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"
47 mind_power const mind_powers[5] =
51 /* Level gained, cost, %fail, name */
58 { 11, 7, 30, "念動衝撃弾"},
60 { 15, 12, 60, "サイコメトリー"},
61 { 18, 10, 45, "精神波動"},
62 { 23, 15, 50, "アドレナリン・ドーピング"},
63 { 26, 28, 60, "テレキネシス"},
64 { 28, 10, 40, "サイキック・ドレイン"},
66 { 45,150, 85, "完全な世界"},
75 { 1, 1, 15, "Precognition"},
76 { 2, 1, 20, "Neural Blast"},
77 { 3, 2, 25, "Minor Displacement"},
78 { 7, 6, 35, "Major Displacement"},
79 { 9, 7, 50, "Domination"},
80 { 11, 7, 30, "Pulverise"},
81 { 13, 12, 50, "Character Armour"},
82 { 15, 12, 60, "Psychometry" },
83 { 18, 10, 45, "Mind Wave" },
84 { 23, 15, 50, "Adrenaline Channeling"},
85 { 26, 28, 60, "Telekinesis"},
86 { 28, 10, 40, "Psychic Drain"},
87 { 35, 35, 75, "Psycho-Spear"},
88 { 45,150, 85, "The World"},
103 /* Level gained, cost, %fail, name */
108 { 8, 5, 40, "カメハメ波"},
109 { 10, 7, 45, "対魔法防御"},
111 { 17, 17, 50, "纏闘気"},
114 { 25, 30, 70, "いてつく波動"},
115 { 28, 26, 50, "幻霊召喚"},
116 { 32, 35, 65, "煉獄火炎"},
117 { 38, 42, 75, "超カメハメ波"},
118 { 44, 50, 80, "光速移動"},
127 { 1, 1, 15, "Small Force Ball"},
128 { 3, 3, 30, "Flash Light"},
129 { 5, 6, 35, "Flying Technique"},
130 { 8, 5, 40, "Kamehameha"},
131 { 10, 7, 45, "Magic Resistance"},
132 { 13, 5, 60, "Improve Force"},
133 { 17, 17, 50, "Aura of Force"},
134 { 20, 20, 50, "Shock Power"},
135 { 23, 18, 55, "Large Force Ball"},
136 { 25, 30, 70, "Dispel Magic"},
137 { 28, 26, 50, "Summon Ghost"},
138 { 32, 35, 65, "Exploding Frame"},
139 { 38, 42, 75, "Super Kamehameha"},
140 { 44, 50, 80, "Light Speed"},
155 /* Level gained, cost, %fail, name */
159 { 20, 15, 0, "トラップ粉砕"},
161 { 30, 80, 75, "皆殺し"},
179 { 8, 5, 40, "Detect Atmosphere of Menace"},
180 { 15, 20, 0, "Charge"},
181 { 20, 15, 0, "Smash a Trap"},
182 { 25, 20, 60, "Quake"},
183 { 30, 80, 75, "Massacre"},
207 /* Level gained, cost, %fail, name */
211 { 2, 2, 20, "光のしずく"},
216 { 10, 5, 30, "微塵隠れ"},
217 { 12, 12, 30, "追放の鏡"},
218 { 15, 15, 30, "鏡砕き"},
219 { 19, 13, 30, "催眠鏡"},
220 { 23, 18, 50, "シーカーレイ"},
222 { 25, 20, 40, "鏡の封印"},
223 { 27, 30, 60, "水鏡の盾"},
224 { 29, 30, 60, "スーパーレイ"},
225 { 31, 35, 60, "幻惑の光"},
226 { 33, 50, 80, "鏡の国"},
228 { 36, 30, 80, "鏡抜け"},
229 { 38, 40, 70, "帰還の鏡"},
230 { 40, 50, 55, "影分身"},
231 { 43, 55, 70, "封魔結界"},
232 { 46, 70, 75, "ラフノールの鏡"},
234 { 1, 1, 15, "Mirror of Seeing"},
235 { 1, 2, 40, "Making a Mirror"},
236 { 2, 2, 20, "Drip of Light"},
237 { 3, 2, 20, "Warped Mirror"},
238 { 5, 3, 35, "Mirror of Light"},
239 { 6, 5, 35, "Mirror of Wandering"},
241 { 10, 5, 30, "Robe of Dust"},
242 { 12, 12, 30, "Banishing Mirror"},
243 { 15, 15, 30, "Mirror Clashing"},
244 { 19, 13, 30, "Mirror Sleeping"},
245 { 23, 18, 50, "Seeker Ray"},
247 { 25, 20, 40, "Seal of Mirror"},
248 { 27, 30, 60, "Shield of Water"},
249 { 29, 30, 60, "Super Ray"},
250 { 31, 35, 60, "Illusion Light"},
251 { 33, 50, 80, "Mirror Shift"},
253 { 36, 30, 80, "Mirror Tunnel"},
254 { 38, 40, 70, "Mirror of Recall"},
255 { 40, 50, 55, "Multi-Shadow"},
256 { 43, 55, 70, "Binding Field"},
257 { 46, 70, 75, "Mirror of Ruffnor"},
265 /* Level gained, cost, %fail, name */
272 { 8, 10, 35, "一撃離脱"},
273 { 10, 10, 40, "金縛り"},
274 { 12, 12, 70, "古の口伝"},
278 { 20, 5, 50, "八方手裏剣"},
282 { 30, 30, 70, "爆発の紋章"},
284 { 34, 35, 50, "霧隠れ"},
285 { 38, 40, 60, "煉獄火炎"},
289 { 1, 1, 20, "Create Darkness"},
290 { 2, 2, 25, "Detect Near"},
291 { 3, 3, 25, "Hide in Leafs"},
292 { 5, 3, 30, "Kawarimi"},
293 { 7, 8, 35, "Absconding"},
294 { 8, 10, 35, "Hit and Away"},
295 { 10, 10, 40, "Bind Monster"},
296 { 12, 12, 70, "Ancient Knowledge"},
297 { 15, 10, 50, "Floating"},
298 { 17, 12, 45, "Hide in Flame"},
299 { 18, 20, 40, "Nyusin"},
300 { 20, 5, 50, "Syuriken Spreading"},
301 { 22, 15, 55, "Chain Hook"},
302 { 25, 32, 60, "Smoke Ball"},
303 { 28, 32, 60, "Swap Position"},
304 { 30, 30, 70, "Glyph of Explosion"},
305 { 32, 40, 40, "Hide in Mud"},
306 { 34, 35, 50, "Hide in Mist"},
307 { 38, 40, 60, "Rengoku-Kaen"},
308 { 41, 50, 55, "Bunshin"},
317 static concptr const mind_tips[5][MAX_MIND_POWERS] =
321 "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。",
325 "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。",
327 "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。",
328 "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。",
329 "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。",
330 "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。",
332 "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。",
333 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
334 "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。",
345 "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。",
348 "一定時間、魔法防御能力を上昇させる。",
349 "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。",
350 "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。",
351 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
353 "モンスター1体にかかった魔法を解除する。",
355 "自分を中心とした超巨大な炎の球を発生させる。",
356 "射程の長い、強力な気のビームを放つ。",
357 "しばらくの間、非常に速く動くことができる。",
367 "近くの思考することができるモンスターを感知する。",
369 "トラップにかかるが、そのトラップを破壊する。",
370 "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。",
390 "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。",
392 "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。",
394 "自分の周囲や、 自分のいる部屋全体を明るくする。",
396 "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。",
397 "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。",
399 "全ての鏡の周りに眠りの球を発生させる。",
400 "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。",
402 "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。",
403 "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。",
404 "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。",
405 "フロアを作り変える。鏡の上でしか使えない。",
406 "短距離内の指定した場所にテレポートする。",
407 "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。",
408 "全ての攻撃が、1/2の確率で無効になる。",
409 "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。",
410 "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。",
414 "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。",
416 "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。",
419 "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。",
422 "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。",
424 "ランダムな方向に8回くさびを投げる。",
428 "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。",
429 "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。",
430 "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。",
431 "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。",
432 "全ての攻撃が、1/2の確率で無効になる。",
437 "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.",
438 "Fires a beam or ball which inflicts PSI damage.",
439 "Teleports you a short distance.",
440 "Teleports you a long distance.",
441 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
442 "Fires a ball which hurts monsters with telekinesis.",
443 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
444 "Gives feeling of an item. Or identifies an item at level 25.",
445 "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.",
446 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
447 "Pulls a distant item close to you.",
448 "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.",
449 "Fires a beam of pure energy which penetrates invulnerability barriers.",
450 "Stops time. Consumes all of your SP. The more SP consumed, the longer the duration of the spell.",
460 "Fires a very small energy ball.",
461 "Lights up nearby area and the inside of a room permanently.",
462 "Gives levitation a while.",
463 "Fires a short energy beam.",
464 "Gives magic resistance for a while.",
465 "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.",
466 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
467 "Damages an adjacent monster and blows it away.",
468 "Fires a large energy ball.",
469 "Dispels all magics which are affecting a monster.",
471 "Generates a huge ball of flame centered on you.",
472 "Fires a long, powerful energy beam.",
473 "Gives extremely fast speed.",
483 "Detects all monsters except the mindless in your vicinity.",
484 "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.",
485 "Sets off a trap, then destroys that trap.",
486 "Shakes dungeon structure, and results in random swapping of floors and walls.",
487 "Attacks all adjacent monsters.",
506 "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.",
507 "Makes a mirror under you.",
508 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
509 "Teleports you a short distance.",
510 "Lights up nearby area and the inside of a room permanently.",
511 "Teleports you a long distance.",
512 "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.",
513 "Teleports all monsters on the line away unless resisted.",
514 "Fires a ball of shards.",
515 "Causes any mirror to lull to sleep monsters close to the mirror.",
516 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
517 "Eliminates a monster on a mirror from current dungeon level.",
518 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
519 "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.",
520 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
521 "Recreates current dungeon level. Can only be used on a mirror.",
522 "Teleports you to a given location.",
523 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
524 "Completely protects you from any attacks at one in two chance.",
525 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
526 "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.",
530 "Darkens nearby area and inside of a room.",
531 "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.",
532 "Teleports you a short distance.",
533 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
534 "Teleports you a long distance.",
535 "Attacks an adjacent monster and teleports you away immediately after the attack.",
536 "Attempts to freeze a monster.",
537 "Identifies an item.",
538 "Gives levitation for a while.",
539 "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.",
540 "Steps close to a monster and attacks at a time.",
541 "Shoots 8 iron Spikes in 8 random directions.",
542 "Teleports a monster to a place adjacent to you.",
543 "Releases a confusion ball which doesn't inflict any damage.",
544 "Causes you and a targeted monster to exchange positions.",
545 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
546 "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.",
547 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
548 "Fires some number of beams of fire, nether or plasma in random directions.",
549 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
556 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
557 * @param p 情報を返す文字列参照ポインタ
558 * @param use_mind 職業毎の特殊技能ID
559 * @param power モンスター魔法のID
562 void mindcraft_info(player_type *caster_ptr, char *p, int use_mind, int power)
564 PLAYER_LEVEL plev = caster_ptr->lev;
570 case MIND_MINDCRAFTER:
574 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
575 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
576 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
578 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
579 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
581 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
582 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
584 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
586 case 10: sprintf(p, " max wgt %d", plev * 15); break;
588 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
589 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
590 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(caster_ptr->csp + 100-caster_ptr->energy_need - 50)/100); break;
595 int boost = P_PTR_KI;
597 if (heavy_armor(caster_ptr)) boost /= 2;
601 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
603 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
604 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
605 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
607 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
608 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
609 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
611 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
612 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
613 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
614 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
618 case MIND_MIRROR_MASTER:
624 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
625 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
627 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
628 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
630 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
632 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
634 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
635 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
638 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
640 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
641 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
642 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
652 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
654 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
655 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
658 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
659 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
666 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
667 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
668 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
669 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
677 * @brief 使用可能な特殊技能を選択する /
678 * Allow user to choose a mindcrafter power.
679 * @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
680 * @param only_browse 一覧を見るだけの場合TRUEを返す
681 * @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。
683 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
684 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
685 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
687 * The "prompt" should be "cast", "recite", or "study"\n
688 * The "known" should be TRUE for cast/pray, FALSE for study\n
690 * nb: This function has a (trivial) display bug which will be obvious\n
691 * when you run it. It's probably easy to fix but I haven't tried,\n
694 static bool_hack get_mind_power(player_type *caster_ptr, SPELL_IDX *sn, bool only_browse)
700 PERCENTAGE minfail = 0;
701 PLAYER_LEVEL plev = caster_ptr->lev;
702 PERCENTAGE chance = 0;
710 const mind_power *mind_ptr;
713 int menu_line = (use_menu ? 1 : 0);
715 switch (caster_ptr->pclass)
717 case CLASS_MINDCRAFTER:
719 use_mind = MIND_MINDCRAFTER;
720 p = _("超能力", "mindcraft");
723 case CLASS_FORCETRAINER:
726 p = _("練気術", "Force");
729 case CLASS_BERSERKER:
731 use_mind = MIND_BERSERKER;
732 p = _("技", "brutal power");
735 case CLASS_MIRROR_MASTER:
737 use_mind = MIND_MIRROR_MASTER;
738 p = _("鏡魔法", "magic");
743 use_mind = MIND_NINJUTSU;
744 p = _("忍術", "ninjutsu");
750 p = _("超能力", "mindcraft");
754 mind_ptr = &mind_powers[use_mind];
756 /* Assume cancelled */
759 /* Get the spell, if available */
761 if (repeat_pull(&code))
763 *sn = (SPELL_IDX)code;
764 /* Hack -- If requested INVEN_FORCE(1111), pull again */
765 if (*sn == INVEN_FORCE) repeat_pull(&code);
766 *sn = (SPELL_IDX)code;
768 /* Verify the spell */
769 if (mind_ptr->info[*sn].min_lev <= plev)
779 for (i = 0; i < MAX_MIND_POWERS; i++)
781 if (mind_ptr->info[i].min_lev <= plev)
787 /* Build a prompt (accept all spells) */
790 (void)strnfmt(out_val, 78,
791 _("(%^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? "),
792 p, I2A(0), I2A(num - 1), p);
796 (void)strnfmt(out_val, 78,
797 _("(%^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? "),
798 p, I2A(0), I2A(num - 1), p);
801 if (use_menu && !only_browse) screen_save();
803 choice = (always_show_list || use_menu) ? ESCAPE : 1;
807 if(choice==ESCAPE) choice = ' ';
808 else if( !get_com(out_val, &choice, TRUE) )break;
810 if (use_menu && choice != ' ')
816 if (!only_browse) screen_load();
824 menu_line += (num - 1);
846 if (menu_line > num) menu_line -= num;
849 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
852 if (!redraw || use_menu)
857 if (!only_browse && !use_menu) screen_save();
859 /* Display a list of spells */
861 put_str(_("名前", "Name"), y, x + 5);
863 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
864 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
866 has_weapon[0] = has_melee_weapon(caster_ptr, INVEN_RARM);
867 has_weapon[1] = has_melee_weapon(caster_ptr, INVEN_LARM);
869 /* Dump the spells */
870 for (i = 0; i < MAX_MIND_POWERS; i++)
874 /* Access the spell */
875 spell = mind_ptr->info[i];
877 if (spell.min_lev > plev) break;
881 mana_cost = spell.mana_cost;
885 /* Reduce failure rate by "effective" level adjustment */
886 chance -= 3 * (plev - spell.min_lev);
888 /* Reduce failure rate by INT/WIS adjustment */
889 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
891 if (use_mind == MIND_KI)
893 if (heavy_armor(caster_ptr)) chance += 20;
894 if (caster_ptr->icky_wield[0]) chance += 20;
895 else if (has_weapon[0]) chance += 10;
896 if (caster_ptr->icky_wield[1]) chance += 20;
897 else if (has_weapon[1]) chance += 10;
901 for (j = 0; j < P_PTR_KI / 50; j++)
902 mana_cost += (j+1) * 3 / 2;
906 /* Not enough mana to cast */
907 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > caster_ptr->csp))
909 chance += 5 * (mana_cost - caster_ptr->csp);
912 chance += caster_ptr->to_m_chance;
914 /* Extract the minimum failure rate */
915 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
917 /* Minimum failure rate */
918 if (chance < minfail) chance = minfail;
920 /* Stunning makes spells harder */
921 if (caster_ptr->stun > 50) chance += 25;
922 else if (caster_ptr->stun) chance += 15;
924 if (use_mind == MIND_KI)
926 if (heavy_armor(caster_ptr)) chance += 5;
927 if (caster_ptr->icky_wield[0]) chance += 5;
928 if (caster_ptr->icky_wield[1]) chance += 5;
930 /* Always a 5 percent chance of working */
931 if (chance > 95) chance = 95;
935 mindcraft_info(caster_ptr, comment, use_mind, i);
939 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
940 else strcpy(psi_desc, " ");
943 sprintf(psi_desc, " %c) ", I2A(i));
944 /* Dump the spell --(-- */
946 format("%-30s%2d %4d%s %3d%%%s",
947 spell.name, spell.min_lev, mana_cost,
948 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
950 prt(psi_desc, y + i + 1, x);
953 /* Clear the bottom line */
954 prt("", y + i + 1, x);
958 else if (!only_browse)
972 ask = isupper(choice);
975 if (ask) choice = (char)tolower(choice);
977 /* Extract request */
978 i = (islower(choice) ? A2I(choice) : -1);
981 /* Totally Illegal */
982 if ((i < 0) || (i >= num))
988 /* Save the spell index */
989 spell = mind_ptr->info[i];
997 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
999 /* Belay that order */
1000 if (!get_check(tmp_val)) continue;
1006 if (redraw && !only_browse) screen_load();
1008 caster_ptr->window |= (PW_SPELL);
1009 handle_stuff(caster_ptr);
1011 /* Abort if needed */
1012 if (!flag) return FALSE;
1014 /* Save the choice */
1017 repeat_push((COMMAND_CODE)i);
1025 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1026 * @param spell 発動する特殊技能のID
1027 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1029 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1034 PLAYER_LEVEL plev = caster_ptr->lev;
1039 case 0: /* Precog */
1042 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1043 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1044 wiz_lite(caster_ptr, FALSE);
1047 map_area(caster_ptr, DETECT_RAD_MAP);
1051 b = detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1052 if (plev > 14) b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1054 b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1055 b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1060 b = detect_all(caster_ptr, DETECT_RAD_DEFAULT);
1063 if ((plev > 24) && (plev < 40))
1064 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1066 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1071 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1073 if (randint1(100) < plev * 2)
1074 fire_beam(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1076 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1079 /* Minor displace */
1080 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1083 /* Major displace */
1084 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1090 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1092 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1096 charm_monsters(caster_ptr, plev * 2);
1100 /* Fist of Force --- not 'true' TK */
1101 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1103 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1104 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1107 /* Character Armour */
1108 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1109 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1110 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1111 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1112 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1113 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1118 return psychometry(caster_ptr);
1120 return ident_spell(caster_ptr, FALSE, 0);
1123 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!"));
1126 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1127 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1129 (void)mindblast_monsters(caster_ptr, randint1(plev * ((plev - 5) / 10 + 1)));
1133 set_afraid(caster_ptr, 0);
1134 set_stun(caster_ptr, 0);
1137 * Only heal when Adrenalin Channeling is not active. We check
1138 * that by checking if the player isn't fast and 'heroed' atm.
1140 if (!IS_FAST(caster_ptr) || !IS_HERO(caster_ptr))
1142 hp_player(caster_ptr, plev);
1145 t = 10 + randint1((plev * 3) / 2);
1146 set_hero(caster_ptr, t, FALSE);
1148 (void)set_fast(caster_ptr, t, FALSE);
1152 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1154 fetch(caster_ptr, dir, plev * 15, FALSE);
1159 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1161 b = damroll(plev / 2, 6);
1163 /* This is always a radius-0 ball now */
1164 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1165 caster_ptr->energy_need += randint1(150);
1169 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1171 fire_beam(caster_ptr, GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1175 time_walk(caster_ptr);
1179 msg_print(_("なに?", "Zap?"));
1187 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1188 * @param spell 発動する特殊技能のID
1189 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1191 static bool cast_force_spell(player_type *caster_ptr, int spell)
1194 PLAYER_LEVEL plev = caster_ptr->lev;
1195 int boost = P_PTR_KI;
1197 if (heavy_armor(caster_ptr)) boost /= 2;
1203 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1204 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1207 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1210 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1213 project_length = plev / 8 + 3;
1214 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1216 fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1219 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1222 msg_print(_("気を練った。", "You improved the Force."));
1223 P_PTR_KI += (70 + plev);
1224 caster_ptr->update |= (PU_BONUS);
1225 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1227 msg_print(_("気が暴走した!", "The Force exploded!"));
1228 fire_ball(caster_ptr, GF_MANA, 0, P_PTR_KI / 2, 10);
1229 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1234 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1237 return shock_power(caster_ptr);
1240 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1241 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1247 if (!target_set(caster_ptr, TARGET_KILL)) return FALSE;
1248 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1250 if (!player_has_los_bold(caster_ptr, target_row, target_col)) break;
1251 if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1252 dispel_monster_status(caster_ptr, m_idx);
1258 bool success = FALSE;
1260 for (i = 0; i < 1 + boost/100; i++)
1261 if (summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1265 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1269 msg_print(_("何も現れなかった。", "Nothing happen."));
1274 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1277 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1279 fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1282 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1285 msg_print(_("なに?", "Zap?"));
1289 caster_ptr->update |= (PU_BONUS);
1296 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1299 static int number_of_mirrors(floor_type *floor_ptr)
1302 for (POSITION x = 0; x < floor_ptr->width; x++) {
1303 for (POSITION y = 0; y < floor_ptr->height; y++) {
1304 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1314 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1315 * @param spell 発動する特殊技能のID
1316 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1318 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1321 PLAYER_LEVEL plev = caster_ptr->lev;
1329 /* mirror of seeing */
1331 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1332 if (plev + tmp > 4)detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1333 if (plev + tmp > 18)detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
1334 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1335 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1336 if (tmp == 0 && plev < 5) {
1337 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1342 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1343 place_mirror(caster_ptr);
1346 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1350 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1351 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1352 fire_beam(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1355 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1360 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1362 /* mirror of light */
1364 (void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
1366 /* mirror of wandering */
1368 teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
1372 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1374 /* banishing mirror */
1376 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1377 (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev);
1379 /* mirror clashing */
1381 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1382 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1383 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1385 /* mirror sleeping */
1387 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1388 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1389 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1390 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);
1397 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1398 fire_beam(caster_ptr, GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1400 /* seal of mirror */
1402 seal_of_mirror(caster_ptr, plev * 4 + 100);
1404 /* shield of water */
1406 t = 20 + randint1(20);
1407 set_shield(caster_ptr, t, FALSE);
1408 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1409 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1413 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1414 fire_beam(caster_ptr, GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1416 /* illusion light */
1418 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1419 slow_monsters(caster_ptr, plev);
1420 stun_monsters(caster_ptr, plev*tmp);
1421 confuse_monsters(caster_ptr, plev*tmp);
1422 turn_monsters(caster_ptr, plev*tmp);
1423 stun_monsters(caster_ptr, plev*tmp);
1424 stasis_monsters(caster_ptr, plev*tmp);
1428 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1429 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1432 reserve_alter_reality(caster_ptr);
1436 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1437 return mirror_tunnel(caster_ptr);
1439 /* mirror of recall */
1441 return recall_player(caster_ptr, randint0(21) + 15);
1444 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1448 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!"));
1450 /* mirror of Ruffnor */
1452 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1455 msg_print(_("なに?", "Zap?"));
1458 caster_ptr->magic_num1[0] = 0;
1465 * do_cmd_cast calls this function if the player's class is 'berserker'.
1466 * @param spell 発動する特殊技能のID
1467 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1469 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1478 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
1482 if (caster_ptr->riding)
1484 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1488 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1490 if (dir == 5) return FALSE;
1491 y = caster_ptr->y + ddy[dir];
1492 x = caster_ptr->x + ddx[dir];
1494 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1496 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1500 py_attack(caster_ptr, y, x, 0);
1502 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))
1508 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)
1511 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1517 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
1518 y = caster_ptr->y + ddy[dir];
1519 x = caster_ptr->x + ddx[dir];
1520 move_player(caster_ptr, dir, easy_disarm, TRUE);
1524 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1527 massacre(caster_ptr);
1530 msg_print(_("なに?", "Zap?"));
1538 * do_cmd_cast calls this function if the player's class is 'ninja'.
1539 * @param caster_ptr プレーヤーへの参照ポインタ
1540 * @param spell 発動する特殊技能のID
1541 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1543 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1545 POSITION x = 0, y = 0;
1547 PLAYER_LEVEL plev = caster_ptr->lev;
1552 (void)unlite_area(caster_ptr, 0, 3);
1557 wiz_lite(caster_ptr, TRUE);
1559 detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
1562 detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
1563 detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
1564 detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
1568 detect_objects_normal(caster_ptr, DETECT_RAD_DEFAULT);
1573 teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
1578 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1580 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1581 caster_ptr->special_defense |= NINJA_KAWARIMI;
1582 caster_ptr->redraw |= (PR_STATUS);
1588 teleport_player(caster_ptr, caster_ptr->lev * 5, TELEPORT_SPONTANEOUS);
1593 if(!hit_and_away(caster_ptr)) return FALSE;
1598 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1599 (void)stasis_monster(caster_ptr, dir);
1603 return ident_spell(caster_ptr, FALSE, 0);
1605 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1608 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1609 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1610 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1613 return rush_attack(caster_ptr, NULL);
1617 for (i = 0; i < 8; i++)
1621 for (slot = 0; slot < INVEN_PACK; slot++)
1623 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1625 if (slot == INVEN_PACK)
1627 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1628 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1632 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1633 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1635 take_turn(caster_ptr, 100);
1640 (void)fetch_monster(caster_ptr);
1643 if (!get_aim_dir(caster_ptr, &dir)) return FALSE;
1644 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1647 project_length = -1;
1648 if (!get_aim_dir(caster_ptr, &dir))
1655 (void)teleport_swap(caster_ptr, dir);
1658 explosive_rune(caster_ptr, caster_ptr->y, caster_ptr->x);
1661 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1662 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1665 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1666 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1667 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1668 teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
1673 int num = damroll(3, 9);
1675 for (k = 0; k < num; k++)
1677 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1678 int attempts = 1000;
1682 scatter(caster_ptr, &y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1684 if (!player_bold(caster_ptr, y, x)) break;
1686 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1687 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1692 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1695 msg_print(_("なに?", "Zap?"));
1702 * @brief 特殊技能コマンドのメインルーチン /
1705 void do_cmd_mind(player_type *caster_ptr)
1710 PERCENTAGE minfail = 0;
1711 PLAYER_LEVEL plev = caster_ptr->lev;
1712 int old_csp = caster_ptr->csp;
1715 int use_mind, mana_cost;
1717 bool on_mirror = FALSE;
1719 if (cmd_limit_confused(caster_ptr)) return;
1720 if (!get_mind_power(caster_ptr, &n, FALSE)) return;
1723 switch(caster_ptr->pclass)
1725 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1726 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1727 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1728 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1729 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1730 default: use_mind = 0 ;p = "超能力"; break;
1733 switch(caster_ptr->pclass)
1735 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1736 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1737 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1738 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1739 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1740 default: use_mind = 0; break;
1744 spell = mind_powers[use_mind].info[n];
1746 /* Spell failure chance */
1747 chance = spell.fail;
1749 mana_cost = spell.mana_cost;
1750 if (use_mind == MIND_KI)
1752 if (heavy_armor(caster_ptr)) chance += 20;
1753 if (caster_ptr->icky_wield[0]) chance += 20;
1754 else if (has_melee_weapon(caster_ptr, INVEN_RARM)) chance += 10;
1755 if (caster_ptr->icky_wield[1]) chance += 20;
1756 else if (has_melee_weapon(caster_ptr, INVEN_LARM)) chance += 10;
1760 for (j = 0; j < P_PTR_KI / 50; j++)
1761 mana_cost += (j+1) * 3 / 2;
1765 /* Verify "dangerous" spells */
1766 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1768 if (mana_cost > caster_ptr->chp)
1770 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1774 else if (mana_cost > caster_ptr->csp)
1777 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1779 if (!over_exert) return;
1782 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1788 /* Reduce failure rate by "effective" level adjustment */
1789 chance -= 3 * (plev - spell.min_lev);
1791 chance += caster_ptr->to_m_chance;
1793 /* Reduce failure rate by INT/WIS adjustment */
1794 chance -= 3 * (adj_mag_stat[caster_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1796 /* Not enough mana to cast */
1797 if ((mana_cost > caster_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1799 chance += 5 * (mana_cost - caster_ptr->csp);
1802 /* Extract the minimum failure rate */
1803 minfail = adj_mag_fail[caster_ptr->stat_ind[mp_ptr->spell_stat]];
1805 /* Minimum failure rate */
1806 if (chance < minfail) chance = minfail;
1808 /* Stunning makes spells harder */
1809 if (caster_ptr->stun > 50) chance += 25;
1810 else if (caster_ptr->stun) chance += 15;
1812 if (use_mind == MIND_KI)
1814 if (heavy_armor(caster_ptr)) chance += 5;
1815 if (caster_ptr->icky_wield[0]) chance += 5;
1816 if (caster_ptr->icky_wield[1]) chance += 5;
1820 /* Always a 5 percent chance of working */
1821 if (chance > 95) chance = 95;
1824 if (randint0(100) < chance)
1826 if (flush_failure) flush();
1827 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1831 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1833 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1835 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1839 if (randint1(100) < (chance / 2))
1844 if( use_mind == MIND_MINDCRAFTER ){
1847 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!"));
1848 lose_all_info(caster_ptr);
1852 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..."));
1853 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1857 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1858 set_confused(caster_ptr, caster_ptr->confused + randint1(8));
1862 set_stun(caster_ptr, caster_ptr->stun + randint1(8));
1867 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);
1869 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1870 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1871 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1874 if( use_mind == MIND_MIRROR_MASTER ){
1877 /* Nothing has happen */
1881 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1882 teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
1886 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1887 set_image(caster_ptr, caster_ptr->image + 5 + randint1(10));
1892 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);
1894 project(caster_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, caster_ptr->y, caster_ptr->x, plev * 2,
1895 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1896 caster_ptr->csp = MAX(0, caster_ptr->csp - plev * MAX(1, plev / 10));
1908 case MIND_MINDCRAFTER:
1910 cast = cast_mindcrafter_spell(caster_ptr, n);
1914 cast = cast_force_spell(caster_ptr, n);
1916 case MIND_BERSERKER:
1918 cast = cast_berserk_spell(caster_ptr, n);
1920 case MIND_MIRROR_MASTER:
1922 if(is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) )on_mirror = TRUE;
1923 cast = cast_mirror_spell(caster_ptr, n);
1927 cast = cast_ninja_spell(caster_ptr, n);
1930 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1938 /* teleport from mirror costs small energy */
1939 if(on_mirror && caster_ptr->pclass == CLASS_MIRROR_MASTER)
1941 if( n==3 || n==5 || n==7 || n==16 ) take_turn(caster_ptr, 50);
1945 take_turn(caster_ptr, 100);
1948 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1950 take_hit(caster_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1952 caster_ptr->redraw |= (PR_HP);
1955 /* Sufficient mana */
1956 else if (mana_cost <= old_csp)
1959 caster_ptr->csp -= mana_cost;
1962 if (caster_ptr->csp < 0) caster_ptr->csp = 0;
1964 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
1967 caster_ptr->csp = 0;
1968 caster_ptr->csp_frac = 0;
1972 /* Over-exert the player */
1975 int oops = mana_cost - old_csp;
1978 if ((caster_ptr->csp - mana_cost) < 0) caster_ptr->csp_frac = 0;
1979 caster_ptr->csp = MAX(0, caster_ptr->csp - mana_cost);
1981 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);
1983 /* Hack -- Bypass free action */
1984 (void)set_paralyzed(caster_ptr, caster_ptr->paralyzed + randint1(5 * oops + 1));
1986 /* Damage WIS (possibly permanently) */
1987 if (randint0(100) < 50)
1989 bool perm = (randint0(100) < 25);
1991 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
1993 /* Reduce constitution */
1994 (void)dec_stat(caster_ptr, A_WIS, 15 + randint1(10), perm);
1997 caster_ptr->redraw |= (PR_MANA);
1998 caster_ptr->window |= (PW_PLAYER);
1999 caster_ptr->window |= (PW_SPELL);
2004 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2007 void do_cmd_mind_browse(player_type *caster_ptr)
2014 if (caster_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2015 else if (caster_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2016 else if (caster_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2017 else if (caster_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2018 else if (caster_ptr->pclass == CLASS_MIRROR_MASTER)
2019 use_mind = MIND_MIRROR_MASTER;
2025 if (!get_mind_power(caster_ptr, &n, TRUE))
2031 /* Clear lines, position cursor (really should use strlen here) */
2032 Term_erase(12, 21, 255);
2033 Term_erase(12, 20, 255);
2034 Term_erase(12, 19, 255);
2035 Term_erase(12, 18, 255);
2036 Term_erase(12, 17, 255);
2037 Term_erase(12, 16, 255);
2039 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2040 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2042 prt(&temp[j], line, 15);
2047 case MIND_MIRROR_MASTER:
2049 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);