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"
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"
48 mind_power const mind_powers[5] =
52 /* Level gained, cost, %fail, name */
59 { 11, 7, 30, "念動衝撃弾"},
61 { 15, 12, 60, "サイコメトリー"},
62 { 18, 10, 45, "精神波動"},
63 { 23, 15, 50, "アドレナリン・ドーピング"},
64 { 26, 28, 60, "テレキネシス"},
65 { 28, 10, 40, "サイキック・ドレイン"},
67 { 45,150, 85, "完全な世界"},
76 { 1, 1, 15, "Precognition"},
77 { 2, 1, 20, "Neural Blast"},
78 { 3, 2, 25, "Minor Displacement"},
79 { 7, 6, 35, "Major Displacement"},
80 { 9, 7, 50, "Domination"},
81 { 11, 7, 30, "Pulverise"},
82 { 13, 12, 50, "Character Armour"},
83 { 15, 12, 60, "Psychometry" },
84 { 18, 10, 45, "Mind Wave" },
85 { 23, 15, 50, "Adrenaline Channeling"},
86 { 26, 28, 60, "Telekinesis"},
87 { 28, 10, 40, "Psychic Drain"},
88 { 35, 35, 75, "Psycho-Spear"},
89 { 45,150, 85, "The World"},
104 /* Level gained, cost, %fail, name */
109 { 8, 5, 40, "カメハメ波"},
110 { 10, 7, 45, "対魔法防御"},
112 { 17, 17, 50, "纏闘気"},
115 { 25, 30, 70, "いてつく波動"},
116 { 28, 26, 50, "幻霊召喚"},
117 { 32, 35, 65, "煉獄火炎"},
118 { 38, 42, 75, "超カメハメ波"},
119 { 44, 50, 80, "光速移動"},
128 { 1, 1, 15, "Small Force Ball"},
129 { 3, 3, 30, "Flash Light"},
130 { 5, 6, 35, "Flying Technique"},
131 { 8, 5, 40, "Kamehameha"},
132 { 10, 7, 45, "Magic Resistance"},
133 { 13, 5, 60, "Improve Force"},
134 { 17, 17, 50, "Aura of Force"},
135 { 20, 20, 50, "Shock Power"},
136 { 23, 18, 55, "Large Force Ball"},
137 { 25, 30, 70, "Dispel Magic"},
138 { 28, 26, 50, "Summon Ghost"},
139 { 32, 35, 65, "Exploding Frame"},
140 { 38, 42, 75, "Super Kamehameha"},
141 { 44, 50, 80, "Light Speed"},
156 /* Level gained, cost, %fail, name */
160 { 20, 15, 0, "トラップ粉砕"},
162 { 30, 80, 75, "皆殺し"},
180 { 8, 5, 40, "Detect Atmosphere of Menace"},
181 { 15, 20, 0, "Charge"},
182 { 20, 15, 0, "Smash a Trap"},
183 { 25, 20, 60, "Quake"},
184 { 30, 80, 75, "Massacre"},
208 /* Level gained, cost, %fail, name */
212 { 2, 2, 20, "光のしずく"},
217 { 10, 5, 30, "微塵隠れ"},
218 { 12, 12, 30, "追放の鏡"},
219 { 15, 15, 30, "鏡砕き"},
220 { 19, 13, 30, "催眠鏡"},
221 { 23, 18, 50, "シーカーレイ"},
223 { 25, 20, 40, "鏡の封印"},
224 { 27, 30, 60, "水鏡の盾"},
225 { 29, 30, 60, "スーパーレイ"},
226 { 31, 35, 60, "幻惑の光"},
227 { 33, 50, 80, "鏡の国"},
229 { 36, 30, 80, "鏡抜け"},
230 { 38, 40, 70, "帰還の鏡"},
231 { 40, 50, 55, "影分身"},
232 { 43, 55, 70, "封魔結界"},
233 { 46, 70, 75, "ラフノールの鏡"},
235 { 1, 1, 15, "Mirror of Seeing"},
236 { 1, 2, 40, "Making a Mirror"},
237 { 2, 2, 20, "Drip of Light"},
238 { 3, 2, 20, "Warped Mirror"},
239 { 5, 3, 35, "Mirror of Light"},
240 { 6, 5, 35, "Mirror of Wandering"},
242 { 10, 5, 30, "Robe of Dust"},
243 { 12, 12, 30, "Banishing Mirror"},
244 { 15, 15, 30, "Mirror Clashing"},
245 { 19, 13, 30, "Mirror Sleeping"},
246 { 23, 18, 50, "Seeker Ray"},
248 { 25, 20, 40, "Seal of Mirror"},
249 { 27, 30, 60, "Shield of Water"},
250 { 29, 30, 60, "Super Ray"},
251 { 31, 35, 60, "Illusion Light"},
252 { 33, 50, 80, "Mirror Shift"},
254 { 36, 30, 80, "Mirror Tunnel"},
255 { 38, 40, 70, "Mirror of Recall"},
256 { 40, 50, 55, "Multi-Shadow"},
257 { 43, 55, 70, "Binding Field"},
258 { 46, 70, 75, "Mirror of Ruffnor"},
266 /* Level gained, cost, %fail, name */
273 { 8, 10, 35, "一撃離脱"},
274 { 10, 10, 40, "金縛り"},
275 { 12, 12, 70, "古の口伝"},
279 { 20, 5, 50, "八方手裏剣"},
283 { 30, 30, 70, "爆発の紋章"},
285 { 34, 35, 50, "霧隠れ"},
286 { 38, 40, 60, "煉獄火炎"},
290 { 1, 1, 20, "Create Darkness"},
291 { 2, 2, 25, "Detect Near"},
292 { 3, 3, 25, "Hide in Leafs"},
293 { 5, 3, 30, "Kawarimi"},
294 { 7, 8, 35, "Absconding"},
295 { 8, 10, 35, "Hit and Away"},
296 { 10, 10, 40, "Bind Monster"},
297 { 12, 12, 70, "Ancient Knowledge"},
298 { 15, 10, 50, "Floating"},
299 { 17, 12, 45, "Hide in Flame"},
300 { 18, 20, 40, "Nyusin"},
301 { 20, 5, 50, "Syuriken Spreading"},
302 { 22, 15, 55, "Chain Hook"},
303 { 25, 32, 60, "Smoke Ball"},
304 { 28, 32, 60, "Swap Position"},
305 { 30, 30, 70, "Glyph of Explosion"},
306 { 32, 40, 40, "Hide in Mud"},
307 { 34, 35, 50, "Hide in Mist"},
308 { 38, 40, 60, "Rengoku-Kaen"},
309 { 41, 50, 55, "Bunshin"},
318 static concptr const mind_tips[5][MAX_MIND_POWERS] =
322 "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。",
326 "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。",
328 "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。",
329 "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。",
330 "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。",
331 "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。",
333 "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。",
334 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
335 "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。",
346 "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。",
349 "一定時間、魔法防御能力を上昇させる。",
350 "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。",
351 "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。",
352 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
354 "モンスター1体にかかった魔法を解除する。",
356 "自分を中心とした超巨大な炎の球を発生させる。",
357 "射程の長い、強力な気のビームを放つ。",
358 "しばらくの間、非常に速く動くことができる。",
368 "近くの思考することができるモンスターを感知する。",
370 "トラップにかかるが、そのトラップを破壊する。",
371 "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。",
391 "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。",
393 "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。",
395 "自分の周囲や、 自分のいる部屋全体を明るくする。",
397 "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。",
398 "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。",
400 "全ての鏡の周りに眠りの球を発生させる。",
401 "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。",
403 "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。",
404 "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。",
405 "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。",
406 "フロアを作り変える。鏡の上でしか使えない。",
407 "短距離内の指定した場所にテレポートする。",
408 "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。",
409 "全ての攻撃が、1/2の確率で無効になる。",
410 "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。",
411 "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。",
415 "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。",
417 "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。",
420 "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。",
423 "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。",
425 "ランダムな方向に8回くさびを投げる。",
429 "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。",
430 "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。",
431 "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。",
432 "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。",
433 "全ての攻撃が、1/2の確率で無効になる。",
438 "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.",
439 "Fires a beam or ball which inflicts PSI damage.",
440 "Teleports you a short distance.",
441 "Teleports you a long distance.",
442 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
443 "Fires a ball which hurts monsters with telekinesis.",
444 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
445 "Gives feeling of an item. Or identifies an item at level 25.",
446 "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.",
447 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
448 "Pulls a distant item close to you.",
449 "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.",
450 "Fires a beam of pure energy which penetrates invulnerability barriers.",
451 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
461 "Fires a very small energy ball.",
462 "Lights up nearby area and the inside of a room permanently.",
463 "Gives levitation a while.",
464 "Fires a short energy beam.",
465 "Gives magic resistance for a while.",
466 "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.",
467 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
468 "Damages an adjacent monster and blows it away.",
469 "Fires a large energy ball.",
470 "Dispels all magics which are affecting a monster.",
472 "Generates a huge ball of flame centered on you.",
473 "Fires a long, powerful energy beam.",
474 "Gives extremely fast speed.",
484 "Detects all monsters except the mindless in your vicinity.",
485 "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.",
486 "Sets off a trap, then destroys that trap.",
487 "Shakes dungeon structure, and results in random swapping of floors and walls.",
488 "Attacks all adjacent monsters.",
507 "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.",
508 "Makes a mirror under you.",
509 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
510 "Teleports you a short distance.",
511 "Lights up nearby area and the inside of a room permanently.",
512 "Teleports you a long distance.",
513 "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.",
514 "Teleports all monsters on the line away unless resisted.",
515 "Fires a ball of shards.",
516 "Causes any mirror to lull to sleep monsters close to the mirror.",
517 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
518 "Eliminates a monster on a mirror from current dungeon level.",
519 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
520 "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.",
521 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
522 "Recreates current dungeon level. Can only be used on a mirror.",
523 "Teleports you to a given location.",
524 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
525 "Completely protects you from any attacks at one in two chance.",
526 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
527 "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.",
531 "Darkens nearby area and inside of a room.",
532 "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.",
533 "Teleports you a short distance.",
534 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
535 "Teleports you a long distance.",
536 "Attacks an adjacent monster and teleports you away immediately after the attack.",
537 "Attempts to freeze a monster.",
538 "Identifies an item.",
539 "Gives levitation for a while.",
540 "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.",
541 "Steps close to a monster and attacks at a time.",
542 "Shoots 8 iron Spikes in 8 random directions.",
543 "Teleports a monster to a place adjacent to you.",
544 "Releases a confusion ball which doesn't inflict any damage.",
545 "Causes you and a targeted monster to exchange positions.",
546 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
547 "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.",
548 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
549 "Fires some number of beams of fire, nether or plasma in random directions.",
550 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
557 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
558 * @param p 情報を返す文字列参照ポインタ
559 * @param use_mind 職業毎の特殊技能ID
560 * @param power モンスター魔法のID
563 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
565 PLAYER_LEVEL plev = caster_ptr->lev;
571 case MIND_MINDCRAFTER:
575 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
576 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
577 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
579 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
580 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
582 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
583 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
585 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
587 case 10: sprintf(p, " max wgt %d", plev * 15); break;
589 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
590 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
591 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
596 int boost = P_PTR_KI;
598 if (heavy_armor(caster_ptr)) boost /= 2;
602 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
604 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
605 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
606 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
608 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
609 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
610 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
612 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
613 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
614 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
615 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
619 case MIND_MIRROR_MASTER:
625 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
626 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
628 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
629 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
631 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
633 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
635 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
636 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
639 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
641 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
642 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
643 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
653 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
655 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
656 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
659 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
660 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
667 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
668 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
669 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
670 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
678 * @brief 使用可能な特殊技能を選択する /
679 * Allow user to choose a mindcrafter power.
680 * @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
681 * @param only_browse 一覧を見るだけの場合TRUEを返す
682 * @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。
684 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
685 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
686 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
688 * The "prompt" should be "cast", "recite", or "study"\n
689 * The "known" should be TRUE for cast/pray, FALSE for study\n
691 * nb: This function has a (trivial) display bug which will be obvious\n
692 * when you run it. It's probably easy to fix but I haven't tried,\n
695 static bool_hack get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
701 PERCENTAGE minfail = 0;
702 PLAYER_LEVEL plev = caster_ptr->lev;
703 PERCENTAGE chance = 0;
711 const mind_power *mind_ptr;
714 int menu_line = (use_menu ? 1 : 0);
716 switch (caster_ptr->pclass)
718 case CLASS_MINDCRAFTER:
720 use_mind = MIND_MINDCRAFTER;
721 p = _("超能力", "mindcraft");
724 case CLASS_FORCETRAINER:
727 p = _("練気術", "Force");
730 case CLASS_BERSERKER:
732 use_mind = MIND_BERSERKER;
733 p = _("技", "brutal power");
736 case CLASS_MIRROR_MASTER:
738 use_mind = MIND_MIRROR_MASTER;
739 p = _("鏡魔法", "magic");
744 use_mind = MIND_NINJUTSU;
745 p = _("忍術", "ninjutsu");
751 p = _("超能力", "mindcraft");
755 mind_ptr = &mind_powers[use_mind];
757 /* Assume cancelled */
760 /* Get the spell, if available */
762 if (repeat_pull(&code))
764 *sn = (SPELL_IDX)code;
765 /* Hack -- If requested INVEN_FORCE(1111), pull again */
766 if (*sn == INVEN_FORCE) repeat_pull(&code);
767 *sn = (SPELL_IDX)code;
769 /* Verify the spell */
770 if (mind_ptr->info[*sn].min_lev <= plev)
780 for (i = 0; i < MAX_MIND_POWERS; i++)
782 if (mind_ptr->info[i].min_lev <= plev)
788 /* Build a prompt (accept all spells) */
791 (void)strnfmt(out_val, 78,
792 _("(%^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? "),
793 p, I2A(0), I2A(num - 1), p);
797 (void)strnfmt(out_val, 78,
798 _("(%^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? "),
799 p, I2A(0), I2A(num - 1), p);
802 if (use_menu && !only_browse) screen_save();
804 choice = (always_show_list || use_menu) ? ESCAPE : 1;
808 if(choice==ESCAPE) choice = ' ';
809 else if( !get_com(out_val, &choice, TRUE) )break;
811 if (use_menu && choice != ' ')
817 if (!only_browse) screen_load();
825 menu_line += (num - 1);
847 if (menu_line > num) menu_line -= num;
850 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
853 if (!redraw || use_menu)
858 if (!only_browse && !use_menu) screen_save();
860 /* Display a list of spells */
862 put_str(_("名前", "Name"), y, x + 5);
864 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
865 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
867 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
868 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
870 /* Dump the spells */
871 for (i = 0; i < MAX_MIND_POWERS; i++)
875 /* Access the spell */
876 spell = mind_ptr->info[i];
878 if (spell.min_lev > plev) break;
882 mana_cost = spell.mana_cost;
886 /* Reduce failure rate by "effective" level adjustment */
887 chance -= 3 * (plev - spell.min_lev);
889 /* Reduce failure rate by INT/WIS adjustment */
890 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
892 if (use_mind == MIND_KI)
894 if (heavy_armor(caster_ptr)) chance += 20;
895 if (caster_ptr->icky_wield[0]) chance += 20;
896 else if (has_weapon[0]) chance += 10;
897 if (caster_ptr->icky_wield[1]) chance += 20;
898 else if (has_weapon[1]) chance += 10;
902 for (j = 0; j < P_PTR_KI / 50; j++)
903 mana_cost += (j+1) * 3 / 2;
907 /* Not enough mana to cast */
908 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
910 chance += 5 * (mana_cost - caster_ptr->csp);
913 chance += caster_ptr->to_m_chance;
915 /* Extract the minimum failure rate */
916 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
918 /* Minimum failure rate */
919 if (chance < minfail) chance = minfail;
921 /* Stunning makes spells harder */
922 if (caster_ptr->stun > 50) chance += 25;
923 else if (caster_ptr->stun) chance += 15;
925 if (use_mind == MIND_KI)
927 if (heavy_armor(caster_ptr)) chance += 5;
928 if (caster_ptr->icky_wield[0]) chance += 5;
929 if (caster_ptr->icky_wield[1]) chance += 5;
931 /* Always a 5 percent chance of working */
932 if (chance > 95) chance = 95;
936 mindcraft_info(caster_ptr, comment, use_mind, i);
940 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
941 else strcpy(psi_desc, " ");
944 sprintf(psi_desc, " %c) ", I2A(i));
945 /* Dump the spell --(-- */
947 format("%-30s%2d %4d%s %3d%%%s",
948 spell.name, spell.min_lev, mana_cost,
949 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
951 prt(psi_desc, y + i + 1, x);
954 /* Clear the bottom line */
955 prt("", y + i + 1, x);
959 else if (!only_browse)
973 ask = isupper(choice);
976 if (ask) choice = (char)tolower(choice);
978 /* Extract request */
979 i = (islower(choice) ? A2I(choice) : -1);
982 /* Totally Illegal */
983 if ((i < 0) || (i >= num))
989 /* Save the spell index */
990 spell = mind_ptr->info[i];
998 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1000 /* Belay that order */
1001 if (!get_check(tmp_val)) continue;
1007 if (redraw && !only_browse) screen_load();
1009 caster_ptr->window |= (PW_SPELL);
1010 handle_stuff(caster_ptr);
1012 /* Abort if needed */
1013 if (!flag) return FALSE;
1015 /* Save the choice */
1018 repeat_push((COMMAND_CODE)i);
1026 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1027 * @param spell 発動する特殊技能のID
1028 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1030 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1035 PLAYER_LEVEL plev = caster_ptr->lev;
1040 case 0: /* Precog */
1043 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1044 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1045 wiz_lite(caster_ptr, FALSE);
1048 map_area(caster_ptr, DETECT_RAD_MAP);
1052 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1053 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1055 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1056 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1061 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1064 if ((plev > 24) && (plev < 40))
1065 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1067 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1072 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1074 if (randint1(100) < plev * 2)
1075 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1077 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1080 /* Minor displace */
1081 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1084 /* Major displace */
1085 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1091 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1093 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1097 charm_monsters(caster_ptr, plev * 2);
1101 /* Fist of Force --- not 'true' TK */
1102 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1104 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1105 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1108 /* Character Armour */
1109 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1110 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1111 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1112 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1113 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1114 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1119 return psychometry(caster_ptr);
1121 return ident_spell(caster_ptr, FALSE, 0);
1124 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!"));
1127 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1128 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1130 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1134 set_afraid(caster_ptr, 0);
1135 set_stun(caster_ptr, 0);
1138 * Only heal when Adrenalin Channeling is not active. We check
1139 * that by checking if the player isn't fast and 'heroed' atm.
1141 if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
1143 hp_player(caster_ptr, plev);
1146 t = 10 + randint1((plev * 3) / 2);
1147 set_hero(caster_ptr, t, FALSE);
1149 (void)set_fast(caster_ptr, t, FALSE);
1153 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1155 fetch(caster_ptr, dir, plev * 15, FALSE);
1160 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1162 b = damroll(plev / 2, 6);
1164 /* This is always a radius-0 ball now */
1165 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1166 caster_ptr->energy_need += randint1(150);
1170 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1172 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1176 time_walk(caster_ptr);
1180 msg_print(_("なに?", "Zap?"));
1188 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1189 * @param spell 発動する特殊技能のID
1190 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1192 static bool cast_force_spell(player_type *caster_ptr, int spell)
1195 PLAYER_LEVEL plev = caster_ptr->lev;
1196 int boost = P_PTR_KI;
1198 if (heavy_armor(caster_ptr)) boost /= 2;
1204 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1205 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1208 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1211 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1214 project_length = plev / 8 + 3;
1215 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1217 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1220 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1223 msg_print(_("気を練った。", "You improved the Force."));
1224 P_PTR_KI += (70 + plev);
1225 caster_ptr->update |= (PU_BONUS);
1226 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1228 msg_print(_("気が暴走した!", "The Force exploded!"));
1229 fire_ball(caster_ptr, GF_MANA, 0, P_PTR_KI / 2, 10);
1230 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1235 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1238 return shock_power(caster_ptr);
1241 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1242 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1248 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1249 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1251 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1252 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1253 dispel_monster_status(caster_ptr, m_idx);
1259 bool success = FALSE;
1261 for (i = 0; i < 1 + boost/100; i++)
1262 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1266 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1270 msg_print(_("何も現れなかった。", "Nothing happen."));
1275 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1278 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1280 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1283 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1286 msg_print(_("なに?", "Zap?"));
1290 caster_ptr->update |= (PU_BONUS);
1297 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1300 static int number_of_mirrors(floor_type *floor_ptr)
1303 for (POSITION x = 0; x < floor_ptr->width; x++) {
1304 for (POSITION y = 0; y < floor_ptr->height; y++) {
1305 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1315 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1316 * @param spell 発動する特殊技能のID
1317 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1319 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1322 PLAYER_LEVEL plev = caster_ptr->lev;
1330 /* mirror of seeing */
1332 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1333 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1334 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1335 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1336 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1337 if (tmp == 0 && plev < 5) {
1338 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1343 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1344 place_mirror(caster_ptr);
1347 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1351 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1352 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1353 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1356 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1361 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1363 /* mirror of light */
1365 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1367 /* mirror of wandering */
1369 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1373 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1375 /* banishing mirror */
1377 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1378 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1380 /* mirror clashing */
1382 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1383 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1384 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1386 /* mirror sleeping */
1388 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1389 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1390 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1391 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);
1398 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1399 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1401 /* seal of mirror */
1403 seal_of_mirror(caster_ptr, plev * 4 + 100);
1405 /* shield of water */
1407 t = 20 + randint1(20);
1408 set_shield(caster_ptr, t, FALSE);
1409 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1410 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1414 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1415 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1417 /* illusion light */
1419 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1420 slow_monsters(caster_ptr, plev);
1421 stun_monsters(caster_ptr, plev*tmp);
1422 confuse_monsters(caster_ptr, plev*tmp);
1423 turn_monsters(caster_ptr, plev*tmp);
1424 stun_monsters(caster_ptr, plev*tmp);
1425 stasis_monsters(caster_ptr, plev*tmp);
1429 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1430 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1433 reserve_alter_reality(caster_ptr);
1437 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1438 return mirror_tunnel(caster_ptr);
1440 /* mirror of recall */
1442 return recall_player(caster_ptr, randint0(21) + 15);
1445 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1449 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!"));
1451 /* mirror of Ruffnor */
1453 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1456 msg_print(_("なに?", "Zap?"));
1459 caster_ptr->magic_num1[0] = 0;
1466 * do_cmd_cast calls this function if the player's class is 'berserker'.
1467 * @param spell 発動する特殊技能のID
1468 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1470 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1479 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1483 if (caster_ptr->riding)
1485 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1489 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1491 if (dir == 5) return FALSE;
1492 y = caster_ptr->y + ddy[dir];
1493 x = caster_ptr->x + ddx[dir];
1495 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1497 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1501 py_attack(caster_ptr, y, x, 0);
1503 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))
1509 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)
1512 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1518 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1519 y = caster_ptr->y + ddy[dir];
1520 x = caster_ptr->x + ddx[dir];
1521 move_player(caster_ptr, dir, easy_disarm, TRUE);
1525 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1528 massacre(caster_ptr);
1531 msg_print(_("なに?", "Zap?"));
1539 * do_cmd_cast calls this function if the player's class is 'ninja'.
1540 * @param caster_ptr プレーヤーへの参照ポインタ
1541 * @param spell 発動する特殊技能のID
1542 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1544 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1546 POSITION x = 0, y = 0;
1548 PLAYER_LEVEL plev = caster_ptr->lev;
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, TELEPORT_SPONTANEOUS);
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, TELEPORT_SPONTANEOUS);
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, 0);
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, TELEPORT_SPONTANEOUS);
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);
1641 (void)fetch_monster(caster_ptr);
1644 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1645 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1648 project_length = -1;
1649 if (!get_aim_dir(caster_ptr, &dir))
1656 (void)teleport_swap(caster_ptr, dir);
1659 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1662 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1663 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1666 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1667 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1668 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1669 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1674 int num = damroll(3, 9);
1676 for (k = 0; k < num; k++)
1678 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1679 int attempts = 1000;
1683 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1685 if (!player_bold(caster_ptr, y, x)) break;
1687 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1688 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1693 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1696 msg_print(_("なに?", "Zap?"));
1703 * @brief 特殊技能コマンドのメインルーチン /
1706 void do_cmd_mind(player_type *caster_ptr)
1711 PERCENTAGE minfail = 0;
1712 PLAYER_LEVEL plev = caster_ptr->lev;
1713 int old_csp = caster_ptr->csp;
1716 int use_mind, mana_cost;
1718 bool on_mirror = FALSE;
1720 if (cmd_limit_confused(caster_ptr)) return;
1721 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1724 switch(caster_ptr->pclass)
1726 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1727 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1728 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1729 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1730 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1731 default: use_mind = 0 ;p = "超能力"; break;
1734 switch(caster_ptr->pclass)
1736 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1737 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1738 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1739 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1740 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1741 default: use_mind = 0; break;
1745 spell = mind_powers[use_mind].info[n];
1747 /* Spell failure chance */
1748 chance = spell.fail;
1750 mana_cost = spell.mana_cost;
1751 if (use_mind == MIND_KI)
1753 if (heavy_armor(caster_ptr)) chance += 20;
1754 if (caster_ptr->icky_wield[0]) chance += 20;
1755 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1756 if (caster_ptr->icky_wield[1]) chance += 20;
1757 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1761 for (j = 0; j < P_PTR_KI / 50; j++)
1762 mana_cost += (j+1) * 3 / 2;
1766 /* Verify "dangerous" spells */
1767 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1769 if (mana_cost > caster_ptr->chp)
1771 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1775 else if (mana_cost > caster_ptr->csp)
1778 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1780 if (!over_exert) return;
1783 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1789 /* Reduce failure rate by "effective" level adjustment */
1790 chance -= 3 * (plev - spell.min_lev);
1792 chance += caster_ptr->to_m_chance;
1794 /* Reduce failure rate by INT/WIS adjustment */
1795 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1797 /* Not enough mana to cast */
1798 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1800 chance += 5 * (mana_cost - caster_ptr->csp);
1803 /* Extract the minimum failure rate */
1804 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1806 /* Minimum failure rate */
1807 if (chance < minfail) chance = minfail;
1809 /* Stunning makes spells harder */
1810 if (caster_ptr->stun > 50) chance += 25;
1811 else if (caster_ptr->stun) chance += 15;
1813 if (use_mind == MIND_KI)
1815 if (heavy_armor(caster_ptr)) chance += 5;
1816 if (caster_ptr->icky_wield[0]) chance += 5;
1817 if (caster_ptr->icky_wield[1]) chance += 5;
1821 /* Always a 5 percent chance of working */
1822 if (chance > 95) chance = 95;
1825 if (randint0(100) < chance)
1827 if (flush_failure) flush();
1828 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1832 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1834 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1836 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1840 if (randint1(100) < (chance / 2))
1845 if( use_mind == MIND_MINDCRAFTER ){
1848 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!"));
1849 lose_all_info(caster_ptr);
1853 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..."));
1854 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1858 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1859 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1863 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1868 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);
1870 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1871 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1872 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1875 if( use_mind == MIND_MIRROR_MASTER ){
1878 /* Nothing has happen */
1882 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1883 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1887 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1888 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1893 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);
1895 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1896 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1897 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1909 case MIND_MINDCRAFTER:
1911 cast = cast_mindcrafter_spell(caster_ptr, n);
1915 cast = cast_force_spell(caster_ptr, n);
1917 case MIND_BERSERKER:
1919 cast = cast_berserk_spell(caster_ptr, n);
1921 case MIND_MIRROR_MASTER:
1923 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1924 cast = cast_mirror_spell(caster_ptr, n);
1928 cast = cast_ninja_spell(caster_ptr, n);
1931 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1939 /* teleport from mirror costs small energy */
1940 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
1942 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
1946 take_turn(caster_ptr, 100);
1949 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1951 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1953 caster_ptr->redraw |= (PR_HP);
1956 /* Sufficient mana */
1957 else if (mana_cost <= old_csp)
1960 caster_ptr->csp -= mana_cost;
1963 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
1965 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
1968 caster_ptr->csp = 0;
1969 caster_ptr->csp_frac = 0;
1973 /* Over-exert the player */
1976 int oops = mana_cost - old_csp;
1979 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
1980 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
1982 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);
1984 /* Hack -- Bypass free action */
1985 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
1987 /* Damage WIS (possibly permanently) */
1988 if (randint0(100) < 50)
1990 bool perm = (randint0(100) < 25);
1992 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
1994 /* Reduce constitution */
1995 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
1998 caster_ptr->redraw |= (PR_MANA);
1999 caster_ptr->window |= (PW_PLAYER);
2000 caster_ptr->window |= (PW_SPELL);
2005 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2008 void do_cmd_mind_browse(player_type *caster_ptr)
2015 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2016 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2017 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2018 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2019 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2020 use_mind = MIND_MIRROR_MASTER;
2026 if (!get_mind_power(caster_ptr, &n, TRUE))
2032 /* Clear lines, position cursor (really should use strlen here) */
2033 Term_erase(12, 21, 255);
2034 Term_erase(12, 20, 255);
2035 Term_erase(12, 19, 255);
2036 Term_erase(12, 18, 255);
2037 Term_erase(12, 17, 255);
2038 Term_erase(12, 16, 255);
2040 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2041 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2043 prt(&temp[j], line, 15);
2048 case MIND_MIRROR_MASTER:
2050 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);