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
19 #include "projection.h"
20 #include "spells-summon.h"
22 #include "player-status.h"
23 #include "spells-status.h"
24 #include "cmd-spell.h"
27 mind_power const mind_powers[5] =
31 /* Level gained, cost, %fail, name */
38 { 11, 7, 30, "念動衝撃弾"},
40 { 15, 12, 60, "サイコメトリー"},
41 { 18, 10, 45, "精神波動"},
42 { 23, 15, 50, "アドレナリン・ドーピング"},
43 { 26, 28, 60, "テレキネシス"},
44 { 28, 10, 40, "サイキック・ドレイン"},
46 { 45,150, 85, "完全な世界"},
55 { 1, 1, 15, "Precognition"},
56 { 2, 1, 20, "Neural Blast"},
57 { 3, 2, 25, "Minor Displacement"},
58 { 7, 6, 35, "Major Displacement"},
59 { 9, 7, 50, "Domination"},
60 { 11, 7, 30, "Pulverise"},
61 { 13, 12, 50, "Character Armour"},
62 { 15, 12, 60, "Psychometry" },
63 { 18, 10, 45, "Mind Wave" },
64 { 23, 15, 50, "Adrenaline Channeling"},
65 { 26, 28, 60, "Telekinesis"},
66 { 28, 10, 40, "Psychic Drain"},
67 { 35, 35, 75, "Psycho-Spear"},
68 { 45,150, 85, "The World"},
83 /* Level gained, cost, %fail, name */
89 { 10, 7, 45, "対魔法防御"},
94 { 25, 30, 70, "いてつく波動"},
95 { 28, 26, 50, "幻霊召喚"},
96 { 32, 35, 65, "煉獄火炎"},
97 { 38, 42, 75, "超カメハメ波"},
98 { 44, 50, 80, "光速移動"},
107 { 1, 1, 15, "Small Force Ball"},
108 { 3, 3, 30, "Flash Light"},
109 { 5, 6, 35, "Flying Technique"},
110 { 8, 5, 40, "Kamehameha"},
111 { 10, 7, 45, "Magic Resistance"},
112 { 13, 5, 60, "Improve Force"},
113 { 17, 17, 50, "Aura of Force"},
114 { 20, 20, 50, "Shock Power"},
115 { 23, 18, 55, "Large Force Ball"},
116 { 25, 30, 70, "Dispel Magic"},
117 { 28, 26, 50, "Summon Ghost"},
118 { 32, 35, 65, "Exploding Frame"},
119 { 38, 42, 75, "Super Kamehameha"},
120 { 44, 50, 80, "Light Speed"},
135 /* Level gained, cost, %fail, name */
139 { 20, 15, 0, "トラップ粉砕"},
141 { 30, 80, 75, "皆殺し"},
159 { 8, 5, 40, "Detect Atmosphere of Menace"},
160 { 15, 20, 0, "Charge"},
161 { 20, 15, 0, "Smash a Trap"},
162 { 25, 20, 60, "Quake"},
163 { 30, 80, 75, "Massacre"},
187 /* Level gained, cost, %fail, name */
191 { 2, 2, 20, "光のしずく"},
196 { 10, 5, 30, "微塵隠れ"},
197 { 12, 12, 30, "追放の鏡"},
198 { 15, 15, 30, "鏡砕き"},
199 { 19, 13, 30, "催眠鏡"},
200 { 23, 18, 50, "シーカーレイ"},
202 { 25, 20, 40, "鏡の封印"},
203 { 27, 30, 60, "水鏡の盾"},
204 { 29, 30, 60, "スーパーレイ"},
205 { 31, 35, 60, "幻惑の光"},
206 { 33, 50, 80, "鏡の国"},
208 { 36, 30, 80, "鏡抜け"},
209 { 38, 40, 70, "帰還の鏡"},
210 { 40, 50, 55, "影分身"},
211 { 43, 55, 70, "封魔結界"},
212 { 46, 70, 75, "ラフノールの鏡"},
214 { 1, 1, 15, "Mirror of Seeing"},
215 { 1, 2, 40, "Making a Mirror"},
216 { 2, 2, 20, "Drip of Light"},
217 { 3, 2, 20, "Warped Mirror"},
218 { 5, 3, 35, "Mirror of Light"},
219 { 6, 5, 35, "Mirror of Wandering"},
221 { 10, 5, 30, "Robe of Dust"},
222 { 12, 12, 30, "Banishing Mirror"},
223 { 15, 15, 30, "Mirror Clashing"},
224 { 19, 13, 30, "Mirror Sleeping"},
225 { 23, 18, 50, "Seeker Ray"},
227 { 25, 20, 40, "Seal of Mirror"},
228 { 27, 30, 60, "Shield of Water"},
229 { 29, 30, 60, "Super Ray"},
230 { 31, 35, 60, "Illusion Light"},
231 { 33, 50, 80, "Mirror Shift"},
233 { 36, 30, 80, "Mirror Tunnel"},
234 { 38, 40, 70, "Mirror of Recall"},
235 { 40, 50, 55, "Multi-Shadow"},
236 { 43, 55, 70, "Binding Field"},
237 { 46, 70, 75, "Mirror of Ruffnor"},
245 /* Level gained, cost, %fail, name */
252 { 8, 10, 35, "一撃離脱"},
253 { 10, 10, 40, "金縛り"},
254 { 12, 12, 70, "古の口伝"},
258 { 20, 5, 50, "八方手裏剣"},
262 { 30, 30, 70, "爆発の紋章"},
264 { 34, 35, 50, "霧隠れ"},
265 { 38, 40, 60, "煉獄火炎"},
269 { 1, 1, 20, "Create Darkness"},
270 { 2, 2, 25, "Detect Near"},
271 { 3, 3, 25, "Hide in Leafs"},
272 { 5, 3, 30, "Kawarimi"},
273 { 7, 8, 35, "Absconding"},
274 { 8, 10, 35, "Hit and Away"},
275 { 10, 10, 40, "Bind Monster"},
276 { 12, 12, 70, "Ancient Knowledge"},
277 { 15, 10, 50, "Floating"},
278 { 17, 12, 45, "Hide in Flame"},
279 { 18, 20, 40, "Nyusin"},
280 { 20, 5, 50, "Syuriken Spreading"},
281 { 22, 15, 55, "Chain Hook"},
282 { 25, 32, 60, "Smoke Ball"},
283 { 28, 32, 60, "Swap Position"},
284 { 30, 30, 70, "Glyph of Explosion"},
285 { 32, 40, 40, "Hide in Mud"},
286 { 34, 35, 50, "Hide in Mist"},
287 { 38, 40, 60, "Rengoku-Kaen"},
288 { 41, 50, 55, "Bunshin"},
297 static concptr const mind_tips[5][MAX_MIND_POWERS] =
301 "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。",
305 "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。",
307 "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。",
308 "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。",
309 "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。",
310 "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。",
312 "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。",
313 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
314 "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。",
325 "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。",
328 "一定時間、魔法防御能力を上昇させる。",
329 "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。",
330 "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。",
331 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
333 "モンスター1体にかかった魔法を解除する。",
335 "自分を中心とした超巨大な炎の球を発生させる。",
336 "射程の長い、強力な気のビームを放つ。",
337 "しばらくの間、非常に速く動くことができる。",
347 "近くの思考することができるモンスターを感知する。",
349 "トラップにかかるが、そのトラップを破壊する。",
350 "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。",
370 "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。",
372 "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。",
374 "自分の周囲や、 自分のいる部屋全体を明るくする。",
376 "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。",
377 "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。",
379 "全ての鏡の周りに眠りの球を発生させる。",
380 "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。",
382 "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。",
383 "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。",
384 "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。",
385 "フロアを作り変える。鏡の上でしか使えない。",
386 "短距離内の指定した場所にテレポートする。",
387 "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。",
388 "全ての攻撃が、1/2の確率で無効になる。",
389 "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。",
390 "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。",
394 "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。",
396 "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。",
399 "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。",
402 "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。",
404 "ランダムな方向に8回くさびを投げる。",
408 "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。",
409 "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。",
410 "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。",
411 "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。",
412 "全ての攻撃が、1/2の確率で無効になる。",
417 "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.",
418 "Fires a beam or ball which inflicts PSI damage.",
419 "Teleport short distance.",
420 "Teleport long distance.",
421 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
422 "Fires a ball which hurts monsters with telekinesis.",
423 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
424 "Gives feeling of an item. Or identify an item at level 25.",
425 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
426 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
427 "Pulls a distant item close to you.",
428 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
429 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
430 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
440 "Fires a very small energy ball.",
441 "Lights up nearby area and the inside of a room permanently.",
442 "Gives levitaion a while.",
443 "Fires a short energy beam.",
444 "Gives magic resistance for a while.",
445 "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.",
446 "Gives aura which damages all monsters which attacked you for a while.",
447 "Damages an adjacent monster, and blow it away.",
448 "Fires a large energy ball.",
449 "Dispels all magics which is effecting a monster.",
451 "Generates a huge ball of frame which centered on you.",
452 "Fires a long, powerful energy beam.",
453 "Gives extremely fast speed.",
463 "Detects all monsters except mindless in your vicinity.",
464 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
465 "Sets off a trap, then destroy that trap.",
466 "Shakes dungeon structure, and results in random swaping of floors and walls.",
467 "Attacks all adjacent monsters.",
486 "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.",
487 "Makes a mirror under you.",
488 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
489 "Teleport short distance.",
490 "Lights up nearby area and the inside of a room permanently.",
491 "Teleport long distance.",
492 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
493 "Teleports all monsters on the line away unless resisted.",
494 "Fires a ball of shards.",
495 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
496 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
497 "Eliminates a monster on a mirror from current dungeon level.",
498 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
499 "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.",
500 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
501 "Recreates current dungeon level. Can only be used on a mirror.",
502 "Teleport to given location.",
503 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
504 "Completely protects you from any attacks at one in two chance.",
505 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
506 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
510 "Darken nearby area and inside of a room.",
511 "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.",
512 "Teleport short distance.",
513 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
514 "Teleport long distance.",
515 "Attack and teleport in a time.",
516 "Attempt to freeze a monster.",
517 "Identifies an item.",
518 "Gives levitation for a while.",
519 "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.",
520 "Steps close to a monster and attacks at a time.",
521 "Shoots 8 iron Spikes in 8 random directions.",
522 "Teleport a monster to a place adjacent to you.",
523 "Releases a confusion ball which doesn't inflict any damage.",
524 "Swaps positions of you and a monster.",
525 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
526 "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.",
527 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
528 "Fires some number of beams of fire, nether or plasma in random directions.",
529 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
536 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
537 * @param p 情報を返す文字列参照ポインタ
538 * @param use_mind 職業毎の特殊技能ID
539 * @param power モンスター魔法のID
542 void mindcraft_info(char *p, int use_mind, int power)
544 PLAYER_LEVEL plev = p_ptr->lev;
550 case MIND_MINDCRAFTER:
554 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
555 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
556 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
558 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
559 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
561 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
562 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
564 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
566 case 10: sprintf(p, " max wgt %d", plev * 15); break;
568 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
569 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
570 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
575 int boost = P_PTR_KI;
577 if (heavy_armor()) boost /= 2;
581 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
583 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
584 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
585 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
587 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
588 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
589 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
591 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
592 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
593 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
594 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
598 case MIND_MIRROR_MASTER:
604 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
605 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
607 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
608 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
610 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
612 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
614 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
615 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
618 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
620 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
621 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
622 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
632 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
634 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
635 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
638 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
639 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
646 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
647 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
648 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
649 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
657 * @brief 使用可能な特殊技能を選択する /
658 * Allow user to choose a mindcrafter power.
659 * @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
660 * @param only_browse 一覧を見るだけの場合TRUEを返す
661 * @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。
663 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
664 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
665 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
667 * The "prompt" should be "cast", "recite", or "study"\n
668 * The "known" should be TRUE for cast/pray, FALSE for study\n
670 * nb: This function has a (trivial) display bug which will be obvious\n
671 * when you run it. It's probably easy to fix but I haven't tried,\n
674 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
681 PLAYER_LEVEL plev = p_ptr->lev;
690 const mind_power *mind_ptr;
693 int menu_line = (use_menu ? 1 : 0);
695 switch (p_ptr->pclass)
697 case CLASS_MINDCRAFTER:
699 use_mind = MIND_MINDCRAFTER;
700 p = _("超能力", "mindcraft");
703 case CLASS_FORCETRAINER:
706 p = _("練気術", "Force");
709 case CLASS_BERSERKER:
711 use_mind = MIND_BERSERKER;
712 p = _("技", "brutal power");
715 case CLASS_MIRROR_MASTER:
717 use_mind = MIND_MIRROR_MASTER;
718 p = _("鏡魔法", "magic");
723 use_mind = MIND_NINJUTSU;
724 p = _("忍術", "ninjutsu");
730 p = _("超能力", "mindcraft");
734 mind_ptr = &mind_powers[use_mind];
736 /* Assume cancelled */
739 /* Get the spell, if available */
741 if (repeat_pull(&code))
743 *sn = (SPELL_IDX)code;
744 /* Hack -- If requested INVEN_FORCE(1111), pull again */
745 if (*sn == INVEN_FORCE) repeat_pull(&code);
746 *sn = (SPELL_IDX)code;
748 /* Verify the spell */
749 if (mind_ptr->info[*sn].min_lev <= plev)
756 /* Nothing chosen yet */
762 for (i = 0; i < MAX_MIND_POWERS; i++)
764 if (mind_ptr->info[i].min_lev <= plev)
770 /* Build a prompt (accept all spells) */
773 (void) strnfmt(out_val, 78,
774 _("(%^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? "),
775 p, I2A(0), I2A(num - 1), p);
779 (void) strnfmt(out_val, 78,
780 _("(%^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? "),
781 p, I2A(0), I2A(num - 1), p);
784 if (use_menu && !only_browse) screen_save();
785 /* Get a spell from the user */
787 choice= (always_show_list || use_menu) ? ESCAPE:1 ;
790 if(choice==ESCAPE) choice = ' ';
791 else if( !get_com(out_val, &choice, TRUE) )break;
793 if (use_menu && choice != ' ')
799 if (!only_browse) screen_load();
807 menu_line += (num - 1);
829 if (menu_line > num) menu_line -= num;
832 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
835 if (!redraw || use_menu)
842 if (!only_browse && !use_menu) screen_save();
844 /* Display a list of spells */
846 put_str(_("名前", "Name"), y, x + 5);
848 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
849 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
851 has_weapon[0] = has_melee_weapon(INVEN_RARM);
852 has_weapon[1] = has_melee_weapon(INVEN_LARM);
854 /* Dump the spells */
855 for (i = 0; i < MAX_MIND_POWERS; i++)
859 /* Access the spell */
860 spell = mind_ptr->info[i];
862 if (spell.min_lev > plev) break;
866 mana_cost = spell.mana_cost;
870 /* Reduce failure rate by "effective" level adjustment */
871 chance -= 3 * (plev - spell.min_lev);
873 /* Reduce failure rate by INT/WIS adjustment */
874 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
876 if (use_mind == MIND_KI)
878 if (heavy_armor()) chance += 20;
879 if (p_ptr->icky_wield[0]) chance += 20;
880 else if (has_weapon[0]) chance += 10;
881 if (p_ptr->icky_wield[1]) chance += 20;
882 else if (has_weapon[1]) chance += 10;
886 for (j = 0; j < P_PTR_KI / 50; j++)
887 mana_cost += (j+1) * 3 / 2;
891 /* Not enough mana to cast */
892 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
894 chance += 5 * (mana_cost - p_ptr->csp);
897 chance += p_ptr->to_m_chance;
899 /* Extract the minimum failure rate */
900 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
902 /* Minimum failure rate */
903 if (chance < minfail) chance = minfail;
905 /* Stunning makes spells harder */
906 if (p_ptr->stun > 50) chance += 25;
907 else if (p_ptr->stun) chance += 15;
909 if (use_mind == MIND_KI)
911 if (heavy_armor()) chance += 5;
912 if (p_ptr->icky_wield[0]) chance += 5;
913 if (p_ptr->icky_wield[1]) chance += 5;
915 /* Always a 5 percent chance of working */
916 if (chance > 95) chance = 95;
920 mindcraft_info(comment, use_mind, i);
924 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
925 else strcpy(psi_desc, " ");
928 sprintf(psi_desc, " %c) ", I2A(i));
929 /* Dump the spell --(-- */
931 format("%-30s%2d %4d%s %3d%%%s",
932 spell.name, spell.min_lev, mana_cost,
933 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
935 prt(psi_desc, y + i + 1, x);
938 /* Clear the bottom line */
939 prt("", y + i + 1, x);
943 else if (!only_browse)
957 ask = isupper(choice);
960 if (ask) choice = (char)tolower(choice);
962 /* Extract request */
963 i = (islower(choice) ? A2I(choice) : -1);
966 /* Totally Illegal */
967 if ((i < 0) || (i >= num))
973 /* Save the spell index */
974 spell = mind_ptr->info[i];
982 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
984 /* Belay that order */
985 if (!get_check(tmp_val)) continue;
991 if (redraw && !only_browse) screen_load();
993 p_ptr->window |= (PW_SPELL);
996 /* Abort if needed */
997 if (!flag) return (FALSE);
999 /* Save the choice */
1002 repeat_push((COMMAND_CODE)i);
1010 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1011 * @param spell 発動する特殊技能のID
1012 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1014 static bool cast_mindcrafter_spell(int spell)
1019 PLAYER_LEVEL plev = p_ptr->lev;
1024 case 0: /* Precog */
1027 chg_virtue(V_KNOWLEDGE, 1);
1028 chg_virtue(V_ENLIGHTEN, 1);
1032 map_area(DETECT_RAD_MAP);
1036 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1037 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1039 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1040 b |= detect_doors(DETECT_RAD_DEFAULT);
1045 b = detect_all(DETECT_RAD_DEFAULT);
1048 if ((plev > 24) && (plev < 40))
1049 set_tim_esp((TIME_EFFECT)plev, FALSE);
1051 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1056 if (!get_aim_dir(&dir)) return FALSE;
1058 if (randint1(100) < plev * 2)
1059 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1061 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1064 /* Minor displace */
1065 teleport_player(10, 0L);
1068 /* Major displace */
1069 teleport_player(plev * 5, 0L);
1075 if (!get_aim_dir(&dir)) return FALSE;
1077 fire_ball(GF_DOMINATION, dir, plev, 0);
1081 charm_monsters(plev * 2);
1085 /* Fist of Force --- not 'true' TK */
1086 if (!get_aim_dir(&dir)) return FALSE;
1088 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1089 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1092 /* Character Armour */
1093 set_shield((TIME_EFFECT)plev, FALSE);
1094 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1095 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1096 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1097 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1098 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1103 return psychometry();
1105 return ident_spell(FALSE);
1108 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!"));
1111 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1112 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1114 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1122 * Only heal when Adrenalin Channeling is not active. We check
1123 * that by checking if the player isn't fast and 'heroed' atm.
1125 if (!IS_FAST() || !IS_HERO())
1130 t = 10 + randint1((plev * 3) / 2);
1133 (void)set_fast(t, FALSE);
1137 if (!get_aim_dir(&dir)) return FALSE;
1139 fetch(dir, plev * 15, FALSE);
1144 if (!get_aim_dir(&dir)) return FALSE;
1146 b = damroll(plev / 2, 6);
1148 /* This is always a radius-0 ball now */
1149 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1150 p_ptr->energy_need += randint1(150);
1154 if (!get_aim_dir(&dir)) return FALSE;
1156 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1164 msg_print(_("なに?", "Zap?"));
1172 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1173 * @param spell 発動する特殊技能のID
1174 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1176 static bool cast_force_spell(int spell)
1179 PLAYER_LEVEL plev = p_ptr->lev;
1180 int boost = P_PTR_KI;
1182 if (heavy_armor()) boost /= 2;
1188 if (!get_aim_dir(&dir)) return FALSE;
1189 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1192 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1195 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1198 project_length = plev / 8 + 3;
1199 if (!get_aim_dir(&dir)) return FALSE;
1201 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1204 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1207 msg_print(_("気を練った。", "You improved the Force."));
1208 P_PTR_KI += (70 + plev);
1209 p_ptr->update |= (PU_BONUS);
1210 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1212 msg_print(_("気が暴走した!", "The Force exploded!"));
1213 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1214 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1219 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1222 return shock_power();
1225 if (!get_aim_dir(&dir)) return FALSE;
1226 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1232 if (!target_set(TARGET_KILL)) return FALSE;
1233 m_idx = cave[target_row][target_col].m_idx;
1235 if (!player_has_los_bold(target_row, target_col)) break;
1236 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1237 dispel_monster_status(m_idx);
1243 bool success = FALSE;
1245 for (i = 0; i < 1 + boost/100; i++)
1246 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1250 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1254 msg_print(_("何も現れなかった。", "Nothing happen."));
1259 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1262 if (!get_aim_dir(&dir)) return FALSE;
1264 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1267 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1270 msg_print(_("なに?", "Zap?"));
1273 p_ptr->update |= (PU_BONUS);
1280 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1283 static int number_of_mirrors(void)
1287 for (x = 0; x < cur_wid; x++) {
1288 for (y = 0; y < cur_hgt; y++) {
1289 if (is_mirror_grid(&cave[y][x])) val++;
1297 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1298 * @param spell 発動する特殊技能のID
1299 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1301 static bool cast_mirror_spell(int spell)
1304 PLAYER_LEVEL plev = p_ptr->lev;
1312 /* mirror of seeing */
1314 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
1315 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1316 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1317 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1318 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1319 if (tmp == 0 && plev < 5) {
1320 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1325 if (number_of_mirrors() < 4 + plev / 10) {
1329 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1333 if (!get_aim_dir(&dir)) return FALSE;
1334 if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1335 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1338 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1343 teleport_player(10, 0L);
1345 /* mirror of light */
1347 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1349 /* mirror of wandering */
1351 teleport_player(plev * 5, 0L);
1355 set_dustrobe(20 + randint1(20), FALSE);
1357 /* banishing mirror */
1359 if (!get_aim_dir(&dir)) return FALSE;
1360 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1362 /* mirror clashing */
1364 if (!get_aim_dir(&dir)) return FALSE;
1365 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1366 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1368 /* mirror sleeping */
1370 for (x = 0; x < cur_wid; x++) {
1371 for (y = 0; y < cur_hgt; y++) {
1372 if (is_mirror_grid(&cave[y][x])) {
1373 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1380 if (!get_aim_dir(&dir)) return FALSE;
1381 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1383 /* seal of mirror */
1385 seal_of_mirror(plev * 4 + 100);
1387 /* shield of water */
1389 t = 20 + randint1(20);
1390 set_shield(t, FALSE);
1391 if (plev > 31)set_tim_reflect(t, FALSE);
1392 if (plev > 39)set_resist_magic(t, FALSE);
1396 if (!get_aim_dir(&dir)) return FALSE;
1397 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1399 /* illusion light */
1401 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
1402 slow_monsters(plev);
1403 stun_monsters(plev*tmp);
1404 confuse_monsters(plev*tmp);
1405 turn_monsters(plev*tmp);
1406 stun_monsters(plev*tmp);
1407 stasis_monsters(plev*tmp);
1411 if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1412 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1419 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1420 return mirror_tunnel();
1422 /* mirror of recall */
1424 return recall_player(p_ptr, randint0(21) + 15);
1427 set_multishadow(6 + randint1(6), FALSE);
1431 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!"));
1433 /* mirror of Ruffnor */
1435 (void)set_invuln(randint1(4) + 4, FALSE);
1438 msg_print(_("なに?", "Zap?"));
1441 p_ptr->magic_num1[0] = 0;
1448 * do_cmd_cast calls this function if the player's class is 'berserker'.
1449 * @param spell 発動する特殊技能のID
1450 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1452 static bool cast_berserk_spell(int spell)
1461 detect_monsters_mind(DETECT_RAD_DEFAULT);
1467 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1471 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1473 if (dir == 5) return FALSE;
1474 y = p_ptr->y + ddy[dir];
1475 x = p_ptr->x + ddx[dir];
1477 if (!cave[y][x].m_idx)
1479 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1485 if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
1491 if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
1494 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1500 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1501 y = p_ptr->y + ddy[dir];
1502 x = p_ptr->x + ddx[dir];
1503 move_player(dir, easy_disarm, TRUE);
1507 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1513 msg_print(_("なに?", "Zap?"));
1521 * do_cmd_cast calls this function if the player's class is 'ninja'.
1522 * @param spell 発動する特殊技能のID
1523 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1525 static bool cast_ninja_spell(int spell)
1527 POSITION x = 0, y = 0;
1529 PLAYER_LEVEL plev = p_ptr->lev;
1535 (void)unlite_area(0, 3);
1542 detect_monsters_normal(DETECT_RAD_DEFAULT);
1545 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1546 detect_doors(DETECT_RAD_DEFAULT);
1547 detect_stairs(DETECT_RAD_DEFAULT);
1551 detect_objects_normal(DETECT_RAD_DEFAULT);
1556 teleport_player(10, 0L);
1561 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1563 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1564 p_ptr->special_defense |= NINJA_KAWARIMI;
1565 p_ptr->redraw |= (PR_STATUS);
1571 teleport_player(p_ptr->lev * 5, 0L);
1576 if(!panic_hit()) return FALSE;
1581 if (!get_aim_dir(&dir)) return FALSE;
1582 (void)stasis_monster(dir);
1586 return ident_spell(FALSE);
1588 set_tim_levitation(randint1(20) + 20, FALSE);
1591 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1592 teleport_player(30, 0L);
1593 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1596 return rush_attack(NULL);
1600 for (i = 0; i < 8; i++)
1604 for (slot = 0; slot < INVEN_PACK; slot++)
1606 if (inventory[slot].tval == TV_SPIKE) break;
1608 if (slot == INVEN_PACK)
1610 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1611 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1615 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1616 do_cmd_throw(1, FALSE, slot);
1618 p_ptr->energy_use = 100;
1624 monster_type *m_ptr;
1626 GAME_TEXT m_name[MAX_NLEN];
1632 if (!target_set(TARGET_KILL)) return FALSE;
1633 m_idx = cave[target_row][target_col].m_idx;
1635 if (m_idx == p_ptr->riding) break;
1636 if (!player_has_los_bold(target_row, target_col)) break;
1637 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1638 m_ptr = &m_list[m_idx];
1639 monster_desc(m_name, m_ptr, 0);
1640 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1641 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1642 ty = target_row, tx = target_col;
1643 for (i = 1; i < path_n; i++)
1645 POSITION ny = GRID_Y(path_g[i]);
1646 POSITION nx = GRID_X(path_g[i]);
1647 cave_type *c_ptr = &cave[ny][nx];
1649 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1650 !(c_ptr->info & CAVE_OBJECT) &&
1651 !pattern_tile(ny, nx))
1657 /* Update the old location */
1658 cave[target_row][target_col].m_idx = 0;
1660 /* Update the new location */
1661 cave[ty][tx].m_idx = (s16b)m_idx;
1663 /* Move the monster */
1664 m_ptr->fy = (byte_hack)ty;
1665 m_ptr->fx = (byte_hack)tx;
1667 /* Wake the monster up */
1668 (void)set_monster_csleep(m_idx, 0);
1670 update_monster(m_idx, TRUE);
1671 lite_spot(target_row, target_col);
1674 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1675 p_ptr->update |= (PU_MON_LITE);
1679 /* Auto-Recall if possible and visible */
1680 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1682 /* Track a new monster */
1683 health_track(m_idx);
1689 if (!get_aim_dir(&dir)) return FALSE;
1690 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1693 project_length = -1;
1694 if (!get_aim_dir(&dir))
1701 (void)teleport_swap(dir);
1707 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1708 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1711 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1712 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1713 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1714 teleport_player(30, 0L);
1719 int num = damroll(3, 9);
1721 for (k = 0; k < num; k++)
1723 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1724 int attempts = 1000;
1728 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1730 if (!player_bold(y, x)) break;
1732 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1733 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1738 set_multishadow(6+randint1(6), FALSE);
1741 msg_print(_("なに?", "Zap?"));
1748 * @brief 特殊技能コマンドのメインルーチン /
1751 void do_cmd_mind(void)
1757 PLAYER_LEVEL plev = p_ptr->lev;
1758 int old_csp = p_ptr->csp;
1761 int use_mind, mana_cost;
1763 bool on_mirror = FALSE;
1765 if (cmd_limit_confused(p_ptr)) return;
1768 if (!get_mind_power(&n, FALSE)) return;
1771 switch(p_ptr->pclass)
1773 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1774 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1775 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1776 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1777 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1778 default: use_mind = 0 ;p = "超能力"; break;
1781 switch(p_ptr->pclass)
1783 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1784 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1785 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1786 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1787 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1788 default: use_mind = 0; break;
1791 spell = mind_powers[use_mind].info[n];
1793 /* Spell failure chance */
1794 chance = spell.fail;
1796 mana_cost = spell.mana_cost;
1797 if (use_mind == MIND_KI)
1799 if (heavy_armor()) chance += 20;
1800 if (p_ptr->icky_wield[0]) chance += 20;
1801 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1802 if (p_ptr->icky_wield[1]) chance += 20;
1803 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1807 for (j = 0; j < P_PTR_KI / 50; j++)
1808 mana_cost += (j+1) * 3 / 2;
1812 /* Verify "dangerous" spells */
1813 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1815 if (mana_cost > p_ptr->chp)
1817 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1821 else if (mana_cost > p_ptr->csp)
1824 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1826 if (!over_exert) return;
1829 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1835 /* Reduce failure rate by "effective" level adjustment */
1836 chance -= 3 * (plev - spell.min_lev);
1838 chance += p_ptr->to_m_chance;
1840 /* Reduce failure rate by INT/WIS adjustment */
1841 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1843 /* Not enough mana to cast */
1844 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1846 chance += 5 * (mana_cost - p_ptr->csp);
1849 /* Extract the minimum failure rate */
1850 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1852 /* Minimum failure rate */
1853 if (chance < minfail) chance = minfail;
1855 /* Stunning makes spells harder */
1856 if (p_ptr->stun > 50) chance += 25;
1857 else if (p_ptr->stun) chance += 15;
1859 if (use_mind == MIND_KI)
1861 if (heavy_armor()) chance += 5;
1862 if (p_ptr->icky_wield[0]) chance += 5;
1863 if (p_ptr->icky_wield[1]) chance += 5;
1867 /* Always a 5 percent chance of working */
1868 if (chance > 95) chance = 95;
1871 if (randint0(100) < chance)
1873 if (flush_failure) flush();
1874 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1878 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1880 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1882 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1886 if (randint1(100) < (chance / 2))
1891 if( use_mind == MIND_MINDCRAFTER ){
1894 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!"));
1899 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..."));
1900 set_image(p_ptr->image + 5 + randint1(10));
1904 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1905 set_confused(p_ptr->confused + randint1(8));
1909 set_stun(p_ptr->stun + randint1(8));
1914 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);
1916 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1917 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1918 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1921 if( use_mind == MIND_MIRROR_MASTER ){
1924 /* Nothing has happen */
1928 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1929 teleport_player(10, TELEPORT_PASSIVE);
1933 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1934 set_image(p_ptr->image + 5 + randint1(10));
1939 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);
1941 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1942 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1943 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1955 case MIND_MINDCRAFTER:
1956 /* Cast the spell */
1957 cast = cast_mindcrafter_spell(n);
1960 /* Cast the spell */
1961 cast = cast_force_spell(n);
1963 case MIND_BERSERKER:
1964 /* Cast the spell */
1965 cast = cast_berserk_spell(n);
1967 case MIND_MIRROR_MASTER:
1968 /* Cast the spell */
1969 if( is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1970 cast = cast_mirror_spell(n);
1973 /* Cast the spell */
1974 cast = cast_ninja_spell(n);
1977 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1985 p_ptr->energy_use = 100;
1986 /* teleport from mirror costs small energy */
1987 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
1989 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
1992 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1994 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1996 p_ptr->redraw |= (PR_HP);
1999 /* Sufficient mana */
2000 else if (mana_cost <= old_csp)
2003 p_ptr->csp -= mana_cost;
2006 if (p_ptr->csp < 0) p_ptr->csp = 0;
2008 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2012 p_ptr->csp_frac = 0;
2016 /* Over-exert the player */
2019 int oops = mana_cost - old_csp;
2022 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2023 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2025 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);
2027 /* Hack -- Bypass free action */
2028 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2030 /* Damage WIS (possibly permanently) */
2031 if (randint0(100) < 50)
2033 bool perm = (randint0(100) < 25);
2035 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2037 /* Reduce constitution */
2038 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2041 p_ptr->redraw |= (PR_MANA);
2042 p_ptr->window |= (PW_PLAYER);
2043 p_ptr->window |= (PW_SPELL);
2048 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2051 void do_cmd_mind_browse(void)
2058 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2059 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2060 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2061 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2062 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2063 use_mind = MIND_MIRROR_MASTER;
2070 if (!get_mind_power(&n, TRUE))
2076 /* Clear lines, position cursor (really should use strlen here) */
2077 Term_erase(12, 21, 255);
2078 Term_erase(12, 20, 255);
2079 Term_erase(12, 19, 255);
2080 Term_erase(12, 18, 255);
2081 Term_erase(12, 17, 255);
2082 Term_erase(12, 16, 255);
2084 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2085 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2087 prt(&temp[j], line, 15);
2092 case MIND_MIRROR_MASTER:
2094 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);