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"
25 #include "spells-floor.h"
30 mind_power const mind_powers[5] =
34 /* Level gained, cost, %fail, name */
41 { 11, 7, 30, "念動衝撃弾"},
43 { 15, 12, 60, "サイコメトリー"},
44 { 18, 10, 45, "精神波動"},
45 { 23, 15, 50, "アドレナリン・ドーピング"},
46 { 26, 28, 60, "テレキネシス"},
47 { 28, 10, 40, "サイキック・ドレイン"},
49 { 45,150, 85, "完全な世界"},
58 { 1, 1, 15, "Precognition"},
59 { 2, 1, 20, "Neural Blast"},
60 { 3, 2, 25, "Minor Displacement"},
61 { 7, 6, 35, "Major Displacement"},
62 { 9, 7, 50, "Domination"},
63 { 11, 7, 30, "Pulverise"},
64 { 13, 12, 50, "Character Armour"},
65 { 15, 12, 60, "Psychometry" },
66 { 18, 10, 45, "Mind Wave" },
67 { 23, 15, 50, "Adrenaline Channeling"},
68 { 26, 28, 60, "Telekinesis"},
69 { 28, 10, 40, "Psychic Drain"},
70 { 35, 35, 75, "Psycho-Spear"},
71 { 45,150, 85, "The World"},
86 /* Level gained, cost, %fail, name */
92 { 10, 7, 45, "対魔法防御"},
97 { 25, 30, 70, "いてつく波動"},
98 { 28, 26, 50, "幻霊召喚"},
99 { 32, 35, 65, "煉獄火炎"},
100 { 38, 42, 75, "超カメハメ波"},
101 { 44, 50, 80, "光速移動"},
110 { 1, 1, 15, "Small Force Ball"},
111 { 3, 3, 30, "Flash Light"},
112 { 5, 6, 35, "Flying Technique"},
113 { 8, 5, 40, "Kamehameha"},
114 { 10, 7, 45, "Magic Resistance"},
115 { 13, 5, 60, "Improve Force"},
116 { 17, 17, 50, "Aura of Force"},
117 { 20, 20, 50, "Shock Power"},
118 { 23, 18, 55, "Large Force Ball"},
119 { 25, 30, 70, "Dispel Magic"},
120 { 28, 26, 50, "Summon Ghost"},
121 { 32, 35, 65, "Exploding Frame"},
122 { 38, 42, 75, "Super Kamehameha"},
123 { 44, 50, 80, "Light Speed"},
138 /* Level gained, cost, %fail, name */
142 { 20, 15, 0, "トラップ粉砕"},
144 { 30, 80, 75, "皆殺し"},
162 { 8, 5, 40, "Detect Atmosphere of Menace"},
163 { 15, 20, 0, "Charge"},
164 { 20, 15, 0, "Smash a Trap"},
165 { 25, 20, 60, "Quake"},
166 { 30, 80, 75, "Massacre"},
190 /* Level gained, cost, %fail, name */
194 { 2, 2, 20, "光のしずく"},
199 { 10, 5, 30, "微塵隠れ"},
200 { 12, 12, 30, "追放の鏡"},
201 { 15, 15, 30, "鏡砕き"},
202 { 19, 13, 30, "催眠鏡"},
203 { 23, 18, 50, "シーカーレイ"},
205 { 25, 20, 40, "鏡の封印"},
206 { 27, 30, 60, "水鏡の盾"},
207 { 29, 30, 60, "スーパーレイ"},
208 { 31, 35, 60, "幻惑の光"},
209 { 33, 50, 80, "鏡の国"},
211 { 36, 30, 80, "鏡抜け"},
212 { 38, 40, 70, "帰還の鏡"},
213 { 40, 50, 55, "影分身"},
214 { 43, 55, 70, "封魔結界"},
215 { 46, 70, 75, "ラフノールの鏡"},
217 { 1, 1, 15, "Mirror of Seeing"},
218 { 1, 2, 40, "Making a Mirror"},
219 { 2, 2, 20, "Drip of Light"},
220 { 3, 2, 20, "Warped Mirror"},
221 { 5, 3, 35, "Mirror of Light"},
222 { 6, 5, 35, "Mirror of Wandering"},
224 { 10, 5, 30, "Robe of Dust"},
225 { 12, 12, 30, "Banishing Mirror"},
226 { 15, 15, 30, "Mirror Clashing"},
227 { 19, 13, 30, "Mirror Sleeping"},
228 { 23, 18, 50, "Seeker Ray"},
230 { 25, 20, 40, "Seal of Mirror"},
231 { 27, 30, 60, "Shield of Water"},
232 { 29, 30, 60, "Super Ray"},
233 { 31, 35, 60, "Illusion Light"},
234 { 33, 50, 80, "Mirror Shift"},
236 { 36, 30, 80, "Mirror Tunnel"},
237 { 38, 40, 70, "Mirror of Recall"},
238 { 40, 50, 55, "Multi-Shadow"},
239 { 43, 55, 70, "Binding Field"},
240 { 46, 70, 75, "Mirror of Ruffnor"},
248 /* Level gained, cost, %fail, name */
255 { 8, 10, 35, "一撃離脱"},
256 { 10, 10, 40, "金縛り"},
257 { 12, 12, 70, "古の口伝"},
261 { 20, 5, 50, "八方手裏剣"},
265 { 30, 30, 70, "爆発の紋章"},
267 { 34, 35, 50, "霧隠れ"},
268 { 38, 40, 60, "煉獄火炎"},
272 { 1, 1, 20, "Create Darkness"},
273 { 2, 2, 25, "Detect Near"},
274 { 3, 3, 25, "Hide in Leafs"},
275 { 5, 3, 30, "Kawarimi"},
276 { 7, 8, 35, "Absconding"},
277 { 8, 10, 35, "Hit and Away"},
278 { 10, 10, 40, "Bind Monster"},
279 { 12, 12, 70, "Ancient Knowledge"},
280 { 15, 10, 50, "Floating"},
281 { 17, 12, 45, "Hide in Flame"},
282 { 18, 20, 40, "Nyusin"},
283 { 20, 5, 50, "Syuriken Spreading"},
284 { 22, 15, 55, "Chain Hook"},
285 { 25, 32, 60, "Smoke Ball"},
286 { 28, 32, 60, "Swap Position"},
287 { 30, 30, 70, "Glyph of Explosion"},
288 { 32, 40, 40, "Hide in Mud"},
289 { 34, 35, 50, "Hide in Mist"},
290 { 38, 40, 60, "Rengoku-Kaen"},
291 { 41, 50, 55, "Bunshin"},
300 static concptr const mind_tips[5][MAX_MIND_POWERS] =
304 "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。",
308 "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。",
310 "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。",
311 "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。",
312 "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。",
313 "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。",
315 "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。",
316 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
317 "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。",
328 "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。",
331 "一定時間、魔法防御能力を上昇させる。",
332 "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。",
333 "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。",
334 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
336 "モンスター1体にかかった魔法を解除する。",
338 "自分を中心とした超巨大な炎の球を発生させる。",
339 "射程の長い、強力な気のビームを放つ。",
340 "しばらくの間、非常に速く動くことができる。",
350 "近くの思考することができるモンスターを感知する。",
352 "トラップにかかるが、そのトラップを破壊する。",
353 "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。",
373 "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。",
375 "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。",
377 "自分の周囲や、 自分のいる部屋全体を明るくする。",
379 "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。",
380 "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。",
382 "全ての鏡の周りに眠りの球を発生させる。",
383 "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。",
385 "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。",
386 "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。",
387 "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。",
388 "フロアを作り変える。鏡の上でしか使えない。",
389 "短距離内の指定した場所にテレポートする。",
390 "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。",
391 "全ての攻撃が、1/2の確率で無効になる。",
392 "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。",
393 "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。",
397 "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。",
399 "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。",
402 "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。",
405 "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。",
407 "ランダムな方向に8回くさびを投げる。",
411 "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。",
412 "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。",
413 "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。",
414 "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。",
415 "全ての攻撃が、1/2の確率で無効になる。",
420 "Detects visible monsters in your vicinity. Detects traps and doors at level 5, invisible monsters at level 15, and items at level 30. Gives telepathy at level 25. Magically maps the surroundings at level 20. Lights and reveals the whole level at level 45.",
421 "Fires a beam or ball which inflicts PSI damage.",
422 "Teleports you a short distance.",
423 "Teleports you a long distance.",
424 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
425 "Fires a ball which hurts monsters with telekinesis.",
426 "Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
427 "Gives feeling of an item. Or identifies an item at level 25.",
428 "Generates a ball centered on you which inflicts PSI damage on a monster or, at level 25 and higher, inflicts PSI damage on all monsters.",
429 "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
430 "Pulls a distant item close to you.",
431 "Fires a ball which damages. When not resisted, you gain SP. You will be occupied for 0 to 1.5 turns after casting as your mind recovers.",
432 "Fires a beam of pure energy which penetrates invulnerability barriers.",
433 "Stops time. Consumes all of your SP. The duration of the spell increases as more SP is consumed.",
443 "Fires a very small energy ball.",
444 "Lights up nearby area and the inside of a room permanently.",
445 "Gives levitation a while.",
446 "Fires a short energy beam.",
447 "Gives magic resistance for a while.",
448 "Increases your spirit energy temporarily. More spirit energy will boost the effect or duration of your force abilities. Too much spirit energy can result in an explosion.",
449 "Envelops you with a temporary aura that damages any monster which hits you in melee.",
450 "Damages an adjacent monster and blows it away.",
451 "Fires a large energy ball.",
452 "Dispels all magics which are affecting a monster.",
454 "Generates a huge ball of flame centered on you.",
455 "Fires a long, powerful energy beam.",
456 "Gives extremely fast speed.",
466 "Detects all monsters except the mindless in your vicinity.",
467 "In one action, attacks a monster with your weapons normally and then moves to the space beyond the monster if that space is not blocked.",
468 "Sets off a trap, then destroys that trap.",
469 "Shakes dungeon structure, and results in random swapping of floors and walls.",
470 "Attacks all adjacent monsters.",
489 "Detects visible monsters in your vicinity. Detects invisible monsters at level 15. Gives telepathy at level 25. Magically maps the surroundings at level 35. All of the effects need 4 more levels unless on a mirror.",
490 "Makes a mirror under you.",
491 "Fires bolt of light. At level ten or higher, the bolt will be a beam of light if you are on a mirror.",
492 "Teleports you a short distance.",
493 "Lights up nearby area and the inside of a room permanently.",
494 "Teleports you a long distance.",
495 "Gives a temporary aura of mirror shards. The aura damages any monster that hits you in melee. If you are on a mirror, the aura will teleport you a short distance if a monster hits you in melee.",
496 "Teleports all monsters on the line away unless resisted.",
497 "Fires a ball of shards.",
498 "Causes any mirror to lull to sleep monsters close to the mirror.",
499 "Fires a beam of mana. If the beam hits a mirror, it breaks that mirror and bounces toward another mirror.",
500 "Eliminates a monster on a mirror from current dungeon level.",
501 "Gives a bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
502 "Fires a powerful beam of mana. If the beam hits a mirror, it breaks that mirror and fires 8 beams of mana to 8 different directions from that point.",
503 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
504 "Recreates current dungeon level. Can only be used on a mirror.",
505 "Teleports you to a given location.",
506 "Recalls player from dungeon to town or from town to the deepest level of dungeon.",
507 "Completely protects you from any attacks at one in two chance.",
508 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle are you and two mirrors in sight.",
509 "Generates a barrier which completely protects you from almost all damage. Takes a few of your turns when the barrier breaks or duration time is exceeded.",
513 "Darkens nearby area and inside of a room.",
514 "Detects visible monsters in your vicinity. Detects traps, doors and stairs at level 5. Detects items at level 15. Lights and reveals the whole level at level 45.",
515 "Teleports you a short distance.",
516 "Teleports you as you receive an attack. Might be able to teleport just before receiving damage at higher levels.",
517 "Teleports you a long distance.",
518 "Attacks an adjacent monster and teleports you away immediately after the attack.",
519 "Attempts to freeze a monster.",
520 "Identifies an item.",
521 "Gives levitation for a while.",
522 "Generates a fire ball and immediately teleports you away. Gives resistance to fire for a while. This resistance can be added to that from equipment for more powerful resistance.",
523 "Steps close to a monster and attacks at a time.",
524 "Shoots 8 iron Spikes in 8 random directions.",
525 "Teleports a monster to a place adjacent to you.",
526 "Releases a confusion ball which doesn't inflict any damage.",
527 "Causes you and a targeted monster to exchange positions.",
528 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
529 "Makes you ethereal for a period of time. While ethereal, you can pass through walls and are resistant to acid. The resistance can be added to that from equipment for more powerful resistance.",
530 "Generates huge balls of poison, drain life and confusion. Then immediately teleports you away.",
531 "Fires some number of beams of fire, nether or plasma in random directions.",
532 "Creates shadows of yourself which gives you the ability to completely evade any attacks at one in two chance for a while.",
539 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
540 * @param p 情報を返す文字列参照ポインタ
541 * @param use_mind 職業毎の特殊技能ID
542 * @param power モンスター魔法のID
545 void mindcraft_info(char *p, int use_mind, int power)
547 PLAYER_LEVEL plev = p_ptr->lev;
553 case MIND_MINDCRAFTER:
557 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
558 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
559 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
561 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
562 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
564 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
565 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
567 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
569 case 10: sprintf(p, " max wgt %d", plev * 15); break;
571 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
572 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
573 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
578 int boost = P_PTR_KI;
580 if (heavy_armor()) boost /= 2;
584 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
586 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
587 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
588 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
590 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
591 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
592 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
594 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
595 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
596 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
597 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
601 case MIND_MIRROR_MASTER:
607 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
608 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
610 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
611 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
613 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
615 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
617 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
618 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
621 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
623 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
624 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
625 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
635 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
637 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
638 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
641 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
642 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
649 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
650 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
651 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
652 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
660 * @brief 使用可能な特殊技能を選択する /
661 * Allow user to choose a mindcrafter power.
662 * @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
663 * @param only_browse 一覧を見るだけの場合TRUEを返す
664 * @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。
666 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
667 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
668 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
670 * The "prompt" should be "cast", "recite", or "study"\n
671 * The "known" should be TRUE for cast/pray, FALSE for study\n
673 * nb: This function has a (trivial) display bug which will be obvious\n
674 * when you run it. It's probably easy to fix but I haven't tried,\n
677 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
683 PERCENTAGE minfail = 0;
684 PLAYER_LEVEL plev = p_ptr->lev;
685 PERCENTAGE chance = 0;
693 const mind_power *mind_ptr;
696 int menu_line = (use_menu ? 1 : 0);
698 switch (p_ptr->pclass)
700 case CLASS_MINDCRAFTER:
702 use_mind = MIND_MINDCRAFTER;
703 p = _("超能力", "mindcraft");
706 case CLASS_FORCETRAINER:
709 p = _("練気術", "Force");
712 case CLASS_BERSERKER:
714 use_mind = MIND_BERSERKER;
715 p = _("技", "brutal power");
718 case CLASS_MIRROR_MASTER:
720 use_mind = MIND_MIRROR_MASTER;
721 p = _("鏡魔法", "magic");
726 use_mind = MIND_NINJUTSU;
727 p = _("忍術", "ninjutsu");
733 p = _("超能力", "mindcraft");
737 mind_ptr = &mind_powers[use_mind];
739 /* Assume cancelled */
742 /* Get the spell, if available */
744 if (repeat_pull(&code))
746 *sn = (SPELL_IDX)code;
747 /* Hack -- If requested INVEN_FORCE(1111), pull again */
748 if (*sn == INVEN_FORCE) repeat_pull(&code);
749 *sn = (SPELL_IDX)code;
751 /* Verify the spell */
752 if (mind_ptr->info[*sn].min_lev <= plev)
759 /* Nothing chosen yet */
765 for (i = 0; i < MAX_MIND_POWERS; i++)
767 if (mind_ptr->info[i].min_lev <= plev)
773 /* Build a prompt (accept all spells) */
776 (void)strnfmt(out_val, 78,
777 _("(%^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? "),
778 p, I2A(0), I2A(num - 1), p);
782 (void)strnfmt(out_val, 78,
783 _("(%^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? "),
784 p, I2A(0), I2A(num - 1), p);
787 if (use_menu && !only_browse) screen_save();
789 choice = (always_show_list || use_menu) ? ESCAPE : 1;
793 if(choice==ESCAPE) choice = ' ';
794 else if( !get_com(out_val, &choice, TRUE) )break;
796 if (use_menu && choice != ' ')
802 if (!only_browse) screen_load();
810 menu_line += (num - 1);
832 if (menu_line > num) menu_line -= num;
835 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
838 if (!redraw || use_menu)
843 if (!only_browse && !use_menu) screen_save();
845 /* Display a list of spells */
847 put_str(_("名前", "Name"), y, x + 5);
849 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
850 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
852 has_weapon[0] = has_melee_weapon(INVEN_RARM);
853 has_weapon[1] = has_melee_weapon(INVEN_LARM);
855 /* Dump the spells */
856 for (i = 0; i < MAX_MIND_POWERS; i++)
860 /* Access the spell */
861 spell = mind_ptr->info[i];
863 if (spell.min_lev > plev) break;
867 mana_cost = spell.mana_cost;
871 /* Reduce failure rate by "effective" level adjustment */
872 chance -= 3 * (plev - spell.min_lev);
874 /* Reduce failure rate by INT/WIS adjustment */
875 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
877 if (use_mind == MIND_KI)
879 if (heavy_armor()) chance += 20;
880 if (p_ptr->icky_wield[0]) chance += 20;
881 else if (has_weapon[0]) chance += 10;
882 if (p_ptr->icky_wield[1]) chance += 20;
883 else if (has_weapon[1]) chance += 10;
887 for (j = 0; j < P_PTR_KI / 50; j++)
888 mana_cost += (j+1) * 3 / 2;
892 /* Not enough mana to cast */
893 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
895 chance += 5 * (mana_cost - p_ptr->csp);
898 chance += p_ptr->to_m_chance;
900 /* Extract the minimum failure rate */
901 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
903 /* Minimum failure rate */
904 if (chance < minfail) chance = minfail;
906 /* Stunning makes spells harder */
907 if (p_ptr->stun > 50) chance += 25;
908 else if (p_ptr->stun) chance += 15;
910 if (use_mind == MIND_KI)
912 if (heavy_armor()) chance += 5;
913 if (p_ptr->icky_wield[0]) chance += 5;
914 if (p_ptr->icky_wield[1]) chance += 5;
916 /* Always a 5 percent chance of working */
917 if (chance > 95) chance = 95;
921 mindcraft_info(comment, use_mind, i);
925 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
926 else strcpy(psi_desc, " ");
929 sprintf(psi_desc, " %c) ", I2A(i));
930 /* Dump the spell --(-- */
932 format("%-30s%2d %4d%s %3d%%%s",
933 spell.name, spell.min_lev, mana_cost,
934 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
936 prt(psi_desc, y + i + 1, x);
939 /* Clear the bottom line */
940 prt("", y + i + 1, x);
944 else if (!only_browse)
958 ask = isupper(choice);
961 if (ask) choice = (char)tolower(choice);
963 /* Extract request */
964 i = (islower(choice) ? A2I(choice) : -1);
967 /* Totally Illegal */
968 if ((i < 0) || (i >= num))
974 /* Save the spell index */
975 spell = mind_ptr->info[i];
983 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
985 /* Belay that order */
986 if (!get_check(tmp_val)) continue;
992 if (redraw && !only_browse) screen_load();
994 p_ptr->window |= (PW_SPELL);
997 /* Abort if needed */
998 if (!flag) return (FALSE);
1000 /* Save the choice */
1003 repeat_push((COMMAND_CODE)i);
1011 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1012 * @param spell 発動する特殊技能のID
1013 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1015 static bool cast_mindcrafter_spell(int spell)
1020 PLAYER_LEVEL plev = p_ptr->lev;
1025 case 0: /* Precog */
1028 chg_virtue(V_KNOWLEDGE, 1);
1029 chg_virtue(V_ENLIGHTEN, 1);
1033 map_area(DETECT_RAD_MAP);
1037 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1038 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1040 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1041 b |= detect_doors(DETECT_RAD_DEFAULT);
1046 b = detect_all(DETECT_RAD_DEFAULT);
1049 if ((plev > 24) && (plev < 40))
1050 set_tim_esp((TIME_EFFECT)plev, FALSE);
1052 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1057 if (!get_aim_dir(&dir)) return FALSE;
1059 if (randint1(100) < plev * 2)
1060 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1062 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1065 /* Minor displace */
1066 teleport_player(10, 0L);
1069 /* Major displace */
1070 teleport_player(plev * 5, 0L);
1076 if (!get_aim_dir(&dir)) return FALSE;
1078 fire_ball(GF_DOMINATION, dir, plev, 0);
1082 charm_monsters(plev * 2);
1086 /* Fist of Force --- not 'true' TK */
1087 if (!get_aim_dir(&dir)) return FALSE;
1089 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1090 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1093 /* Character Armour */
1094 set_shield((TIME_EFFECT)plev, FALSE);
1095 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1096 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1097 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1098 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1099 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1104 return psychometry();
1106 return ident_spell(FALSE);
1109 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!"));
1112 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1113 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1115 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1123 * Only heal when Adrenalin Channeling is not active. We check
1124 * that by checking if the player isn't fast and 'heroed' atm.
1126 if (!IS_FAST() || !IS_HERO())
1131 t = 10 + randint1((plev * 3) / 2);
1134 (void)set_fast(t, FALSE);
1138 if (!get_aim_dir(&dir)) return FALSE;
1140 fetch(dir, plev * 15, FALSE);
1145 if (!get_aim_dir(&dir)) return FALSE;
1147 b = damroll(plev / 2, 6);
1149 /* This is always a radius-0 ball now */
1150 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1151 p_ptr->energy_need += randint1(150);
1155 if (!get_aim_dir(&dir)) return FALSE;
1157 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1165 msg_print(_("なに?", "Zap?"));
1173 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1174 * @param spell 発動する特殊技能のID
1175 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1177 static bool cast_force_spell(int spell)
1180 PLAYER_LEVEL plev = p_ptr->lev;
1181 int boost = P_PTR_KI;
1183 if (heavy_armor()) boost /= 2;
1189 if (!get_aim_dir(&dir)) return FALSE;
1190 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1193 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1196 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1199 project_length = plev / 8 + 3;
1200 if (!get_aim_dir(&dir)) return FALSE;
1202 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1205 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1208 msg_print(_("気を練った。", "You improved the Force."));
1209 P_PTR_KI += (70 + plev);
1210 p_ptr->update |= (PU_BONUS);
1211 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1213 msg_print(_("気が暴走した!", "The Force exploded!"));
1214 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1215 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1220 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1223 return shock_power();
1226 if (!get_aim_dir(&dir)) return FALSE;
1227 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1233 if (!target_set(TARGET_KILL)) return FALSE;
1234 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1236 if (!player_has_los_bold(target_row, target_col)) break;
1237 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1238 dispel_monster_status(m_idx);
1244 bool success = FALSE;
1246 for (i = 0; i < 1 + boost/100; i++)
1247 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1251 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1255 msg_print(_("何も現れなかった。", "Nothing happen."));
1260 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1263 if (!get_aim_dir(&dir)) return FALSE;
1265 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1268 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1271 msg_print(_("なに?", "Zap?"));
1274 p_ptr->update |= (PU_BONUS);
1281 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1284 static int number_of_mirrors(void)
1288 for (x = 0; x < current_floor_ptr->width; x++) {
1289 for (y = 0; y < current_floor_ptr->height; y++) {
1290 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) val++;
1298 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1299 * @param spell 発動する特殊技能のID
1300 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1302 static bool cast_mirror_spell(int spell)
1305 PLAYER_LEVEL plev = p_ptr->lev;
1313 /* mirror of seeing */
1315 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 0;
1316 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1317 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1318 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1319 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1320 if (tmp == 0 && plev < 5) {
1321 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1326 if (number_of_mirrors() < 4 + plev / 10) {
1330 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1334 if (!get_aim_dir(&dir)) return FALSE;
1335 if (plev > 9 && is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1336 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1339 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1344 teleport_player(10, 0L);
1346 /* mirror of light */
1348 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1350 /* mirror of wandering */
1352 teleport_player(plev * 5, 0L);
1356 set_dustrobe(20 + randint1(20), FALSE);
1358 /* banishing mirror */
1360 if (!get_aim_dir(&dir)) return FALSE;
1361 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1363 /* mirror clashing */
1365 if (!get_aim_dir(&dir)) return FALSE;
1366 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1367 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1369 /* mirror sleeping */
1371 for (x = 0; x < current_floor_ptr->width; x++) {
1372 for (y = 0; y < current_floor_ptr->height; y++) {
1373 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) {
1374 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1381 if (!get_aim_dir(&dir)) return FALSE;
1382 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1384 /* seal of mirror */
1386 seal_of_mirror(plev * 4 + 100);
1388 /* shield of water */
1390 t = 20 + randint1(20);
1391 set_shield(t, FALSE);
1392 if (plev > 31)set_tim_reflect(t, FALSE);
1393 if (plev > 39)set_resist_magic(t, FALSE);
1397 if (!get_aim_dir(&dir)) return FALSE;
1398 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1400 /* illusion light */
1402 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 3;
1403 slow_monsters(plev);
1404 stun_monsters(plev*tmp);
1405 confuse_monsters(plev*tmp);
1406 turn_monsters(plev*tmp);
1407 stun_monsters(plev*tmp);
1408 stasis_monsters(plev*tmp);
1412 if (!is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1413 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where the mirror is!"));
1420 msg_print(_("鏡の世界を通り抜け… ", "You try to enter the mirror..."));
1421 return mirror_tunnel();
1423 /* mirror of recall */
1425 return recall_player(p_ptr, randint0(21) + 15);
1428 set_multishadow(6 + randint1(6), FALSE);
1432 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!"));
1434 /* mirror of Ruffnor */
1436 (void)set_invuln(randint1(4) + 4, FALSE);
1439 msg_print(_("なに?", "Zap?"));
1442 p_ptr->magic_num1[0] = 0;
1449 * do_cmd_cast calls this function if the player's class is 'berserker'.
1450 * @param spell 発動する特殊技能のID
1451 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1453 static bool cast_berserk_spell(int spell)
1462 detect_monsters_mind(DETECT_RAD_DEFAULT);
1468 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1472 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1474 if (dir == 5) return FALSE;
1475 y = p_ptr->y + ddy[dir];
1476 x = p_ptr->x + ddx[dir];
1478 if (!current_floor_ptr->grid_array[y][x].m_idx)
1480 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1486 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
1492 if (player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(current_floor_ptr->grid_array[y][x].feat) && !current_floor_ptr->grid_array[y][x].m_idx)
1495 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1501 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1502 y = p_ptr->y + ddy[dir];
1503 x = p_ptr->x + ddx[dir];
1504 move_player(dir, easy_disarm, TRUE);
1508 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1514 msg_print(_("なに?", "Zap?"));
1522 * do_cmd_cast calls this function if the player's class is 'ninja'.
1523 * @param spell 発動する特殊技能のID
1524 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1526 static bool cast_ninja_spell(int spell)
1528 POSITION x = 0, y = 0;
1530 PLAYER_LEVEL plev = p_ptr->lev;
1536 (void)unlite_area(0, 3);
1543 detect_monsters_normal(DETECT_RAD_DEFAULT);
1546 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1547 detect_doors(DETECT_RAD_DEFAULT);
1548 detect_stairs(DETECT_RAD_DEFAULT);
1552 detect_objects_normal(DETECT_RAD_DEFAULT);
1557 teleport_player(10, 0L);
1562 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1564 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepared to evade any attacks."));
1565 p_ptr->special_defense |= NINJA_KAWARIMI;
1566 p_ptr->redraw |= (PR_STATUS);
1572 teleport_player(p_ptr->lev * 5, 0L);
1577 if(!panic_hit()) return FALSE;
1582 if (!get_aim_dir(&dir)) return FALSE;
1583 (void)stasis_monster(dir);
1587 return ident_spell(FALSE);
1589 set_tim_levitation(randint1(20) + 20, FALSE);
1592 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1593 teleport_player(30, 0L);
1594 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1597 return rush_attack(NULL);
1601 for (i = 0; i < 8; i++)
1605 for (slot = 0; slot < INVEN_PACK; slot++)
1607 if (inventory[slot].tval == TV_SPIKE) break;
1609 if (slot == INVEN_PACK)
1611 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1612 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1616 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1617 do_cmd_throw(1, FALSE, slot);
1619 take_turn(p_ptr, 100);
1625 monster_type *m_ptr;
1627 GAME_TEXT m_name[MAX_NLEN];
1633 if (!target_set(TARGET_KILL)) return FALSE;
1634 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1636 if (m_idx == p_ptr->riding) break;
1637 if (!player_has_los_bold(target_row, target_col)) break;
1638 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1639 m_ptr = ¤t_floor_ptr->m_list[m_idx];
1640 monster_desc(m_name, m_ptr, 0);
1641 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1642 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1643 ty = target_row, tx = target_col;
1644 for (i = 1; i < path_n; i++)
1646 POSITION ny = GRID_Y(path_g[i]);
1647 POSITION nx = GRID_X(path_g[i]);
1648 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
1650 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1651 !(g_ptr->info & CAVE_OBJECT) &&
1652 !pattern_tile(ny, nx))
1658 /* Update the old location */
1659 current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1661 /* Update the new location */
1662 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1664 /* Move the monster */
1668 /* Wake the monster up */
1669 (void)set_monster_csleep(m_idx, 0);
1671 update_monster(m_idx, TRUE);
1672 lite_spot(target_row, target_col);
1675 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1676 p_ptr->update |= (PU_MON_LITE);
1680 /* Auto-Recall if possible and visible */
1681 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1683 /* Track a new monster */
1684 health_track(m_idx);
1690 if (!get_aim_dir(&dir)) return FALSE;
1691 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1694 project_length = -1;
1695 if (!get_aim_dir(&dir))
1702 (void)teleport_swap(dir);
1708 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1709 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1712 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1713 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1714 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1715 teleport_player(30, 0L);
1720 int num = damroll(3, 9);
1722 for (k = 0; k < num; k++)
1724 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1725 int attempts = 1000;
1729 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1731 if (!player_bold(y, x)) break;
1733 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1734 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1739 set_multishadow(6+randint1(6), FALSE);
1742 msg_print(_("なに?", "Zap?"));
1749 * @brief 特殊技能コマンドのメインルーチン /
1752 void do_cmd_mind(void)
1757 PERCENTAGE minfail = 0;
1758 PLAYER_LEVEL plev = p_ptr->lev;
1759 int old_csp = p_ptr->csp;
1762 int use_mind, mana_cost;
1764 bool on_mirror = FALSE;
1766 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:
1957 cast = cast_mindcrafter_spell(n);
1961 cast = cast_force_spell(n);
1963 case MIND_BERSERKER:
1965 cast = cast_berserk_spell(n);
1967 case MIND_MIRROR_MASTER:
1969 if( is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1970 cast = cast_mirror_spell(n);
1974 cast = cast_ninja_spell(n);
1977 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1985 /* teleport from mirror costs small energy */
1986 if(on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER)
1988 if( n==3 || n==5 || n==7 || n==16 ) take_turn(p_ptr, 50);
1992 take_turn(p_ptr, 100);
1995 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1997 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
1999 p_ptr->redraw |= (PR_HP);
2002 /* Sufficient mana */
2003 else if (mana_cost <= old_csp)
2006 p_ptr->csp -= mana_cost;
2009 if (p_ptr->csp < 0) p_ptr->csp = 0;
2011 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2015 p_ptr->csp_frac = 0;
2019 /* Over-exert the player */
2022 int oops = mana_cost - old_csp;
2025 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2026 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2028 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);
2030 /* Hack -- Bypass free action */
2031 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2033 /* Damage WIS (possibly permanently) */
2034 if (randint0(100) < 50)
2036 bool perm = (randint0(100) < 25);
2038 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2040 /* Reduce constitution */
2041 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2044 p_ptr->redraw |= (PR_MANA);
2045 p_ptr->window |= (PW_PLAYER);
2046 p_ptr->window |= (PW_SPELL);
2051 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2054 void do_cmd_mind_browse(void)
2061 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2062 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2063 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2064 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2065 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2066 use_mind = MIND_MIRROR_MASTER;
2072 if (!get_mind_power(&n, TRUE))
2078 /* Clear lines, position cursor (really should use strlen here) */
2079 Term_erase(12, 21, 255);
2080 Term_erase(12, 20, 255);
2081 Term_erase(12, 19, 255);
2082 Term_erase(12, 18, 255);
2083 Term_erase(12, 17, 255);
2084 Term_erase(12, 16, 255);
2086 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2087 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2089 prt(&temp[j], line, 15);
2094 case MIND_MIRROR_MASTER:
2096 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);