3 * @brief 各職業の特殊技能実装 / Special magics
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
13 * mind.cとあるが実際には超能力者、練気術師、狂戦士、鏡使い、忍者までの
26 #include "spells-summon.h"
28 #include "player-move.h"
29 #include "player-status.h"
30 #include "player-class.h"
31 #include "spells-status.h"
32 #include "cmd-spell.h"
33 #include "spells-floor.h"
36 #include "cmd-basic.h"
37 #include "monster-status.h"
38 #include "player-effects.h"
39 #include "player-damage.h"
40 #include "view-mainwindow.h"
41 #include "targeting.h"
42 #include "realm-song.h"
45 mind_power const mind_powers[5] =
49 /* Level gained, cost, %fail, name */
56 { 11, 7, 30, "念動衝撃弾"},
58 { 15, 12, 60, "サイコメトリー"},
59 { 18, 10, 45, "精神波動"},
60 { 23, 15, 50, "アドレナリン・ドーピング"},
61 { 26, 28, 60, "テレキネシス"},
62 { 28, 10, 40, "サイキック・ドレイン"},
64 { 45,150, 85, "完全な世界"},
73 { 1, 1, 15, "Precognition"},
74 { 2, 1, 20, "Neural Blast"},
75 { 3, 2, 25, "Minor Displacement"},
76 { 7, 6, 35, "Major Displacement"},
77 { 9, 7, 50, "Domination"},
78 { 11, 7, 30, "Pulverise"},
79 { 13, 12, 50, "Character Armour"},
80 { 15, 12, 60, "Psychometry" },
81 { 18, 10, 45, "Mind Wave" },
82 { 23, 15, 50, "Adrenaline Channeling"},
83 { 26, 28, 60, "Telekinesis"},
84 { 28, 10, 40, "Psychic Drain"},
85 { 35, 35, 75, "Psycho-Spear"},
86 { 45,150, 85, "The World"},
101 /* Level gained, cost, %fail, name */
106 { 8, 5, 40, "カメハメ波"},
107 { 10, 7, 45, "対魔法防御"},
109 { 17, 17, 50, "纏闘気"},
112 { 25, 30, 70, "いてつく波動"},
113 { 28, 26, 50, "幻霊召喚"},
114 { 32, 35, 65, "煉獄火炎"},
115 { 38, 42, 75, "超カメハメ波"},
116 { 44, 50, 80, "光速移動"},
125 { 1, 1, 15, "Small Force Ball"},
126 { 3, 3, 30, "Flash Light"},
127 { 5, 6, 35, "Flying Technique"},
128 { 8, 5, 40, "Kamehameha"},
129 { 10, 7, 45, "Magic Resistance"},
130 { 13, 5, 60, "Improve Force"},
131 { 17, 17, 50, "Aura of Force"},
132 { 20, 20, 50, "Shock Power"},
133 { 23, 18, 55, "Large Force Ball"},
134 { 25, 30, 70, "Dispel Magic"},
135 { 28, 26, 50, "Summon Ghost"},
136 { 32, 35, 65, "Exploding Frame"},
137 { 38, 42, 75, "Super Kamehameha"},
138 { 44, 50, 80, "Light Speed"},
153 /* Level gained, cost, %fail, name */
157 { 20, 15, 0, "トラップ粉砕"},
159 { 30, 80, 75, "皆殺し"},
177 { 8, 5, 40, "Detect Atmosphere of Menace"},
178 { 15, 20, 0, "Charge"},
179 { 20, 15, 0, "Smash a Trap"},
180 { 25, 20, 60, "Quake"},
181 { 30, 80, 75, "Massacre"},
205 /* Level gained, cost, %fail, name */
209 { 2, 2, 20, "光のしずく"},
214 { 10, 5, 30, "微塵隠れ"},
215 { 12, 12, 30, "追放の鏡"},
216 { 15, 15, 30, "鏡砕き"},
217 { 19, 13, 30, "催眠鏡"},
218 { 23, 18, 50, "シーカーレイ"},
220 { 25, 20, 40, "鏡の封印"},
221 { 27, 30, 60, "水鏡の盾"},
222 { 29, 30, 60, "スーパーレイ"},
223 { 31, 35, 60, "幻惑の光"},
224 { 33, 50, 80, "鏡の国"},
226 { 36, 30, 80, "鏡抜け"},
227 { 38, 40, 70, "帰還の鏡"},
228 { 40, 50, 55, "影分身"},
229 { 43, 55, 70, "封魔結界"},
230 { 46, 70, 75, "ラフノールの鏡"},
232 { 1, 1, 15, "Mirror of Seeing"},
233 { 1, 2, 40, "Making a Mirror"},
234 { 2, 2, 20, "Drip of Light"},
235 { 3, 2, 20, "Warped Mirror"},
236 { 5, 3, 35, "Mirror of Light"},
237 { 6, 5, 35, "Mirror of Wandering"},
239 { 10, 5, 30, "Robe of Dust"},
240 { 12, 12, 30, "Banishing Mirror"},
241 { 15, 15, 30, "Mirror Clashing"},
242 { 19, 13, 30, "Mirror Sleeping"},
243 { 23, 18, 50, "Seeker Ray"},
245 { 25, 20, 40, "Seal of Mirror"},
246 { 27, 30, 60, "Shield of Water"},
247 { 29, 30, 60, "Super Ray"},
248 { 31, 35, 60, "Illusion Light"},
249 { 33, 50, 80, "Mirror Shift"},
251 { 36, 30, 80, "Mirror Tunnel"},
252 { 38, 40, 70, "Mirror of Recall"},
253 { 40, 50, 55, "Multi-Shadow"},
254 { 43, 55, 70, "Binding Field"},
255 { 46, 70, 75, "Mirror of Ruffnor"},
263 /* Level gained, cost, %fail, name */
270 { 8, 10, 35, "一撃離脱"},
271 { 10, 10, 40, "金縛り"},
272 { 12, 12, 70, "古の口伝"},
276 { 20, 5, 50, "八方手裏剣"},
280 { 30, 30, 70, "爆発の紋章"},
282 { 34, 35, 50, "霧隠れ"},
283 { 38, 40, 60, "煉獄火炎"},
287 { 1, 1, 20, "Create Darkness"},
288 { 2, 2, 25, "Detect Near"},
289 { 3, 3, 25, "Hide in Leafs"},
290 { 5, 3, 30, "Kawarimi"},
291 { 7, 8, 35, "Absconding"},
292 { 8, 10, 35, "Hit and Away"},
293 { 10, 10, 40, "Bind Monster"},
294 { 12, 12, 70, "Ancient Knowledge"},
295 { 15, 10, 50, "Floating"},
296 { 17, 12, 45, "Hide in Flame"},
297 { 18, 20, 40, "Nyusin"},
298 { 20, 5, 50, "Syuriken Spreading"},
299 { 22, 15, 55, "Chain Hook"},
300 { 25, 32, 60, "Smoke Ball"},
301 { 28, 32, 60, "Swap Position"},
302 { 30, 30, 70, "Glyph of Explosion"},
303 { 32, 40, 40, "Hide in Mud"},
304 { 34, 35, 50, "Hide in Mist"},
305 { 38, 40, 60, "Rengoku-Kaen"},
306 { 41, 50, 55, "Bunshin"},
315 static concptr const mind_tips[5][MAX_MIND_POWERS] =
319 "近くの全ての見えるモンスターを感知する。レベル5で罠/扉、15で透明なモンスター、30で財宝とアイテムを感知できるようになる。レベル20で周辺の地形を感知し、45でその階全体を永久に照らし、ダンジョン内のすべてのアイテムを感知する。レベル25で一定時間テレパシーを得る。",
323 "レベル30未満で、モンスターを朦朧か混乱か恐怖させる球を放つ。レベル30以上で視界内の全てのモンスターを魅了する。抵抗されると無効。",
325 "一定時間、ACを上昇させる。レベルが上がると、酸、炎、冷気、電撃、毒の耐性も得られる。",
326 "レベル25未満で、アイテムの雰囲気を知る。レベル25以上で、アイテムを鑑定する。",
327 "レベル25未満で、自分を中心とした精神攻撃の球を発生させる。レベル25以上で、視界内の全てのモンスターに対して精神攻撃を行う。",
328 "恐怖と朦朧から回復し、ヒーロー気分かつ加速状態でなければHPが少し回復する。さらに、一定時間ヒーロー気分になり、加速する。",
330 "精神攻撃の球を放つ。モンスターに命中すると、0~1.5ターン消費する。抵抗されなければ、MPが回復する。",
331 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
332 "時を止める。全MPを消費し、消費したMPに応じて長く時を止めていられる。",
343 "光源が照らしている範囲か部屋全体を永久に明るくする。",
346 "一定時間、魔法防御能力を上昇させる。",
347 "気を練る。気を練ると術の威力は上がり、持続時間は長くなる。練った気は時間とともに拡散する。練りすぎると暴走する危険がある。",
348 "一定時間、攻撃してきた全てのモンスターを傷つけるオーラを纏う。",
349 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
351 "モンスター1体にかかった魔法を解除する。",
353 "自分を中心とした超巨大な炎の球を発生させる。",
354 "射程の長い、強力な気のビームを放つ。",
355 "しばらくの間、非常に速く動くことができる。",
365 "近くの思考することができるモンスターを感知する。",
367 "トラップにかかるが、そのトラップを破壊する。",
368 "周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。",
388 "近くの全てのモンスターを感知する。レベル15で透明なモンスターを感知する。レベル25で一定時間テレパシーを得る。レベル35で周辺の地形を感知する。全ての効果は、鏡の上でないとレベル4だけ余計に必要になる。",
390 "閃光の矢を放つ。レベル10以上では鏡の上で使うとビームになる。",
392 "自分の周囲や、 自分のいる部屋全体を明るくする。",
394 "一定時間、鏡のオーラが付く。攻撃を受けると破片のダメージで反撃し、さらに鏡の上にいた場合近距離のテレポートをする。",
395 "モンスターをテレポートさせるビームを放つ。抵抗されると無効。",
397 "全ての鏡の周りに眠りの球を発生させる。",
398 "ターゲットに向かって魔力のビームを放つ。鏡に命中すると、その鏡を破壊し、別の鏡に向かって反射する。",
400 "一定時間、ACを上昇させる。レベル32で反射が付く。レベル40で魔法防御が上がる。",
401 "ターゲットに向かって強力な魔力のビームを放つ。鏡に命中すると、その鏡を破壊し、8方向に魔力のビームを発生させる。",
402 "視界内のモンスターを減速させ、朦朧とさせ、混乱させ、恐怖させ、麻痺させる。鏡の上で使うと威力が高い。",
403 "フロアを作り変える。鏡の上でしか使えない。",
404 "短距離内の指定した場所にテレポートする。",
405 "地上にいるときはダンジョンの最深階へ、ダンジョンにいるときは地上へと移動する。",
406 "全ての攻撃が、1/2の確率で無効になる。",
407 "視界内の2つの鏡とプレイヤーを頂点とする三角形の領域に、魔力の結界を発生させる。",
408 "一定時間、ダメージを受けなくなるバリアを張る。切れた瞬間に少しターンを消費するので注意。",
412 "近くの全ての見えるモンスターを感知する。レベル5で罠/扉/階段、レベル15でアイテムを感知できるようになる。レベル45でその階全体の地形と全てのアイテムを感知する。",
414 "攻撃を受けた瞬間にテレポートをするようになる。失敗するとその攻撃のダメージを受ける。テレポートに失敗することもある。",
417 "敵1体の動きを封じる。ユニークモンスター相手の場合又は抵抗された場合には無効。",
420 "自分を中心とした火の球を発生させ、テレポートする。さらに、一定時間炎に対する耐性を得る。装備による耐性に累積する。",
422 "ランダムな方向に8回くさびを投げる。",
426 "自分のいる床の上に、モンスターが通ると爆発してダメージを与えるルーンを描く。",
427 "一定時間、半物質化し壁を通り抜けられるようになる。さらに、一定時間酸への耐性を得る。装備による耐性に累積する。",
428 "自分を中心とした超巨大な毒、衰弱、混乱の球を発生させ、テレポートする。",
429 "ランダムな方向に何回か炎か地獄かプラズマのビームを放つ。",
430 "全ての攻撃が、1/2の確率で無効になる。",
435 "Detects visible monsters in your vicinity and more and more. Detects traps and doors at level 5, invisible monsters at level 15, items at level 30. And magic mapping at level 20. Lights and know the whole level at level 45. Gives telepathy at level 25.",
436 "Fires a beam or ball which inflicts PSI damage.",
437 "Teleport short distance.",
438 "Teleport long distance.",
439 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
440 "Fires a ball which hurts monsters with telekinesis.",
441 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
442 "Gives feeling of an item. Or identify an item at level 25.",
443 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
444 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
445 "Pulls a distant item close to you.",
446 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
447 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
448 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
458 "Fires a very small energy ball.",
459 "Lights up nearby area and the inside of a room permanently.",
460 "Gives levitaion a while.",
461 "Fires a short energy beam.",
462 "Gives magic resistance for a while.",
463 "Improves spirit energy power temporaly. Improved spirit energy will be more and more powerfull or have longer duration. Too many improving results in uncontrollable explosion of spirit energy.",
464 "Gives aura which damages all monsters which attacked you for a while.",
465 "Damages an adjacent monster, and blow it away.",
466 "Fires a large energy ball.",
467 "Dispels all magics which is effecting a monster.",
469 "Generates a huge ball of frame which centered on you.",
470 "Fires a long, powerful energy beam.",
471 "Gives extremely fast speed.",
481 "Detects all monsters except mindless in your vicinity.",
482 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
483 "Sets off a trap, then destroy that trap.",
484 "Shakes dungeon structure, and results in random swaping of floors and walls.",
485 "Attacks all adjacent monsters.",
504 "Detects visible monsters in your vicinity and more and more. Detects invisible monsters at level 15. Gives telepathy at level 25. Magic mapping at level 35. All of effects need 4 more levels unless on a mirror.",
505 "Makes a mirror under you.",
506 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
507 "Teleport short distance.",
508 "Lights up nearby area and the inside of a room permanently.",
509 "Teleport long distance.",
510 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
511 "Teleports all monsters on the line away unless resisted.",
512 "Fires a ball of shards.",
513 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
514 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
515 "Eliminates a monster on a mirror from current dungeon level.",
516 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
517 "Fires a powerful beam of mana. If the beam hit a mirror, it breaks that mirror and fires 8 beams of mana to 8 different directions from that point.",
518 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
519 "Recreates current dungeon level. Can only be used on a mirror.",
520 "Teleport to given location.",
521 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
522 "Completely protects you from any attacks at one in two chance.",
523 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
524 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
528 "Darken nearby area and inside of a room.",
529 "Detects visible monsters in your vicinity and more and more. Detects traps, doors and stairs at level 5, items at level 15. Lights and know the whole level at level 45.",
530 "Teleport short distance.",
531 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
532 "Teleport long distance.",
533 "Attack and teleport in a time.",
534 "Attempt to freeze a monster.",
535 "Identifies an item.",
536 "Gives levitation for a while.",
537 "Generate a fire ball and teleport in a time. Gives resistance to fire for a while. This resistance can be added to which from equipment for more powerful resistance.",
538 "Steps close to a monster and attacks at a time.",
539 "Shoots 8 iron Spikes in 8 random directions.",
540 "Teleport a monster to a place adjacent to you.",
541 "Releases a confusion ball which doesn't inflict any damage.",
542 "Swaps positions of you and a monster.",
543 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
544 "Become ethereal form which gives ability to pass walls, and gives resistance to acid for a while. This resistance can be added to which from equipment for more powerful resistance.",
545 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
546 "Fires some number of beams of fire, nether or plasma in random directions.",
547 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
554 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
555 * @param p 情報を返す文字列参照ポインタ
556 * @param use_mind 職業毎の特殊技能ID
557 * @param power モンスター魔法のID
560 void mindcraft_info(char *p, int use_mind, int power)
562 PLAYER_LEVEL plev = p_ptr->lev;
568 case MIND_MINDCRAFTER:
572 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
573 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
574 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
576 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
577 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
579 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
580 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
582 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
584 case 10: sprintf(p, " max wgt %d", plev * 15); break;
586 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
587 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
588 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
593 int boost = P_PTR_KI;
595 if (heavy_armor(p_ptr)) boost /= 2;
599 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
601 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
602 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
603 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
605 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
606 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
607 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
609 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
610 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
611 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
612 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
616 case MIND_MIRROR_MASTER:
622 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
623 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
625 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
626 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
628 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
630 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
632 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
633 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
636 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
638 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
639 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
640 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
650 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
652 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
653 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
656 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
657 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
664 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
665 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
666 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
667 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
675 * @brief 使用可能な特殊技能を選択する /
676 * Allow user to choose a mindcrafter power.
677 * @param sn 選択した特殊技能ID、キャンセルの場合-1、不正な選択の場合-2を返す
678 * @param only_browse 一覧を見るだけの場合TRUEを返す
679 * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。
681 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
682 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
683 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
685 * The "prompt" should be "cast", "recite", or "study"\n
686 * The "known" should be TRUE for cast/pray, FALSE for study\n
688 * nb: This function has a (trivial) display bug which will be obvious\n
689 * when you run it. It's probably easy to fix but I haven't tried,\n
692 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
698 PERCENTAGE minfail = 0;
699 PLAYER_LEVEL plev = p_ptr->lev;
700 PERCENTAGE chance = 0;
708 const mind_power *mind_ptr;
711 int menu_line = (use_menu ? 1 : 0);
713 switch (p_ptr->pclass)
715 case CLASS_MINDCRAFTER:
717 use_mind = MIND_MINDCRAFTER;
718 p = _("超能力", "mindcraft");
721 case CLASS_FORCETRAINER:
724 p = _("練気術", "Force");
727 case CLASS_BERSERKER:
729 use_mind = MIND_BERSERKER;
730 p = _("技", "brutal power");
733 case CLASS_MIRROR_MASTER:
735 use_mind = MIND_MIRROR_MASTER;
736 p = _("鏡魔法", "magic");
741 use_mind = MIND_NINJUTSU;
742 p = _("忍術", "ninjutsu");
748 p = _("超能力", "mindcraft");
752 mind_ptr = &mind_powers[use_mind];
754 /* Assume cancelled */
757 /* Get the spell, if available */
759 if (repeat_pull(&code))
761 *sn = (SPELL_IDX)code;
762 /* Hack -- If requested INVEN_FORCE(1111), pull again */
763 if (*sn == INVEN_FORCE) repeat_pull(&code);
764 *sn = (SPELL_IDX)code;
766 /* Verify the spell */
767 if (mind_ptr->info[*sn].min_lev <= plev)
777 for (i = 0; i < MAX_MIND_POWERS; i++)
779 if (mind_ptr->info[i].min_lev <= plev)
785 /* Build a prompt (accept all spells) */
788 (void)strnfmt(out_val, 78,
789 _("(%^s %c-%c, '*'で一覧, ESC) どの%sについて知りますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
790 p, I2A(0), I2A(num - 1), p);
794 (void)strnfmt(out_val, 78,
795 _("(%^s %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
796 p, I2A(0), I2A(num - 1), p);
799 if (use_menu && !only_browse) screen_save();
801 choice = (always_show_list || use_menu) ? ESCAPE : 1;
805 if(choice==ESCAPE) choice = ' ';
806 else if( !get_com(out_val, &choice, TRUE) )break;
808 if (use_menu && choice != ' ')
814 if (!only_browse) screen_load();
822 menu_line += (num - 1);
844 if (menu_line > num) menu_line -= num;
847 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
850 if (!redraw || use_menu)
855 if (!only_browse && !use_menu) screen_save();
857 /* Display a list of spells */
859 put_str(_("名前", "Name"), y, x + 5);
861 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
862 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
864 has_weapon[0] = has_melee_weapon(p_ptr, INVEN_RARM);
865 has_weapon[1] = has_melee_weapon(p_ptr, INVEN_LARM);
867 /* Dump the spells */
868 for (i = 0; i < MAX_MIND_POWERS; i++)
872 /* Access the spell */
873 spell = mind_ptr->info[i];
875 if (spell.min_lev > plev) break;
879 mana_cost = spell.mana_cost;
883 /* Reduce failure rate by "effective" level adjustment */
884 chance -= 3 * (plev - spell.min_lev);
886 /* Reduce failure rate by INT/WIS adjustment */
887 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
889 if (use_mind == MIND_KI)
891 if (heavy_armor(p_ptr)) chance += 20;
892 if (p_ptr->icky_wield[0]) chance += 20;
893 else if (has_weapon[0]) chance += 10;
894 if (p_ptr->icky_wield[1]) chance += 20;
895 else if (has_weapon[1]) chance += 10;
899 for (j = 0; j < P_PTR_KI / 50; j++)
900 mana_cost += (j+1) * 3 / 2;
904 /* Not enough mana to cast */
905 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
907 chance += 5 * (mana_cost - p_ptr->csp);
910 chance += p_ptr->to_m_chance;
912 /* Extract the minimum failure rate */
913 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
915 /* Minimum failure rate */
916 if (chance < minfail) chance = minfail;
918 /* Stunning makes spells harder */
919 if (p_ptr->stun > 50) chance += 25;
920 else if (p_ptr->stun) chance += 15;
922 if (use_mind == MIND_KI)
924 if (heavy_armor(p_ptr)) chance += 5;
925 if (p_ptr->icky_wield[0]) chance += 5;
926 if (p_ptr->icky_wield[1]) chance += 5;
928 /* Always a 5 percent chance of working */
929 if (chance > 95) chance = 95;
933 mindcraft_info(comment, use_mind, i);
937 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
938 else strcpy(psi_desc, " ");
941 sprintf(psi_desc, " %c) ", I2A(i));
942 /* Dump the spell --(-- */
944 format("%-30s%2d %4d%s %3d%%%s",
945 spell.name, spell.min_lev, mana_cost,
946 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
948 prt(psi_desc, y + i + 1, x);
951 /* Clear the bottom line */
952 prt("", y + i + 1, x);
956 else if (!only_browse)
970 ask = isupper(choice);
973 if (ask) choice = (char)tolower(choice);
975 /* Extract request */
976 i = (islower(choice) ? A2I(choice) : -1);
979 /* Totally Illegal */
980 if ((i < 0) || (i >= num))
986 /* Save the spell index */
987 spell = mind_ptr->info[i];
995 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
997 /* Belay that order */
998 if (!get_check(tmp_val)) continue;
1004 if (redraw && !only_browse) screen_load();
1006 p_ptr->window |= (PW_SPELL);
1009 /* Abort if needed */
1010 if (!flag) return (FALSE);
1012 /* Save the choice */
1015 repeat_push((COMMAND_CODE)i);
1023 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1024 * @param spell 発動する特殊技能のID
1025 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1027 static bool cast_mindcrafter_spell(player_type *caster_ptr, int spell)
1032 PLAYER_LEVEL plev = caster_ptr->lev;
1037 case 0: /* Precog */
1040 chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
1041 chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
1042 wiz_lite(caster_ptr, FALSE);
1045 map_area(caster_ptr, DETECT_RAD_MAP);
1049 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1050 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1052 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1053 b |= detect_doors(DETECT_RAD_DEFAULT);
1058 b = detect_all(DETECT_RAD_DEFAULT);
1061 if ((plev > 24) && (plev < 40))
1062 set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1064 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1069 if (!get_aim_dir(&dir)) return FALSE;
1071 if (randint1(100) < plev * 2)
1072 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1074 fire_ball(caster_ptr, GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1077 /* Minor displace */
1078 teleport_player(caster_ptr, 10, 0L);
1081 /* Major displace */
1082 teleport_player(caster_ptr, plev * 5, 0L);
1088 if (!get_aim_dir(&dir)) return FALSE;
1090 fire_ball(caster_ptr, GF_DOMINATION, dir, plev, 0);
1094 charm_monsters(plev * 2);
1098 /* Fist of Force --- not 'true' TK */
1099 if (!get_aim_dir(&dir)) return FALSE;
1101 fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1102 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1105 /* Character Armour */
1106 set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
1107 if (plev > 14) set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1108 if (plev > 19) set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1109 if (plev > 24) set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
1110 if (plev > 29) set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
1111 if (plev > 34) set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
1116 return psychometry(caster_ptr);
1118 return ident_spell(caster_ptr, FALSE);
1121 msg_print(_("精神を捻じ曲げる波動を発生させた!", "Mind-warping forces emanate from your brain!"));
1124 project(caster_ptr, 0, 2 + plev / 10, caster_ptr->y, caster_ptr->x,
1125 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1127 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1131 set_afraid(caster_ptr, 0);
1132 set_stun(caster_ptr, 0);
1135 * Only heal when Adrenalin Channeling is not active. We check
1136 * that by checking if the player isn't fast and 'heroed' atm.
1138 if (!IS_FAST() || !IS_HERO())
1140 hp_player(caster_ptr, plev);
1143 t = 10 + randint1((plev * 3) / 2);
1144 set_hero(caster_ptr, t, FALSE);
1146 (void)set_fast(caster_ptr, t, FALSE);
1150 if (!get_aim_dir(&dir)) return FALSE;
1152 fetch(caster_ptr, dir, plev * 15, FALSE);
1157 if (!get_aim_dir(&dir)) return FALSE;
1159 b = damroll(plev / 2, 6);
1161 /* This is always a radius-0 ball now */
1162 if (fire_ball(caster_ptr, GF_PSI_DRAIN, dir, b, 0))
1163 caster_ptr->energy_need += randint1(150);
1167 if (!get_aim_dir(&dir)) return FALSE;
1169 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1173 time_walk(caster_ptr);
1177 msg_print(_("なに?", "Zap?"));
1185 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1186 * @param spell 発動する特殊技能のID
1187 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1189 static bool cast_force_spell(player_type *caster_ptr, int spell)
1192 PLAYER_LEVEL plev = caster_ptr->lev;
1193 int boost = P_PTR_KI;
1195 if (heavy_armor(caster_ptr)) boost /= 2;
1201 if (!get_aim_dir(&dir)) return FALSE;
1202 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1205 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1208 set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
1211 project_length = plev / 8 + 3;
1212 if (!get_aim_dir(&dir)) return FALSE;
1214 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1217 set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
1220 msg_print(_("気を練った。", "You improved the Force."));
1221 P_PTR_KI += (70 + plev);
1222 caster_ptr->update |= (PU_BONUS);
1223 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1225 msg_print(_("気が暴走した!", "The Force exploded!"));
1226 fire_ball(caster_ptr, GF_MANA, 0, P_PTR_KI / 2, 10);
1227 take_hit(caster_ptr, DAMAGE_LOSELIFE, caster_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1232 set_tim_sh_touki(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1235 return shock_power(caster_ptr);
1238 if (!get_aim_dir(&dir)) return FALSE;
1239 fire_ball(caster_ptr, GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1245 if (!target_set(TARGET_KILL)) return FALSE;
1246 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1248 if (!player_has_los_bold(p_ptr, target_row, target_col)) break;
1249 if (!projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1250 dispel_monster_status(m_idx);
1256 bool success = FALSE;
1258 for (i = 0; i < 1 + boost/100; i++)
1259 if (summon_specific(-1, caster_ptr->y, caster_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1263 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1267 msg_print(_("何も現れなかった。", "Nothing happen."));
1272 fire_ball(caster_ptr, GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1275 if (!get_aim_dir(&dir)) return FALSE;
1277 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1280 set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
1283 msg_print(_("なに?", "Zap?"));
1286 caster_ptr->update |= (PU_BONUS);
1293 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1296 static int number_of_mirrors(floor_type *floor_ptr)
1300 for (x = 0; x < floor_ptr->width; x++) {
1301 for (y = 0; y < floor_ptr->height; y++) {
1302 if (is_mirror_grid(&floor_ptr->grid_array[y][x])) val++;
1310 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1311 * @param spell 発動する特殊技能のID
1312 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1314 static bool cast_mirror_spell(player_type *caster_ptr, int spell)
1317 PLAYER_LEVEL plev = caster_ptr->lev;
1325 /* mirror of seeing */
1327 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 0;
1328 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1329 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1330 if (plev + tmp > 28)set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
1331 if (plev + tmp > 38)map_area(caster_ptr, DETECT_RAD_MAP);
1332 if (tmp == 0 && plev < 5) {
1333 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1338 if (number_of_mirrors(caster_ptr->current_floor_ptr) < 4 + plev / 10) {
1339 place_mirror(caster_ptr);
1342 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1346 if (!get_aim_dir(&dir)) return FALSE;
1347 if (plev > 9 && is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1348 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1351 fire_bolt(caster_ptr, GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1356 teleport_player(caster_ptr, 10, 0L);
1358 /* mirror of light */
1360 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1362 /* mirror of wandering */
1364 teleport_player(caster_ptr, plev * 5, 0L);
1368 set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
1370 /* banishing mirror */
1372 if (!get_aim_dir(&dir)) return FALSE;
1373 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1375 /* mirror clashing */
1377 if (!get_aim_dir(&dir)) return FALSE;
1378 fire_ball(caster_ptr, GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1379 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1381 /* mirror sleeping */
1383 for (x = 0; x < caster_ptr->current_floor_ptr->width; x++) {
1384 for (y = 0; y < caster_ptr->current_floor_ptr->height; y++) {
1385 if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x])) {
1386 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);
1393 if (!get_aim_dir(&dir)) return FALSE;
1394 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1396 /* seal of mirror */
1398 seal_of_mirror(caster_ptr, plev * 4 + 100);
1400 /* shield of water */
1402 t = 20 + randint1(20);
1403 set_shield(caster_ptr, t, FALSE);
1404 if (plev > 31)set_tim_reflect(caster_ptr, t, FALSE);
1405 if (plev > 39)set_resist_magic(caster_ptr, t, FALSE);
1409 if (!get_aim_dir(&dir)) return FALSE;
1410 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1412 /* illusion light */
1414 tmp = is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x]) ? 4 : 3;
1415 slow_monsters(plev);
1416 stun_monsters(plev*tmp);
1417 confuse_monsters(plev*tmp);
1418 turn_monsters(plev*tmp);
1419 stun_monsters(plev*tmp);
1420 stasis_monsters(plev*tmp);
1424 if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x])) {
1425 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1428 reserve_alter_reality(caster_ptr);
1432 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1433 return mirror_tunnel();
1435 /* mirror of recall */
1437 return recall_player(caster_ptr, randint0(21) + 15);
1440 set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
1444 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!"));
1446 /* mirror of Ruffnor */
1448 (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
1451 msg_print(_("なに?", "Zap?"));
1454 caster_ptr->magic_num1[0] = 0;
1461 * do_cmd_cast calls this function if the player's class is 'berserker'.
1462 * @param spell 発動する特殊技能のID
1463 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1465 static bool cast_berserk_spell(player_type *caster_ptr, int spell)
1474 detect_monsters_mind(DETECT_RAD_DEFAULT);
1478 if (caster_ptr->riding)
1480 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1484 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1486 if (dir == 5) return FALSE;
1487 y = caster_ptr->y + ddy[dir];
1488 x = caster_ptr->x + ddx[dir];
1490 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1492 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1496 py_attack(caster_ptr, y, x, 0);
1498 if (!player_can_enter(caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr->current_floor_ptr->grid_array[y][x].feat))
1504 if (player_can_enter(caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
1507 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1513 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1514 y = caster_ptr->y + ddy[dir];
1515 x = caster_ptr->x + ddx[dir];
1516 move_player(caster_ptr, dir, easy_disarm, TRUE);
1520 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 8+randint0(5), 0);
1523 massacre(caster_ptr);
1526 msg_print(_("なに?", "Zap?"));
1534 * do_cmd_cast calls this function if the player's class is 'ninja'.
1535 * @param spell 発動する特殊技能のID
1536 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1538 static bool cast_ninja_spell(player_type *caster_ptr, int spell)
1540 POSITION x = 0, y = 0;
1542 PLAYER_LEVEL plev = caster_ptr->lev;
1548 (void)unlite_area(0, 3);
1553 wiz_lite(caster_ptr, TRUE);
1555 detect_monsters_normal(DETECT_RAD_DEFAULT);
1558 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1559 detect_doors(DETECT_RAD_DEFAULT);
1560 detect_stairs(DETECT_RAD_DEFAULT);
1564 detect_objects_normal(DETECT_RAD_DEFAULT);
1569 teleport_player(caster_ptr, 10, 0L);
1574 if (!(caster_ptr->special_defense & NINJA_KAWARIMI))
1576 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1577 caster_ptr->special_defense |= NINJA_KAWARIMI;
1578 caster_ptr->redraw |= (PR_STATUS);
1584 teleport_player(caster_ptr, caster_ptr->lev * 5, 0L);
1589 if(!panic_hit()) return FALSE;
1594 if (!get_aim_dir(&dir)) return FALSE;
1595 (void)stasis_monster(dir);
1599 return ident_spell(caster_ptr, FALSE);
1601 set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
1604 fire_ball(caster_ptr, GF_FIRE, 0, 50+plev, plev/10+2);
1605 teleport_player(caster_ptr, 30, 0L);
1606 set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
1609 return rush_attack(caster_ptr, NULL);
1613 for (i = 0; i < 8; i++)
1617 for (slot = 0; slot < INVEN_PACK; slot++)
1619 if (caster_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1621 if (slot == INVEN_PACK)
1623 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1624 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1628 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1629 do_cmd_throw(caster_ptr, 1, FALSE, slot);
1631 take_turn(caster_ptr, 100);
1637 monster_type *m_ptr;
1639 GAME_TEXT m_name[MAX_NLEN];
1645 if (!target_set(TARGET_KILL)) return FALSE;
1646 m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
1648 if (m_idx == caster_ptr->riding) break;
1649 if (!player_has_los_bold(p_ptr, target_row, target_col)) break;
1650 if (!projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break;
1651 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
1652 monster_desc(m_name, m_ptr, 0);
1653 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1654 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, caster_ptr->y, caster_ptr->x, 0);
1655 ty = target_row, tx = target_col;
1656 for (i = 1; i < path_n; i++)
1658 POSITION ny = GRID_Y(path_g[i]);
1659 POSITION nx = GRID_X(path_g[i]);
1660 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[ny][nx];
1662 if (in_bounds(caster_ptr->current_floor_ptr, ny, nx) && cave_empty_bold(p_ptr->current_floor_ptr, ny, nx) &&
1663 !(g_ptr->info & CAVE_OBJECT) &&
1664 !pattern_tile(ny, nx))
1670 /* Update the old location */
1671 caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1673 /* Update the new location */
1674 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1676 /* Move the monster */
1680 /* Wake the monster up */
1681 (void)set_monster_csleep(m_idx, 0);
1683 update_monster(caster_ptr, m_idx, TRUE);
1684 lite_spot(target_row, target_col);
1687 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1688 caster_ptr->update |= (PU_MON_LITE);
1692 /* Auto-Recall if possible and visible */
1693 if (!caster_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1694 health_track(m_idx);
1700 if (!get_aim_dir(&dir)) return FALSE;
1701 fire_ball(caster_ptr, GF_OLD_CONF, dir, plev*3, 3);
1704 project_length = -1;
1705 if (!get_aim_dir(&dir))
1712 (void)teleport_swap(dir);
1715 explosive_rune(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x);
1718 (void)set_kabenuke(caster_ptr, randint1(plev/2) + plev/2, FALSE);
1719 set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
1722 fire_ball(caster_ptr, GF_POIS, 0, 75+plev*2/3, plev/5+2);
1723 fire_ball(caster_ptr, GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1724 fire_ball(caster_ptr, GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1725 teleport_player(caster_ptr, 30, 0L);
1730 int num = damroll(3, 9);
1732 for (k = 0; k < num; k++)
1734 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1735 int attempts = 1000;
1739 scatter(&y, &x, caster_ptr->y, caster_ptr->x, 4, 0);
1741 if (!player_bold(caster_ptr, y, x)) break;
1743 project(caster_ptr, 0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1744 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1749 set_multishadow(caster_ptr, 6+randint1(6), FALSE);
1752 msg_print(_("なに?", "Zap?"));
1759 * @brief 特殊技能コマンドのメインルーチン /
1762 void do_cmd_mind(void)
1767 PERCENTAGE minfail = 0;
1768 PLAYER_LEVEL plev = p_ptr->lev;
1769 int old_csp = p_ptr->csp;
1772 int use_mind, mana_cost;
1774 bool on_mirror = FALSE;
1776 if (cmd_limit_confused(p_ptr)) return;
1777 if (!get_mind_power(&n, FALSE)) return;
1780 switch(p_ptr->pclass)
1782 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1783 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1784 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1785 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1786 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1787 default: use_mind = 0 ;p = "超能力"; break;
1790 switch(p_ptr->pclass)
1792 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1793 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1794 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1795 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1796 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1797 default: use_mind = 0; break;
1801 spell = mind_powers[use_mind].info[n];
1803 /* Spell failure chance */
1804 chance = spell.fail;
1806 mana_cost = spell.mana_cost;
1807 if (use_mind == MIND_KI)
1809 if (heavy_armor(p_ptr)) chance += 20;
1810 if (p_ptr->icky_wield[0]) chance += 20;
1811 else if (has_melee_weapon(p_ptr, INVEN_RARM)) chance += 10;
1812 if (p_ptr->icky_wield[1]) chance += 20;
1813 else if (has_melee_weapon(p_ptr, INVEN_LARM)) chance += 10;
1817 for (j = 0; j < P_PTR_KI / 50; j++)
1818 mana_cost += (j+1) * 3 / 2;
1822 /* Verify "dangerous" spells */
1823 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1825 if (mana_cost > p_ptr->chp)
1827 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1831 else if (mana_cost > p_ptr->csp)
1834 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1836 if (!over_exert) return;
1839 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1845 /* Reduce failure rate by "effective" level adjustment */
1846 chance -= 3 * (plev - spell.min_lev);
1848 chance += p_ptr->to_m_chance;
1850 /* Reduce failure rate by INT/WIS adjustment */
1851 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1853 /* Not enough mana to cast */
1854 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1856 chance += 5 * (mana_cost - p_ptr->csp);
1859 /* Extract the minimum failure rate */
1860 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1862 /* Minimum failure rate */
1863 if (chance < minfail) chance = minfail;
1865 /* Stunning makes spells harder */
1866 if (p_ptr->stun > 50) chance += 25;
1867 else if (p_ptr->stun) chance += 15;
1869 if (use_mind == MIND_KI)
1871 if (heavy_armor(p_ptr)) chance += 5;
1872 if (p_ptr->icky_wield[0]) chance += 5;
1873 if (p_ptr->icky_wield[1]) chance += 5;
1877 /* Always a 5 percent chance of working */
1878 if (chance > 95) chance = 95;
1881 if (randint0(100) < chance)
1883 if (flush_failure) flush();
1884 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough for %s!"), p);
1888 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1890 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1892 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1896 if (randint1(100) < (chance / 2))
1901 if( use_mind == MIND_MINDCRAFTER ){
1904 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!"));
1905 lose_all_info(p_ptr);
1909 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..."));
1910 set_image(p_ptr, p_ptr->image + 5 + randint1(10));
1914 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1915 set_confused(p_ptr, p_ptr->confused + randint1(8));
1919 set_stun(p_ptr, p_ptr->stun + randint1(8));
1924 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);
1926 project(p_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1927 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1928 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1931 if( use_mind == MIND_MIRROR_MASTER ){
1934 /* Nothing has happen */
1938 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1939 teleport_player(p_ptr, 10, TELEPORT_PASSIVE);
1943 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1944 set_image(p_ptr, p_ptr->image + 5 + randint1(10));
1949 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);
1951 project(p_ptr, PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1952 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1953 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1965 case MIND_MINDCRAFTER:
1967 cast = cast_mindcrafter_spell(p_ptr, n);
1971 cast = cast_force_spell(p_ptr, n);
1973 case MIND_BERSERKER:
1975 cast = cast_berserk_spell(p_ptr, n);
1977 case MIND_MIRROR_MASTER:
1979 if(is_mirror_grid(&p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1980 cast = cast_mirror_spell(p_ptr, n);
1984 cast = cast_ninja_spell(p_ptr, n);
1987 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1995 /* teleport from mirror costs small energy */
1996 if(on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER)
1998 if( n==3 || n==5 || n==7 || n==16 ) take_turn(p_ptr, 50);
2002 take_turn(p_ptr, 100);
2005 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2007 take_hit(p_ptr, DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2009 p_ptr->redraw |= (PR_HP);
2012 /* Sufficient mana */
2013 else if (mana_cost <= old_csp)
2016 p_ptr->csp -= mana_cost;
2019 if (p_ptr->csp < 0) p_ptr->csp = 0;
2021 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2025 p_ptr->csp_frac = 0;
2029 /* Over-exert the player */
2032 int oops = mana_cost - old_csp;
2035 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2036 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2038 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);
2040 /* Hack -- Bypass free action */
2041 (void)set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(5 * oops + 1));
2043 /* Damage WIS (possibly permanently) */
2044 if (randint0(100) < 50)
2046 bool perm = (randint0(100) < 25);
2048 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2050 /* Reduce constitution */
2051 (void)dec_stat(p_ptr, A_WIS, 15 + randint1(10), perm);
2054 p_ptr->redraw |= (PR_MANA);
2055 p_ptr->window |= (PW_PLAYER);
2056 p_ptr->window |= (PW_SPELL);
2061 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2064 void do_cmd_mind_browse(void)
2071 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2072 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2073 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2074 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2075 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2076 use_mind = MIND_MIRROR_MASTER;
2082 if (!get_mind_power(&n, TRUE))
2088 /* Clear lines, position cursor (really should use strlen here) */
2089 Term_erase(12, 21, 255);
2090 Term_erase(12, 20, 255);
2091 Term_erase(12, 19, 255);
2092 Term_erase(12, 18, 255);
2093 Term_erase(12, 17, 255);
2094 Term_erase(12, 16, 255);
2096 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2097 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2099 prt(&temp[j], line, 15);
2104 case MIND_MIRROR_MASTER:
2106 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);