, 0);
1135 * Only heal when Adrenalin Channeling is not active. We check
1136 * that by checking if the player isn't fast and 'heroed' atm.
1138 if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
1140 hp_player(caster_ptr, plev);
1143 t = 10 + randint1((plev * 3) / 2);
1144 set_hero(caster_ptr, t, FALSE);
1146 (void)set_fast(caster_ptr, t, FALSE);
1150 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1152 fetch(caster_ptr, dir, plev * 15, FALSE);
1157 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1159 b = damroll(plev / 2, 6);
1161 /* This is always a radius-0 ball now */
1162 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1163 caster_ptr->energy_need += randint1(150);
1167 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1169 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1173 time_walk(caster_ptr);
1177 msg_print(_("なに?", "Zap?"));
1185 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1186 * @param spell 発動する特殊技能のID
1187 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1189 static bool cast_force_spell(player_type *caster_ptr, int spell)
1192 PLAYER_LEVEL plev = caster_ptr->lev;
1193 int boost = P_PTR_KI;
1195 if (heavy_armor(caster_ptr)) boost /= 2;
1201 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1202 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1205 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1208 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1211 project_length = plev / 8 + 3;
1212 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1214 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1217 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1220 msg_print(_("気を練った。", "You improved the Force."));
1221 P_PTR_KI += (70 + plev);
1222 caster_ptr->update |= (PU_BONUS);
1223 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1225 msg_print(_("気が暴走した!", "The Force exploded!"));
1226 fire_ball(caster_ptr, GF_MANA, 0, P_PTR_KI / 2, 10);
1227 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1232 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1235 return shock_power(caster_ptr);
1238 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1239 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1245 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1246 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1248 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1249 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1250 dispel_monster_status(caster_ptr, m_idx);
1256 bool success = FALSE;
1258 for (i = 0; i < 1 + boost/100; i++)
1259 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1263 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1267 msg_print(_("何も現れなかった。", "Nothing happen."));
1272 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1275 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1277 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1280 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1283 msg_print(_("なに?", "Zap?"));
1287 caster_ptr->update |= (PU_BONUS);
1294 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1297 static int number_of_mirrors(floor_type *floor_ptr)
1300 for (POSITION x = 0; x < floor_ptr->width; x++) {
1301 for (POSITION y = 0; y < floor_ptr->height; y++) {
1302 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1312 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1313 * @param spell 発動する特殊技能のID
1314 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1316 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1319 PLAYER_LEVEL plev = caster_ptr->lev;
1327 /* mirror of seeing */
1329 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1330 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1331 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1332 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1333 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1334 if (tmp == 0 && plev < 5) {
1335 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1340 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1341 place_mirror(caster_ptr);
1344 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1348 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1349 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1350 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1353 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1358 teleport_player(caster_ptr, 10, 0L);
1360 /* mirror of light */
1362 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1364 /* mirror of wandering */
1366 teleport_player(caster_ptr, plev * 5, 0L);
1370 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1372 /* banishing mirror */
1374 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1375 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1377 /* mirror clashing */
1379 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1380 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1381 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1383 /* mirror sleeping */
1385 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1386 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1387 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1388 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);
1395 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1396 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1398 /* seal of mirror */
1400 seal_of_mirror(caster_ptr, plev * 4 + 100);
1402 /* shield of water */
1404 t = 20 + randint1(20);
1405 set_shield(caster_ptr, t, FALSE);
1406 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1407 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1411 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1412 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1414 /* illusion light */
1416 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1417 slow_monsters(caster_ptr, plev);
1418 stun_monsters(caster_ptr, plev*tmp);
1419 confuse_monsters(caster_ptr, plev*tmp);
1420 turn_monsters(caster_ptr, plev*tmp);
1421 stun_monsters(caster_ptr, plev*tmp);
1422 stasis_monsters(caster_ptr, plev*tmp);
1426 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1427 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1430 reserve_alter_reality(caster_ptr);
1434 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1435 return mirror_tunnel(caster_ptr);
1437 /* mirror of recall */
1439 return recall_player(caster_ptr, randint0(21) + 15);
1442 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1446 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!"));
1448 /* mirror of Ruffnor */
1450 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1453 msg_print(_("なに?", "Zap?"));
1456 caster_ptr->magic_num1[0] = 0;
1463 * do_cmd_cast calls this function if the player's class is 'berserker'.
1464 * @param spell 発動する特殊技能のID
1465 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1467 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1476 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1480 if (caster_ptr->riding)
1482 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1486 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1488 if (dir == 5) return FALSE;
1489 y = caster_ptr->y + ddy[dir];
1490 x = caster_ptr->x + ddx[dir];
1492 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1494 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1498 py_attack(caster_ptr, y, x, 0);
1500 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))
1506 if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1509 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1515 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1516 y = caster_ptr->y + ddy[dir];
1517 x = caster_ptr->x + ddx[dir];
1518 move_player(caster_ptr, dir, easy_disarm, TRUE);
1522 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1525 massacre(caster_ptr);
1528 msg_print(_("なに?", "Zap?"));
1536 * do_cmd_cast calls this function if the player's class is 'ninja'.
1537 * @param caster_ptr プレーヤーへの参照ポインタ
1538 * @param spell 発動する特殊技能のID
1539 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1541 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1543 POSITION x = 0, y = 0;
1545 PLAYER_LEVEL plev = caster_ptr->lev;
1548 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1552 (void)unlite_area(caster_ptr, 0, 3);
1557 wiz_lite(caster_ptr, TRUE);
1559 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1562 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1563 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1564 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1568 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1573 teleport_player(caster_ptr, 10, 0L);
1578 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1580 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1581 caster_ptr->special_defense |= NINJA_KAWARIMI;
1582 caster_ptr->redraw |= (PR_STATUS);
1588 teleport_player(caster_ptr, caster_ptr->lev * 5, 0L);
1593 if(!hit_and_away(caster_ptr)) return FALSE;
1598 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1599 (void)stasis_monster(caster_ptr, dir);
1603 return ident_spell(caster_ptr, FALSE);
1605 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1608 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1609 teleport_player(caster_ptr, 30, 0L);
1610 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1613 return rush_attack(caster_ptr, NULL);
1617 for (i = 0; i < 8; i++)
1621 for (slot = 0; slot < INVEN_PACK; slot++)
1623 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1625 if (slot == INVEN_PACK)
1627 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1628 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1632 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1633 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1635 take_turn(caster_ptr, 100);
1641 monster_type *m_ptr;
1643 GAME_TEXT m_name[MAX_NLEN];
1649 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1650 m_idx = floor_ptr->grid_array[target_row][target_col].m_idx;
1652 if (m_idx == caster_ptr->riding) break;
1653 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1654 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1655 m_ptr = &floor_ptr->m_list[m_idx];
1656 monster_desc(caster_ptr, m_name, m_ptr, 0);
1657 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1658 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
1659 ty = target_row, tx = target_col;
1660 for (i = 1; i < path_n; i++)
1662 POSITION ny = GRID_Y(path_g[i]);
1663 POSITION nx = GRID_X(path_g[i]);
1664 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
1666 if (in_bounds(floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
1667 !(g_ptr->info & CAVE_OBJECT) &&
1668 !pattern_tile(floor_ptr, ny, nx))
1674 /* Update the old location */
1675 floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1677 /* Update the new location */
1678 floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1680 /* Move the monster */
1684 /* Wake the monster up */
1685 (void)set_monster_csleep(caster_ptr, m_idx, 0);
1687 update_monster(caster_ptr, m_idx, TRUE);
1688 lite_spot(caster_ptr, target_row, target_col);
1689 lite_spot(caster_ptr, ty, tx);
1691 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1692 caster_ptr->update |= (PU_MON_LITE);
1696 /* Auto-Recall if possible and visible */
1697 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
1698 health_track(caster_ptr, m_idx);
1704 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1705 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1708 project_length = -1;
1709 if (!get_aim_dir(caster_ptr, &dir))
1716 (void)teleport_swap(caster_ptr, dir);
1719 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1722 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1723 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1726 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1727 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1728 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1729 teleport_player(caster_ptr, 30, 0L);
1734 int num = damroll(3, 9);
1736 for (k = 0; k < num; k++)
1738 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1739 int attempts = 1000;
1743 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1745 if (!player_bold(caster_ptr, y, x)) break;
1747 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1748 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1753 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1756 msg_print(_("なに?", "Zap?"));
1763 * @brief 特殊技能コマンドのメインルーチン /
1766 void do_cmd_mind(player_type *caster_ptr)
1771 PERCENTAGE minfail = 0;
1772 PLAYER_LEVEL plev = caster_ptr->lev;
1773 int old_csp = caster_ptr->csp;
1776 int use_mind, mana_cost;
1778 bool on_mirror = FALSE;
1780 if (cmd_limit_confused(caster_ptr)) return;
1781 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1784 switch(caster_ptr->pclass)
1786 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1787 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1788 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1789 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1790 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1791 default: use_mind = 0 ;p = "超能力"; break;
1794 switch(caster_ptr->pclass)
1796 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1797 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1798 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1799 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1800 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1801 default: use_mind = 0; break;
1805 spell = mind_powers[use_mind].info[n];
1807 /* Spell failure chance */
1808 chance = spell.fail;
1810 mana_cost = spell.mana_cost;
1811 if (use_mind == MIND_KI)
1813 if (heavy_armor(caster_ptr)) chance += 20;
1814 if (caster_ptr->icky_wield[0]) chance += 20;
1815 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1816 if (caster_ptr->icky_wield[1]) chance += 20;
1817 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1821 for (j = 0; j < P_PTR_KI / 50; j++)
1822 mana_cost += (j+1) * 3 / 2;
1826 /* Verify "dangerous" spells */
1827 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1829 if (mana_cost > caster_ptr->chp)
1831 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1835 else if (mana_cost > caster_ptr->csp)
1838 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1840 if (!over_exert) return;
1843 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1849 /* Reduce failure rate by "effective" level adjustment */
1850 chance -= 3 * (plev - spell.min_lev);
1852 chance += caster_ptr->to_m_chance;
1854 /* Reduce failure rate by INT/WIS adjustment */
1855 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1857 /* Not enough mana to cast */
1858 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1860 chance += 5 * (mana_cost - caster_ptr->csp);
1863 /* Extract the minimum failure rate */
1864 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1866 /* Minimum failure rate */
1867 if (chance < minfail) chance = minfail;
1869 /* Stunning makes spells harder */
1870 if (caster_ptr->stun > 50) chance += 25;
1871 else if (caster_ptr->stun) chance += 15;
1873 if (use_mind == MIND_KI)
1875 if (heavy_armor(caster_ptr)) chance += 5;
1876 if (caster_ptr->icky_wield[0]) chance += 5;
1877 if (caster_ptr->icky_wield[1]) chance += 5;
1881 /* Always a 5 percent chance of working */
1882 if (chance > 95) chance = 95;
1885 if (randint0(100) < chance)
1887 if (flush_failure) flush();
1888 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1892 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1894 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1896 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1900 if (randint1(100) < (chance / 2))
1905 if( use_mind == MIND_MINDCRAFTER ){
1908 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!"));
1909 lose_all_info(caster_ptr);
1913 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..."));
1914 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1918 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1919 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1923 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1928 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);
1930 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1931 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1932 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1935 if( use_mind == MIND_MIRROR_MASTER ){
1938 /* Nothing has happen */
1942 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1943 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1947 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1948 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1953 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);
1955 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1956 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1957 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1969 case MIND_MINDCRAFTER:
1971 cast = cast_mindcrafter_spell(caster_ptr, n);
1975 cast = cast_force_spell(caster_ptr, n);
1977 case MIND_BERSERKER:
1979 cast = cast_berserk_spell(caster_ptr, n);
1981 case MIND_MIRROR_MASTER:
1983 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1984 cast = cast_mirror_spell(caster_ptr, n);
1988 cast = cast_ninja_spell(caster_ptr, n);
1991 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1999 /* teleport from mirror costs small energy */
2000 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
2002 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
2006 take_turn(caster_ptr, 100);
2009 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2011 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2013 caster_ptr->redraw |= (PR_HP);
2016 /* Sufficient mana */
2017 else if (mana_cost <= old_csp)
2020 caster_ptr->csp -= mana_cost;
2023 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
2025 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2028 caster_ptr->csp = 0;
2029 caster_ptr->csp_frac = 0;
2033 /* Over-exert the player */
2036 int oops = mana_cost - old_csp;
2039 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
2040 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
2042 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);
2044 /* Hack -- Bypass free action */
2045 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
2047 /* Damage WIS (possibly permanently) */
2048 if (randint0(100) < 50)
2050 bool perm = (randint0(100) < 25);
2052 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2054 /* Reduce constitution */
2055 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
2058 caster_ptr->redraw |= (PR_MANA);
2059 caster_ptr->window |= (PW_PLAYER);
2060 caster_ptr->window |= (PW_SPELL);
2065 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2068 void do_cmd_mind_browse(player_type *caster_ptr)
2075 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2076 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2077 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2078 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2079 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2080 use_mind = MIND_MIRROR_MASTER;
2086 if (!get_mind_power(caster_ptr, &n, TRUE))
2092 /* Clear lines, position cursor (really should use strlen here) */
2093 Term_erase(12, 21, 255);
2094 Term_erase(12, 20, 255);
2095 Term_erase(12, 19, 255);
2096 Term_erase(12, 18, 255);
2097 Term_erase(12, 17, 255);
2098 Term_erase(12, 16, 255);
2100 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2101 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2103 prt(&temp[j], line, 15);
2108 case MIND_MIRROR_MASTER:
2110 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);