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 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.",
421 "Fires a beam or ball which inflicts PSI damage.",
422 "Teleport short distance.",
423 "Teleport 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. The level increased, the more number of resistances given.",
427 "Gives feeling of an item. Or identify an item at level 25.",
428 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
429 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
430 "Pulls a distant item close to you.",
431 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
432 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
433 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
443 "Fires a very small energy ball.",
444 "Lights up nearby area and the inside of a room permanently.",
445 "Gives levitaion a while.",
446 "Fires a short energy beam.",
447 "Gives magic resistance for a while.",
448 "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.",
449 "Gives aura which damages all monsters which attacked you for a while.",
450 "Damages an adjacent monster, and blow it away.",
451 "Fires a large energy ball.",
452 "Dispels all magics which is effecting a monster.",
454 "Generates a huge ball of frame which centered on you.",
455 "Fires a long, powerful energy beam.",
456 "Gives extremely fast speed.",
466 "Detects all monsters except mindless in your vicinity.",
467 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
468 "Sets off a trap, then destroy that trap.",
469 "Shakes dungeon structure, and results in random swaping of floors and walls.",
470 "Attacks all adjacent monsters.",
489 "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.",
490 "Makes a mirror under you.",
491 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
492 "Teleport short distance.",
493 "Lights up nearby area and the inside of a room permanently.",
494 "Teleport long distance.",
495 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
496 "Teleports all monsters on the line away unless resisted.",
497 "Fires a ball of shards.",
498 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
499 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
500 "Eliminates a monster on a mirror from current dungeon level.",
501 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
502 "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.",
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 "Teleport to 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 is you and two mirrors in sight.",
509 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
513 "Darken nearby area and inside of a room.",
514 "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.",
515 "Teleport short distance.",
516 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
517 "Teleport long distance.",
518 "Attack and teleport in a time.",
519 "Attempt to freeze a monster.",
520 "Identifies an item.",
521 "Gives levitation for a while.",
522 "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.",
523 "Steps close to a monster and attacks at a time.",
524 "Shoots 8 iron Spikes in 8 random directions.",
525 "Teleport a monster to a place adjacent to you.",
526 "Releases a confusion ball which doesn't inflict any damage.",
527 "Swaps positions of you and a monster.",
528 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
529 "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.",
530 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
531 "Fires some number of beams of fire, nether or plasma in random directions.",
532 "Creates shadows of yourself which gives you abillity 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)
684 PLAYER_LEVEL plev = p_ptr->lev;
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();
788 /* Get a spell from the user */
790 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)
845 if (!only_browse && !use_menu) screen_save();
847 /* Display a list of spells */
849 put_str(_("名前", "Name"), y, x + 5);
851 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
852 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
854 has_weapon[0] = has_melee_weapon(INVEN_RARM);
855 has_weapon[1] = has_melee_weapon(INVEN_LARM);
857 /* Dump the spells */
858 for (i = 0; i < MAX_MIND_POWERS; i++)
862 /* Access the spell */
863 spell = mind_ptr->info[i];
865 if (spell.min_lev > plev) break;
869 mana_cost = spell.mana_cost;
873 /* Reduce failure rate by "effective" level adjustment */
874 chance -= 3 * (plev - spell.min_lev);
876 /* Reduce failure rate by INT/WIS adjustment */
877 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
879 if (use_mind == MIND_KI)
881 if (heavy_armor()) chance += 20;
882 if (p_ptr->icky_wield[0]) chance += 20;
883 else if (has_weapon[0]) chance += 10;
884 if (p_ptr->icky_wield[1]) chance += 20;
885 else if (has_weapon[1]) chance += 10;
889 for (j = 0; j < P_PTR_KI / 50; j++)
890 mana_cost += (j+1) * 3 / 2;
894 /* Not enough mana to cast */
895 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
897 chance += 5 * (mana_cost - p_ptr->csp);
900 chance += p_ptr->to_m_chance;
902 /* Extract the minimum failure rate */
903 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
905 /* Minimum failure rate */
906 if (chance < minfail) chance = minfail;
908 /* Stunning makes spells harder */
909 if (p_ptr->stun > 50) chance += 25;
910 else if (p_ptr->stun) chance += 15;
912 if (use_mind == MIND_KI)
914 if (heavy_armor()) chance += 5;
915 if (p_ptr->icky_wield[0]) chance += 5;
916 if (p_ptr->icky_wield[1]) chance += 5;
918 /* Always a 5 percent chance of working */
919 if (chance > 95) chance = 95;
923 mindcraft_info(comment, use_mind, i);
927 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
928 else strcpy(psi_desc, " ");
931 sprintf(psi_desc, " %c) ", I2A(i));
932 /* Dump the spell --(-- */
934 format("%-30s%2d %4d%s %3d%%%s",
935 spell.name, spell.min_lev, mana_cost,
936 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
938 prt(psi_desc, y + i + 1, x);
941 /* Clear the bottom line */
942 prt("", y + i + 1, x);
946 else if (!only_browse)
960 ask = isupper(choice);
963 if (ask) choice = (char)tolower(choice);
965 /* Extract request */
966 i = (islower(choice) ? A2I(choice) : -1);
969 /* Totally Illegal */
970 if ((i < 0) || (i >= num))
976 /* Save the spell index */
977 spell = mind_ptr->info[i];
985 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
987 /* Belay that order */
988 if (!get_check(tmp_val)) continue;
994 if (redraw && !only_browse) screen_load();
996 p_ptr->window |= (PW_SPELL);
999 /* Abort if needed */
1000 if (!flag) return (FALSE);
1002 /* Save the choice */
1005 repeat_push((COMMAND_CODE)i);
1013 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1014 * @param spell 発動する特殊技能のID
1015 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1017 static bool cast_mindcrafter_spell(int spell)
1022 PLAYER_LEVEL plev = p_ptr->lev;
1027 case 0: /* Precog */
1030 chg_virtue(V_KNOWLEDGE, 1);
1031 chg_virtue(V_ENLIGHTEN, 1);
1035 map_area(DETECT_RAD_MAP);
1039 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1040 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1042 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1043 b |= detect_doors(DETECT_RAD_DEFAULT);
1048 b = detect_all(DETECT_RAD_DEFAULT);
1051 if ((plev > 24) && (plev < 40))
1052 set_tim_esp((TIME_EFFECT)plev, FALSE);
1054 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1059 if (!get_aim_dir(&dir)) return FALSE;
1061 if (randint1(100) < plev * 2)
1062 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1064 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1067 /* Minor displace */
1068 teleport_player(10, 0L);
1071 /* Major displace */
1072 teleport_player(plev * 5, 0L);
1078 if (!get_aim_dir(&dir)) return FALSE;
1080 fire_ball(GF_DOMINATION, dir, plev, 0);
1084 charm_monsters(plev * 2);
1088 /* Fist of Force --- not 'true' TK */
1089 if (!get_aim_dir(&dir)) return FALSE;
1091 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1092 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1095 /* Character Armour */
1096 set_shield((TIME_EFFECT)plev, FALSE);
1097 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1098 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1099 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1100 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1101 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1106 return psychometry();
1108 return ident_spell(FALSE);
1111 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!"));
1114 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1115 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1117 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1125 * Only heal when Adrenalin Channeling is not active. We check
1126 * that by checking if the player isn't fast and 'heroed' atm.
1128 if (!IS_FAST() || !IS_HERO())
1133 t = 10 + randint1((plev * 3) / 2);
1136 (void)set_fast(t, FALSE);
1140 if (!get_aim_dir(&dir)) return FALSE;
1142 fetch(dir, plev * 15, FALSE);
1147 if (!get_aim_dir(&dir)) return FALSE;
1149 b = damroll(plev / 2, 6);
1151 /* This is always a radius-0 ball now */
1152 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1153 p_ptr->energy_need += randint1(150);
1157 if (!get_aim_dir(&dir)) return FALSE;
1159 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1167 msg_print(_("なに?", "Zap?"));
1175 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1176 * @param spell 発動する特殊技能のID
1177 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1179 static bool cast_force_spell(int spell)
1182 PLAYER_LEVEL plev = p_ptr->lev;
1183 int boost = P_PTR_KI;
1185 if (heavy_armor()) boost /= 2;
1191 if (!get_aim_dir(&dir)) return FALSE;
1192 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1195 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1198 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1201 project_length = plev / 8 + 3;
1202 if (!get_aim_dir(&dir)) return FALSE;
1204 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1207 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1210 msg_print(_("気を練った。", "You improved the Force."));
1211 P_PTR_KI += (70 + plev);
1212 p_ptr->update |= (PU_BONUS);
1213 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1215 msg_print(_("気が暴走した!", "The Force exploded!"));
1216 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1217 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1222 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1225 return shock_power();
1228 if (!get_aim_dir(&dir)) return FALSE;
1229 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1235 if (!target_set(TARGET_KILL)) return FALSE;
1236 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1238 if (!player_has_los_bold(target_row, target_col)) break;
1239 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1240 dispel_monster_status(m_idx);
1246 bool success = FALSE;
1248 for (i = 0; i < 1 + boost/100; i++)
1249 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1253 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1257 msg_print(_("何も現れなかった。", "Nothing happen."));
1262 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1265 if (!get_aim_dir(&dir)) return FALSE;
1267 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1270 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1273 msg_print(_("なに?", "Zap?"));
1276 p_ptr->update |= (PU_BONUS);
1283 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1286 static int number_of_mirrors(void)
1290 for (x = 0; x < current_floor_ptr->width; x++) {
1291 for (y = 0; y < current_floor_ptr->height; y++) {
1292 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) val++;
1300 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1301 * @param spell 発動する特殊技能のID
1302 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1304 static bool cast_mirror_spell(int spell)
1307 PLAYER_LEVEL plev = p_ptr->lev;
1315 /* mirror of seeing */
1317 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 0;
1318 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1319 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1320 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1321 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1322 if (tmp == 0 && plev < 5) {
1323 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1328 if (number_of_mirrors() < 4 + plev / 10) {
1332 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1336 if (!get_aim_dir(&dir)) return FALSE;
1337 if (plev > 9 && is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1338 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1341 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1346 teleport_player(10, 0L);
1348 /* mirror of light */
1350 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1352 /* mirror of wandering */
1354 teleport_player(plev * 5, 0L);
1358 set_dustrobe(20 + randint1(20), FALSE);
1360 /* banishing mirror */
1362 if (!get_aim_dir(&dir)) return FALSE;
1363 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1365 /* mirror clashing */
1367 if (!get_aim_dir(&dir)) return FALSE;
1368 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1369 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1371 /* mirror sleeping */
1373 for (x = 0; x < current_floor_ptr->width; x++) {
1374 for (y = 0; y < current_floor_ptr->height; y++) {
1375 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) {
1376 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1383 if (!get_aim_dir(&dir)) return FALSE;
1384 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1386 /* seal of mirror */
1388 seal_of_mirror(plev * 4 + 100);
1390 /* shield of water */
1392 t = 20 + randint1(20);
1393 set_shield(t, FALSE);
1394 if (plev > 31)set_tim_reflect(t, FALSE);
1395 if (plev > 39)set_resist_magic(t, FALSE);
1399 if (!get_aim_dir(&dir)) return FALSE;
1400 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1402 /* illusion light */
1404 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 3;
1405 slow_monsters(plev);
1406 stun_monsters(plev*tmp);
1407 confuse_monsters(plev*tmp);
1408 turn_monsters(plev*tmp);
1409 stun_monsters(plev*tmp);
1410 stasis_monsters(plev*tmp);
1414 if (!is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1415 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1422 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1423 return mirror_tunnel();
1425 /* mirror of recall */
1427 return recall_player(p_ptr, randint0(21) + 15);
1430 set_multishadow(6 + randint1(6), FALSE);
1434 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!"));
1436 /* mirror of Ruffnor */
1438 (void)set_invuln(randint1(4) + 4, FALSE);
1441 msg_print(_("なに?", "Zap?"));
1444 p_ptr->magic_num1[0] = 0;
1451 * do_cmd_cast calls this function if the player's class is 'berserker'.
1452 * @param spell 発動する特殊技能のID
1453 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1455 static bool cast_berserk_spell(int spell)
1464 detect_monsters_mind(DETECT_RAD_DEFAULT);
1470 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1474 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1476 if (dir == 5) return FALSE;
1477 y = p_ptr->y + ddy[dir];
1478 x = p_ptr->x + ddx[dir];
1480 if (!current_floor_ptr->grid_array[y][x].m_idx)
1482 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1488 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
1494 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)
1497 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1503 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1504 y = p_ptr->y + ddy[dir];
1505 x = p_ptr->x + ddx[dir];
1506 move_player(dir, easy_disarm, TRUE);
1510 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1516 msg_print(_("なに?", "Zap?"));
1524 * do_cmd_cast calls this function if the player's class is 'ninja'.
1525 * @param spell 発動する特殊技能のID
1526 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1528 static bool cast_ninja_spell(int spell)
1530 POSITION x = 0, y = 0;
1532 PLAYER_LEVEL plev = p_ptr->lev;
1538 (void)unlite_area(0, 3);
1545 detect_monsters_normal(DETECT_RAD_DEFAULT);
1548 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1549 detect_doors(DETECT_RAD_DEFAULT);
1550 detect_stairs(DETECT_RAD_DEFAULT);
1554 detect_objects_normal(DETECT_RAD_DEFAULT);
1559 teleport_player(10, 0L);
1564 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1566 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1567 p_ptr->special_defense |= NINJA_KAWARIMI;
1568 p_ptr->redraw |= (PR_STATUS);
1574 teleport_player(p_ptr->lev * 5, 0L);
1579 if(!panic_hit()) return FALSE;
1584 if (!get_aim_dir(&dir)) return FALSE;
1585 (void)stasis_monster(dir);
1589 return ident_spell(FALSE);
1591 set_tim_levitation(randint1(20) + 20, FALSE);
1594 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1595 teleport_player(30, 0L);
1596 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1599 return rush_attack(NULL);
1603 for (i = 0; i < 8; i++)
1607 for (slot = 0; slot < INVEN_PACK; slot++)
1609 if (inventory[slot].tval == TV_SPIKE) break;
1611 if (slot == INVEN_PACK)
1613 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1614 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1618 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1619 do_cmd_throw(1, FALSE, slot);
1621 take_turn(p_ptr, 100);
1627 monster_type *m_ptr;
1629 GAME_TEXT m_name[MAX_NLEN];
1635 if (!target_set(TARGET_KILL)) return FALSE;
1636 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1638 if (m_idx == p_ptr->riding) break;
1639 if (!player_has_los_bold(target_row, target_col)) break;
1640 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1641 m_ptr = &m_list[m_idx];
1642 monster_desc(m_name, m_ptr, 0);
1643 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1644 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1645 ty = target_row, tx = target_col;
1646 for (i = 1; i < path_n; i++)
1648 POSITION ny = GRID_Y(path_g[i]);
1649 POSITION nx = GRID_X(path_g[i]);
1650 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
1652 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1653 !(g_ptr->info & CAVE_OBJECT) &&
1654 !pattern_tile(ny, nx))
1660 /* Update the old location */
1661 current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1663 /* Update the new location */
1664 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1666 /* Move the monster */
1670 /* Wake the monster up */
1671 (void)set_monster_csleep(m_idx, 0);
1673 update_monster(m_idx, TRUE);
1674 lite_spot(target_row, target_col);
1677 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1678 p_ptr->update |= (PU_MON_LITE);
1682 /* Auto-Recall if possible and visible */
1683 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1685 /* Track a new monster */
1686 health_track(m_idx);
1692 if (!get_aim_dir(&dir)) return FALSE;
1693 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1696 project_length = -1;
1697 if (!get_aim_dir(&dir))
1704 (void)teleport_swap(dir);
1710 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1711 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1714 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1715 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1716 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1717 teleport_player(30, 0L);
1722 int num = damroll(3, 9);
1724 for (k = 0; k < num; k++)
1726 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1727 int attempts = 1000;
1731 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1733 if (!player_bold(y, x)) break;
1735 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1736 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1741 set_multishadow(6+randint1(6), FALSE);
1744 msg_print(_("なに?", "Zap?"));
1751 * @brief 特殊技能コマンドのメインルーチン /
1754 void do_cmd_mind(void)
1760 PLAYER_LEVEL plev = p_ptr->lev;
1761 int old_csp = p_ptr->csp;
1764 int use_mind, mana_cost;
1766 bool on_mirror = FALSE;
1768 if (cmd_limit_confused(p_ptr)) return;
1771 if (!get_mind_power(&n, FALSE)) return;
1774 switch(p_ptr->pclass)
1776 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1777 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1778 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1779 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1780 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1781 default: use_mind = 0 ;p = "超能力"; break;
1784 switch(p_ptr->pclass)
1786 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1787 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1788 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1789 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1790 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1791 default: use_mind = 0; break;
1794 spell = mind_powers[use_mind].info[n];
1796 /* Spell failure chance */
1797 chance = spell.fail;
1799 mana_cost = spell.mana_cost;
1800 if (use_mind == MIND_KI)
1802 if (heavy_armor()) chance += 20;
1803 if (p_ptr->icky_wield[0]) chance += 20;
1804 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1805 if (p_ptr->icky_wield[1]) chance += 20;
1806 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1810 for (j = 0; j < P_PTR_KI / 50; j++)
1811 mana_cost += (j+1) * 3 / 2;
1815 /* Verify "dangerous" spells */
1816 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1818 if (mana_cost > p_ptr->chp)
1820 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1824 else if (mana_cost > p_ptr->csp)
1827 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1829 if (!over_exert) return;
1832 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1838 /* Reduce failure rate by "effective" level adjustment */
1839 chance -= 3 * (plev - spell.min_lev);
1841 chance += p_ptr->to_m_chance;
1843 /* Reduce failure rate by INT/WIS adjustment */
1844 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1846 /* Not enough mana to cast */
1847 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1849 chance += 5 * (mana_cost - p_ptr->csp);
1852 /* Extract the minimum failure rate */
1853 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1855 /* Minimum failure rate */
1856 if (chance < minfail) chance = minfail;
1858 /* Stunning makes spells harder */
1859 if (p_ptr->stun > 50) chance += 25;
1860 else if (p_ptr->stun) chance += 15;
1862 if (use_mind == MIND_KI)
1864 if (heavy_armor()) chance += 5;
1865 if (p_ptr->icky_wield[0]) chance += 5;
1866 if (p_ptr->icky_wield[1]) chance += 5;
1870 /* Always a 5 percent chance of working */
1871 if (chance > 95) chance = 95;
1874 if (randint0(100) < chance)
1876 if (flush_failure) flush();
1877 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1881 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1883 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1885 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1889 if (randint1(100) < (chance / 2))
1894 if( use_mind == MIND_MINDCRAFTER ){
1897 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!"));
1902 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..."));
1903 set_image(p_ptr->image + 5 + randint1(10));
1907 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1908 set_confused(p_ptr->confused + randint1(8));
1912 set_stun(p_ptr->stun + randint1(8));
1917 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);
1919 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1920 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1921 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1924 if( use_mind == MIND_MIRROR_MASTER ){
1927 /* Nothing has happen */
1931 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1932 teleport_player(10, TELEPORT_PASSIVE);
1936 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1937 set_image(p_ptr->image + 5 + randint1(10));
1942 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);
1944 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1945 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1946 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1958 case MIND_MINDCRAFTER:
1959 /* Cast the spell */
1960 cast = cast_mindcrafter_spell(n);
1963 /* Cast the spell */
1964 cast = cast_force_spell(n);
1966 case MIND_BERSERKER:
1967 /* Cast the spell */
1968 cast = cast_berserk_spell(n);
1970 case MIND_MIRROR_MASTER:
1971 /* Cast the spell */
1972 if( is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1973 cast = cast_mirror_spell(n);
1976 /* Cast the spell */
1977 cast = cast_ninja_spell(n);
1980 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1988 take_turn(p_ptr, 100);
1989 /* teleport from mirror costs small energy */
1990 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
1992 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
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;
2073 if (!get_mind_power(&n, TRUE))
2079 /* Clear lines, position cursor (really should use strlen here) */
2080 Term_erase(12, 21, 255);
2081 Term_erase(12, 20, 255);
2082 Term_erase(12, 19, 255);
2083 Term_erase(12, 18, 255);
2084 Term_erase(12, 17, 255);
2085 Term_erase(12, 16, 255);
2087 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2088 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2090 prt(&temp[j], line, 15);
2095 case MIND_MIRROR_MASTER:
2097 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);