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"
35 mind_power const mind_powers[5] =
39 /* Level gained, cost, %fail, name */
46 { 11, 7, 30, "念動衝撃弾"},
48 { 15, 12, 60, "サイコメトリー"},
49 { 18, 10, 45, "精神波動"},
50 { 23, 15, 50, "アドレナリン・ドーピング"},
51 { 26, 28, 60, "テレキネシス"},
52 { 28, 10, 40, "サイキック・ドレイン"},
54 { 45,150, 85, "完全な世界"},
63 { 1, 1, 15, "Precognition"},
64 { 2, 1, 20, "Neural Blast"},
65 { 3, 2, 25, "Minor Displacement"},
66 { 7, 6, 35, "Major Displacement"},
67 { 9, 7, 50, "Domination"},
68 { 11, 7, 30, "Pulverise"},
69 { 13, 12, 50, "Character Armour"},
70 { 15, 12, 60, "Psychometry" },
71 { 18, 10, 45, "Mind Wave" },
72 { 23, 15, 50, "Adrenaline Channeling"},
73 { 26, 28, 60, "Telekinesis"},
74 { 28, 10, 40, "Psychic Drain"},
75 { 35, 35, 75, "Psycho-Spear"},
76 { 45,150, 85, "The World"},
91 /* Level gained, cost, %fail, name */
97 { 10, 7, 45, "対魔法防御"},
102 { 25, 30, 70, "いてつく波動"},
103 { 28, 26, 50, "幻霊召喚"},
104 { 32, 35, 65, "煉獄火炎"},
105 { 38, 42, 75, "超カメハメ波"},
106 { 44, 50, 80, "光速移動"},
115 { 1, 1, 15, "Small Force Ball"},
116 { 3, 3, 30, "Flash Light"},
117 { 5, 6, 35, "Flying Technique"},
118 { 8, 5, 40, "Kamehameha"},
119 { 10, 7, 45, "Magic Resistance"},
120 { 13, 5, 60, "Improve Force"},
121 { 17, 17, 50, "Aura of Force"},
122 { 20, 20, 50, "Shock Power"},
123 { 23, 18, 55, "Large Force Ball"},
124 { 25, 30, 70, "Dispel Magic"},
125 { 28, 26, 50, "Summon Ghost"},
126 { 32, 35, 65, "Exploding Frame"},
127 { 38, 42, 75, "Super Kamehameha"},
128 { 44, 50, 80, "Light Speed"},
143 /* Level gained, cost, %fail, name */
147 { 20, 15, 0, "トラップ粉砕"},
149 { 30, 80, 75, "皆殺し"},
167 { 8, 5, 40, "Detect Atmosphere of Menace"},
168 { 15, 20, 0, "Charge"},
169 { 20, 15, 0, "Smash a Trap"},
170 { 25, 20, 60, "Quake"},
171 { 30, 80, 75, "Massacre"},
195 /* Level gained, cost, %fail, name */
199 { 2, 2, 20, "光のしずく"},
204 { 10, 5, 30, "微塵隠れ"},
205 { 12, 12, 30, "追放の鏡"},
206 { 15, 15, 30, "鏡砕き"},
207 { 19, 13, 30, "催眠鏡"},
208 { 23, 18, 50, "シーカーレイ"},
210 { 25, 20, 40, "鏡の封印"},
211 { 27, 30, 60, "水鏡の盾"},
212 { 29, 30, 60, "スーパーレイ"},
213 { 31, 35, 60, "幻惑の光"},
214 { 33, 50, 80, "鏡の国"},
216 { 36, 30, 80, "鏡抜け"},
217 { 38, 40, 70, "帰還の鏡"},
218 { 40, 50, 55, "影分身"},
219 { 43, 55, 70, "封魔結界"},
220 { 46, 70, 75, "ラフノールの鏡"},
222 { 1, 1, 15, "Mirror of Seeing"},
223 { 1, 2, 40, "Making a Mirror"},
224 { 2, 2, 20, "Drip of Light"},
225 { 3, 2, 20, "Warped Mirror"},
226 { 5, 3, 35, "Mirror of Light"},
227 { 6, 5, 35, "Mirror of Wandering"},
229 { 10, 5, 30, "Robe of Dust"},
230 { 12, 12, 30, "Banishing Mirror"},
231 { 15, 15, 30, "Mirror Clashing"},
232 { 19, 13, 30, "Mirror Sleeping"},
233 { 23, 18, 50, "Seeker Ray"},
235 { 25, 20, 40, "Seal of Mirror"},
236 { 27, 30, 60, "Shield of Water"},
237 { 29, 30, 60, "Super Ray"},
238 { 31, 35, 60, "Illusion Light"},
239 { 33, 50, 80, "Mirror Shift"},
241 { 36, 30, 80, "Mirror Tunnel"},
242 { 38, 40, 70, "Mirror of Recall"},
243 { 40, 50, 55, "Multi-Shadow"},
244 { 43, 55, 70, "Binding Field"},
245 { 46, 70, 75, "Mirror of Ruffnor"},
253 /* Level gained, cost, %fail, name */
260 { 8, 10, 35, "一撃離脱"},
261 { 10, 10, 40, "金縛り"},
262 { 12, 12, 70, "古の口伝"},
266 { 20, 5, 50, "八方手裏剣"},
270 { 30, 30, 70, "爆発の紋章"},
272 { 34, 35, 50, "霧隠れ"},
273 { 38, 40, 60, "煉獄火炎"},
277 { 1, 1, 20, "Create Darkness"},
278 { 2, 2, 25, "Detect Near"},
279 { 3, 3, 25, "Hide in Leafs"},
280 { 5, 3, 30, "Kawarimi"},
281 { 7, 8, 35, "Absconding"},
282 { 8, 10, 35, "Hit and Away"},
283 { 10, 10, 40, "Bind Monster"},
284 { 12, 12, 70, "Ancient Knowledge"},
285 { 15, 10, 50, "Floating"},
286 { 17, 12, 45, "Hide in Flame"},
287 { 18, 20, 40, "Nyusin"},
288 { 20, 5, 50, "Syuriken Spreading"},
289 { 22, 15, 55, "Chain Hook"},
290 { 25, 32, 60, "Smoke Ball"},
291 { 28, 32, 60, "Swap Position"},
292 { 30, 30, 70, "Glyph of Explosion"},
293 { 32, 40, 40, "Hide in Mud"},
294 { 34, 35, 50, "Hide in Mist"},
295 { 38, 40, 60, "Rengoku-Kaen"},
296 { 41, 50, 55, "Bunshin"},
305 static concptr const mind_tips[5][MAX_MIND_POWERS] =
309 "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。",
313 "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。",
315 "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。",
316 "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。",
317 "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。",
318 "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。",
320 "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。",
321 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
322 "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。",
333 "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。",
336 "一定時間、魔法防御能力を上昇させる。",
337 "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。",
338 "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。",
339 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
341 "モンスター1体にかかった魔法を解除する。",
343 "自分を中心とした超巨大な炎の球を発生させる。",
344 "射程の長い、強力な気のビームを放つ。",
345 "しばらくの間、非常に速く動くことができる。",
355 "近くの思考することができるモンスターを感知する。",
357 "トラップにかかるが、そのトラップを破壊する。",
358 "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。",
378 "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。",
380 "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。",
382 "自分の周囲や、 自分のいる部屋全体を明るくする。",
384 "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。",
385 "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。",
387 "全ての鏡の周りに眠りの球を発生させる。",
388 "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。",
390 "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。",
391 "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。",
392 "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。",
393 "フロアを作り変える。鏡の上でしか使えない。",
394 "短距離内の指定した場所にテレポートする。",
395 "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。",
396 "全ての攻撃が、1/2の確率で無効になる。",
397 "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。",
398 "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。",
402 "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。",
404 "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。",
407 "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。",
410 "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。",
412 "ランダムな方向に8回くさびを投げる。",
416 "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。",
417 "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。",
418 "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。",
419 "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。",
420 "全ての攻撃が、1/2の確率で無効になる。",
425 "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.",
426 "Fires a beam or ball which inflicts PSI damage.",
427 "Teleport short distance.",
428 "Teleport long distance.",
429 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
430 "Fires a ball which hurts monsters with telekinesis.",
431 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
432 "Gives feeling of an item. Or identify an item at level 25.",
433 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
434 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
435 "Pulls a distant item close to you.",
436 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
437 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
438 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
448 "Fires a very small energy ball.",
449 "Lights up nearby area and the inside of a room permanently.",
450 "Gives levitaion a while.",
451 "Fires a short energy beam.",
452 "Gives magic resistance for a while.",
453 "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.",
454 "Gives aura which damages all monsters which attacked you for a while.",
455 "Damages an adjacent monster, and blow it away.",
456 "Fires a large energy ball.",
457 "Dispels all magics which is effecting a monster.",
459 "Generates a huge ball of frame which centered on you.",
460 "Fires a long, powerful energy beam.",
461 "Gives extremely fast speed.",
471 "Detects all monsters except mindless in your vicinity.",
472 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
473 "Sets off a trap, then destroy that trap.",
474 "Shakes dungeon structure, and results in random swaping of floors and walls.",
475 "Attacks all adjacent monsters.",
494 "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.",
495 "Makes a mirror under you.",
496 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
497 "Teleport short distance.",
498 "Lights up nearby area and the inside of a room permanently.",
499 "Teleport long distance.",
500 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
501 "Teleports all monsters on the line away unless resisted.",
502 "Fires a ball of shards.",
503 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
504 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
505 "Eliminates a monster on a mirror from current dungeon level.",
506 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
507 "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.",
508 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
509 "Recreates current dungeon level. Can only be used on a mirror.",
510 "Teleport to given location.",
511 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
512 "Completely protects you from any attacks at one in two chance.",
513 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
514 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
518 "Darken nearby area and inside of a room.",
519 "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.",
520 "Teleport short distance.",
521 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
522 "Teleport long distance.",
523 "Attack and teleport in a time.",
524 "Attempt to freeze a monster.",
525 "Identifies an item.",
526 "Gives levitation for a while.",
527 "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.",
528 "Steps close to a monster and attacks at a time.",
529 "Shoots 8 iron Spikes in 8 random directions.",
530 "Teleport a monster to a place adjacent to you.",
531 "Releases a confusion ball which doesn't inflict any damage.",
532 "Swaps positions of you and a monster.",
533 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
534 "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.",
535 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
536 "Fires some number of beams of fire, nether or plasma in random directions.",
537 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
544 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
545 * @param p 情報を返す文字列参照ポインタ
546 * @param use_mind 職業毎の特殊技能ID
547 * @param power モンスター魔法のID
550 void mindcraft_info(char *p, int use_mind, int power)
552 PLAYER_LEVEL plev = p_ptr->lev;
558 case MIND_MINDCRAFTER:
562 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
563 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
564 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
566 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
567 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
569 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
570 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
572 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
574 case 10: sprintf(p, " max wgt %d", plev * 15); break;
576 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
577 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
578 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
583 int boost = P_PTR_KI;
585 if (heavy_armor()) boost /= 2;
589 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
591 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
592 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
593 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
595 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
596 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
597 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
599 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
600 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
601 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
602 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
606 case MIND_MIRROR_MASTER:
612 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
613 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
615 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
616 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
618 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
620 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
622 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
623 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
626 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
628 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
629 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
630 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
640 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
642 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
643 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
646 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
647 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
654 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
655 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
656 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
657 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
665 * @brief 使用可能な特殊技能を選択する /
666 * Allow user to choose a mindcrafter power.
667 * @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
668 * @param only_browse 一覧を見るだけの場合TRUEを返す
669 * @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。
671 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
672 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
673 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
675 * The "prompt" should be "cast", "recite", or "study"\n
676 * The "known" should be TRUE for cast/pray, FALSE for study\n
678 * nb: This function has a (trivial) display bug which will be obvious\n
679 * when you run it. It's probably easy to fix but I haven't tried,\n
682 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
688 PERCENTAGE minfail = 0;
689 PLAYER_LEVEL plev = p_ptr->lev;
690 PERCENTAGE chance = 0;
698 const mind_power *mind_ptr;
701 int menu_line = (use_menu ? 1 : 0);
703 switch (p_ptr->pclass)
705 case CLASS_MINDCRAFTER:
707 use_mind = MIND_MINDCRAFTER;
708 p = _("超能力", "mindcraft");
711 case CLASS_FORCETRAINER:
714 p = _("練気術", "Force");
717 case CLASS_BERSERKER:
719 use_mind = MIND_BERSERKER;
720 p = _("技", "brutal power");
723 case CLASS_MIRROR_MASTER:
725 use_mind = MIND_MIRROR_MASTER;
726 p = _("鏡魔法", "magic");
731 use_mind = MIND_NINJUTSU;
732 p = _("忍術", "ninjutsu");
738 p = _("超能力", "mindcraft");
742 mind_ptr = &mind_powers[use_mind];
744 /* Assume cancelled */
747 /* Get the spell, if available */
749 if (repeat_pull(&code))
751 *sn = (SPELL_IDX)code;
752 /* Hack -- If requested INVEN_FORCE(1111), pull again */
753 if (*sn == INVEN_FORCE) repeat_pull(&code);
754 *sn = (SPELL_IDX)code;
756 /* Verify the spell */
757 if (mind_ptr->info[*sn].min_lev <= plev)
764 /* Nothing chosen yet */
770 for (i = 0; i < MAX_MIND_POWERS; i++)
772 if (mind_ptr->info[i].min_lev <= plev)
778 /* Build a prompt (accept all spells) */
781 (void)strnfmt(out_val, 78,
782 _("(%^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? "),
783 p, I2A(0), I2A(num - 1), p);
787 (void)strnfmt(out_val, 78,
788 _("(%^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? "),
789 p, I2A(0), I2A(num - 1), p);
792 if (use_menu && !only_browse) screen_save();
794 choice = (always_show_list || use_menu) ? ESCAPE : 1;
798 if(choice==ESCAPE) choice = ' ';
799 else if( !get_com(out_val, &choice, TRUE) )break;
801 if (use_menu && choice != ' ')
807 if (!only_browse) screen_load();
815 menu_line += (num - 1);
837 if (menu_line > num) menu_line -= num;
840 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
843 if (!redraw || use_menu)
848 if (!only_browse && !use_menu) screen_save();
850 /* Display a list of spells */
852 put_str(_("名前", "Name"), y, x + 5);
854 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
855 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
857 has_weapon[0] = has_melee_weapon(INVEN_RARM);
858 has_weapon[1] = has_melee_weapon(INVEN_LARM);
860 /* Dump the spells */
861 for (i = 0; i < MAX_MIND_POWERS; i++)
865 /* Access the spell */
866 spell = mind_ptr->info[i];
868 if (spell.min_lev > plev) break;
872 mana_cost = spell.mana_cost;
876 /* Reduce failure rate by "effective" level adjustment */
877 chance -= 3 * (plev - spell.min_lev);
879 /* Reduce failure rate by INT/WIS adjustment */
880 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
882 if (use_mind == MIND_KI)
884 if (heavy_armor()) chance += 20;
885 if (p_ptr->icky_wield[0]) chance += 20;
886 else if (has_weapon[0]) chance += 10;
887 if (p_ptr->icky_wield[1]) chance += 20;
888 else if (has_weapon[1]) chance += 10;
892 for (j = 0; j < P_PTR_KI / 50; j++)
893 mana_cost += (j+1) * 3 / 2;
897 /* Not enough mana to cast */
898 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
900 chance += 5 * (mana_cost - p_ptr->csp);
903 chance += p_ptr->to_m_chance;
905 /* Extract the minimum failure rate */
906 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
908 /* Minimum failure rate */
909 if (chance < minfail) chance = minfail;
911 /* Stunning makes spells harder */
912 if (p_ptr->stun > 50) chance += 25;
913 else if (p_ptr->stun) chance += 15;
915 if (use_mind == MIND_KI)
917 if (heavy_armor()) chance += 5;
918 if (p_ptr->icky_wield[0]) chance += 5;
919 if (p_ptr->icky_wield[1]) chance += 5;
921 /* Always a 5 percent chance of working */
922 if (chance > 95) chance = 95;
926 mindcraft_info(comment, use_mind, i);
930 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
931 else strcpy(psi_desc, " ");
934 sprintf(psi_desc, " %c) ", I2A(i));
935 /* Dump the spell --(-- */
937 format("%-30s%2d %4d%s %3d%%%s",
938 spell.name, spell.min_lev, mana_cost,
939 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
941 prt(psi_desc, y + i + 1, x);
944 /* Clear the bottom line */
945 prt("", y + i + 1, x);
949 else if (!only_browse)
963 ask = isupper(choice);
966 if (ask) choice = (char)tolower(choice);
968 /* Extract request */
969 i = (islower(choice) ? A2I(choice) : -1);
972 /* Totally Illegal */
973 if ((i < 0) || (i >= num))
979 /* Save the spell index */
980 spell = mind_ptr->info[i];
988 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
990 /* Belay that order */
991 if (!get_check(tmp_val)) continue;
997 if (redraw && !only_browse) screen_load();
999 p_ptr->window |= (PW_SPELL);
1002 /* Abort if needed */
1003 if (!flag) return (FALSE);
1005 /* Save the choice */
1008 repeat_push((COMMAND_CODE)i);
1016 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1017 * @param spell 発動する特殊技能のID
1018 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1020 static bool cast_mindcrafter_spell(int spell)
1025 PLAYER_LEVEL plev = p_ptr->lev;
1030 case 0: /* Precog */
1033 chg_virtue(V_KNOWLEDGE, 1);
1034 chg_virtue(V_ENLIGHTEN, 1);
1038 map_area(DETECT_RAD_MAP);
1042 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1043 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1045 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1046 b |= detect_doors(DETECT_RAD_DEFAULT);
1051 b = detect_all(DETECT_RAD_DEFAULT);
1054 if ((plev > 24) && (plev < 40))
1055 set_tim_esp((TIME_EFFECT)plev, FALSE);
1057 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1062 if (!get_aim_dir(&dir)) return FALSE;
1064 if (randint1(100) < plev * 2)
1065 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1067 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1070 /* Minor displace */
1071 teleport_player(10, 0L);
1074 /* Major displace */
1075 teleport_player(plev * 5, 0L);
1081 if (!get_aim_dir(&dir)) return FALSE;
1083 fire_ball(GF_DOMINATION, dir, plev, 0);
1087 charm_monsters(plev * 2);
1091 /* Fist of Force --- not 'true' TK */
1092 if (!get_aim_dir(&dir)) return FALSE;
1094 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1095 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1098 /* Character Armour */
1099 set_shield((TIME_EFFECT)plev, FALSE);
1100 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1101 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1102 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1103 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1104 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1109 return psychometry();
1111 return ident_spell(FALSE);
1114 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!"));
1117 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1118 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1120 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1128 * Only heal when Adrenalin Channeling is not active. We check
1129 * that by checking if the player isn't fast and 'heroed' atm.
1131 if (!IS_FAST() || !IS_HERO())
1136 t = 10 + randint1((plev * 3) / 2);
1139 (void)set_fast(t, FALSE);
1143 if (!get_aim_dir(&dir)) return FALSE;
1145 fetch(dir, plev * 15, FALSE);
1150 if (!get_aim_dir(&dir)) return FALSE;
1152 b = damroll(plev / 2, 6);
1154 /* This is always a radius-0 ball now */
1155 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1156 p_ptr->energy_need += randint1(150);
1160 if (!get_aim_dir(&dir)) return FALSE;
1162 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1170 msg_print(_("なに?", "Zap?"));
1178 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1179 * @param spell 発動する特殊技能のID
1180 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1182 static bool cast_force_spell(int spell)
1185 PLAYER_LEVEL plev = p_ptr->lev;
1186 int boost = P_PTR_KI;
1188 if (heavy_armor()) boost /= 2;
1194 if (!get_aim_dir(&dir)) return FALSE;
1195 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1198 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1201 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1204 project_length = plev / 8 + 3;
1205 if (!get_aim_dir(&dir)) return FALSE;
1207 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1210 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1213 msg_print(_("気を練った。", "You improved the Force."));
1214 P_PTR_KI += (70 + plev);
1215 p_ptr->update |= (PU_BONUS);
1216 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1218 msg_print(_("気が暴走した!", "The Force exploded!"));
1219 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1220 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1225 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1228 return shock_power();
1231 if (!get_aim_dir(&dir)) return FALSE;
1232 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1238 if (!target_set(TARGET_KILL)) return FALSE;
1239 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1241 if (!player_has_los_bold(target_row, target_col)) break;
1242 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1243 dispel_monster_status(m_idx);
1249 bool success = FALSE;
1251 for (i = 0; i < 1 + boost/100; i++)
1252 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1256 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1260 msg_print(_("何も現れなかった。", "Nothing happen."));
1265 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1268 if (!get_aim_dir(&dir)) return FALSE;
1270 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1273 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1276 msg_print(_("なに?", "Zap?"));
1279 p_ptr->update |= (PU_BONUS);
1286 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1289 static int number_of_mirrors(void)
1293 for (x = 0; x < current_floor_ptr->width; x++) {
1294 for (y = 0; y < current_floor_ptr->height; y++) {
1295 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) val++;
1303 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1304 * @param spell 発動する特殊技能のID
1305 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1307 static bool cast_mirror_spell(int spell)
1310 PLAYER_LEVEL plev = p_ptr->lev;
1318 /* mirror of seeing */
1320 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 0;
1321 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1322 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1323 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1324 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1325 if (tmp == 0 && plev < 5) {
1326 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1331 if (number_of_mirrors() < 4 + plev / 10) {
1335 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1339 if (!get_aim_dir(&dir)) return FALSE;
1340 if (plev > 9 && is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1341 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1344 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1349 teleport_player(10, 0L);
1351 /* mirror of light */
1353 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1355 /* mirror of wandering */
1357 teleport_player(plev * 5, 0L);
1361 set_dustrobe(20 + randint1(20), FALSE);
1363 /* banishing mirror */
1365 if (!get_aim_dir(&dir)) return FALSE;
1366 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1368 /* mirror clashing */
1370 if (!get_aim_dir(&dir)) return FALSE;
1371 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1372 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1374 /* mirror sleeping */
1376 for (x = 0; x < current_floor_ptr->width; x++) {
1377 for (y = 0; y < current_floor_ptr->height; y++) {
1378 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) {
1379 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1386 if (!get_aim_dir(&dir)) return FALSE;
1387 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1389 /* seal of mirror */
1391 seal_of_mirror(plev * 4 + 100);
1393 /* shield of water */
1395 t = 20 + randint1(20);
1396 set_shield(t, FALSE);
1397 if (plev > 31)set_tim_reflect(t, FALSE);
1398 if (plev > 39)set_resist_magic(t, FALSE);
1402 if (!get_aim_dir(&dir)) return FALSE;
1403 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1405 /* illusion light */
1407 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 3;
1408 slow_monsters(plev);
1409 stun_monsters(plev*tmp);
1410 confuse_monsters(plev*tmp);
1411 turn_monsters(plev*tmp);
1412 stun_monsters(plev*tmp);
1413 stasis_monsters(plev*tmp);
1417 if (!is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1418 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1425 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1426 return mirror_tunnel();
1428 /* mirror of recall */
1430 return recall_player(p_ptr, randint0(21) + 15);
1433 set_multishadow(6 + randint1(6), FALSE);
1437 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!"));
1439 /* mirror of Ruffnor */
1441 (void)set_invuln(randint1(4) + 4, FALSE);
1444 msg_print(_("なに?", "Zap?"));
1447 p_ptr->magic_num1[0] = 0;
1454 * do_cmd_cast calls this function if the player's class is 'berserker'.
1455 * @param spell 発動する特殊技能のID
1456 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1458 static bool cast_berserk_spell(int spell)
1467 detect_monsters_mind(DETECT_RAD_DEFAULT);
1473 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1477 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1479 if (dir == 5) return FALSE;
1480 y = p_ptr->y + ddy[dir];
1481 x = p_ptr->x + ddx[dir];
1483 if (!current_floor_ptr->grid_array[y][x].m_idx)
1485 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1491 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
1497 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)
1500 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1506 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1507 y = p_ptr->y + ddy[dir];
1508 x = p_ptr->x + ddx[dir];
1509 move_player(dir, easy_disarm, TRUE);
1513 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1519 msg_print(_("なに?", "Zap?"));
1527 * do_cmd_cast calls this function if the player's class is 'ninja'.
1528 * @param spell 発動する特殊技能のID
1529 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1531 static bool cast_ninja_spell(int spell)
1533 POSITION x = 0, y = 0;
1535 PLAYER_LEVEL plev = p_ptr->lev;
1541 (void)unlite_area(0, 3);
1548 detect_monsters_normal(DETECT_RAD_DEFAULT);
1551 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1552 detect_doors(DETECT_RAD_DEFAULT);
1553 detect_stairs(DETECT_RAD_DEFAULT);
1557 detect_objects_normal(DETECT_RAD_DEFAULT);
1562 teleport_player(10, 0L);
1567 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1569 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1570 p_ptr->special_defense |= NINJA_KAWARIMI;
1571 p_ptr->redraw |= (PR_STATUS);
1577 teleport_player(p_ptr->lev * 5, 0L);
1582 if(!panic_hit()) return FALSE;
1587 if (!get_aim_dir(&dir)) return FALSE;
1588 (void)stasis_monster(dir);
1592 return ident_spell(FALSE);
1594 set_tim_levitation(randint1(20) + 20, FALSE);
1597 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1598 teleport_player(30, 0L);
1599 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1602 return rush_attack(NULL);
1606 for (i = 0; i < 8; i++)
1610 for (slot = 0; slot < INVEN_PACK; slot++)
1612 if (inventory[slot].tval == TV_SPIKE) break;
1614 if (slot == INVEN_PACK)
1616 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1617 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1621 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1622 do_cmd_throw(1, FALSE, slot);
1624 take_turn(p_ptr, 100);
1630 monster_type *m_ptr;
1632 GAME_TEXT m_name[MAX_NLEN];
1638 if (!target_set(TARGET_KILL)) return FALSE;
1639 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1641 if (m_idx == p_ptr->riding) break;
1642 if (!player_has_los_bold(target_row, target_col)) break;
1643 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1644 m_ptr = ¤t_floor_ptr->m_list[m_idx];
1645 monster_desc(m_name, m_ptr, 0);
1646 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1647 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1648 ty = target_row, tx = target_col;
1649 for (i = 1; i < path_n; i++)
1651 POSITION ny = GRID_Y(path_g[i]);
1652 POSITION nx = GRID_X(path_g[i]);
1653 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
1655 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1656 !(g_ptr->info & CAVE_OBJECT) &&
1657 !pattern_tile(ny, nx))
1663 /* Update the old location */
1664 current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1666 /* Update the new location */
1667 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1669 /* Move the monster */
1673 /* Wake the monster up */
1674 (void)set_monster_csleep(m_idx, 0);
1676 update_monster(m_idx, TRUE);
1677 lite_spot(target_row, target_col);
1680 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1681 p_ptr->update |= (PU_MON_LITE);
1685 /* Auto-Recall if possible and visible */
1686 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1688 /* Track a new monster */
1689 health_track(m_idx);
1695 if (!get_aim_dir(&dir)) return FALSE;
1696 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1699 project_length = -1;
1700 if (!get_aim_dir(&dir))
1707 (void)teleport_swap(dir);
1713 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1714 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1717 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1718 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1719 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1720 teleport_player(30, 0L);
1725 int num = damroll(3, 9);
1727 for (k = 0; k < num; k++)
1729 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1730 int attempts = 1000;
1734 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1736 if (!player_bold(y, x)) break;
1738 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1739 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1744 set_multishadow(6+randint1(6), FALSE);
1747 msg_print(_("なに?", "Zap?"));
1754 * @brief 特殊技能コマンドのメインルーチン /
1757 void do_cmd_mind(void)
1762 PERCENTAGE minfail = 0;
1763 PLAYER_LEVEL plev = p_ptr->lev;
1764 int old_csp = p_ptr->csp;
1767 int use_mind, mana_cost;
1769 bool on_mirror = FALSE;
1771 if (cmd_limit_confused(p_ptr)) return;
1773 if (!get_mind_power(&n, FALSE)) return;
1776 switch(p_ptr->pclass)
1778 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1779 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1780 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1781 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1782 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1783 default: use_mind = 0 ;p = "超能力"; break;
1786 switch(p_ptr->pclass)
1788 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1789 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1790 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1791 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1792 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1793 default: use_mind = 0; break;
1796 spell = mind_powers[use_mind].info[n];
1798 /* Spell failure chance */
1799 chance = spell.fail;
1801 mana_cost = spell.mana_cost;
1802 if (use_mind == MIND_KI)
1804 if (heavy_armor()) chance += 20;
1805 if (p_ptr->icky_wield[0]) chance += 20;
1806 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1807 if (p_ptr->icky_wield[1]) chance += 20;
1808 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1812 for (j = 0; j < P_PTR_KI / 50; j++)
1813 mana_cost += (j+1) * 3 / 2;
1817 /* Verify "dangerous" spells */
1818 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1820 if (mana_cost > p_ptr->chp)
1822 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1826 else if (mana_cost > p_ptr->csp)
1829 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1831 if (!over_exert) return;
1834 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1840 /* Reduce failure rate by "effective" level adjustment */
1841 chance -= 3 * (plev - spell.min_lev);
1843 chance += p_ptr->to_m_chance;
1845 /* Reduce failure rate by INT/WIS adjustment */
1846 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1848 /* Not enough mana to cast */
1849 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1851 chance += 5 * (mana_cost - p_ptr->csp);
1854 /* Extract the minimum failure rate */
1855 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1857 /* Minimum failure rate */
1858 if (chance < minfail) chance = minfail;
1860 /* Stunning makes spells harder */
1861 if (p_ptr->stun > 50) chance += 25;
1862 else if (p_ptr->stun) chance += 15;
1864 if (use_mind == MIND_KI)
1866 if (heavy_armor()) chance += 5;
1867 if (p_ptr->icky_wield[0]) chance += 5;
1868 if (p_ptr->icky_wield[1]) chance += 5;
1872 /* Always a 5 percent chance of working */
1873 if (chance > 95) chance = 95;
1876 if (randint0(100) < chance)
1878 if (flush_failure) flush();
1879 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1883 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1885 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1887 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1891 if (randint1(100) < (chance / 2))
1896 if( use_mind == MIND_MINDCRAFTER ){
1899 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!"));
1904 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..."));
1905 set_image(p_ptr->image + 5 + randint1(10));
1909 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1910 set_confused(p_ptr->confused + randint1(8));
1914 set_stun(p_ptr->stun + randint1(8));
1919 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);
1921 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1922 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1923 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1926 if( use_mind == MIND_MIRROR_MASTER ){
1929 /* Nothing has happen */
1933 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1934 teleport_player(10, TELEPORT_PASSIVE);
1938 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1939 set_image(p_ptr->image + 5 + randint1(10));
1944 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);
1946 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1947 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1948 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1960 case MIND_MINDCRAFTER:
1962 cast = cast_mindcrafter_spell(n);
1966 cast = cast_force_spell(n);
1968 case MIND_BERSERKER:
1970 cast = cast_berserk_spell(n);
1972 case MIND_MIRROR_MASTER:
1974 if( is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1975 cast = cast_mirror_spell(n);
1979 cast = cast_ninja_spell(n);
1982 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1990 /* teleport from mirror costs small energy */
1991 if(on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER)
1993 if( n==3 || n==5 || n==7 || n==16 ) take_turn(p_ptr, 50);
1997 take_turn(p_ptr, 100);
2000 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2002 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2004 p_ptr->redraw |= (PR_HP);
2007 /* Sufficient mana */
2008 else if (mana_cost <= old_csp)
2011 p_ptr->csp -= mana_cost;
2014 if (p_ptr->csp < 0) p_ptr->csp = 0;
2016 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2020 p_ptr->csp_frac = 0;
2024 /* Over-exert the player */
2027 int oops = mana_cost - old_csp;
2030 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2031 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2033 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);
2035 /* Hack -- Bypass free action */
2036 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2038 /* Damage WIS (possibly permanently) */
2039 if (randint0(100) < 50)
2041 bool perm = (randint0(100) < 25);
2043 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2045 /* Reduce constitution */
2046 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2049 p_ptr->redraw |= (PR_MANA);
2050 p_ptr->window |= (PW_PLAYER);
2051 p_ptr->window |= (PW_SPELL);
2056 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2059 void do_cmd_mind_browse(void)
2066 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2067 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2068 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2069 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2070 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2071 use_mind = MIND_MIRROR_MASTER;
2077 if (!get_mind_power(&n, TRUE))
2083 /* Clear lines, position cursor (really should use strlen here) */
2084 Term_erase(12, 21, 255);
2085 Term_erase(12, 20, 255);
2086 Term_erase(12, 19, 255);
2087 Term_erase(12, 18, 255);
2088 Term_erase(12, 17, 255);
2089 Term_erase(12, 16, 255);
2091 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2092 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2094 prt(&temp[j], line, 15);
2099 case MIND_MIRROR_MASTER:
2101 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);