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
20 #include "main/sound-definitions-table.h"
27 #include "spells-summon.h"
29 #include "player-move.h"
30 #include "player-status.h"
31 #include "player-class.h"
32 #include "spells-status.h"
33 #include "cmd-spell.h"
34 #include "spells-floor.h"
37 #include "cmd-basic.h"
38 #include "monster-status.h"
39 #include "player-effects.h"
40 #include "player-damage.h"
41 #include "view-mainwindow.h"
42 #include "targeting.h"
43 #include "realm-song.h"
46 mind_power const mind_powers[5] =
50 /* Level gained, cost, %fail, name */
57 { 11, 7, 30, "念動衝撃弾"},
59 { 15, 12, 60, "サイコメトリー"},
60 { 18, 10, 45, "精神波動"},
61 { 23, 15, 50, "アドレナリン・ドーピング"},
62 { 26, 28, 60, "テレキネシス"},
63 { 28, 10, 40, "サイキック・ドレイン"},
65 { 45,150, 85, "完全な世界"},
74 { 1, 1, 15, "Precognition"},
75 { 2, 1, 20, "Neural Blast"},
76 { 3, 2, 25, "Minor Displacement"},
77 { 7, 6, 35, "Major Displacement"},
78 { 9, 7, 50, "Domination"},
79 { 11, 7, 30, "Pulverise"},
80 { 13, 12, 50, "Character Armour"},
81 { 15, 12, 60, "Psychometry" },
82 { 18, 10, 45, "Mind Wave" },
83 { 23, 15, 50, "Adrenaline Channeling"},
84 { 26, 28, 60, "Telekinesis"},
85 { 28, 10, 40, "Psychic Drain"},
86 { 35, 35, 75, "Psycho-Spear"},
87 { 45,150, 85, "The World"},
102 /* Level gained, cost, %fail, name */
107 { 8, 5, 40, "カメハメ波"},
108 { 10, 7, 45, "対魔法防御"},
110 { 17, 17, 50, "纏闘気"},
113 { 25, 30, 70, "いてつく波動"},
114 { 28, 26, 50, "幻霊召喚"},
115 { 32, 35, 65, "煉獄火炎"},
116 { 38, 42, 75, "超カメハメ波"},
117 { 44, 50, 80, "光速移動"},
126 { 1, 1, 15, "Small Force Ball"},
127 { 3, 3, 30, "Flash Light"},
128 { 5, 6, 35, "Flying Technique"},
129 { 8, 5, 40, "Kamehameha"},
130 { 10, 7, 45, "Magic Resistance"},
131 { 13, 5, 60, "Improve Force"},
132 { 17, 17, 50, "Aura of Force"},
133 { 20, 20, 50, "Shock Power"},
134 { 23, 18, 55, "Large Force Ball"},
135 { 25, 30, 70, "Dispel Magic"},
136 { 28, 26, 50, "Summon Ghost"},
137 { 32, 35, 65, "Exploding Frame"},
138 { 38, 42, 75, "Super Kamehameha"},
139 { 44, 50, 80, "Light Speed"},
154 /* Level gained, cost, %fail, name */
158 { 20, 15, 0, "トラップ粉砕"},
160 { 30, 80, 75, "皆殺し"},
178 { 8, 5, 40, "Detect Atmosphere of Menace"},
179 { 15, 20, 0, "Charge"},
180 { 20, 15, 0, "Smash a Trap"},
181 { 25, 20, 60, "Quake"},
182 { 30, 80, 75, "Massacre"},
206 /* Level gained, cost, %fail, name */
210 { 2, 2, 20, "光のしずく"},
215 { 10, 5, 30, "微塵隠れ"},
216 { 12, 12, 30, "追放の鏡"},
217 { 15, 15, 30, "鏡砕き"},
218 { 19, 13, 30, "催眠鏡"},
219 { 23, 18, 50, "シーカーレイ"},
221 { 25, 20, 40, "鏡の封印"},
222 { 27, 30, 60, "水鏡の盾"},
223 { 29, 30, 60, "スーパーレイ"},
224 { 31, 35, 60, "幻惑の光"},
225 { 33, 50, 80, "鏡の国"},
227 { 36, 30, 80, "鏡抜け"},
228 { 38, 40, 70, "帰還の鏡"},
229 { 40, 50, 55, "影分身"},
230 { 43, 55, 70, "封魔結界"},
231 { 46, 70, 75, "ラフノールの鏡"},
233 { 1, 1, 15, "Mirror of Seeing"},
234 { 1, 2, 40, "Making a Mirror"},
235 { 2, 2, 20, "Drip of Light"},
236 { 3, 2, 20, "Warped Mirror"},
237 { 5, 3, 35, "Mirror of Light"},
238 { 6, 5, 35, "Mirror of Wandering"},
240 { 10, 5, 30, "Robe of Dust"},
241 { 12, 12, 30, "Banishing Mirror"},
242 { 15, 15, 30, "Mirror Clashing"},
243 { 19, 13, 30, "Mirror Sleeping"},
244 { 23, 18, 50, "Seeker Ray"},
246 { 25, 20, 40, "Seal of Mirror"},
247 { 27, 30, 60, "Shield of Water"},
248 { 29, 30, 60, "Super Ray"},
249 { 31, 35, 60, "Illusion Light"},
250 { 33, 50, 80, "Mirror Shift"},
252 { 36, 30, 80, "Mirror Tunnel"},
253 { 38, 40, 70, "Mirror of Recall"},
254 { 40, 50, 55, "Multi-Shadow"},
255 { 43, 55, 70, "Binding Field"},
256 { 46, 70, 75, "Mirror of Ruffnor"},
264 /* Level gained, cost, %fail, name */
271 { 8, 10, 35, "一撃離脱"},
272 { 10, 10, 40, "金縛り"},
273 { 12, 12, 70, "古の口伝"},
277 { 20, 5, 50, "八方手裏剣"},
281 { 30, 30, 70, "爆発の紋章"},
283 { 34, 35, 50, "霧隠れ"},
284 { 38, 40, 60, "煉獄火炎"},
288 { 1, 1, 20, "Create Darkness"},
289 { 2, 2, 25, "Detect Near"},
290 { 3, 3, 25, "Hide in Leafs"},
291 { 5, 3, 30, "Kawarimi"},
292 { 7, 8, 35, "Absconding"},
293 { 8, 10, 35, "Hit and Away"},
294 { 10, 10, 40, "Bind Monster"},
295 { 12, 12, 70, "Ancient Knowledge"},
296 { 15, 10, 50, "Floating"},
297 { 17, 12, 45, "Hide in Flame"},
298 { 18, 20, 40, "Nyusin"},
299 { 20, 5, 50, "Syuriken Spreading"},
300 { 22, 15, 55, "Chain Hook"},
301 { 25, 32, 60, "Smoke Ball"},
302 { 28, 32, 60, "Swap Position"},
303 { 30, 30, 70, "Glyph of Explosion"},
304 { 32, 40, 40, "Hide in Mud"},
305 { 34, 35, 50, "Hide in Mist"},
306 { 38, 40, 60, "Rengoku-Kaen"},
307 { 41, 50, 55, "Bunshin"},
316 static concptr const mind_tips[5][MAX_MIND_POWERS] =
320 "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。",
324 "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。",
326 "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。",
327 "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。",
328 "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。",
329 "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。",
331 "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。",
332 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
333 "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。",
344 "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。",
347 "一定時間、魔法防御能力を上昇させる。",
348 "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。",
349 "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。",
350 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
352 "モンスター1体にかかった魔法を解除する。",
354 "自分を中心とした超巨大な炎の球を発生させる。",
355 "射程の長い、強力な気のビームを放つ。",
356 "しばらくの間、非常に速く動くことができる。",
366 "近くの思考することができるモンスターを感知する。",
368 "トラップにかかるが、そのトラップを破壊する。",
369 "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。",
389 "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。",
391 "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。",
393 "自分の周囲や、 自分のいる部屋全体を明るくする。",
395 "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。",
396 "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。",
398 "全ての鏡の周りに眠りの球を発生させる。",
399 "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。",
401 "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。",
402 "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。",
403 "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。",
404 "フロアを作り変える。鏡の上でしか使えない。",
405 "短距離内の指定した場所にテレポートする。",
406 "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。",
407 "全ての攻撃が、1/2の確率で無効になる。",
408 "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。",
409 "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。",
413 "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。",
415 "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。",
418 "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。",
421 "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。",
423 "ランダムな方向に8回くさびを投げる。",
427 "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。",
428 "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。",
429 "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。",
430 "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。",
431 "全ての攻撃が、1/2の確率で無効になる。",
436 "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.",
437 "Fires a beam or ball which inflicts PSI damage.",
438 "Teleports you a short distance.",
439 "Teleports you a long distance.",
440 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
441 "Fires a ball which hurts monsters with telekinesis.",
442 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
443 "Gives feeling of an item. Or identifies an item at level 25.",
444 "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.",
445 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
446 "Pulls a distant item close to you.",
447 "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.",
448 "Fires a beam of pure energy which penetrates invulnerability barriers.",
449 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
459 "Fires a very small energy ball.",
460 "Lights up nearby area and the inside of a room permanently.",
461 "Gives levitation a while.",
462 "Fires a short energy beam.",
463 "Gives magic resistance for a while.",
464 "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.",
465 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
466 "Damages an adjacent monster and blows it away.",
467 "Fires a large energy ball.",
468 "Dispels all magics which are affecting a monster.",
470 "Generates a huge ball of flame centered on you.",
471 "Fires a long, powerful energy beam.",
472 "Gives extremely fast speed.",
482 "Detects all monsters except the mindless in your vicinity.",
483 "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.",
484 "Sets off a trap, then destroys that trap.",
485 "Shakes dungeon structure, and results in random swapping of floors and walls.",
486 "Attacks all adjacent monsters.",
505 "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.",
506 "Makes a mirror under you.",
507 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
508 "Teleports you a short distance.",
509 "Lights up nearby area and the inside of a room permanently.",
510 "Teleports you a long distance.",
511 "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.",
512 "Teleports all monsters on the line away unless resisted.",
513 "Fires a ball of shards.",
514 "Causes any mirror to lull to sleep monsters close to the mirror.",
515 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
516 "Eliminates a monster on a mirror from current dungeon level.",
517 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
518 "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.",
519 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
520 "Recreates current dungeon level. Can only be used on a mirror.",
521 "Teleports you to a given location.",
522 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
523 "Completely protects you from any attacks at one in two chance.",
524 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
525 "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.",
529 "Darkens nearby area and inside of a room.",
530 "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.",
531 "Teleports you a short distance.",
532 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
533 "Teleports you a long distance.",
534 "Attacks an adjacent monster and teleports you away immediately after the attack.",
535 "Attempts to freeze a monster.",
536 "Identifies an item.",
537 "Gives levitation for a while.",
538 "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.",
539 "Steps close to a monster and attacks at a time.",
540 "Shoots 8 iron Spikes in 8 random directions.",
541 "Teleports a monster to a place adjacent to you.",
542 "Releases a confusion ball which doesn't inflict any damage.",
543 "Causes you and a targeted monster to exchange positions.",
544 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
545 "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.",
546 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
547 "Fires some number of beams of fire, nether or plasma in random directions.",
548 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
555 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
556 * @param p 情報を返す文字列参照ポインタ
557 * @param use_mind 職業毎の特殊技能ID
558 * @param power モンスター魔法のID
561 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
563 PLAYER_LEVEL plev = caster_ptr->lev;
569 case MIND_MINDCRAFTER:
573 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
574 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
575 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
577 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
578 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
580 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
581 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
583 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
585 case 10: sprintf(p, " max wgt %d", plev * 15); break;
587 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
588 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
589 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
594 int boost = P_PTR_KI;
596 if (heavy_armor(caster_ptr)) boost /= 2;
600 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
602 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
603 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
604 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
606 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
607 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
608 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
610 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
611 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
612 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
613 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
617 case MIND_MIRROR_MASTER:
623 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
624 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
626 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
627 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
629 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
631 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
633 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
634 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
637 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
639 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
640 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
641 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
651 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
653 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
654 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
657 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
658 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
665 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
666 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
667 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
668 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
676 * @brief 使用可能な特殊技能を選択する /
677 * Allow user to choose a mindcrafter power.
678 * @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
679 * @param only_browse 一覧を見るだけの場合TRUEを返す
680 * @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。
682 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
683 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
684 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
686 * The "prompt" should be "cast", "recite", or "study"\n
687 * The "known" should be TRUE for cast/pray, FALSE for study\n
689 * nb: This function has a (trivial) display bug which will be obvious\n
690 * when you run it. It's probably easy to fix but I haven't tried,\n
693 static bool_hack get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
699 PERCENTAGE minfail = 0;
700 PLAYER_LEVEL plev = caster_ptr->lev;
701 PERCENTAGE chance = 0;
709 const mind_power *mind_ptr;
712 int menu_line = (use_menu ? 1 : 0);
714 switch (caster_ptr->pclass)
716 case CLASS_MINDCRAFTER:
718 use_mind = MIND_MINDCRAFTER;
719 p = _("超能力", "mindcraft");
722 case CLASS_FORCETRAINER:
725 p = _("練気術", "Force");
728 case CLASS_BERSERKER:
730 use_mind = MIND_BERSERKER;
731 p = _("技", "brutal power");
734 case CLASS_MIRROR_MASTER:
736 use_mind = MIND_MIRROR_MASTER;
737 p = _("鏡魔法", "magic");
742 use_mind = MIND_NINJUTSU;
743 p = _("忍術", "ninjutsu");
749 p = _("超能力", "mindcraft");
753 mind_ptr = &mind_powers[use_mind];
755 /* Assume cancelled */
758 /* Get the spell, if available */
760 if (repeat_pull(&code))
762 *sn = (SPELL_IDX)code;
763 /* Hack -- If requested INVEN_FORCE(1111), pull again */
764 if (*sn == INVEN_FORCE) repeat_pull(&code);
765 *sn = (SPELL_IDX)code;
767 /* Verify the spell */
768 if (mind_ptr->info[*sn].min_lev <= plev)
778 for (i = 0; i < MAX_MIND_POWERS; i++)
780 if (mind_ptr->info[i].min_lev <= plev)
786 /* Build a prompt (accept all spells) */
789 (void)strnfmt(out_val, 78,
790 _("(%^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? "),
791 p, I2A(0), I2A(num - 1), p);
795 (void)strnfmt(out_val, 78,
796 _("(%^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? "),
797 p, I2A(0), I2A(num - 1), p);
800 if (use_menu && !only_browse) screen_save();
802 choice = (always_show_list || use_menu) ? ESCAPE : 1;
806 if(choice==ESCAPE) choice = ' ';
807 else if( !get_com(out_val, &choice, TRUE) )break;
809 if (use_menu && choice != ' ')
815 if (!only_browse) screen_load();
823 menu_line += (num - 1);
845 if (menu_line > num) menu_line -= num;
848 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
851 if (!redraw || use_menu)
856 if (!only_browse && !use_menu) screen_save();
858 /* Display a list of spells */
860 put_str(_("名前", "Name"), y, x + 5);
862 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
863 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
865 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
866 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
868 /* Dump the spells */
869 for (i = 0; i < MAX_MIND_POWERS; i++)
873 /* Access the spell */
874 spell = mind_ptr->info[i];
876 if (spell.min_lev > plev) break;
880 mana_cost = spell.mana_cost;
884 /* Reduce failure rate by "effective" level adjustment */
885 chance -= 3 * (plev - spell.min_lev);
887 /* Reduce failure rate by INT/WIS adjustment */
888 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
890 if (use_mind == MIND_KI)
892 if (heavy_armor(caster_ptr)) chance += 20;
893 if (caster_ptr->icky_wield[0]) chance += 20;
894 else if (has_weapon[0]) chance += 10;
895 if (caster_ptr->icky_wield[1]) chance += 20;
896 else if (has_weapon[1]) chance += 10;
900 for (j = 0; j < P_PTR_KI / 50; j++)
901 mana_cost += (j+1) * 3 / 2;
905 /* Not enough mana to cast */
906 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
908 chance += 5 * (mana_cost - caster_ptr->csp);
911 chance += caster_ptr->to_m_chance;
913 /* Extract the minimum failure rate */
914 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
916 /* Minimum failure rate */
917 if (chance < minfail) chance = minfail;
919 /* Stunning makes spells harder */
920 if (caster_ptr->stun > 50) chance += 25;
921 else if (caster_ptr->stun) chance += 15;
923 if (use_mind == MIND_KI)
925 if (heavy_armor(caster_ptr)) chance += 5;
926 if (caster_ptr->icky_wield[0]) chance += 5;
927 if (caster_ptr->icky_wield[1]) chance += 5;
929 /* Always a 5 percent chance of working */
930 if (chance > 95) chance = 95;
934 mindcraft_info(caster_ptr, comment, use_mind, i);
938 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
939 else strcpy(psi_desc, " ");
942 sprintf(psi_desc, " %c) ", I2A(i));
943 /* Dump the spell --(-- */
945 format("%-30s%2d %4d%s %3d%%%s",
946 spell.name, spell.min_lev, mana_cost,
947 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
949 prt(psi_desc, y + i + 1, x);
952 /* Clear the bottom line */
953 prt("", y + i + 1, x);
957 else if (!only_browse)
971 ask = isupper(choice);
974 if (ask) choice = (char)tolower(choice);
976 /* Extract request */
977 i = (islower(choice) ? A2I(choice) : -1);
980 /* Totally Illegal */
981 if ((i < 0) || (i >= num))
987 /* Save the spell index */
988 spell = mind_ptr->info[i];
996 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
998 /* Belay that order */
999 if (!get_check(tmp_val)) continue;
1005 if (redraw && !only_browse) screen_load();
1007 caster_ptr->window |= (PW_SPELL);
1008 handle_stuff(caster_ptr);
1010 /* Abort if needed */
1011 if (!flag) return FALSE;
1013 /* Save the choice */
1016 repeat_push((COMMAND_CODE)i);
1024 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1025 * @param spell 発動する特殊技能のID
1026 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1028 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1033 PLAYER_LEVEL plev = caster_ptr->lev;
1038 case 0: /* Precog */
1041 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1042 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1043 wiz_lite(caster_ptr, FALSE);
1046 map_area(caster_ptr, DETECT_RAD_MAP);
1050 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1051 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1053 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1054 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1059 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1062 if ((plev > 24) && (plev < 40))
1063 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1065 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1070 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1072 if (randint1(100) < plev * 2)
1073 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1075 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1078 /* Minor displace */
1079 teleport_player(caster_ptr, 10, 0L);
1082 /* Major displace */
1083 teleport_player(caster_ptr, plev * 5, 0L);
1089 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1091 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1095 charm_monsters(caster_ptr, plev * 2);
1099 /* Fist of Force --- not 'true' TK */
1100 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1102 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1103 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1106 /* Character Armour */
1107 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1108 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1109 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1110 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1111 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1112 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1117 return psychometry(caster_ptr);
1119 return ident_spell(caster_ptr, FALSE);
1122 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!"));
1125 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1126 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1128 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1132 set_afraid(caster_ptr, 0);
1133 set_stun(caster_ptr, 0);
1136 * Only heal when Adrenalin Channeling is not active. We check
1137 * that by checking if the player isn't fast and 'heroed' atm.
1139 if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
1141 hp_player(caster_ptr, plev);
1144 t = 10 + randint1((plev * 3) / 2);
1145 set_hero(caster_ptr, t, FALSE);
1147 (void)set_fast(caster_ptr, t, FALSE);
1151 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1153 fetch(caster_ptr, dir, plev * 15, FALSE);
1158 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1160 b = damroll(plev / 2, 6);
1162 /* This is always a radius-0 ball now */
1163 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1164 caster_ptr->energy_need += randint1(150);
1168 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1170 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1174 time_walk(caster_ptr);
1178 msg_print(_("なに?", "Zap?"));
1186 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1187 * @param spell 発動する特殊技能のID
1188 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1190 static bool cast_force_spell(player_type *caster_ptr, int spell)
1193 PLAYER_LEVEL plev = caster_ptr->lev;
1194 int boost = P_PTR_KI;
1196 if (heavy_armor(caster_ptr)) boost /= 2;
1202 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1203 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1206 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1209 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1212 project_length = plev / 8 + 3;
1213 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1215 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1218 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1221 msg_print(_("気を練った。", "You improved the Force."));
1222 P_PTR_KI += (70 + plev);
1223 caster_ptr->update |= (PU_BONUS);
1224 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1226 msg_print(_("気が暴走した!", "The Force exploded!"));
1227 fire_ball(caster_ptr, GF_MANA, 0, P_PTR_KI / 2, 10);
1228 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1233 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1236 return shock_power(caster_ptr);
1239 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1240 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1246 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1247 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1249 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1250 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1251 dispel_monster_status(caster_ptr, m_idx);
1257 bool success = FALSE;
1259 for (i = 0; i < 1 + boost/100; i++)
1260 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1264 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1268 msg_print(_("何も現れなかった。", "Nothing happen."));
1273 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1276 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1278 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1281 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1284 msg_print(_("なに?", "Zap?"));
1288 caster_ptr->update |= (PU_BONUS);
1295 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1298 static int number_of_mirrors(floor_type *floor_ptr)
1301 for (POSITION x = 0; x < floor_ptr->width; x++) {
1302 for (POSITION y = 0; y < floor_ptr->height; y++) {
1303 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1313 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1314 * @param spell 発動する特殊技能のID
1315 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1317 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1320 PLAYER_LEVEL plev = caster_ptr->lev;
1328 /* mirror of seeing */
1330 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1331 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1332 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1333 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1334 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1335 if (tmp == 0 && plev < 5) {
1336 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1341 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1342 place_mirror(caster_ptr);
1345 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1349 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1350 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1351 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1354 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1359 teleport_player(caster_ptr, 10, 0L);
1361 /* mirror of light */
1363 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1365 /* mirror of wandering */
1367 teleport_player(caster_ptr, plev * 5, 0L);
1371 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1373 /* banishing mirror */
1375 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1376 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1378 /* mirror clashing */
1380 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1381 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1382 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1384 /* mirror sleeping */
1386 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1387 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1388 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1389 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);
1396 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1397 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1399 /* seal of mirror */
1401 seal_of_mirror(caster_ptr, plev * 4 + 100);
1403 /* shield of water */
1405 t = 20 + randint1(20);
1406 set_shield(caster_ptr, t, FALSE);
1407 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1408 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1412 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1413 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1415 /* illusion light */
1417 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1418 slow_monsters(caster_ptr, plev);
1419 stun_monsters(caster_ptr, plev*tmp);
1420 confuse_monsters(caster_ptr, plev*tmp);
1421 turn_monsters(caster_ptr, plev*tmp);
1422 stun_monsters(caster_ptr, plev*tmp);
1423 stasis_monsters(caster_ptr, plev*tmp);
1427 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1428 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1431 reserve_alter_reality(caster_ptr);
1435 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1436 return mirror_tunnel(caster_ptr);
1438 /* mirror of recall */
1440 return recall_player(caster_ptr, randint0(21) + 15);
1443 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1447 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!"));
1449 /* mirror of Ruffnor */
1451 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1454 msg_print(_("なに?", "Zap?"));
1457 caster_ptr->magic_num1[0] = 0;
1464 * do_cmd_cast calls this function if the player's class is 'berserker'.
1465 * @param spell 発動する特殊技能のID
1466 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1468 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1477 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1481 if (caster_ptr->riding)
1483 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1487 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1489 if (dir == 5) return FALSE;
1490 y = caster_ptr->y + ddy[dir];
1491 x = caster_ptr->x + ddx[dir];
1493 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1495 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1499 py_attack(caster_ptr, y, x, 0);
1501 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))
1507 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)
1510 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1516 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1517 y = caster_ptr->y + ddy[dir];
1518 x = caster_ptr->x + ddx[dir];
1519 move_player(caster_ptr, dir, easy_disarm, TRUE);
1523 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1526 massacre(caster_ptr);
1529 msg_print(_("なに?", "Zap?"));
1537 * do_cmd_cast calls this function if the player's class is 'ninja'.
1538 * @param caster_ptr プレーヤーへの参照ポインタ
1539 * @param spell 発動する特殊技能のID
1540 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1542 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1544 POSITION x = 0, y = 0;
1546 PLAYER_LEVEL plev = caster_ptr->lev;
1549 floor_type *floor_ptr = caster_ptr->current_floor_ptr;
1553 (void)unlite_area(caster_ptr, 0, 3);
1558 wiz_lite(caster_ptr, TRUE);
1560 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1563 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1564 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1565 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1569 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1574 teleport_player(caster_ptr, 10, 0L);
1579 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1581 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1582 caster_ptr->special_defense |= NINJA_KAWARIMI;
1583 caster_ptr->redraw |= (PR_STATUS);
1589 teleport_player(caster_ptr, caster_ptr->lev * 5, 0L);
1594 if(!hit_and_away(caster_ptr)) return FALSE;
1599 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1600 (void)stasis_monster(caster_ptr, dir);
1604 return ident_spell(caster_ptr, FALSE);
1606 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1609 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1610 teleport_player(caster_ptr, 30, 0L);
1611 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1614 return rush_attack(caster_ptr, NULL);
1618 for (i = 0; i < 8; i++)
1622 for (slot = 0; slot < INVEN_PACK; slot++)
1624 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1626 if (slot == INVEN_PACK)
1628 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1629 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1633 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1634 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1636 take_turn(caster_ptr, 100);
1642 monster_type *m_ptr;
1644 GAME_TEXT m_name[MAX_NLEN];
1650 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1651 m_idx = floor_ptr->grid_array[target_row][target_col].m_idx;
1653 if (m_idx == caster_ptr->riding) break;
1654 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1655 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1656 m_ptr = &floor_ptr->m_list[m_idx];
1657 monster_desc(caster_ptr, m_name, m_ptr, 0);
1658 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1659 path_n = project_path(caster_ptr, path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
1660 ty = target_row, tx = target_col;
1661 for (i = 1; i < path_n; i++)
1663 POSITION ny = GRID_Y(path_g[i]);
1664 POSITION nx = GRID_X(path_g[i]);
1665 grid_type *g_ptr = &floor_ptr->grid_array[ny][nx];
1667 if (in_bounds(floor_ptr, ny, nx) && is_cave_empty_bold(caster_ptr, ny, nx) &&
1668 !(g_ptr->info & CAVE_OBJECT) &&
1669 !pattern_tile(floor_ptr, ny, nx))
1675 /* Update the old location */
1676 floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1678 /* Update the new location */
1679 floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1681 /* Move the monster */
1685 /* Wake the monster up */
1686 (void)set_monster_csleep(caster_ptr, m_idx, 0);
1688 update_monster(caster_ptr, m_idx, TRUE);
1689 lite_spot(caster_ptr, target_row, target_col);
1690 lite_spot(caster_ptr, ty, tx);
1692 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1693 caster_ptr->update |= (PU_MON_LITE);
1697 /* Auto-Recall if possible and visible */
1698 if (!caster_ptr->image) monster_race_track(caster_ptr, m_ptr->ap_r_idx);
1699 health_track(caster_ptr, m_idx);
1705 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1706 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1709 project_length = -1;
1710 if (!get_aim_dir(caster_ptr, &dir))
1717 (void)teleport_swap(caster_ptr, dir);
1720 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1723 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1724 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1727 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1728 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1729 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1730 teleport_player(caster_ptr, 30, 0L);
1735 int num = damroll(3, 9);
1737 for (k = 0; k < num; k++)
1739 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1740 int attempts = 1000;
1744 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1746 if (!player_bold(caster_ptr, y, x)) break;
1748 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1749 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1754 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1757 msg_print(_("なに?", "Zap?"));
1764 * @brief 特殊技能コマンドのメインルーチン /
1767 void do_cmd_mind(player_type *caster_ptr)
1772 PERCENTAGE minfail = 0;
1773 PLAYER_LEVEL plev = caster_ptr->lev;
1774 int old_csp = caster_ptr->csp;
1777 int use_mind, mana_cost;
1779 bool on_mirror = FALSE;
1781 if (cmd_limit_confused(caster_ptr)) return;
1782 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1785 switch(caster_ptr->pclass)
1787 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1788 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1789 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1790 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1791 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1792 default: use_mind = 0 ;p = "超能力"; break;
1795 switch(caster_ptr->pclass)
1797 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1798 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1799 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1800 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1801 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1802 default: use_mind = 0; break;
1806 spell = mind_powers[use_mind].info[n];
1808 /* Spell failure chance */
1809 chance = spell.fail;
1811 mana_cost = spell.mana_cost;
1812 if (use_mind == MIND_KI)
1814 if (heavy_armor(caster_ptr)) chance += 20;
1815 if (caster_ptr->icky_wield[0]) chance += 20;
1816 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1817 if (caster_ptr->icky_wield[1]) chance += 20;
1818 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1822 for (j = 0; j < P_PTR_KI / 50; j++)
1823 mana_cost += (j+1) * 3 / 2;
1827 /* Verify "dangerous" spells */
1828 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1830 if (mana_cost > caster_ptr->chp)
1832 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1836 else if (mana_cost > caster_ptr->csp)
1839 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1841 if (!over_exert) return;
1844 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1850 /* Reduce failure rate by "effective" level adjustment */
1851 chance -= 3 * (plev - spell.min_lev);
1853 chance += caster_ptr->to_m_chance;
1855 /* Reduce failure rate by INT/WIS adjustment */
1856 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1858 /* Not enough mana to cast */
1859 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1861 chance += 5 * (mana_cost - caster_ptr->csp);
1864 /* Extract the minimum failure rate */
1865 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1867 /* Minimum failure rate */
1868 if (chance < minfail) chance = minfail;
1870 /* Stunning makes spells harder */
1871 if (caster_ptr->stun > 50) chance += 25;
1872 else if (caster_ptr->stun) chance += 15;
1874 if (use_mind == MIND_KI)
1876 if (heavy_armor(caster_ptr)) chance += 5;
1877 if (caster_ptr->icky_wield[0]) chance += 5;
1878 if (caster_ptr->icky_wield[1]) chance += 5;
1882 /* Always a 5 percent chance of working */
1883 if (chance > 95) chance = 95;
1886 if (randint0(100) < chance)
1888 if (flush_failure) flush();
1889 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1893 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1895 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1897 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1901 if (randint1(100) < (chance / 2))
1906 if( use_mind == MIND_MINDCRAFTER ){
1909 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!"));
1910 lose_all_info(caster_ptr);
1914 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..."));
1915 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1919 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1920 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1924 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1929 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);
1931 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1932 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1933 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1936 if( use_mind == MIND_MIRROR_MASTER ){
1939 /* Nothing has happen */
1943 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1944 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1948 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1949 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1954 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);
1956 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1957 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1958 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1970 case MIND_MINDCRAFTER:
1972 cast = cast_mindcrafter_spell(caster_ptr, n);
1976 cast = cast_force_spell(caster_ptr, n);
1978 case MIND_BERSERKER:
1980 cast = cast_berserk_spell(caster_ptr, n);
1982 case MIND_MIRROR_MASTER:
1984 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1985 cast = cast_mirror_spell(caster_ptr, n);
1989 cast = cast_ninja_spell(caster_ptr, n);
1992 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
2000 /* teleport from mirror costs small energy */
2001 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
2003 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
2007 take_turn(caster_ptr, 100);
2010 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2012 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2014 caster_ptr->redraw |= (PR_HP);
2017 /* Sufficient mana */
2018 else if (mana_cost <= old_csp)
2021 caster_ptr->csp -= mana_cost;
2024 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
2026 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2029 caster_ptr->csp = 0;
2030 caster_ptr->csp_frac = 0;
2034 /* Over-exert the player */
2037 int oops = mana_cost - old_csp;
2040 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
2041 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
2043 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);
2045 /* Hack -- Bypass free action */
2046 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
2048 /* Damage WIS (possibly permanently) */
2049 if (randint0(100) < 50)
2051 bool perm = (randint0(100) < 25);
2053 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2055 /* Reduce constitution */
2056 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
2059 caster_ptr->redraw |= (PR_MANA);
2060 caster_ptr->window |= (PW_PLAYER);
2061 caster_ptr->window |= (PW_SPELL);
2066 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2069 void do_cmd_mind_browse(player_type *caster_ptr)
2076 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2077 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2078 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2079 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2080 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2081 use_mind = MIND_MIRROR_MASTER;
2087 if (!get_mind_power(caster_ptr, &n, TRUE))
2093 /* Clear lines, position cursor (really should use strlen here) */
2094 Term_erase(12, 21, 255);
2095 Term_erase(12, 20, 255);
2096 Term_erase(12, 19, 255);
2097 Term_erase(12, 18, 255);
2098 Term_erase(12, 17, 255);
2099 Term_erase(12, 16, 255);
2101 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2102 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2104 prt(&temp[j], line, 15);
2109 case MIND_MIRROR_MASTER:
2111 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);