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
22 mind_power const mind_powers[5] =
26 /* Level gained, cost, %fail, name */
33 { 11, 7, 30, "念動衝撃弾"},
35 { 15, 12, 60, "サイコメトリー"},
36 { 18, 10, 45, "精神波動"},
37 { 23, 15, 50, "アドレナリン・ドーピング"},
38 { 26, 28, 60, "テレキネシス"},
39 { 28, 10, 40, "サイキック・ドレイン"},
41 { 45,150, 85, "完全な世界"},
50 { 1, 1, 15, "Precognition"},
51 { 2, 1, 20, "Neural Blast"},
52 { 3, 2, 25, "Minor Displacement"},
53 { 7, 6, 35, "Major Displacement"},
54 { 9, 7, 50, "Domination"},
55 { 11, 7, 30, "Pulverise"},
56 { 13, 12, 50, "Character Armour"},
57 { 15, 12, 60, "Psychometry" },
58 { 18, 10, 45, "Mind Wave" },
59 { 23, 15, 50, "Adrenaline Channeling"},
60 { 26, 28, 60, "Telekinesis"},
61 { 28, 10, 40, "Psychic Drain"},
62 { 35, 35, 75, "Psycho-Spear"},
63 { 45,150, 85, "The World"},
78 /* Level gained, cost, %fail, name */
84 { 10, 7, 45, "対魔法防御"},
89 { 25, 30, 70, "いてつく波動"},
90 { 28, 26, 50, "幻霊召喚"},
91 { 32, 35, 65, "煉獄火炎"},
92 { 38, 42, 75, "超カメハメ波"},
93 { 44, 50, 80, "光速移動"},
102 { 1, 1, 15, "Small Force Ball"},
103 { 3, 3, 30, "Flash Light"},
104 { 5, 6, 35, "Flying Technique"},
105 { 8, 5, 40, "Kamehameha"},
106 { 10, 7, 45, "Magic Resistance"},
107 { 13, 5, 60, "Improve Force"},
108 { 17, 17, 50, "Aura of Force"},
109 { 20, 20, 50, "Shock Power"},
110 { 23, 18, 55, "Large Force Ball"},
111 { 25, 30, 70, "Dispel Magic"},
112 { 28, 26, 50, "Summon Ghost"},
113 { 32, 35, 65, "Exploding Frame"},
114 { 38, 42, 75, "Super Kamehameha"},
115 { 44, 50, 80, "Light Speed"},
130 /* Level gained, cost, %fail, name */
134 { 20, 15, 0, "トラップ粉砕"},
136 { 30, 80, 75, "皆殺し"},
154 { 8, 5, 40, "Detect Atmosphere of Menace"},
155 { 15, 20, 0, "Charge"},
156 { 20, 15, 0, "Smash a Trap"},
157 { 25, 20, 60, "Quake"},
158 { 30, 80, 75, "Massacre"},
182 /* Level gained, cost, %fail, name */
186 { 2, 2, 20, "光のしずく"},
191 { 10, 5, 30, "微塵隠れ"},
192 { 12, 12, 30, "追放の鏡"},
193 { 15, 15, 30, "鏡砕き"},
194 { 19, 13, 30, "催眠鏡"},
195 { 23, 18, 50, "シーカーレイ"},
197 { 25, 20, 40, "鏡の封印"},
198 { 27, 30, 60, "水鏡の盾"},
199 { 29, 30, 60, "スーパーレイ"},
200 { 31, 35, 60, "幻惑の光"},
201 { 33, 50, 80, "鏡の国"},
203 { 36, 30, 80, "鏡抜け"},
204 { 38, 40, 70, "帰還の鏡"},
205 { 40, 50, 55, "影分身"},
206 { 43, 55, 70, "封魔結界"},
207 { 46, 70, 75, "ラフノールの鏡"},
209 { 1, 1, 15, "Mirror of Seeing"},
210 { 1, 2, 40, "Making a Mirror"},
211 { 2, 2, 20, "Drip of Light"},
212 { 3, 2, 20, "Warped Mirror"},
213 { 5, 3, 35, "Mirror of Light"},
214 { 6, 5, 35, "Mirror of Wandering"},
216 { 10, 5, 30, "Robe of Dust"},
217 { 12, 12, 30, "Banishing Mirror"},
218 { 15, 15, 30, "Mirror Clashing"},
219 { 19, 13, 30, "Mirror Sleeping"},
220 { 23, 18, 50, "Seeker Ray"},
222 { 25, 20, 40, "Seal of Mirror"},
223 { 27, 30, 60, "Shield of Water"},
224 { 29, 30, 60, "Super Ray"},
225 { 31, 35, 60, "Illusion Light"},
226 { 33, 50, 80, "Mirror Shift"},
228 { 36, 30, 80, "Mirror Tunnel"},
229 { 38, 40, 70, "Mirror of Recall"},
230 { 40, 50, 55, "Multi-Shadow"},
231 { 43, 55, 70, "Binding Field"},
232 { 46, 70, 75, "Mirror of Ruffnor"},
240 /* Level gained, cost, %fail, name */
247 { 8, 10, 35, "一撃離脱"},
248 { 10, 10, 40, "金縛り"},
249 { 12, 12, 70, "古の口伝"},
253 { 20, 5, 50, "八方手裏剣"},
257 { 30, 30, 70, "爆発の紋章"},
259 { 34, 35, 50, "霧隠れ"},
260 { 38, 40, 60, "煉獄火炎"},
264 { 1, 1, 20, "Create Darkness"},
265 { 2, 2, 25, "Detect Near"},
266 { 3, 3, 25, "Hide in Leafs"},
267 { 5, 3, 30, "Kawarimi"},
268 { 7, 8, 35, "Absconding"},
269 { 8, 10, 35, "Hit and Away"},
270 { 10, 10, 40, "Bind Monster"},
271 { 12, 12, 70, "Ancient Knowledge"},
272 { 15, 10, 50, "Floating"},
273 { 17, 12, 45, "Hide in Flame"},
274 { 18, 20, 40, "Nyusin"},
275 { 20, 5, 50, "Syuriken Spreading"},
276 { 22, 15, 55, "Chain Hook"},
277 { 25, 32, 60, "Smoke Ball"},
278 { 28, 32, 60, "Swap Position"},
279 { 30, 30, 70, "Glyph of Explosion"},
280 { 32, 40, 40, "Hide in Mud"},
281 { 34, 35, 50, "Hide in Mist"},
282 { 38, 40, 60, "Rengoku-Kaen"},
283 { 41, 50, 55, "Bunshin"},
292 static cptr const mind_tips[5][MAX_MIND_POWERS] =
296 "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。",
300 "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。",
302 "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。",
303 "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。",
304 "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。",
305 "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。",
307 "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。",
308 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
309 "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。",
320 "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。",
323 "一定時間、魔法防御能力を上昇させる。",
324 "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。",
325 "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。",
326 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
328 "モンスター1体にかかった魔法を解除する。",
330 "自分を中心とした超巨大な炎の球を発生させる。",
331 "射程の長い、強力な気のビームを放つ。",
332 "しばらくの間、非常に速く動くことができる。",
342 "近くの思考することができるモンスターを感知する。",
344 "トラップにかかるが、そのトラップを破壊する。",
345 "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。",
365 "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。",
367 "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。",
369 "自分の周囲や、 自分のいる部屋全体を明るくする。",
371 "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。",
372 "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。",
374 "全ての鏡の周りに眠りの球を発生させる。",
375 "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。",
377 "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。",
378 "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。",
379 "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。",
380 "フロアを作り変える。鏡の上でしか使えない。",
381 "短距離内の指定した場所にテレポートする。",
382 "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。",
383 "全ての攻撃が、1/2の確率で無効になる。",
384 "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。",
385 "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。",
389 "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。",
391 "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。",
394 "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。",
397 "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。",
399 "ランダムな方向に8回くさびを投げる。",
403 "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。",
404 "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。",
405 "自分を中心とした超巨大な毒、生命力吸収、混乱の球を発生させ、テレポートする。",
406 "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。",
407 "全ての攻撃が、1/2の確率で無効になる。",
412 "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.",
413 "Fires a beam or ball which inflicts PSI damage.",
414 "Teleport short distance.",
415 "Teleport long distance.",
416 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
417 "Fires a ball which hurts monsters with telekinesis.",
418 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
419 "Gives feeling of an item. Or identify an item at level 25.",
420 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
421 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
422 "Pulls a distant item close to you.",
423 "Fires a ball which damages monsters and absorbs monsters' mind power. Absorbing is takes more turns which from 0 to 1.5.",
424 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
425 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
435 "Fires a very small energy ball.",
436 "Lights up nearby area and the inside of a room permanently.",
437 "Gives levitaion a while.",
438 "Fires a short energy beam.",
439 "Gives magic resistance for a while.",
440 "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.",
441 "Gives aura which damages all monsters which attacked you for a while.",
442 "Damages an adjacent monster, and blow it away.",
443 "Fires a large energy ball.",
444 "Dispels all magics which is effecting a monster.",
446 "Generates a huge ball of frame which centered on you.",
447 "Fires a long, powerful energy beam.",
448 "Gives extremely fast speed.",
458 "Detects all monsters except mindless in your vicinity.",
459 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
460 "Sets off a trap, then destroy that trap.",
461 "Shakes dungeon structure, and results in random swaping of floors and walls.",
462 "Attacks all adjacent monsters.",
481 "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.",
482 "Makes a mirror under you.",
483 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
484 "Teleport short distance.",
485 "Lights up nearby area and the inside of a room permanently.",
486 "Teleport long distance.",
487 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
488 "Teleports all monsters on the line away unless resisted.",
489 "Fires a ball of shards.",
490 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
491 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
492 "Eliminates a monster on a mirror from current dungeon level.",
493 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
494 "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.",
495 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
496 "Recreates current dungeon level. Can only be used on a mirror.",
497 "Teleport to given location.",
498 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
499 "Completely protects you from any attacks at one in two chance.",
500 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
501 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
505 "Darken nearby area and inside of a room.",
506 "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.",
507 "Teleport short distance.",
508 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
509 "Teleport long distance.",
510 "Attack and teleport in a time.",
511 "Attempt to freeze a monster.",
512 "Identifies an item.",
513 "Gives levitation for a while.",
514 "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.",
515 "Steps close to a monster and attacks at a time.",
516 "Shoots 8 iron Spikes in 8 random directions.",
517 "Teleport a monster to a place adjacent to you.",
518 "Releases a confusion ball which doesn't inflict any damage.",
519 "Swaps positions of you and a monster.",
520 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
521 "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.",
522 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
523 "Fires some number of beams of fire, nether or plasma in random directions.",
524 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
531 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
532 * @param p 情報を返す文字列参照ポインタ
533 * @param use_mind 職業毎の特殊技能ID
534 * @param power モンスター魔法のID
537 void mindcraft_info(char *p, int use_mind, int power)
542 cptr s_range = "範囲:";
546 cptr s_range = "range ";
548 int plev = p_ptr->lev;
554 case MIND_MINDCRAFTER:
558 case 1: sprintf(p, " %s%dd%d", s_dam, 3 + ((plev - 1) / 4), 3 + plev/15); break;
559 case 2: sprintf(p, " %s10", s_range); break;
560 case 3: sprintf(p, " %s%d", s_range, plev * 5); break;
562 case 5: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 4)); break;
563 case 6: sprintf(p, " %s%d", s_dur, plev); break;
565 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), s_dam, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
566 case 9: sprintf(p, " %s10+d%d", s_dur, plev * 3 / 2); break;
568 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
570 case 10: sprintf(p, " max wgt %d", plev * 15); break;
572 case 11: sprintf(p, " %s%dd6", s_dam, plev / 2); break;
573 case 12: sprintf(p, " %sd%d+%d", s_dam, plev * 3, plev * 3); break;
574 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
579 int boost = p_ptr->magic_num1[0];
581 if (heavy_armor()) boost /= 2;
585 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5) + boost / 12); break;
587 case 2: sprintf(p, " %s%d+d30", s_dur, 30 + boost / 5); break;
588 case 3: sprintf(p, " %s%dd5", s_dam, 5 + ((plev - 1) / 5) + boost / 10); break;
589 case 4: sprintf(p, " %s%d+d20", s_dur, 20 + boost / 5); break;
591 case 6: sprintf(p, " %s%d+d%d", s_dur, 15 + boost / 7, plev / 2); break;
592 case 7: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 5) + boost / 12); break;
593 case 8: sprintf(p, " %s10d6+%d", s_dam, plev * 3 / 2 + boost * 3 / 5); break;
595 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
596 case 11: sprintf(p, " %s%d", s_dam, 100 + plev + boost); break;
597 case 12: sprintf(p, " %s%dd15", s_dam, 10 + plev / 2 + boost * 3 / 10); break;
598 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
602 case MIND_MIRROR_MASTER:
608 case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5) ); break;
609 case 3: sprintf(p, " %s10", s_range); break;
611 case 5: sprintf(p, " %s%d", s_range, plev *5); break;
612 case 6: sprintf(p, " %s20+d20", s_dur); break;
614 case 8: sprintf(p, " %s%dd8", s_dam, 8+((plev -5)/4) ); break;
616 case 10: sprintf(p, " %s%dd8", s_dam, 11+(plev-5)/4 ); break;
618 case 12: sprintf(p, " %s20+d20", s_dur); break;
619 case 13: sprintf(p, " %s150+d%d", s_dam, plev*2 ); break;
622 case 16: sprintf(p, " %s%d", s_range, plev/2 +10); break;
624 case 18: sprintf(p, " %s6+d6", s_dur); break;
625 case 19: sprintf(p, " %s%d", s_dam, plev*11+5 ); break;
626 case 20: sprintf(p, " %s4+d4", s_dur); break;
636 case 2: sprintf(p, " %s10", s_range); break;
638 case 4: sprintf(p, " %s%d", s_range , plev *5); break;
639 case 5: sprintf(p, " %s30", s_range); break;
642 case 8: sprintf(p, " %s20+d20", s_dur); break;
643 case 9: sprintf(p, " %s%d", s_dam, (50+plev)/2 ); break;
650 case 16: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
651 case 17: sprintf(p, " %s%d*3", s_dam, (75+plev*2/3)/2 ); break;
652 case 18: sprintf(p, " %s%dd10", s_dam, 6+plev/8 ); break;
653 case 19: sprintf(p, " %s6+d6", s_dur); break;
661 * @brief 使用可能な特殊技能を選択する /
662 * Allow user to choose a mindcrafter power.
663 * @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
664 * @param only_browse 一覧を見るだけの場合TRUEを返す
665 * @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。
667 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
668 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
669 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
671 * The "prompt" should be "cast", "recite", or "study"\n
672 * The "known" should be TRUE for cast/pray, FALSE for study\n
674 * nb: This function has a (trivial) display bug which will be obvious\n
675 * when you run it. It's probably easy to fix but I haven't tried,\n
678 static int get_mind_power(int *sn, bool only_browse)
685 int plev = p_ptr->lev;
694 const mind_power *mind_ptr;
697 int menu_line = (use_menu ? 1 : 0);
699 switch(p_ptr->pclass)
701 case CLASS_MINDCRAFTER:
703 use_mind = MIND_MINDCRAFTER;
704 p = _("超能力", "mindcraft");
707 case CLASS_FORCETRAINER:
710 p = _("練気術", "Force");
713 case CLASS_BERSERKER:
715 use_mind = MIND_BERSERKER;
716 p = _("技", "brutal power");
719 case CLASS_MIRROR_MASTER:
721 use_mind = MIND_MIRROR_MASTER;
722 p = _("鏡魔法", "magic");
727 use_mind = MIND_NINJUTSU;
728 p = _("忍術", "ninjutsu");
734 p = _("超能力", "mindcraft");
738 mind_ptr = &mind_powers[use_mind];
740 /* Assume cancelled */
743 #ifdef ALLOW_REPEAT /* TNB */
745 /* Get the spell, if available */
748 /* Hack -- If requested INVEN_FORCE(1111), pull again */
749 if (*sn == INVEN_FORCE) repeat_pull(sn);
751 /* Verify the spell */
752 if (mind_ptr->info[*sn].min_lev <= plev)
759 #endif /* ALLOW_REPEAT -- TNB */
761 /* Nothing chosen yet */
767 for (i = 0; i < MAX_MIND_POWERS; i++)
769 if (mind_ptr->info[i].min_lev <= plev)
775 /* Build a prompt (accept all spells) */
778 (void) strnfmt(out_val, 78,
779 _("(%^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? "),
780 p, I2A(0), I2A(num - 1), p);
784 (void) strnfmt(out_val, 78,
785 _("(%^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? "),
786 p, I2A(0), I2A(num - 1), p);
789 if (use_menu && !only_browse) screen_save();
790 /* Get a spell from the user */
792 choice= (always_show_list || use_menu) ? ESCAPE:1 ;
795 if(choice==ESCAPE) choice = ' ';
796 else if( !get_com(out_val, &choice, TRUE) )break;
798 if (use_menu && choice != ' ')
804 if (!only_browse) screen_load();
812 menu_line += (num - 1);
834 if (menu_line > num) menu_line -= num;
837 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
840 if (!redraw || use_menu)
848 /* Save the screen */
849 if (!only_browse && !use_menu) screen_save();
851 /* Display a list of spells */
853 put_str(_("名前", "Name"), y, x + 5);
856 put_str(format("Lv %s 失率 効果", ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
858 put_str(format("Lv %s Fail Info", ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
860 has_weapon[0] = buki_motteruka(INVEN_RARM);
861 has_weapon[1] = buki_motteruka(INVEN_LARM);
863 /* Dump the spells */
864 for (i = 0; i < MAX_MIND_POWERS; i++)
868 /* Access the spell */
869 spell = mind_ptr->info[i];
871 if (spell.min_lev > plev) break;
875 mana_cost = spell.mana_cost;
879 /* Reduce failure rate by "effective" level adjustment */
880 chance -= 3 * (plev - spell.min_lev);
882 /* Reduce failure rate by INT/WIS adjustment */
883 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
885 if (use_mind == MIND_KI)
887 if (heavy_armor()) chance += 20;
888 if (p_ptr->icky_wield[0]) chance += 20;
889 else if (has_weapon[0]) chance += 10;
890 if (p_ptr->icky_wield[1]) chance += 20;
891 else if (has_weapon[1]) chance += 10;
895 for (j = 0; j < p_ptr->magic_num1[0] / 50; j++)
896 mana_cost += (j+1) * 3 / 2;
900 /* Not enough mana to cast */
901 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
903 chance += 5 * (mana_cost - p_ptr->csp);
906 chance += p_ptr->to_m_chance;
908 /* Extract the minimum failure rate */
909 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
911 /* Minimum failure rate */
912 if (chance < minfail) chance = minfail;
914 /* Stunning makes spells harder */
915 if (p_ptr->stun > 50) chance += 25;
916 else if (p_ptr->stun) chance += 15;
918 if (use_mind == MIND_KI)
920 if (heavy_armor()) chance += 5;
921 if (p_ptr->icky_wield[0]) chance += 5;
922 if (p_ptr->icky_wield[1]) chance += 5;
924 /* Always a 5 percent chance of working */
925 if (chance > 95) chance = 95;
929 mindcraft_info(comment, use_mind, i);
933 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
934 else strcpy(psi_desc, " ");
937 sprintf(psi_desc, " %c) ",I2A(i));
938 /* Dump the spell --(-- */
940 format("%-30s%2d %4d%s %3d%%%s",
941 spell.name, spell.min_lev, mana_cost,
943 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? "~" : " "),
945 (((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)
961 /* Restore the screen */
972 ask = isupper(choice);
975 if (ask) choice = 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;
1007 /* Restore the screen */
1008 if (redraw && !only_browse) screen_load();
1011 p_ptr->window |= (PW_SPELL);
1016 /* Abort if needed */
1017 if (!flag) return (FALSE);
1019 /* Save the choice */
1022 #ifdef ALLOW_REPEAT /* TNB */
1026 #endif /* ALLOW_REPEAT -- TNB */
1034 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1035 * @param spell 発動する特殊技能のID
1036 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1038 static bool cast_mindcrafter_spell(int spell)
1042 int plev = p_ptr->lev;
1047 case 0: /* Precog */
1050 chg_virtue(V_KNOWLEDGE, 1);
1051 chg_virtue(V_ENLIGHTEN, 1);
1055 map_area(DETECT_RAD_MAP);
1059 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1060 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1062 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1063 b |= detect_doors(DETECT_RAD_DEFAULT);
1068 b = detect_all(DETECT_RAD_DEFAULT);
1071 if ((plev > 24) && (plev < 40))
1072 set_tim_esp(plev, FALSE);
1074 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1079 if (!get_aim_dir(&dir)) return FALSE;
1081 if (randint1(100) < plev * 2)
1082 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1084 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1087 /* Minor displace */
1088 teleport_player(10, 0L);
1091 /* Major displace */
1092 teleport_player(plev * 5, 0L);
1098 if (!get_aim_dir(&dir)) return FALSE;
1100 fire_ball(GF_DOMINATION, dir, plev, 0);
1104 charm_monsters(plev * 2);
1108 /* Fist of Force --- not 'true' TK */
1109 if (!get_aim_dir(&dir)) return FALSE;
1111 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1112 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1115 /* Character Armour */
1116 set_shield(plev, FALSE);
1117 if (plev > 14) set_oppose_acid(plev, FALSE);
1118 if (plev > 19) set_oppose_fire(plev, FALSE);
1119 if (plev > 24) set_oppose_cold(plev, FALSE);
1120 if (plev > 29) set_oppose_elec(plev, FALSE);
1121 if (plev > 34) set_oppose_pois(plev, FALSE);
1126 return psychometry();
1128 return ident_spell(FALSE);
1131 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!"));
1134 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1135 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1137 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1145 * Only heal when Adrenalin Channeling is not active. We check
1146 * that by checking if the player isn't fast and 'heroed' atm.
1148 if (!IS_FAST() || !IS_HERO())
1153 b = 10 + randint1((plev * 3) / 2);
1156 (void)set_fast(b, FALSE);
1160 if (!get_aim_dir(&dir)) return FALSE;
1162 fetch(dir, plev * 15, FALSE);
1167 if (!get_aim_dir(&dir)) return FALSE;
1169 b = damroll(plev / 2, 6);
1171 /* This is always a radius-0 ball now */
1172 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1173 p_ptr->energy_need += randint1(150);
1177 if (!get_aim_dir(&dir)) return FALSE;
1179 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1185 msg_print(_("既に時は止まっている。", "Time is already stopped."));
1188 world_player = TRUE;
1189 msg_print(_("「時よ!」", "You yell 'Time!'"));
1193 p_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK/10;
1196 p_ptr->redraw |= (PR_MAP);
1198 /* Update monsters */
1199 p_ptr->update |= (PU_MONSTERS);
1202 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1208 msg_print(_("なに?", "Zap?"));
1216 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1217 * @param spell 発動する特殊技能のID
1218 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1220 static bool cast_force_spell(int spell)
1223 int plev = p_ptr->lev;
1224 int boost = p_ptr->magic_num1[0];
1226 if (heavy_armor()) boost /= 2;
1232 if (!get_aim_dir(&dir)) return FALSE;
1233 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1236 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1239 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1242 project_length = plev / 8 + 3;
1243 if (!get_aim_dir(&dir)) return FALSE;
1245 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1248 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1251 msg_print(_("気を練った。", "You improved the Force."));
1252 p_ptr->magic_num1[0] += (70 + plev);
1253 p_ptr->update |= (PU_BONUS);
1254 if (randint1(p_ptr->magic_num1[0]) > (plev * 4 + 120))
1256 msg_print(_("気が暴走した!", "The Force exploded!"));
1257 fire_ball(GF_MANA, 0, p_ptr->magic_num1[0] / 2, 10);
1258 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1263 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1269 if (!get_aim_dir(&dir)) return FALSE;
1271 y = p_ptr->y + ddy[dir];
1272 x = p_ptr->x + ddx[dir];
1273 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
1274 fire_beam(GF_MISSILE, dir, dam);
1275 if (cave[y][x].m_idx)
1280 int m_idx = cave[y][x].m_idx;
1281 monster_type *m_ptr = &m_list[m_idx];
1282 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1285 monster_desc(m_name, m_ptr, 0);
1287 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam/2)
1289 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
1293 for (i = 0; i < 5; i++)
1297 if (cave_empty_bold(y, x))
1304 if ((ty != oy) || (tx != ox))
1306 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
1307 cave[oy][ox].m_idx = 0;
1308 cave[ty][tx].m_idx = m_idx;
1312 update_mon(m_idx, TRUE);
1316 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1317 p_ptr->update |= (PU_MON_LITE);
1324 if (!get_aim_dir(&dir)) return FALSE;
1325 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1331 if (!target_set(TARGET_KILL)) return FALSE;
1332 m_idx = cave[target_row][target_col].m_idx;
1334 if (!player_has_los_bold(target_row, target_col)) break;
1335 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1336 dispel_monster_status(m_idx);
1342 bool success = FALSE;
1344 for (i = 0; i < 1 + boost/100; i++)
1345 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1349 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1353 msg_print(_("何も現れなかった。", "Nothing happen."));
1358 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1361 if (!get_aim_dir(&dir)) return FALSE;
1363 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1366 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1369 msg_print(_("なに?", "Zap?"));
1371 p_ptr->magic_num1[0] = 0;
1372 p_ptr->update |= (PU_BONUS);
1379 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1382 static int number_of_mirrors( void )
1386 for( x=0 ; x < cur_wid ; x++ ){
1387 for( y=0 ; y < cur_hgt ; y++ ){
1388 if (is_mirror_grid(&cave[y][x])) val++;
1396 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1397 * @param spell 発動する特殊技能のID
1398 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1400 static bool cast_mirror_spell(int spell)
1403 int plev = p_ptr->lev;
1410 /* mirror of seeing */
1412 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
1413 if( plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1414 if( plev + tmp > 18 )detect_monsters_invis(DETECT_RAD_DEFAULT);
1415 if( plev + tmp > 28 )set_tim_esp(plev,FALSE);
1416 if( plev + tmp > 38 )map_area(DETECT_RAD_MAP);
1417 if( tmp == 0 && plev < 5 ){
1418 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1423 if( number_of_mirrors() < 4 + plev/10 ){
1427 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1431 if (!get_aim_dir(&dir)) return FALSE;
1432 if ( plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ) {
1433 fire_beam(GF_LITE, dir,damroll(3+((plev-1)/5),4));
1436 fire_bolt(GF_LITE, dir,damroll(3+((plev-1)/5),4));
1441 teleport_player(10, 0L);
1443 /* mirror of light */
1445 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1447 /* mirror of wandering */
1449 teleport_player(plev * 5, 0L);
1453 set_dustrobe(20+randint1(20),FALSE);
1455 /* banishing mirror */
1457 if (!get_aim_dir(&dir)) return FALSE;
1458 (void)fire_beam(GF_AWAY_ALL, dir , plev);
1460 /* mirror clashing */
1462 if (!get_aim_dir(&dir)) return FALSE;
1463 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1464 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1466 /* mirror sleeping */
1468 for(x=0;x<cur_wid;x++){
1469 for(y=0;y<cur_hgt;y++){
1470 if (is_mirror_grid(&cave[y][x])) {
1471 project(0,2,y,x,plev,GF_OLD_SLEEP,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_HANGEKI),-1);
1478 if (!get_aim_dir(&dir)) return FALSE;
1479 fire_beam(GF_SEEKER,dir, damroll(11+(plev-5)/4,8));
1481 /* seal of mirror */
1483 seal_of_mirror(plev*4+100);
1485 /* shield of water */
1487 tmp = 20+randint1(20);
1488 set_shield(tmp, FALSE);
1489 if( plev > 31 )set_tim_reflect(tmp, FALSE);
1490 if( plev > 39 )set_resist_magic(tmp,FALSE);
1494 if (!get_aim_dir(&dir)) return FALSE;
1495 fire_beam(GF_SUPER_RAY,dir, 150+randint1(2*plev));
1497 /* illusion light */
1499 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
1500 slow_monsters(plev);
1501 stun_monsters(plev*tmp);
1502 confuse_monsters(plev*tmp);
1503 turn_monsters(plev*tmp);
1504 stun_monsters(plev*tmp);
1505 stasis_monsters(plev*tmp);
1509 if( !is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ){
1510 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1517 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1518 return mirror_tunnel();
1520 /* mirror of recall */
1522 return word_of_recall();
1525 set_multishadow(6+randint1(6),FALSE);
1529 if( !binding_field(plev*11+5) )msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
1531 /* mirror of Ruffnor */
1533 (void)set_invuln(randint1(4)+4,FALSE);
1536 msg_print(_("なに?", "Zap?"));
1539 p_ptr->magic_num1[0] = 0;
1546 * do_cmd_cast calls this function if the player's class is 'berserker'.
1547 * @param spell 発動する特殊技能のID
1548 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1550 static bool cast_berserk_spell(int spell)
1559 detect_monsters_mind(DETECT_RAD_DEFAULT);
1565 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1569 if (!get_rep_dir2(&dir)) return FALSE;
1571 if (dir == 5) return FALSE;
1572 y = p_ptr->y + ddy[dir];
1573 x = p_ptr->x + ddx[dir];
1575 if (!cave[y][x].m_idx)
1577 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1583 if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
1589 if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
1593 /* Move the player */
1594 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1600 if (!get_rep_dir2(&dir)) return FALSE;
1601 y = p_ptr->y + ddy[dir];
1602 x = p_ptr->x + ddx[dir];
1603 move_player(dir, easy_disarm, TRUE);
1607 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1613 msg_print(_("なに?", "Zap?"));
1621 * do_cmd_cast calls this function if the player's class is 'ninja'.
1622 * @param spell 発動する特殊技能のID
1623 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1625 static bool cast_ninja_spell(int spell)
1629 int plev = p_ptr->lev;
1635 (void)unlite_area(0, 3);
1642 detect_monsters_normal(DETECT_RAD_DEFAULT);
1645 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1646 detect_doors(DETECT_RAD_DEFAULT);
1647 detect_stairs(DETECT_RAD_DEFAULT);
1651 detect_objects_normal(DETECT_RAD_DEFAULT);
1656 teleport_player(10, 0L);
1661 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1663 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1664 p_ptr->special_defense |= NINJA_KAWARIMI;
1665 p_ptr->redraw |= (PR_STATUS);
1671 teleport_player(p_ptr->lev * 5, 0L);
1676 if (!get_rep_dir(&dir, FALSE)) return FALSE;
1677 y = p_ptr->y + ddy[dir];
1678 x = p_ptr->x + ddx[dir];
1679 if (cave[y][x].m_idx)
1682 if (randint0(p_ptr->skill_dis) < 7)
1683 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
1685 teleport_player(30, 0L);
1689 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
1696 if (!get_aim_dir(&dir)) return FALSE;
1697 (void)stasis_monster(dir);
1701 return ident_spell(FALSE);
1703 set_tim_levitation(randint1(20) + 20, FALSE);
1706 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1707 teleport_player(30, 0L);
1708 set_oppose_fire(plev, FALSE);
1711 return rush_attack(NULL);
1715 for (i = 0; i < 8; i++)
1719 for (slot = 0; slot < INVEN_PACK; slot++)
1721 if (inventory[slot].tval == TV_SPIKE) break;
1723 if (slot == INVEN_PACK)
1726 if (!i) msg_print("くさびを持っていない。");
1727 else msg_print("くさびがなくなった。");
1729 if (!i) msg_print("You have no Iron Spikes.");
1730 else msg_print("You have no more Iron Spikes.");
1735 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1736 do_cmd_throw_aux(1, FALSE, slot);
1738 p_ptr->energy_use = 100;
1744 monster_type *m_ptr;
1752 if (!target_set(TARGET_KILL)) return FALSE;
1753 m_idx = cave[target_row][target_col].m_idx;
1755 if (m_idx == p_ptr->riding) break;
1756 if (!player_has_los_bold(target_row, target_col)) break;
1757 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1758 m_ptr = &m_list[m_idx];
1759 monster_desc(m_name, m_ptr, 0);
1760 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1761 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1762 ty = target_row, tx = target_col;
1763 for (i = 1; i < path_n; i++)
1765 int ny = GRID_Y(path_g[i]);
1766 int nx = GRID_X(path_g[i]);
1767 cave_type *c_ptr = &cave[ny][nx];
1769 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1770 !(c_ptr->info & CAVE_OBJECT) &&
1771 !pattern_tile(ny, nx))
1777 /* Update the old location */
1778 cave[target_row][target_col].m_idx = 0;
1780 /* Update the new location */
1781 cave[ty][tx].m_idx = m_idx;
1783 /* Move the monster */
1787 /* Wake the monster up */
1788 (void)set_monster_csleep(m_idx, 0);
1790 /* Update the monster (new location) */
1791 update_mon(m_idx, TRUE);
1793 /* Redraw the old grid */
1794 lite_spot(target_row, target_col);
1796 /* Redraw the new grid */
1799 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1800 p_ptr->update |= (PU_MON_LITE);
1804 /* Auto-Recall if possible and visible */
1805 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1807 /* Track a new monster */
1808 health_track(m_idx);
1814 if (!get_aim_dir(&dir)) return FALSE;
1815 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1818 project_length = -1;
1819 if (!get_aim_dir(&dir))
1826 (void)teleport_swap(dir);
1832 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1833 set_oppose_acid(plev, FALSE);
1836 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1837 fire_ball(GF_OLD_DRAIN, 0, 75+plev*2/3, plev/5+2);
1838 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1839 teleport_player(30, 0L);
1844 int num = damroll(3, 9);
1846 for (k = 0; k < num; k++)
1848 int typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1849 int attempts = 1000;
1853 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1855 if (!player_bold(y, x)) break;
1857 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1858 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1863 set_multishadow(6+randint1(6), FALSE);
1866 msg_print(_("なに?", "Zap?"));
1873 * @brief 特殊技能コマンドのメインルーチン /
1876 void do_cmd_mind(void)
1881 int plev = p_ptr->lev;
1882 int old_csp = p_ptr->csp;
1885 int use_mind, mana_cost;
1887 bool on_mirror = FALSE;
1889 /* not if confused */
1890 if (p_ptr->confused)
1892 msg_print(_("混乱していて集中できない!", "You are too confused!"));
1897 if (!get_mind_power(&n, FALSE)) return;
1900 switch(p_ptr->pclass)
1902 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;p = "精神";break;
1903 case CLASS_FORCETRAINER: use_mind = MIND_KI;p = "気";break;
1904 case CLASS_BERSERKER: use_mind = MIND_BERSERKER;p = "怒り";break;
1905 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER;p = "鏡魔法";break;
1906 case CLASS_NINJA: use_mind = MIND_NINJUTSU;p = "精神";break;
1907 default: use_mind = 0;p = "超能力";break;
1910 switch(p_ptr->pclass)
1912 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1913 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1914 case CLASS_BERSERKER: use_mind = MIND_BERSERKER;break;
1915 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER;break;
1916 case CLASS_NINJA: use_mind = MIND_NINJUTSU;break;
1917 default: use_mind = 0;break;
1920 spell = mind_powers[use_mind].info[n];
1922 /* Spell failure chance */
1923 chance = spell.fail;
1925 mana_cost = spell.mana_cost;
1926 if (use_mind == MIND_KI)
1928 if (heavy_armor()) chance += 20;
1929 if (p_ptr->icky_wield[0]) chance += 20;
1930 else if (buki_motteruka(INVEN_RARM)) chance += 10;
1931 if (p_ptr->icky_wield[1]) chance += 20;
1932 else if (buki_motteruka(INVEN_LARM)) chance += 10;
1936 for (j = 0; j < p_ptr->magic_num1[0] / 50; j++)
1937 mana_cost += (j+1) * 3 / 2;
1941 /* Verify "dangerous" spells */
1942 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1944 if (mana_cost > p_ptr->chp)
1946 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1950 else if (mana_cost > p_ptr->csp)
1953 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1955 if (!over_exert) return;
1958 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1964 /* Reduce failure rate by "effective" level adjustment */
1965 chance -= 3 * (plev - spell.min_lev);
1967 chance += p_ptr->to_m_chance;
1969 /* Reduce failure rate by INT/WIS adjustment */
1970 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1972 /* Not enough mana to cast */
1973 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1975 chance += 5 * (mana_cost - p_ptr->csp);
1978 /* Extract the minimum failure rate */
1979 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1981 /* Minimum failure rate */
1982 if (chance < minfail) chance = minfail;
1984 /* Stunning makes spells harder */
1985 if (p_ptr->stun > 50) chance += 25;
1986 else if (p_ptr->stun) chance += 15;
1988 if (use_mind == MIND_KI)
1990 if (heavy_armor()) chance += 5;
1991 if (p_ptr->icky_wield[0]) chance += 5;
1992 if (p_ptr->icky_wield[1]) chance += 5;
1996 /* Always a 5 percent chance of working */
1997 if (chance > 95) chance = 95;
2000 if (randint0(100) < chance)
2002 if (flush_failure) flush();
2003 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
2007 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
2009 if ((use_mind == MIND_KI) && (n != 5) && p_ptr->magic_num1[0])
2011 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
2012 p_ptr->magic_num1[0] = 0;
2015 if (randint1(100) < (chance / 2))
2020 if( use_mind == MIND_MINDCRAFTER ){
2023 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!"));
2028 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..."));
2029 set_image(p_ptr->image + 5 + randint1(10));
2033 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
2034 set_confused(p_ptr->confused + randint1(8));
2038 set_stun(p_ptr->stun + randint1(8));
2043 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);
2045 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
2046 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
2047 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
2050 if( use_mind == MIND_MIRROR_MASTER ){
2053 /* Nothing has happen */
2057 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
2058 teleport_player(10, TELEPORT_PASSIVE);
2062 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
2063 set_image(p_ptr->image + 5 + randint1(10));
2068 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);
2070 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
2071 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
2072 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
2084 case MIND_MINDCRAFTER:
2085 /* Cast the spell */
2086 cast = cast_mindcrafter_spell(n);
2089 /* Cast the spell */
2090 cast = cast_force_spell(n);
2092 case MIND_BERSERKER:
2093 /* Cast the spell */
2094 cast = cast_berserk_spell(n);
2096 case MIND_MIRROR_MASTER:
2097 /* Cast the spell */
2098 if( is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
2099 cast = cast_mirror_spell(n);
2102 /* Cast the spell */
2103 cast = cast_ninja_spell(n);
2106 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
2115 p_ptr->energy_use = 100;
2116 /* teleport from mirror costs small energy */
2117 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
2119 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
2122 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2124 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2126 p_ptr->redraw |= (PR_HP);
2129 /* Sufficient mana */
2130 else if (mana_cost <= old_csp)
2133 p_ptr->csp -= mana_cost;
2136 if (p_ptr->csp < 0) p_ptr->csp = 0;
2138 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2142 p_ptr->csp_frac = 0;
2146 /* Over-exert the player */
2149 int oops = mana_cost - old_csp;
2152 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2153 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2156 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);
2158 /* Hack -- Bypass free action */
2159 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2161 /* Damage WIS (possibly permanently) */
2162 if (randint0(100) < 50)
2164 bool perm = (randint0(100) < 25);
2167 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2169 /* Reduce constitution */
2170 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2175 p_ptr->redraw |= (PR_MANA);
2178 p_ptr->window |= (PW_PLAYER);
2179 p_ptr->window |= (PW_SPELL);
2184 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2187 void do_cmd_mind_browse(void)
2194 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2195 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2196 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2197 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2198 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2199 use_mind = MIND_MIRROR_MASTER;
2206 if (!get_mind_power(&n, TRUE))
2212 /* Clear lines, position cursor (really should use strlen here) */
2213 Term_erase(12, 21, 255);
2214 Term_erase(12, 20, 255);
2215 Term_erase(12, 19, 255);
2216 Term_erase(12, 18, 255);
2217 Term_erase(12, 17, 255);
2218 Term_erase(12, 16, 255);
2220 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2221 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2223 prt(&temp[j], line, 15);
2228 case MIND_MIRROR_MASTER:
2230 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);