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
21 #include "spells-summon.h"
23 #include "player-move.h"
24 #include "player-status.h"
25 #include "spells-status.h"
26 #include "cmd-spell.h"
27 #include "spells-floor.h"
30 #include "cmd-basic.h"
31 #include "monster-status.h"
32 #include "player-effects.h"
33 #include "view-mainwindow.h"
36 mind_power const mind_powers[5] =
40 /* Level gained, cost, %fail, name */
47 { 11, 7, 30, "念動衝撃弾"},
49 { 15, 12, 60, "サイコメトリー"},
50 { 18, 10, 45, "精神波動"},
51 { 23, 15, 50, "アドレナリン・ドーピング"},
52 { 26, 28, 60, "テレキネシス"},
53 { 28, 10, 40, "サイキック・ドレイン"},
55 { 45,150, 85, "完全な世界"},
64 { 1, 1, 15, "Precognition"},
65 { 2, 1, 20, "Neural Blast"},
66 { 3, 2, 25, "Minor Displacement"},
67 { 7, 6, 35, "Major Displacement"},
68 { 9, 7, 50, "Domination"},
69 { 11, 7, 30, "Pulverise"},
70 { 13, 12, 50, "Character Armour"},
71 { 15, 12, 60, "Psychometry" },
72 { 18, 10, 45, "Mind Wave" },
73 { 23, 15, 50, "Adrenaline Channeling"},
74 { 26, 28, 60, "Telekinesis"},
75 { 28, 10, 40, "Psychic Drain"},
76 { 35, 35, 75, "Psycho-Spear"},
77 { 45,150, 85, "The World"},
92 /* Level gained, cost, %fail, name */
98 { 10, 7, 45, "対魔法防御"},
100 { 17, 17, 50, "纏闘気"},
103 { 25, 30, 70, "いてつく波動"},
104 { 28, 26, 50, "幻霊召喚"},
105 { 32, 35, 65, "煉獄火炎"},
106 { 38, 42, 75, "超カメハメ波"},
107 { 44, 50, 80, "光速移動"},
116 { 1, 1, 15, "Small Force Ball"},
117 { 3, 3, 30, "Flash Light"},
118 { 5, 6, 35, "Flying Technique"},
119 { 8, 5, 40, "Kamehameha"},
120 { 10, 7, 45, "Magic Resistance"},
121 { 13, 5, 60, "Improve Force"},
122 { 17, 17, 50, "Aura of Force"},
123 { 20, 20, 50, "Shock Power"},
124 { 23, 18, 55, "Large Force Ball"},
125 { 25, 30, 70, "Dispel Magic"},
126 { 28, 26, 50, "Summon Ghost"},
127 { 32, 35, 65, "Exploding Frame"},
128 { 38, 42, 75, "Super Kamehameha"},
129 { 44, 50, 80, "Light Speed"},
144 /* Level gained, cost, %fail, name */
148 { 20, 15, 0, "トラップ粉砕"},
150 { 30, 80, 75, "皆殺し"},
168 { 8, 5, 40, "Detect Atmosphere of Menace"},
169 { 15, 20, 0, "Charge"},
170 { 20, 15, 0, "Smash a Trap"},
171 { 25, 20, 60, "Quake"},
172 { 30, 80, 75, "Massacre"},
196 /* Level gained, cost, %fail, name */
200 { 2, 2, 20, "光のしずく"},
205 { 10, 5, 30, "微塵隠れ"},
206 { 12, 12, 30, "追放の鏡"},
207 { 15, 15, 30, "鏡砕き"},
208 { 19, 13, 30, "催眠鏡"},
209 { 23, 18, 50, "シーカーレイ"},
211 { 25, 20, 40, "鏡の封印"},
212 { 27, 30, 60, "水鏡の盾"},
213 { 29, 30, 60, "スーパーレイ"},
214 { 31, 35, 60, "幻惑の光"},
215 { 33, 50, 80, "鏡の国"},
217 { 36, 30, 80, "鏡抜け"},
218 { 38, 40, 70, "帰還の鏡"},
219 { 40, 50, 55, "影分身"},
220 { 43, 55, 70, "封魔結界"},
221 { 46, 70, 75, "ラフノールの鏡"},
223 { 1, 1, 15, "Mirror of Seeing"},
224 { 1, 2, 40, "Making a Mirror"},
225 { 2, 2, 20, "Drip of Light"},
226 { 3, 2, 20, "Warped Mirror"},
227 { 5, 3, 35, "Mirror of Light"},
228 { 6, 5, 35, "Mirror of Wandering"},
230 { 10, 5, 30, "Robe of Dust"},
231 { 12, 12, 30, "Banishing Mirror"},
232 { 15, 15, 30, "Mirror Clashing"},
233 { 19, 13, 30, "Mirror Sleeping"},
234 { 23, 18, 50, "Seeker Ray"},
236 { 25, 20, 40, "Seal of Mirror"},
237 { 27, 30, 60, "Shield of Water"},
238 { 29, 30, 60, "Super Ray"},
239 { 31, 35, 60, "Illusion Light"},
240 { 33, 50, 80, "Mirror Shift"},
242 { 36, 30, 80, "Mirror Tunnel"},
243 { 38, 40, 70, "Mirror of Recall"},
244 { 40, 50, 55, "Multi-Shadow"},
245 { 43, 55, 70, "Binding Field"},
246 { 46, 70, 75, "Mirror of Ruffnor"},
254 /* Level gained, cost, %fail, name */
261 { 8, 10, 35, "一撃離脱"},
262 { 10, 10, 40, "金縛り"},
263 { 12, 12, 70, "古の口伝"},
267 { 20, 5, 50, "八方手裏剣"},
271 { 30, 30, 70, "爆発の紋章"},
273 { 34, 35, 50, "霧隠れ"},
274 { 38, 40, 60, "煉獄火炎"},
278 { 1, 1, 20, "Create Darkness"},
279 { 2, 2, 25, "Detect Near"},
280 { 3, 3, 25, "Hide in Leafs"},
281 { 5, 3, 30, "Kawarimi"},
282 { 7, 8, 35, "Absconding"},
283 { 8, 10, 35, "Hit and Away"},
284 { 10, 10, 40, "Bind Monster"},
285 { 12, 12, 70, "Ancient Knowledge"},
286 { 15, 10, 50, "Floating"},
287 { 17, 12, 45, "Hide in Flame"},
288 { 18, 20, 40, "Nyusin"},
289 { 20, 5, 50, "Syuriken Spreading"},
290 { 22, 15, 55, "Chain Hook"},
291 { 25, 32, 60, "Smoke Ball"},
292 { 28, 32, 60, "Swap Position"},
293 { 30, 30, 70, "Glyph of Explosion"},
294 { 32, 40, 40, "Hide in Mud"},
295 { 34, 35, 50, "Hide in Mist"},
296 { 38, 40, 60, "Rengoku-Kaen"},
297 { 41, 50, 55, "Bunshin"},
306 static concptr const mind_tips[5][MAX_MIND_POWERS] =
310 "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。",
314 "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。",
316 "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。",
317 "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。",
318 "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。",
319 "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。",
321 "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。",
322 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
323 "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。",
334 "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。",
337 "一定時間、魔法防御能力を上昇させる。",
338 "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。",
339 "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。",
340 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
342 "モンスター1体にかかった魔法を解除する。",
344 "自分を中心とした超巨大な炎の球を発生させる。",
345 "射程の長い、強力な気のビームを放つ。",
346 "しばらくの間、非常に速く動くことができる。",
356 "近くの思考することができるモンスターを感知する。",
358 "トラップにかかるが、そのトラップを破壊する。",
359 "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。",
379 "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。",
381 "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。",
383 "自分の周囲や、 自分のいる部屋全体を明るくする。",
385 "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。",
386 "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。",
388 "全ての鏡の周りに眠りの球を発生させる。",
389 "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。",
391 "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。",
392 "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。",
393 "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。",
394 "フロアを作り変える。鏡の上でしか使えない。",
395 "短距離内の指定した場所にテレポートする。",
396 "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。",
397 "全ての攻撃が、1/2の確率で無効になる。",
398 "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。",
399 "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。",
403 "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。",
405 "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。",
408 "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。",
411 "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。",
413 "ランダムな方向に8回くさびを投げる。",
417 "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。",
418 "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。",
419 "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。",
420 "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。",
421 "全ての攻撃が、1/2の確率で無効になる。",
426 "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.",
427 "Fires a beam or ball which inflicts PSI damage.",
428 "Teleport short distance.",
429 "Teleport long distance.",
430 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
431 "Fires a ball which hurts monsters with telekinesis.",
432 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
433 "Gives feeling of an item. Or identify an item at level 25.",
434 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
435 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
436 "Pulls a distant item close to you.",
437 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
438 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
439 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
449 "Fires a very small energy ball.",
450 "Lights up nearby area and the inside of a room permanently.",
451 "Gives levitaion a while.",
452 "Fires a short energy beam.",
453 "Gives magic resistance for a while.",
454 "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.",
455 "Gives aura which damages all monsters which attacked you for a while.",
456 "Damages an adjacent monster, and blow it away.",
457 "Fires a large energy ball.",
458 "Dispels all magics which is effecting a monster.",
460 "Generates a huge ball of frame which centered on you.",
461 "Fires a long, powerful energy beam.",
462 "Gives extremely fast speed.",
472 "Detects all monsters except mindless in your vicinity.",
473 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
474 "Sets off a trap, then destroy that trap.",
475 "Shakes dungeon structure, and results in random swaping of floors and walls.",
476 "Attacks all adjacent monsters.",
495 "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.",
496 "Makes a mirror under you.",
497 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
498 "Teleport short distance.",
499 "Lights up nearby area and the inside of a room permanently.",
500 "Teleport long distance.",
501 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
502 "Teleports all monsters on the line away unless resisted.",
503 "Fires a ball of shards.",
504 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
505 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
506 "Eliminates a monster on a mirror from current dungeon level.",
507 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
508 "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.",
509 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
510 "Recreates current dungeon level. Can only be used on a mirror.",
511 "Teleport to given location.",
512 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
513 "Completely protects you from any attacks at one in two chance.",
514 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
515 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
519 "Darken nearby area and inside of a room.",
520 "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.",
521 "Teleport short distance.",
522 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
523 "Teleport long distance.",
524 "Attack and teleport in a time.",
525 "Attempt to freeze a monster.",
526 "Identifies an item.",
527 "Gives levitation for a while.",
528 "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.",
529 "Steps close to a monster and attacks at a time.",
530 "Shoots 8 iron Spikes in 8 random directions.",
531 "Teleport a monster to a place adjacent to you.",
532 "Releases a confusion ball which doesn't inflict any damage.",
533 "Swaps positions of you and a monster.",
534 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
535 "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.",
536 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
537 "Fires some number of beams of fire, nether or plasma in random directions.",
538 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
545 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
546 * @param p 情報を返す文字列参照ポインタ
547 * @param use_mind 職業毎の特殊技能ID
548 * @param power モンスター魔法のID
551 void mindcraft_info(char *p, int use_mind, int power)
553 PLAYER_LEVEL plev = p_ptr->lev;
559 case MIND_MINDCRAFTER:
563 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
564 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
565 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
567 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
568 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
570 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
571 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
573 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
575 case 10: sprintf(p, " max wgt %d", plev * 15); break;
577 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
578 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
579 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
584 int boost = P_PTR_KI;
586 if (heavy_armor()) boost /= 2;
590 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
592 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
593 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
594 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
596 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
597 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
598 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
600 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
601 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
602 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
603 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
607 case MIND_MIRROR_MASTER:
613 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
614 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
616 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
617 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
619 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
621 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
623 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
624 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
627 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
629 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
630 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
631 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
641 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
643 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
644 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
647 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
648 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
655 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
656 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
657 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
658 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
666 * @brief 使用可能な特殊技能を選択する /
667 * Allow user to choose a mindcrafter power.
668 * @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
669 * @param only_browse 一覧を見るだけの場合TRUEを返す
670 * @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。
672 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
673 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
674 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
676 * The "prompt" should be "cast", "recite", or "study"\n
677 * The "known" should be TRUE for cast/pray, FALSE for study\n
679 * nb: This function has a (trivial) display bug which will be obvious\n
680 * when you run it. It's probably easy to fix but I haven't tried,\n
683 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
689 PERCENTAGE minfail = 0;
690 PLAYER_LEVEL plev = p_ptr->lev;
691 PERCENTAGE chance = 0;
699 const mind_power *mind_ptr;
702 int menu_line = (use_menu ? 1 : 0);
704 switch (p_ptr->pclass)
706 case CLASS_MINDCRAFTER:
708 use_mind = MIND_MINDCRAFTER;
709 p = _("超能力", "mindcraft");
712 case CLASS_FORCETRAINER:
715 p = _("練気術", "Force");
718 case CLASS_BERSERKER:
720 use_mind = MIND_BERSERKER;
721 p = _("技", "brutal power");
724 case CLASS_MIRROR_MASTER:
726 use_mind = MIND_MIRROR_MASTER;
727 p = _("鏡魔法", "magic");
732 use_mind = MIND_NINJUTSU;
733 p = _("忍術", "ninjutsu");
739 p = _("超能力", "mindcraft");
743 mind_ptr = &mind_powers[use_mind];
745 /* Assume cancelled */
748 /* Get the spell, if available */
750 if (repeat_pull(&code))
752 *sn = (SPELL_IDX)code;
753 /* Hack -- If requested INVEN_FORCE(1111), pull again */
754 if (*sn == INVEN_FORCE) repeat_pull(&code);
755 *sn = (SPELL_IDX)code;
757 /* Verify the spell */
758 if (mind_ptr->info[*sn].min_lev <= plev)
765 /* Nothing chosen yet */
771 for (i = 0; i < MAX_MIND_POWERS; i++)
773 if (mind_ptr->info[i].min_lev <= plev)
779 /* Build a prompt (accept all spells) */
782 (void)strnfmt(out_val, 78,
783 _("(%^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? "),
784 p, I2A(0), I2A(num - 1), p);
788 (void)strnfmt(out_val, 78,
789 _("(%^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? "),
790 p, I2A(0), I2A(num - 1), p);
793 if (use_menu && !only_browse) screen_save();
795 choice = (always_show_list || use_menu) ? ESCAPE : 1;
799 if(choice==ESCAPE) choice = ' ';
800 else if( !get_com(out_val, &choice, TRUE) )break;
802 if (use_menu && choice != ' ')
808 if (!only_browse) screen_load();
816 menu_line += (num - 1);
838 if (menu_line > num) menu_line -= num;
841 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
844 if (!redraw || use_menu)
849 if (!only_browse && !use_menu) screen_save();
851 /* Display a list of spells */
853 put_str(_("名前", "Name"), y, x + 5);
855 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
856 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
858 has_weapon[0] = has_melee_weapon(INVEN_RARM);
859 has_weapon[1] = has_melee_weapon(INVEN_LARM);
861 /* Dump the spells */
862 for (i = 0; i < MAX_MIND_POWERS; i++)
866 /* Access the spell */
867 spell = mind_ptr->info[i];
869 if (spell.min_lev > plev) break;
873 mana_cost = spell.mana_cost;
877 /* Reduce failure rate by "effective" level adjustment */
878 chance -= 3 * (plev - spell.min_lev);
880 /* Reduce failure rate by INT/WIS adjustment */
881 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
883 if (use_mind == MIND_KI)
885 if (heavy_armor()) chance += 20;
886 if (p_ptr->icky_wield[0]) chance += 20;
887 else if (has_weapon[0]) chance += 10;
888 if (p_ptr->icky_wield[1]) chance += 20;
889 else if (has_weapon[1]) chance += 10;
893 for (j = 0; j < P_PTR_KI / 50; j++)
894 mana_cost += (j+1) * 3 / 2;
898 /* Not enough mana to cast */
899 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
901 chance += 5 * (mana_cost - p_ptr->csp);
904 chance += p_ptr->to_m_chance;
906 /* Extract the minimum failure rate */
907 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
909 /* Minimum failure rate */
910 if (chance < minfail) chance = minfail;
912 /* Stunning makes spells harder */
913 if (p_ptr->stun > 50) chance += 25;
914 else if (p_ptr->stun) chance += 15;
916 if (use_mind == MIND_KI)
918 if (heavy_armor()) chance += 5;
919 if (p_ptr->icky_wield[0]) chance += 5;
920 if (p_ptr->icky_wield[1]) chance += 5;
922 /* Always a 5 percent chance of working */
923 if (chance > 95) chance = 95;
927 mindcraft_info(comment, use_mind, i);
931 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
932 else strcpy(psi_desc, " ");
935 sprintf(psi_desc, " %c) ", I2A(i));
936 /* Dump the spell --(-- */
938 format("%-30s%2d %4d%s %3d%%%s",
939 spell.name, spell.min_lev, mana_cost,
940 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
942 prt(psi_desc, y + i + 1, x);
945 /* Clear the bottom line */
946 prt("", y + i + 1, x);
950 else if (!only_browse)
964 ask = isupper(choice);
967 if (ask) choice = (char)tolower(choice);
969 /* Extract request */
970 i = (islower(choice) ? A2I(choice) : -1);
973 /* Totally Illegal */
974 if ((i < 0) || (i >= num))
980 /* Save the spell index */
981 spell = mind_ptr->info[i];
989 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
991 /* Belay that order */
992 if (!get_check(tmp_val)) continue;
998 if (redraw && !only_browse) screen_load();
1000 p_ptr->window |= (PW_SPELL);
1003 /* Abort if needed */
1004 if (!flag) return (FALSE);
1006 /* Save the choice */
1009 repeat_push((COMMAND_CODE)i);
1017 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1018 * @param spell 発動する特殊技能のID
1019 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1021 static bool cast_mindcrafter_spell(int spell)
1026 PLAYER_LEVEL plev = p_ptr->lev;
1031 case 0: /* Precog */
1034 chg_virtue(V_KNOWLEDGE, 1);
1035 chg_virtue(V_ENLIGHTEN, 1);
1039 map_area(DETECT_RAD_MAP);
1043 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1044 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1046 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1047 b |= detect_doors(DETECT_RAD_DEFAULT);
1052 b = detect_all(DETECT_RAD_DEFAULT);
1055 if ((plev > 24) && (plev < 40))
1056 set_tim_esp((TIME_EFFECT)plev, FALSE);
1058 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1063 if (!get_aim_dir(&dir)) return FALSE;
1065 if (randint1(100) < plev * 2)
1066 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1068 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1071 /* Minor displace */
1072 teleport_player(10, 0L);
1075 /* Major displace */
1076 teleport_player(plev * 5, 0L);
1082 if (!get_aim_dir(&dir)) return FALSE;
1084 fire_ball(GF_DOMINATION, dir, plev, 0);
1088 charm_monsters(plev * 2);
1092 /* Fist of Force --- not 'true' TK */
1093 if (!get_aim_dir(&dir)) return FALSE;
1095 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1096 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1099 /* Character Armour */
1100 set_shield((TIME_EFFECT)plev, FALSE);
1101 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1102 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1103 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1104 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1105 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1110 return psychometry();
1112 return ident_spell(FALSE);
1115 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!"));
1118 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1119 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1121 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1129 * Only heal when Adrenalin Channeling is not active. We check
1130 * that by checking if the player isn't fast and 'heroed' atm.
1132 if (!IS_FAST() || !IS_HERO())
1137 t = 10 + randint1((plev * 3) / 2);
1140 (void)set_fast(t, FALSE);
1144 if (!get_aim_dir(&dir)) return FALSE;
1146 fetch(dir, plev * 15, FALSE);
1151 if (!get_aim_dir(&dir)) return FALSE;
1153 b = damroll(plev / 2, 6);
1155 /* This is always a radius-0 ball now */
1156 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1157 p_ptr->energy_need += randint1(150);
1161 if (!get_aim_dir(&dir)) return FALSE;
1163 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1171 msg_print(_("なに?", "Zap?"));
1179 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1180 * @param spell 発動する特殊技能のID
1181 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1183 static bool cast_force_spell(int spell)
1186 PLAYER_LEVEL plev = p_ptr->lev;
1187 int boost = P_PTR_KI;
1189 if (heavy_armor()) boost /= 2;
1195 if (!get_aim_dir(&dir)) return FALSE;
1196 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1199 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1202 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1205 project_length = plev / 8 + 3;
1206 if (!get_aim_dir(&dir)) return FALSE;
1208 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1211 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1214 msg_print(_("気を練った。", "You improved the Force."));
1215 P_PTR_KI += (70 + plev);
1216 p_ptr->update |= (PU_BONUS);
1217 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1219 msg_print(_("気が暴走した!", "The Force exploded!"));
1220 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1221 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1226 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1229 return shock_power();
1232 if (!get_aim_dir(&dir)) return FALSE;
1233 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1239 if (!target_set(TARGET_KILL)) return FALSE;
1240 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1242 if (!player_has_los_bold(target_row, target_col)) break;
1243 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1244 dispel_monster_status(m_idx);
1250 bool success = FALSE;
1252 for (i = 0; i < 1 + boost/100; i++)
1253 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1257 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1261 msg_print(_("何も現れなかった。", "Nothing happen."));
1266 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1269 if (!get_aim_dir(&dir)) return FALSE;
1271 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1274 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1277 msg_print(_("なに?", "Zap?"));
1280 p_ptr->update |= (PU_BONUS);
1287 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1290 static int number_of_mirrors(void)
1294 for (x = 0; x < current_floor_ptr->width; x++) {
1295 for (y = 0; y < current_floor_ptr->height; y++) {
1296 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) val++;
1304 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1305 * @param spell 発動する特殊技能のID
1306 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1308 static bool cast_mirror_spell(int spell)
1311 PLAYER_LEVEL plev = p_ptr->lev;
1319 /* mirror of seeing */
1321 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 0;
1322 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1323 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1324 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1325 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1326 if (tmp == 0 && plev < 5) {
1327 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1332 if (number_of_mirrors() < 4 + plev / 10) {
1336 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1340 if (!get_aim_dir(&dir)) return FALSE;
1341 if (plev > 9 && is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1342 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1345 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1350 teleport_player(10, 0L);
1352 /* mirror of light */
1354 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1356 /* mirror of wandering */
1358 teleport_player(plev * 5, 0L);
1362 set_dustrobe(20 + randint1(20), FALSE);
1364 /* banishing mirror */
1366 if (!get_aim_dir(&dir)) return FALSE;
1367 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1369 /* mirror clashing */
1371 if (!get_aim_dir(&dir)) return FALSE;
1372 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1373 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1375 /* mirror sleeping */
1377 for (x = 0; x < current_floor_ptr->width; x++) {
1378 for (y = 0; y < current_floor_ptr->height; y++) {
1379 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) {
1380 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1387 if (!get_aim_dir(&dir)) return FALSE;
1388 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1390 /* seal of mirror */
1392 seal_of_mirror(plev * 4 + 100);
1394 /* shield of water */
1396 t = 20 + randint1(20);
1397 set_shield(t, FALSE);
1398 if (plev > 31)set_tim_reflect(t, FALSE);
1399 if (plev > 39)set_resist_magic(t, FALSE);
1403 if (!get_aim_dir(&dir)) return FALSE;
1404 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1406 /* illusion light */
1408 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 3;
1409 slow_monsters(plev);
1410 stun_monsters(plev*tmp);
1411 confuse_monsters(plev*tmp);
1412 turn_monsters(plev*tmp);
1413 stun_monsters(plev*tmp);
1414 stasis_monsters(plev*tmp);
1418 if (!is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1419 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1426 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1427 return mirror_tunnel();
1429 /* mirror of recall */
1431 return recall_player(p_ptr, randint0(21) + 15);
1434 set_multishadow(6 + randint1(6), FALSE);
1438 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!"));
1440 /* mirror of Ruffnor */
1442 (void)set_invuln(randint1(4) + 4, FALSE);
1445 msg_print(_("なに?", "Zap?"));
1448 p_ptr->magic_num1[0] = 0;
1455 * do_cmd_cast calls this function if the player's class is 'berserker'.
1456 * @param spell 発動する特殊技能のID
1457 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1459 static bool cast_berserk_spell(int spell)
1468 detect_monsters_mind(DETECT_RAD_DEFAULT);
1474 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1478 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1480 if (dir == 5) return FALSE;
1481 y = p_ptr->y + ddy[dir];
1482 x = p_ptr->x + ddx[dir];
1484 if (!current_floor_ptr->grid_array[y][x].m_idx)
1486 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1492 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
1498 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)
1501 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1507 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1508 y = p_ptr->y + ddy[dir];
1509 x = p_ptr->x + ddx[dir];
1510 move_player(dir, easy_disarm, TRUE);
1514 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1520 msg_print(_("なに?", "Zap?"));
1528 * do_cmd_cast calls this function if the player's class is 'ninja'.
1529 * @param spell 発動する特殊技能のID
1530 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1532 static bool cast_ninja_spell(int spell)
1534 POSITION x = 0, y = 0;
1536 PLAYER_LEVEL plev = p_ptr->lev;
1542 (void)unlite_area(0, 3);
1549 detect_monsters_normal(DETECT_RAD_DEFAULT);
1552 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1553 detect_doors(DETECT_RAD_DEFAULT);
1554 detect_stairs(DETECT_RAD_DEFAULT);
1558 detect_objects_normal(DETECT_RAD_DEFAULT);
1563 teleport_player(10, 0L);
1568 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1570 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1571 p_ptr->special_defense |= NINJA_KAWARIMI;
1572 p_ptr->redraw |= (PR_STATUS);
1578 teleport_player(p_ptr->lev * 5, 0L);
1583 if(!panic_hit()) return FALSE;
1588 if (!get_aim_dir(&dir)) return FALSE;
1589 (void)stasis_monster(dir);
1593 return ident_spell(FALSE);
1595 set_tim_levitation(randint1(20) + 20, FALSE);
1598 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1599 teleport_player(30, 0L);
1600 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1603 return rush_attack(NULL);
1607 for (i = 0; i < 8; i++)
1611 for (slot = 0; slot < INVEN_PACK; slot++)
1613 if (inventory[slot].tval == TV_SPIKE) break;
1615 if (slot == INVEN_PACK)
1617 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1618 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1622 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1623 do_cmd_throw(1, FALSE, slot);
1625 take_turn(p_ptr, 100);
1631 monster_type *m_ptr;
1633 GAME_TEXT m_name[MAX_NLEN];
1639 if (!target_set(TARGET_KILL)) return FALSE;
1640 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1642 if (m_idx == p_ptr->riding) break;
1643 if (!player_has_los_bold(target_row, target_col)) break;
1644 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1645 m_ptr = ¤t_floor_ptr->m_list[m_idx];
1646 monster_desc(m_name, m_ptr, 0);
1647 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1648 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1649 ty = target_row, tx = target_col;
1650 for (i = 1; i < path_n; i++)
1652 POSITION ny = GRID_Y(path_g[i]);
1653 POSITION nx = GRID_X(path_g[i]);
1654 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
1656 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1657 !(g_ptr->info & CAVE_OBJECT) &&
1658 !pattern_tile(ny, nx))
1664 /* Update the old location */
1665 current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1667 /* Update the new location */
1668 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1670 /* Move the monster */
1674 /* Wake the monster up */
1675 (void)set_monster_csleep(m_idx, 0);
1677 update_monster(m_idx, TRUE);
1678 lite_spot(target_row, target_col);
1681 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1682 p_ptr->update |= (PU_MON_LITE);
1686 /* Auto-Recall if possible and visible */
1687 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1689 /* Track a new monster */
1690 health_track(m_idx);
1696 if (!get_aim_dir(&dir)) return FALSE;
1697 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1700 project_length = -1;
1701 if (!get_aim_dir(&dir))
1708 (void)teleport_swap(dir);
1714 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1715 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1718 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1719 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1720 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1721 teleport_player(30, 0L);
1726 int num = damroll(3, 9);
1728 for (k = 0; k < num; k++)
1730 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1731 int attempts = 1000;
1735 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1737 if (!player_bold(y, x)) break;
1739 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1740 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1745 set_multishadow(6+randint1(6), FALSE);
1748 msg_print(_("なに?", "Zap?"));
1755 * @brief 特殊技能コマンドのメインルーチン /
1758 void do_cmd_mind(void)
1763 PERCENTAGE minfail = 0;
1764 PLAYER_LEVEL plev = p_ptr->lev;
1765 int old_csp = p_ptr->csp;
1768 int use_mind, mana_cost;
1770 bool on_mirror = FALSE;
1772 if (cmd_limit_confused(p_ptr)) return;
1774 if (!get_mind_power(&n, FALSE)) return;
1777 switch(p_ptr->pclass)
1779 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1780 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1781 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1782 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1783 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1784 default: use_mind = 0 ;p = "超能力"; break;
1787 switch(p_ptr->pclass)
1789 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1790 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1791 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1792 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1793 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1794 default: use_mind = 0; break;
1797 spell = mind_powers[use_mind].info[n];
1799 /* Spell failure chance */
1800 chance = spell.fail;
1802 mana_cost = spell.mana_cost;
1803 if (use_mind == MIND_KI)
1805 if (heavy_armor()) chance += 20;
1806 if (p_ptr->icky_wield[0]) chance += 20;
1807 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1808 if (p_ptr->icky_wield[1]) chance += 20;
1809 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1813 for (j = 0; j < P_PTR_KI / 50; j++)
1814 mana_cost += (j+1) * 3 / 2;
1818 /* Verify "dangerous" spells */
1819 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1821 if (mana_cost > p_ptr->chp)
1823 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1827 else if (mana_cost > p_ptr->csp)
1830 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1832 if (!over_exert) return;
1835 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1841 /* Reduce failure rate by "effective" level adjustment */
1842 chance -= 3 * (plev - spell.min_lev);
1844 chance += p_ptr->to_m_chance;
1846 /* Reduce failure rate by INT/WIS adjustment */
1847 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1849 /* Not enough mana to cast */
1850 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1852 chance += 5 * (mana_cost - p_ptr->csp);
1855 /* Extract the minimum failure rate */
1856 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1858 /* Minimum failure rate */
1859 if (chance < minfail) chance = minfail;
1861 /* Stunning makes spells harder */
1862 if (p_ptr->stun > 50) chance += 25;
1863 else if (p_ptr->stun) chance += 15;
1865 if (use_mind == MIND_KI)
1867 if (heavy_armor()) chance += 5;
1868 if (p_ptr->icky_wield[0]) chance += 5;
1869 if (p_ptr->icky_wield[1]) chance += 5;
1873 /* Always a 5 percent chance of working */
1874 if (chance > 95) chance = 95;
1877 if (randint0(100) < chance)
1879 if (flush_failure) flush();
1880 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1884 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1886 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1888 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1892 if (randint1(100) < (chance / 2))
1897 if( use_mind == MIND_MINDCRAFTER ){
1900 msg_print(_("なんてこった!頭の中が真っ白になった!", "Oh, no! Your mind has gone blank!"));
1905 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..."));
1906 set_image(p_ptr->image + 5 + randint1(10));
1910 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1911 set_confused(p_ptr->confused + randint1(8));
1915 set_stun(p_ptr->stun + randint1(8));
1920 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);
1922 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1923 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1924 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1927 if( use_mind == MIND_MIRROR_MASTER ){
1930 /* Nothing has happen */
1934 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1935 teleport_player(10, TELEPORT_PASSIVE);
1939 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1940 set_image(p_ptr->image + 5 + randint1(10));
1945 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);
1947 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1948 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1949 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1961 case MIND_MINDCRAFTER:
1963 cast = cast_mindcrafter_spell(n);
1967 cast = cast_force_spell(n);
1969 case MIND_BERSERKER:
1971 cast = cast_berserk_spell(n);
1973 case MIND_MIRROR_MASTER:
1975 if( is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1976 cast = cast_mirror_spell(n);
1980 cast = cast_ninja_spell(n);
1983 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1991 /* teleport from mirror costs small energy */
1992 if(on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER)
1994 if( n==3 || n==5 || n==7 || n==16 ) take_turn(p_ptr, 50);
1998 take_turn(p_ptr, 100);
2001 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2003 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2005 p_ptr->redraw |= (PR_HP);
2008 /* Sufficient mana */
2009 else if (mana_cost <= old_csp)
2012 p_ptr->csp -= mana_cost;
2015 if (p_ptr->csp < 0) p_ptr->csp = 0;
2017 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2021 p_ptr->csp_frac = 0;
2025 /* Over-exert the player */
2028 int oops = mana_cost - old_csp;
2031 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2032 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2034 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);
2036 /* Hack -- Bypass free action */
2037 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2039 /* Damage WIS (possibly permanently) */
2040 if (randint0(100) < 50)
2042 bool perm = (randint0(100) < 25);
2044 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2046 /* Reduce constitution */
2047 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2050 p_ptr->redraw |= (PR_MANA);
2051 p_ptr->window |= (PW_PLAYER);
2052 p_ptr->window |= (PW_SPELL);
2057 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2060 void do_cmd_mind_browse(void)
2067 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2068 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2069 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2070 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2071 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2072 use_mind = MIND_MIRROR_MASTER;
2078 if (!get_mind_power(&n, TRUE))
2084 /* Clear lines, position cursor (really should use strlen here) */
2085 Term_erase(12, 21, 255);
2086 Term_erase(12, 20, 255);
2087 Term_erase(12, 19, 255);
2088 Term_erase(12, 18, 255);
2089 Term_erase(12, 17, 255);
2090 Term_erase(12, 16, 255);
2092 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2093 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2095 prt(&temp[j], line, 15);
2100 case MIND_MIRROR_MASTER:
2102 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);