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
18 #include "core/stuff-handler.h"
20 #include "main/sound-definitions-table.h"
24 #include "effect/effect-characteristics.h"
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/display-main-window.h"
41 #include "targeting.h"
42 #include "realm/realm-song.h"
43 #include "effect/spells-effect-util.h"
44 #include "spell/spells-type.h"
45 #include "spell/process-effect.h"
46 #include "spell/spells2.h"
49 mind_power const mind_powers[5] =
53 /* Level gained, cost, %fail, name */
60 { 11, 7, 30, "念動衝撃弾"},
62 { 15, 12, 60, "サイコメトリー"},
63 { 18, 10, 45, "精神波動"},
64 { 23, 15, 50, "アドレナリン・ドーピング"},
65 { 26, 28, 60, "テレキネシス"},
66 { 28, 10, 40, "サイキック・ドレイン"},
68 { 45,150, 85, "完全な世界"},
77 { 1, 1, 15, "Precognition"},
78 { 2, 1, 20, "Neural Blast"},
79 { 3, 2, 25, "Minor Displacement"},
80 { 7, 6, 35, "Major Displacement"},
81 { 9, 7, 50, "Domination"},
82 { 11, 7, 30, "Pulverise"},
83 { 13, 12, 50, "Character Armour"},
84 { 15, 12, 60, "Psychometry" },
85 { 18, 10, 45, "Mind Wave" },
86 { 23, 15, 50, "Adrenaline Channeling"},
87 { 26, 28, 60, "Telekinesis"},
88 { 28, 10, 40, "Psychic Drain"},
89 { 35, 35, 75, "Psycho-Spear"},
90 { 45,150, 85, "The World"},
105 /* Level gained, cost, %fail, name */
110 { 8, 5, 40, "カメハメ波"},
111 { 10, 7, 45, "対魔法防御"},
113 { 17, 17, 50, "纏闘気"},
116 { 25, 30, 70, "いてつく波動"},
117 { 28, 26, 50, "幻霊召喚"},
118 { 32, 35, 65, "煉獄火炎"},
119 { 38, 42, 75, "超カメハメ波"},
120 { 44, 50, 80, "光速移動"},
129 { 1, 1, 15, "Small Force Ball"},
130 { 3, 3, 30, "Flash Light"},
131 { 5, 6, 35, "Flying Technique"},
132 { 8, 5, 40, "Kamehameha"},
133 { 10, 7, 45, "Magic Resistance"},
134 { 13, 5, 60, "Improve Force"},
135 { 17, 17, 50, "Aura of Force"},
136 { 20, 20, 50, "Shock Power"},
137 { 23, 18, 55, "Large Force Ball"},
138 { 25, 30, 70, "Dispel Magic"},
139 { 28, 26, 50, "Summon Ghost"},
140 { 32, 35, 65, "Exploding Frame"},
141 { 38, 42, 75, "Super Kamehameha"},
142 { 44, 50, 80, "Light Speed"},
157 /* Level gained, cost, %fail, name */
161 { 20, 15, 0, "トラップ粉砕"},
163 { 30, 80, 75, "皆殺し"},
181 { 8, 5, 40, "Detect Atmosphere of Menace"},
182 { 15, 20, 0, "Charge"},
183 { 20, 15, 0, "Smash a Trap"},
184 { 25, 20, 60, "Quake"},
185 { 30, 80, 75, "Massacre"},
209 /* Level gained, cost, %fail, name */
213 { 2, 2, 20, "光のしずく"},
218 { 10, 5, 30, "微塵隠れ"},
219 { 12, 12, 30, "追放の鏡"},
220 { 15, 15, 30, "鏡砕き"},
221 { 19, 13, 30, "催眠鏡"},
222 { 23, 18, 50, "シーカーレイ"},
224 { 25, 20, 40, "鏡の封印"},
225 { 27, 30, 60, "水鏡の盾"},
226 { 29, 30, 60, "スーパーレイ"},
227 { 31, 35, 60, "幻惑の光"},
228 { 33, 50, 80, "鏡の国"},
230 { 36, 30, 80, "鏡抜け"},
231 { 38, 40, 70, "帰還の鏡"},
232 { 40, 50, 55, "影分身"},
233 { 43, 55, 70, "封魔結界"},
234 { 46, 70, 75, "ラフノールの鏡"},
236 { 1, 1, 15, "Mirror of Seeing"},
237 { 1, 2, 40, "Making a Mirror"},
238 { 2, 2, 20, "Drip of Light"},
239 { 3, 2, 20, "Warped Mirror"},
240 { 5, 3, 35, "Mirror of Light"},
241 { 6, 5, 35, "Mirror of Wandering"},
243 { 10, 5, 30, "Robe of Dust"},
244 { 12, 12, 30, "Banishing Mirror"},
245 { 15, 15, 30, "Mirror Clashing"},
246 { 19, 13, 30, "Mirror Sleeping"},
247 { 23, 18, 50, "Seeker Ray"},
249 { 25, 20, 40, "Seal of Mirror"},
250 { 27, 30, 60, "Shield of Water"},
251 { 29, 30, 60, "Super Ray"},
252 { 31, 35, 60, "Illusion Light"},
253 { 33, 50, 80, "Mirror Shift"},
255 { 36, 30, 80, "Mirror Tunnel"},
256 { 38, 40, 70, "Mirror of Recall"},
257 { 40, 50, 55, "Multi-Shadow"},
258 { 43, 55, 70, "Binding Field"},
259 { 46, 70, 75, "Mirror of Ruffnor"},
267 /* Level gained, cost, %fail, name */
274 { 8, 10, 35, "一撃離脱"},
275 { 10, 10, 40, "金縛り"},
276 { 12, 12, 70, "古の口伝"},
280 { 20, 5, 50, "八方手裏剣"},
284 { 30, 30, 70, "爆発の紋章"},
286 { 34, 35, 50, "霧隠れ"},
287 { 38, 40, 60, "煉獄火炎"},
291 { 1, 1, 20, "Create Darkness"},
292 { 2, 2, 25, "Detect Near"},
293 { 3, 3, 25, "Hide in Leafs"},
294 { 5, 3, 30, "Kawarimi"},
295 { 7, 8, 35, "Absconding"},
296 { 8, 10, 35, "Hit and Away"},
297 { 10, 10, 40, "Bind Monster"},
298 { 12, 12, 70, "Ancient Knowledge"},
299 { 15, 10, 50, "Floating"},
300 { 17, 12, 45, "Hide in Flame"},
301 { 18, 20, 40, "Nyusin"},
302 { 20, 5, 50, "Syuriken Spreading"},
303 { 22, 15, 55, "Chain Hook"},
304 { 25, 32, 60, "Smoke Ball"},
305 { 28, 32, 60, "Swap Position"},
306 { 30, 30, 70, "Glyph of Explosion"},
307 { 32, 40, 40, "Hide in Mud"},
308 { 34, 35, 50, "Hide in Mist"},
309 { 38, 40, 60, "Rengoku-Kaen"},
310 { 41, 50, 55, "Bunshin"},
319 static concptr const mind_tips[5][MAX_MIND_POWERS] =
323 "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。",
327 "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。",
329 "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。",
330 "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。",
331 "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。",
332 "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。",
334 "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。",
335 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
336 "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。",
347 "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。",
350 "一定時間、魔法防御能力を上昇させる。",
351 "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。",
352 "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。",
353 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
355 "モンスター1体にかかった魔法を解除する。",
357 "自分を中心とした超巨大な炎の球を発生させる。",
358 "射程の長い、強力な気のビームを放つ。",
359 "しばらくの間、非常に速く動くことができる。",
369 "近くの思考することができるモンスターを感知する。",
371 "トラップにかかるが、そのトラップを破壊する。",
372 "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。",
392 "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。",
394 "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。",
396 "自分の周囲や、 自分のいる部屋全体を明るくする。",
398 "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。",
399 "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。",
401 "全ての鏡の周りに眠りの球を発生させる。",
402 "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。",
404 "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。",
405 "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。",
406 "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。",
407 "フロアを作り変える。鏡の上でしか使えない。",
408 "短距離内の指定した場所にテレポートする。",
409 "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。",
410 "全ての攻撃が、1/2の確率で無効になる。",
411 "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。",
412 "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。",
416 "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。",
418 "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。",
421 "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。",
424 "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。",
426 "ランダムな方向に8回くさびを投げる。",
430 "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。",
431 "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。",
432 "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。",
433 "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。",
434 "全ての攻撃が、1/2の確率で無効になる。",
439 "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.",
440 "Fires a beam or ball which inflicts PSI damage.",
441 "Teleports you a short distance.",
442 "Teleports you a long distance.",
443 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
444 "Fires a ball which hurts monsters with telekinesis.",
445 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
446 "Gives feeling of an item. Or identifies an item at level 25.",
447 "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.",
448 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
449 "Pulls a distant item close to you.",
450 "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.",
451 "Fires a beam of pure energy which penetrates invulnerability barriers.",
452 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
462 "Fires a very small energy ball.",
463 "Lights up nearby area and the inside of a room permanently.",
464 "Gives levitation a while.",
465 "Fires a short energy beam.",
466 "Gives magic resistance for a while.",
467 "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.",
468 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
469 "Damages an adjacent monster and blows it away.",
470 "Fires a large energy ball.",
471 "Dispels all magics which are affecting a monster.",
473 "Generates a huge ball of flame centered on you.",
474 "Fires a long, powerful energy beam.",
475 "Gives extremely fast speed.",
485 "Detects all monsters except the mindless in your vicinity.",
486 "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.",
487 "Sets off a trap, then destroys that trap.",
488 "Shakes dungeon structure, and results in random swapping of floors and walls.",
489 "Attacks all adjacent monsters.",
508 "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.",
509 "Makes a mirror under you.",
510 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
511 "Teleports you a short distance.",
512 "Lights up nearby area and the inside of a room permanently.",
513 "Teleports you a long distance.",
514 "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.",
515 "Teleports all monsters on the line away unless resisted.",
516 "Fires a ball of shards.",
517 "Causes any mirror to lull to sleep monsters close to the mirror.",
518 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
519 "Eliminates a monster on a mirror from current dungeon level.",
520 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
521 "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.",
522 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
523 "Recreates current dungeon level. Can only be used on a mirror.",
524 "Teleports you to a given location.",
525 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
526 "Completely protects you from any attacks at one in two chance.",
527 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
528 "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.",
532 "Darkens nearby area and inside of a room.",
533 "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.",
534 "Teleports you a short distance.",
535 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
536 "Teleports you a long distance.",
537 "Attacks an adjacent monster and teleports you away immediately after the attack.",
538 "Attempts to freeze a monster.",
539 "Identifies an item.",
540 "Gives levitation for a while.",
541 "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.",
542 "Steps close to a monster and attacks at a time.",
543 "Shoots 8 iron Spikes in 8 random directions.",
544 "Teleports a monster to a place adjacent to you.",
545 "Releases a confusion ball which doesn't inflict any damage.",
546 "Causes you and a targeted monster to exchange positions.",
547 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
548 "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.",
549 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
550 "Fires some number of beams of fire, nether or plasma in random directions.",
551 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
558 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
559 * @param p 情報を返す文字列参照ポインタ
560 * @param use_mind 職業毎の特殊技能ID
561 * @param power モンスター魔法のID
564 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
566 PLAYER_LEVEL plev = caster_ptr->lev;
572 case MIND_MINDCRAFTER:
576 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
577 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
578 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
580 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
581 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
583 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
584 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
586 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
588 case 10: sprintf(p, " max wgt %d", plev * 15); break;
590 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
591 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
592 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
597 int boost = P_PTR_KI;
599 if (heavy_armor(caster_ptr)) boost /= 2;
603 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
605 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
606 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
607 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
609 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
610 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
611 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
613 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
614 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
615 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
616 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
620 case MIND_MIRROR_MASTER:
626 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
627 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
629 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
630 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
632 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
634 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
636 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
637 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
640 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
642 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
643 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
644 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
654 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
656 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
657 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
660 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
661 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
668 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
669 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
670 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
671 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
679 * @brief 使用可能な特殊技能を選択する /
680 * Allow user to choose a mindcrafter power.
681 * @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
682 * @param only_browse 一覧を見るだけの場合TRUEを返す
683 * @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。
685 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
686 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
687 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
689 * The "prompt" should be "cast", "recite", or "study"\n
690 * The "known" should be TRUE for cast/pray, FALSE for study\n
692 * nb: This function has a (trivial) display bug which will be obvious\n
693 * when you run it. It's probably easy to fix but I haven't tried,\n
696 static bool_hack get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
702 PERCENTAGE minfail = 0;
703 PLAYER_LEVEL plev = caster_ptr->lev;
704 PERCENTAGE chance = 0;
712 const mind_power *mind_ptr;
715 int menu_line = (use_menu ? 1 : 0);
717 switch (caster_ptr->pclass)
719 case CLASS_MINDCRAFTER:
721 use_mind = MIND_MINDCRAFTER;
722 p = _("超能力", "mindcraft");
725 case CLASS_FORCETRAINER:
728 p = _("練気術", "Force");
731 case CLASS_BERSERKER:
733 use_mind = MIND_BERSERKER;
734 p = _("技", "brutal power");
737 case CLASS_MIRROR_MASTER:
739 use_mind = MIND_MIRROR_MASTER;
740 p = _("鏡魔法", "magic");
745 use_mind = MIND_NINJUTSU;
746 p = _("忍術", "ninjutsu");
752 p = _("超能力", "mindcraft");
756 mind_ptr = &mind_powers[use_mind];
758 /* Assume cancelled */
761 /* Get the spell, if available */
763 if (repeat_pull(&code))
765 *sn = (SPELL_IDX)code;
766 /* Hack -- If requested INVEN_FORCE(1111), pull again */
767 if (*sn == INVEN_FORCE) repeat_pull(&code);
768 *sn = (SPELL_IDX)code;
770 /* Verify the spell */
771 if (mind_ptr->info[*sn].min_lev <= plev)
781 for (i = 0; i < MAX_MIND_POWERS; i++)
783 if (mind_ptr->info[i].min_lev <= plev)
789 /* Build a prompt (accept all spells) */
792 (void)strnfmt(out_val, 78,
793 _("(%^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? "),
794 p, I2A(0), I2A(num - 1), p);
798 (void)strnfmt(out_val, 78,
799 _("(%^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? "),
800 p, I2A(0), I2A(num - 1), p);
803 if (use_menu && !only_browse) screen_save();
805 choice = (always_show_list || use_menu) ? ESCAPE : 1;
809 if(choice==ESCAPE) choice = ' ';
810 else if( !get_com(out_val, &choice, TRUE) )break;
812 if (use_menu && choice != ' ')
818 if (!only_browse) screen_load();
826 menu_line += (num - 1);
848 if (menu_line > num) menu_line -= num;
851 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
854 if (!redraw || use_menu)
859 if (!only_browse && !use_menu) screen_save();
861 /* Display a list of spells */
863 put_str(_("名前", "Name"), y, x + 5);
865 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
866 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
868 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
869 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
871 /* Dump the spells */
872 for (i = 0; i < MAX_MIND_POWERS; i++)
876 /* Access the spell */
877 spell = mind_ptr->info[i];
879 if (spell.min_lev > plev) break;
883 mana_cost = spell.mana_cost;
887 /* Reduce failure rate by "effective" level adjustment */
888 chance -= 3 * (plev - spell.min_lev);
890 /* Reduce failure rate by INT/WIS adjustment */
891 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
893 if (use_mind == MIND_KI)
895 if (heavy_armor(caster_ptr)) chance += 20;
896 if (caster_ptr->icky_wield[0]) chance += 20;
897 else if (has_weapon[0]) chance += 10;
898 if (caster_ptr->icky_wield[1]) chance += 20;
899 else if (has_weapon[1]) chance += 10;
903 for (j = 0; j < P_PTR_KI / 50; j++)
904 mana_cost += (j+1) * 3 / 2;
908 /* Not enough mana to cast */
909 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
911 chance += 5 * (mana_cost - caster_ptr->csp);
914 chance += caster_ptr->to_m_chance;
916 /* Extract the minimum failure rate */
917 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
919 /* Minimum failure rate */
920 if (chance < minfail) chance = minfail;
922 /* Stunning makes spells harder */
923 if (caster_ptr->stun > 50) chance += 25;
924 else if (caster_ptr->stun) chance += 15;
926 if (use_mind == MIND_KI)
928 if (heavy_armor(caster_ptr)) chance += 5;
929 if (caster_ptr->icky_wield[0]) chance += 5;
930 if (caster_ptr->icky_wield[1]) chance += 5;
932 /* Always a 5 percent chance of working */
933 if (chance > 95) chance = 95;
937 mindcraft_info(caster_ptr, comment, use_mind, i);
941 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
942 else strcpy(psi_desc, " ");
945 sprintf(psi_desc, " %c) ", I2A(i));
946 /* Dump the spell --(-- */
948 format("%-30s%2d %4d%s %3d%%%s",
949 spell.name, spell.min_lev, mana_cost,
950 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
952 prt(psi_desc, y + i + 1, x);
955 /* Clear the bottom line */
956 prt("", y + i + 1, x);
960 else if (!only_browse)
974 ask = isupper(choice);
977 if (ask) choice = (char)tolower(choice);
979 /* Extract request */
980 i = (islower(choice) ? A2I(choice) : -1);
983 /* Totally Illegal */
984 if ((i < 0) || (i >= num))
990 /* Save the spell index */
991 spell = mind_ptr->info[i];
999 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1001 /* Belay that order */
1002 if (!get_check(tmp_val)) continue;
1008 if (redraw && !only_browse) screen_load();
1010 caster_ptr->window |= (PW_SPELL);
1011 handle_stuff(caster_ptr);
1013 /* Abort if needed */
1014 if (!flag) return FALSE;
1016 /* Save the choice */
1019 repeat_push((COMMAND_CODE)i);
1027 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1028 * @param spell 発動する特殊技能のID
1029 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1031 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1036 PLAYER_LEVEL plev = caster_ptr->lev;
1041 case 0: /* Precog */
1044 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1045 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1046 wiz_lite(caster_ptr, FALSE);
1049 map_area(caster_ptr, DETECT_RAD_MAP);
1053 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1054 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1056 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1057 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1062 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1065 if ((plev > 24) && (plev < 40))
1066 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1068 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1073 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1075 if (randint1(100) < plev * 2)
1076 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1078 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1081 /* Minor displace */
1082 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1085 /* Major displace */
1086 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1092 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1094 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1098 charm_monsters(caster_ptr, plev * 2);
1102 /* Fist of Force --- not 'true' TK */
1103 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1105 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1106 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1109 /* Character Armour */
1110 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1111 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1112 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1113 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1114 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1115 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1120 return psychometry(caster_ptr);
1122 return ident_spell(caster_ptr, FALSE, 0);
1125 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!"));
1128 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1129 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1131 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1135 set_afraid(caster_ptr, 0);
1136 set_stun(caster_ptr, 0);
1139 * Only heal when Adrenalin Channeling is not active. We check
1140 * that by checking if the player isn't fast and 'heroed' atm.
1142 if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
1144 hp_player(caster_ptr, plev);
1147 t = 10 + randint1((plev * 3) / 2);
1148 set_hero(caster_ptr, t, FALSE);
1150 (void)set_fast(caster_ptr, t, FALSE);
1154 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1156 fetch(caster_ptr, dir, plev * 15, FALSE);
1161 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1163 b = damroll(plev / 2, 6);
1165 /* This is always a radius-0 ball now */
1166 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1167 caster_ptr->energy_need += randint1(150);
1171 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1173 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1177 time_walk(caster_ptr);
1181 msg_print(_("なに?", "Zap?"));
1189 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1190 * @param spell 発動する特殊技能のID
1191 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1193 static bool cast_force_spell(player_type *caster_ptr, int spell)
1196 PLAYER_LEVEL plev = caster_ptr->lev;
1197 int boost = P_PTR_KI;
1199 if (heavy_armor(caster_ptr)) boost /= 2;
1205 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1206 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1209 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1212 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1215 project_length = plev / 8 + 3;
1216 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1218 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1221 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1224 msg_print(_("気を練った。", "You improved the Force."));
1225 P_PTR_KI += (70 + plev);
1226 caster_ptr->update |= (PU_BONUS);
1227 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1229 msg_print(_("気が暴走した!", "The Force exploded!"));
1230 fire_ball(caster_ptr, GF_MANA, 0, P_PTR_KI / 2, 10);
1231 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1236 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1239 return shock_power(caster_ptr);
1242 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1243 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1249 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1250 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1252 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1253 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1254 dispel_monster_status(caster_ptr, m_idx);
1260 bool success = FALSE;
1262 for (i = 0; i < 1 + boost/100; i++)
1263 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1267 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1271 msg_print(_("何も現れなかった。", "Nothing happen."));
1276 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1279 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1281 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1284 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1287 msg_print(_("なに?", "Zap?"));
1291 caster_ptr->update |= (PU_BONUS);
1298 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1301 static int number_of_mirrors(floor_type *floor_ptr)
1304 for (POSITION x = 0; x < floor_ptr->width; x++) {
1305 for (POSITION y = 0; y < floor_ptr->height; y++) {
1306 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1316 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1317 * @param spell 発動する特殊技能のID
1318 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1320 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1323 PLAYER_LEVEL plev = caster_ptr->lev;
1331 /* mirror of seeing */
1333 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1334 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1335 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1336 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1337 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1338 if (tmp == 0 && plev < 5) {
1339 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1344 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1345 place_mirror(caster_ptr);
1348 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1352 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1353 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1354 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1357 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1362 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1364 /* mirror of light */
1366 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1368 /* mirror of wandering */
1370 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1374 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1376 /* banishing mirror */
1378 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1379 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1381 /* mirror clashing */
1383 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1384 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1385 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1387 /* mirror sleeping */
1389 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1390 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1391 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1392 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);
1399 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1400 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1402 /* seal of mirror */
1404 seal_of_mirror(caster_ptr, plev * 4 + 100);
1406 /* shield of water */
1408 t = 20 + randint1(20);
1409 set_shield(caster_ptr, t, FALSE);
1410 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1411 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1415 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1416 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1418 /* illusion light */
1420 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1421 slow_monsters(caster_ptr, plev);
1422 stun_monsters(caster_ptr, plev*tmp);
1423 confuse_monsters(caster_ptr, plev*tmp);
1424 turn_monsters(caster_ptr, plev*tmp);
1425 stun_monsters(caster_ptr, plev*tmp);
1426 stasis_monsters(caster_ptr, plev*tmp);
1430 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1431 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1434 reserve_alter_reality(caster_ptr);
1438 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1439 return mirror_tunnel(caster_ptr);
1441 /* mirror of recall */
1443 return recall_player(caster_ptr, randint0(21) + 15);
1446 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1450 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!"));
1452 /* mirror of Ruffnor */
1454 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1457 msg_print(_("なに?", "Zap?"));
1460 caster_ptr->magic_num1[0] = 0;
1467 * do_cmd_cast calls this function if the player's class is 'berserker'.
1468 * @param spell 発動する特殊技能のID
1469 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1471 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1480 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1484 if (caster_ptr->riding)
1486 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1490 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1492 if (dir == 5) return FALSE;
1493 y = caster_ptr->y + ddy[dir];
1494 x = caster_ptr->x + ddx[dir];
1496 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1498 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1502 py_attack(caster_ptr, y, x, 0);
1504 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))
1510 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)
1513 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1519 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1520 y = caster_ptr->y + ddy[dir];
1521 x = caster_ptr->x + ddx[dir];
1522 move_player(caster_ptr, dir, easy_disarm, TRUE);
1526 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1529 massacre(caster_ptr);
1532 msg_print(_("なに?", "Zap?"));
1540 * do_cmd_cast calls this function if the player's class is 'ninja'.
1541 * @param caster_ptr プレーヤーへの参照ポインタ
1542 * @param spell 発動する特殊技能のID
1543 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1545 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1547 POSITION x = 0, y = 0;
1549 PLAYER_LEVEL plev = caster_ptr->lev;
1554 (void)unlite_area(caster_ptr, 0, 3);
1559 wiz_lite(caster_ptr, TRUE);
1561 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1564 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1565 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1566 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1570 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1575 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1580 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1582 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1583 caster_ptr->special_defense |= NINJA_KAWARIMI;
1584 caster_ptr->redraw |= (PR_STATUS);
1590 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
1595 if(!hit_and_away(caster_ptr)) return FALSE;
1600 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1601 (void)stasis_monster(caster_ptr, dir);
1605 return ident_spell(caster_ptr, FALSE, 0);
1607 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1610 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1611 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1612 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1615 return rush_attack(caster_ptr, NULL);
1619 for (i = 0; i < 8; i++)
1623 for (slot = 0; slot < INVEN_PACK; slot++)
1625 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1627 if (slot == INVEN_PACK)
1629 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1630 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1634 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1635 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1637 take_turn(caster_ptr, 100);
1642 (void)fetch_monster(caster_ptr);
1645 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1646 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1649 project_length = -1;
1650 if (!get_aim_dir(caster_ptr, &dir))
1657 (void)teleport_swap(caster_ptr, dir);
1660 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1663 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1664 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1667 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1668 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1669 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1670 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1675 int num = damroll(3, 9);
1677 for (k = 0; k < num; k++)
1679 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1680 int attempts = 1000;
1684 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1686 if (!player_bold(caster_ptr, y, x)) break;
1688 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1689 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1694 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1697 msg_print(_("なに?", "Zap?"));
1704 * @brief 特殊技能コマンドのメインルーチン /
1707 void do_cmd_mind(player_type *caster_ptr)
1712 PERCENTAGE minfail = 0;
1713 PLAYER_LEVEL plev = caster_ptr->lev;
1714 int old_csp = caster_ptr->csp;
1717 int use_mind, mana_cost;
1719 bool on_mirror = FALSE;
1721 if (cmd_limit_confused(caster_ptr)) return;
1722 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1725 switch(caster_ptr->pclass)
1727 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1728 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1729 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1730 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1731 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1732 default: use_mind = 0 ;p = "超能力"; break;
1735 switch(caster_ptr->pclass)
1737 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1738 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1739 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1740 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1741 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1742 default: use_mind = 0; break;
1746 spell = mind_powers[use_mind].info[n];
1748 /* Spell failure chance */
1749 chance = spell.fail;
1751 mana_cost = spell.mana_cost;
1752 if (use_mind == MIND_KI)
1754 if (heavy_armor(caster_ptr)) chance += 20;
1755 if (caster_ptr->icky_wield[0]) chance += 20;
1756 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1757 if (caster_ptr->icky_wield[1]) chance += 20;
1758 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1762 for (j = 0; j < P_PTR_KI / 50; j++)
1763 mana_cost += (j+1) * 3 / 2;
1767 /* Verify "dangerous" spells */
1768 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1770 if (mana_cost > caster_ptr->chp)
1772 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1776 else if (mana_cost > caster_ptr->csp)
1779 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1781 if (!over_exert) return;
1784 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1790 /* Reduce failure rate by "effective" level adjustment */
1791 chance -= 3 * (plev - spell.min_lev);
1793 chance += caster_ptr->to_m_chance;
1795 /* Reduce failure rate by INT/WIS adjustment */
1796 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1798 /* Not enough mana to cast */
1799 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1801 chance += 5 * (mana_cost - caster_ptr->csp);
1804 /* Extract the minimum failure rate */
1805 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1807 /* Minimum failure rate */
1808 if (chance < minfail) chance = minfail;
1810 /* Stunning makes spells harder */
1811 if (caster_ptr->stun > 50) chance += 25;
1812 else if (caster_ptr->stun) chance += 15;
1814 if (use_mind == MIND_KI)
1816 if (heavy_armor(caster_ptr)) chance += 5;
1817 if (caster_ptr->icky_wield[0]) chance += 5;
1818 if (caster_ptr->icky_wield[1]) chance += 5;
1822 /* Always a 5 percent chance of working */
1823 if (chance > 95) chance = 95;
1826 if (randint0(100) < chance)
1828 if (flush_failure) flush();
1829 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1833 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1835 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1837 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1841 if (randint1(100) < (chance / 2))
1846 if( use_mind == MIND_MINDCRAFTER ){
1849 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!"));
1850 lose_all_info(caster_ptr);
1854 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..."));
1855 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1859 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1860 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1864 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1869 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);
1871 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1872 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1873 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1876 if( use_mind == MIND_MIRROR_MASTER ){
1879 /* Nothing has happen */
1883 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1884 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1888 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1889 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1894 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);
1896 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1897 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1898 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1910 case MIND_MINDCRAFTER:
1912 cast = cast_mindcrafter_spell(caster_ptr, n);
1916 cast = cast_force_spell(caster_ptr, n);
1918 case MIND_BERSERKER:
1920 cast = cast_berserk_spell(caster_ptr, n);
1922 case MIND_MIRROR_MASTER:
1924 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1925 cast = cast_mirror_spell(caster_ptr, n);
1929 cast = cast_ninja_spell(caster_ptr, n);
1932 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1940 /* teleport from mirror costs small energy */
1941 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
1943 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
1947 take_turn(caster_ptr, 100);
1950 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1952 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1954 caster_ptr->redraw |= (PR_HP);
1957 /* Sufficient mana */
1958 else if (mana_cost <= old_csp)
1961 caster_ptr->csp -= mana_cost;
1964 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
1966 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
1969 caster_ptr->csp = 0;
1970 caster_ptr->csp_frac = 0;
1974 /* Over-exert the player */
1977 int oops = mana_cost - old_csp;
1980 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
1981 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
1983 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);
1985 /* Hack -- Bypass free action */
1986 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
1988 /* Damage WIS (possibly permanently) */
1989 if (randint0(100) < 50)
1991 bool perm = (randint0(100) < 25);
1993 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
1995 /* Reduce constitution */
1996 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
1999 caster_ptr->redraw |= (PR_MANA);
2000 caster_ptr->window |= (PW_PLAYER);
2001 caster_ptr->window |= (PW_SPELL);
2006 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2009 void do_cmd_mind_browse(player_type *caster_ptr)
2016 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2017 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2018 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2019 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2020 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2021 use_mind = MIND_MIRROR_MASTER;
2027 if (!get_mind_power(caster_ptr, &n, TRUE))
2033 /* Clear lines, position cursor (really should use strlen here) */
2034 Term_erase(12, 21, 255);
2035 Term_erase(12, 20, 255);
2036 Term_erase(12, 19, 255);
2037 Term_erase(12, 18, 255);
2038 Term_erase(12, 17, 255);
2039 Term_erase(12, 16, 255);
2041 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2042 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2044 prt(&temp[j], line, 15);
2049 case MIND_MIRROR_MASTER:
2051 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);