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
22 mind_power const mind_powers[5] =
26 /* Level gained, cost, %fail, name */
33 { 11, 7, 30, "念動衝撃弾"},
35 { 15, 12, 60, "サイコメトリー"},
36 { 18, 10, 45, "精神波動"},
37 { 23, 15, 50, "アドレナリン・ドーピング"},
38 { 26, 28, 60, "テレキネシス"},
39 { 28, 10, 40, "サイキック・ドレイン"},
41 { 45,150, 85, "完全な世界"},
50 { 1, 1, 15, "Precognition"},
51 { 2, 1, 20, "Neural Blast"},
52 { 3, 2, 25, "Minor Displacement"},
53 { 7, 6, 35, "Major Displacement"},
54 { 9, 7, 50, "Domination"},
55 { 11, 7, 30, "Pulverise"},
56 { 13, 12, 50, "Character Armour"},
57 { 15, 12, 60, "Psychometry" },
58 { 18, 10, 45, "Mind Wave" },
59 { 23, 15, 50, "Adrenaline Channeling"},
60 { 26, 28, 60, "Telekinesis"},
61 { 28, 10, 40, "Psychic Drain"},
62 { 35, 35, 75, "Psycho-Spear"},
63 { 45,150, 85, "The World"},
78 /* Level gained, cost, %fail, name */
84 { 10, 7, 45, "対魔法防御"},
89 { 25, 30, 70, "いてつく波動"},
90 { 28, 26, 50, "幻霊召喚"},
91 { 32, 35, 65, "煉獄火炎"},
92 { 38, 42, 75, "超カメハメ波"},
93 { 44, 50, 80, "光速移動"},
102 { 1, 1, 15, "Small Force Ball"},
103 { 3, 3, 30, "Flash Light"},
104 { 5, 6, 35, "Flying Technique"},
105 { 8, 5, 40, "Kamehameha"},
106 { 10, 7, 45, "Magic Resistance"},
107 { 13, 5, 60, "Improve Force"},
108 { 17, 17, 50, "Aura of Force"},
109 { 20, 20, 50, "Shock Power"},
110 { 23, 18, 55, "Large Force Ball"},
111 { 25, 30, 70, "Dispel Magic"},
112 { 28, 26, 50, "Summon Ghost"},
113 { 32, 35, 65, "Exploding Frame"},
114 { 38, 42, 75, "Super Kamehameha"},
115 { 44, 50, 80, "Light Speed"},
130 /* Level gained, cost, %fail, name */
134 { 20, 15, 0, "トラップ粉砕"},
136 { 30, 80, 75, "皆殺し"},
154 { 8, 5, 40, "Detect Atmosphere of Menace"},
155 { 15, 20, 0, "Charge"},
156 { 20, 15, 0, "Smash a Trap"},
157 { 25, 20, 60, "Quake"},
158 { 30, 80, 75, "Massacre"},
182 /* Level gained, cost, %fail, name */
186 { 2, 2, 20, "光のしずく"},
191 { 10, 5, 30, "微塵隠れ"},
192 { 12, 12, 30, "追放の鏡"},
193 { 15, 15, 30, "鏡砕き"},
194 { 19, 13, 30, "催眠鏡"},
195 { 23, 18, 50, "シーカーレイ"},
197 { 25, 20, 40, "鏡の封印"},
198 { 27, 30, 60, "水鏡の盾"},
199 { 29, 30, 60, "スーパーレイ"},
200 { 31, 35, 60, "幻惑の光"},
201 { 33, 50, 80, "鏡の国"},
203 { 36, 30, 80, "鏡抜け"},
204 { 38, 40, 70, "帰還の鏡"},
205 { 40, 50, 55, "影分身"},
206 { 43, 55, 70, "封魔結界"},
207 { 46, 70, 75, "ラフノールの鏡"},
209 { 1, 1, 15, "Mirror of Seeing"},
210 { 1, 2, 40, "Making a Mirror"},
211 { 2, 2, 20, "Drip of Light"},
212 { 3, 2, 20, "Warped Mirror"},
213 { 5, 3, 35, "Mirror of Light"},
214 { 6, 5, 35, "Mirror of Wandering"},
216 { 10, 5, 30, "Robe of Dust"},
217 { 12, 12, 30, "Banishing Mirror"},
218 { 15, 15, 30, "Mirror Clashing"},
219 { 19, 13, 30, "Mirror Sleeping"},
220 { 23, 18, 50, "Seeker Ray"},
222 { 25, 20, 40, "Seal of Mirror"},
223 { 27, 30, 60, "Shield of Water"},
224 { 29, 30, 60, "Super Ray"},
225 { 31, 35, 60, "Illusion Light"},
226 { 33, 50, 80, "Mirror Shift"},
228 { 36, 30, 80, "Mirror Tunnel"},
229 { 38, 40, 70, "Mirror of Recall"},
230 { 40, 50, 55, "Multi-Shadow"},
231 { 43, 55, 70, "Binding Field"},
232 { 46, 70, 75, "Mirror of Ruffnor"},
240 /* Level gained, cost, %fail, name */
247 { 8, 10, 35, "一撃離脱"},
248 { 10, 10, 40, "金縛り"},
249 { 12, 12, 70, "古の口伝"},
253 { 20, 5, 50, "八方手裏剣"},
257 { 30, 30, 70, "爆発の紋章"},
259 { 34, 35, 50, "霧隠れ"},
260 { 38, 40, 60, "煉獄火炎"},
264 { 1, 1, 20, "Create Darkness"},
265 { 2, 2, 25, "Detect Near"},
266 { 3, 3, 25, "Hide in Leafs"},
267 { 5, 3, 30, "Kawarimi"},
268 { 7, 8, 35, "Absconding"},
269 { 8, 10, 35, "Hit and Away"},
270 { 10, 10, 40, "Bind Monster"},
271 { 12, 12, 70, "Ancient Knowledge"},
272 { 15, 10, 50, "Floating"},
273 { 17, 12, 45, "Hide in Flame"},
274 { 18, 20, 40, "Nyusin"},
275 { 20, 5, 50, "Syuriken Spreading"},
276 { 22, 15, 55, "Chain Hook"},
277 { 25, 32, 60, "Smoke Ball"},
278 { 28, 32, 60, "Swap Position"},
279 { 30, 30, 70, "Glyph of Explosion"},
280 { 32, 40, 40, "Hide in Mud"},
281 { 34, 35, 50, "Hide in Mist"},
282 { 38, 40, 60, "Rengoku-Kaen"},
283 { 41, 50, 55, "Bunshin"},
292 static cptr const mind_tips[5][MAX_MIND_POWERS] =
296 "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。",
300 "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。",
302 "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。",
303 "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。",
304 "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。",
305 "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。",
307 "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。",
308 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
309 "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。",
320 "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。",
323 "一定時間、魔法防御能力を上昇させる。",
324 "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。",
325 "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。",
326 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
328 "モンスター1体にかかった魔法を解除する。",
330 "自分を中心とした超巨大な炎の球を発生させる。",
331 "射程の長い、強力な気のビームを放つ。",
332 "しばらくの間、非常に速く動くことができる。",
342 "近くの思考することができるモンスターを感知する。",
344 "トラップにかかるが、そのトラップを破壊する。",
345 "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。",
365 "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。",
367 "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。",
369 "自分の周囲や、 自分のいる部屋全体を明るくする。",
371 "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。",
372 "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。",
374 "全ての鏡の周りに眠りの球を発生させる。",
375 "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。",
377 "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。",
378 "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。",
379 "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。",
380 "フロアを作り変える。鏡の上でしか使えない。",
381 "短距離内の指定した場所にテレポートする。",
382 "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。",
383 "全ての攻撃が、1/2の確率で無効になる。",
384 "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。",
385 "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。",
389 "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。",
391 "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。",
394 "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。",
397 "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。",
399 "ランダムな方向に8回くさびを投げる。",
403 "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。",
404 "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。",
405 "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。",
406 "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。",
407 "全ての攻撃が、1/2の確率で無効になる。",
412 "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.",
413 "Fires a beam or ball which inflicts PSI damage.",
414 "Teleport short distance.",
415 "Teleport long distance.",
416 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
417 "Fires a ball which hurts monsters with telekinesis.",
418 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
419 "Gives feeling of an item. Or identify an item at level 25.",
420 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
421 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
422 "Pulls a distant item close to you.",
423 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
424 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
425 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
435 "Fires a very small energy ball.",
436 "Lights up nearby area and the inside of a room permanently.",
437 "Gives levitaion a while.",
438 "Fires a short energy beam.",
439 "Gives magic resistance for a while.",
440 "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.",
441 "Gives aura which damages all monsters which attacked you for a while.",
442 "Damages an adjacent monster, and blow it away.",
443 "Fires a large energy ball.",
444 "Dispels all magics which is effecting a monster.",
446 "Generates a huge ball of frame which centered on you.",
447 "Fires a long, powerful energy beam.",
448 "Gives extremely fast speed.",
458 "Detects all monsters except mindless in your vicinity.",
459 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
460 "Sets off a trap, then destroy that trap.",
461 "Shakes dungeon structure, and results in random swaping of floors and walls.",
462 "Attacks all adjacent monsters.",
481 "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.",
482 "Makes a mirror under you.",
483 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
484 "Teleport short distance.",
485 "Lights up nearby area and the inside of a room permanently.",
486 "Teleport long distance.",
487 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
488 "Teleports all monsters on the line away unless resisted.",
489 "Fires a ball of shards.",
490 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
491 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
492 "Eliminates a monster on a mirror from current dungeon level.",
493 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
494 "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.",
495 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
496 "Recreates current dungeon level. Can only be used on a mirror.",
497 "Teleport to given location.",
498 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
499 "Completely protects you from any attacks at one in two chance.",
500 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
501 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
505 "Darken nearby area and inside of a room.",
506 "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.",
507 "Teleport short distance.",
508 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
509 "Teleport long distance.",
510 "Attack and teleport in a time.",
511 "Attempt to freeze a monster.",
512 "Identifies an item.",
513 "Gives levitation for a while.",
514 "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.",
515 "Steps close to a monster and attacks at a time.",
516 "Shoots 8 iron Spikes in 8 random directions.",
517 "Teleport a monster to a place adjacent to you.",
518 "Releases a confusion ball which doesn't inflict any damage.",
519 "Swaps positions of you and a monster.",
520 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
521 "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.",
522 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
523 "Fires some number of beams of fire, nether or plasma in random directions.",
524 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
531 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
532 * @param p 情報を返す文字列参照ポインタ
533 * @param use_mind 職業毎の特殊技能ID
534 * @param power モンスター魔法のID
537 void mindcraft_info(char *p, int use_mind, int power)
542 cptr s_range = "範囲:";
546 cptr s_range = "range ";
548 int plev = p_ptr->lev;
554 case MIND_MINDCRAFTER:
558 case 1: sprintf(p, " %s%dd%d", s_dam, 3 + ((plev - 1) / 4), 3 + plev/15); break;
559 case 2: sprintf(p, " %s10", s_range); break;
560 case 3: sprintf(p, " %s%d", s_range, plev * 5); break;
562 case 5: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 4)); break;
563 case 6: sprintf(p, " %s%d", s_dur, plev); break;
565 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), s_dam, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
566 case 9: sprintf(p, " %s10+d%d", s_dur, plev * 3 / 2); break;
568 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
570 case 10: sprintf(p, " max wgt %d", plev * 15); break;
572 case 11: sprintf(p, " %s%dd6", s_dam, plev / 2); break;
573 case 12: sprintf(p, " %sd%d+%d", s_dam, plev * 3, plev * 3); break;
574 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
579 int boost = P_PTR_KI;
581 if (heavy_armor()) boost /= 2;
585 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5) + boost / 12); break;
587 case 2: sprintf(p, " %s%d+d30", s_dur, 30 + boost / 5); break;
588 case 3: sprintf(p, " %s%dd5", s_dam, 5 + ((plev - 1) / 5) + boost / 10); break;
589 case 4: sprintf(p, " %s%d+d20", s_dur, 20 + boost / 5); break;
591 case 6: sprintf(p, " %s%d+d%d", s_dur, 15 + boost / 7, plev / 2); break;
592 case 7: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 4) + boost / 12); break;
593 case 8: sprintf(p, " %s10d6+%d", s_dam, plev * 3 / 2 + boost * 3 / 5); break;
595 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
596 case 11: sprintf(p, " %s%d", s_dam, 100 + plev + boost); break;
597 case 12: sprintf(p, " %s%dd15", s_dam, 10 + plev / 2 + boost * 3 / 10); break;
598 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
602 case MIND_MIRROR_MASTER:
608 case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5) ); break;
609 case 3: sprintf(p, " %s10", s_range); break;
611 case 5: sprintf(p, " %s%d", s_range, plev *5); break;
612 case 6: sprintf(p, " %s20+d20", s_dur); break;
614 case 8: sprintf(p, " %s%dd8", s_dam, 8+((plev -5)/4) ); break;
616 case 10: sprintf(p, " %s%dd8", s_dam, 11+(plev-5)/4 ); break;
618 case 12: sprintf(p, " %s20+d20", s_dur); break;
619 case 13: sprintf(p, " %s150+d%d", s_dam, plev*2 ); break;
622 case 16: sprintf(p, " %s%d", s_range, plev/2 +10); break;
624 case 18: sprintf(p, " %s6+d6", s_dur); break;
625 case 19: sprintf(p, " %s%d", s_dam, plev*11+5 ); break;
626 case 20: sprintf(p, " %s4+d4", s_dur); break;
636 case 2: sprintf(p, " %s10", s_range); break;
638 case 4: sprintf(p, " %s%d", s_range , plev *5); break;
639 case 5: sprintf(p, " %s30", s_range); break;
642 case 8: sprintf(p, " %s20+d20", s_dur); break;
643 case 9: sprintf(p, " %s%d", s_dam, (50+plev)/2 ); break;
650 case 16: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
651 case 17: sprintf(p, " %s%d*3", s_dam, (75+plev*2/3)/2 ); break;
652 case 18: sprintf(p, " %s%dd10", s_dam, 6+plev/8 ); break;
653 case 19: sprintf(p, " %s6+d6", s_dur); break;
661 * @brief 使用可能な特殊技能を選択する /
662 * Allow user to choose a mindcrafter power.
663 * @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
664 * @param only_browse 一覧を見るだけの場合TRUEを返す
665 * @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。
667 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
668 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
669 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
671 * The "prompt" should be "cast", "recite", or "study"\n
672 * The "known" should be TRUE for cast/pray, FALSE for study\n
674 * nb: This function has a (trivial) display bug which will be obvious\n
675 * when you run it. It's probably easy to fix but I haven't tried,\n
678 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
685 int plev = p_ptr->lev;
694 const mind_power *mind_ptr;
697 int menu_line = (use_menu ? 1 : 0);
699 switch (p_ptr->pclass)
701 case CLASS_MINDCRAFTER:
703 use_mind = MIND_MINDCRAFTER;
704 p = _("超能力", "mindcraft");
707 case CLASS_FORCETRAINER:
710 p = _("練気術", "Force");
713 case CLASS_BERSERKER:
715 use_mind = MIND_BERSERKER;
716 p = _("技", "brutal power");
719 case CLASS_MIRROR_MASTER:
721 use_mind = MIND_MIRROR_MASTER;
722 p = _("鏡魔法", "magic");
727 use_mind = MIND_NINJUTSU;
728 p = _("忍術", "ninjutsu");
734 p = _("超能力", "mindcraft");
738 mind_ptr = &mind_powers[use_mind];
740 /* Assume cancelled */
743 #ifdef ALLOW_REPEAT /* TNB */
745 /* Get the spell, if available */
747 if (repeat_pull(&code))
749 *sn = (SPELL_IDX)code;
750 /* Hack -- If requested INVEN_FORCE(1111), pull again */
751 if (*sn == INVEN_FORCE) repeat_pull(&code);
752 *sn = (SPELL_IDX)code;
754 /* Verify the spell */
755 if (mind_ptr->info[*sn].min_lev <= plev)
762 #endif /* ALLOW_REPEAT -- TNB */
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();
793 /* Get a spell from the user */
795 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)
851 /* Save the screen */
852 if (!only_browse && !use_menu) screen_save();
854 /* Display a list of spells */
856 put_str(_("名前", "Name"), y, x + 5);
859 put_str(format("Lv %s 失率 効果", ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
861 put_str(format("Lv %s Fail Info", ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
863 has_weapon[0] = buki_motteruka(INVEN_RARM);
864 has_weapon[1] = buki_motteruka(INVEN_LARM);
866 /* Dump the spells */
867 for (i = 0; i < MAX_MIND_POWERS; i++)
871 /* Access the spell */
872 spell = mind_ptr->info[i];
874 if (spell.min_lev > plev) break;
878 mana_cost = spell.mana_cost;
882 /* Reduce failure rate by "effective" level adjustment */
883 chance -= 3 * (plev - spell.min_lev);
885 /* Reduce failure rate by INT/WIS adjustment */
886 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
888 if (use_mind == MIND_KI)
890 if (heavy_armor()) chance += 20;
891 if (p_ptr->icky_wield[0]) chance += 20;
892 else if (has_weapon[0]) chance += 10;
893 if (p_ptr->icky_wield[1]) chance += 20;
894 else if (has_weapon[1]) chance += 10;
898 for (j = 0; j < P_PTR_KI / 50; j++)
899 mana_cost += (j+1) * 3 / 2;
903 /* Not enough mana to cast */
904 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
906 chance += 5 * (mana_cost - p_ptr->csp);
909 chance += p_ptr->to_m_chance;
911 /* Extract the minimum failure rate */
912 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
914 /* Minimum failure rate */
915 if (chance < minfail) chance = minfail;
917 /* Stunning makes spells harder */
918 if (p_ptr->stun > 50) chance += 25;
919 else if (p_ptr->stun) chance += 15;
921 if (use_mind == MIND_KI)
923 if (heavy_armor()) chance += 5;
924 if (p_ptr->icky_wield[0]) chance += 5;
925 if (p_ptr->icky_wield[1]) chance += 5;
927 /* Always a 5 percent chance of working */
928 if (chance > 95) chance = 95;
932 mindcraft_info(comment, use_mind, i);
936 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
937 else strcpy(psi_desc, " ");
940 sprintf(psi_desc, " %c) ", I2A(i));
941 /* Dump the spell --(-- */
943 format("%-30s%2d %4d%s %3d%%%s",
944 spell.name, spell.min_lev, mana_cost,
946 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? "~" : " "),
948 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? "~ " : " "),
951 prt(psi_desc, y + i + 1, x);
954 /* Clear the bottom line */
955 prt("", y + i + 1, x);
959 else if (!only_browse)
964 /* Restore the screen */
975 ask = isupper(choice);
978 if (ask) choice = (char)tolower(choice);
980 /* Extract request */
981 i = (islower(choice) ? A2I(choice) : -1);
984 /* Totally Illegal */
985 if ((i < 0) || (i >= num))
991 /* Save the spell index */
992 spell = mind_ptr->info[i];
1000 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1002 /* Belay that order */
1003 if (!get_check(tmp_val)) continue;
1010 /* Restore the screen */
1011 if (redraw && !only_browse) screen_load();
1014 p_ptr->window |= (PW_SPELL);
1019 /* Abort if needed */
1020 if (!flag) return (FALSE);
1022 /* Save the choice */
1025 #ifdef ALLOW_REPEAT /* TNB */
1027 repeat_push((COMMAND_CODE)i);
1029 #endif /* ALLOW_REPEAT -- TNB */
1037 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1038 * @param spell 発動する特殊技能のID
1039 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1041 static bool cast_mindcrafter_spell(int spell)
1046 PLAYER_LEVEL plev = p_ptr->lev;
1051 case 0: /* Precog */
1054 chg_virtue(V_KNOWLEDGE, 1);
1055 chg_virtue(V_ENLIGHTEN, 1);
1059 map_area(DETECT_RAD_MAP);
1063 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1064 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1066 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1067 b |= detect_doors(DETECT_RAD_DEFAULT);
1072 b = detect_all(DETECT_RAD_DEFAULT);
1075 if ((plev > 24) && (plev < 40))
1076 set_tim_esp((TIME_EFFECT)plev, FALSE);
1078 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1083 if (!get_aim_dir(&dir)) return FALSE;
1085 if (randint1(100) < plev * 2)
1086 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1088 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1091 /* Minor displace */
1092 teleport_player(10, 0L);
1095 /* Major displace */
1096 teleport_player(plev * 5, 0L);
1102 if (!get_aim_dir(&dir)) return FALSE;
1104 fire_ball(GF_DOMINATION, dir, plev, 0);
1108 charm_monsters(plev * 2);
1112 /* Fist of Force --- not 'true' TK */
1113 if (!get_aim_dir(&dir)) return FALSE;
1115 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1116 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1119 /* Character Armour */
1120 set_shield((TIME_EFFECT)plev, FALSE);
1121 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1122 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1123 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1124 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1125 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1130 return psychometry();
1132 return ident_spell(FALSE);
1135 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!"));
1138 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1139 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1141 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1149 * Only heal when Adrenalin Channeling is not active. We check
1150 * that by checking if the player isn't fast and 'heroed' atm.
1152 if (!IS_FAST() || !IS_HERO())
1157 t = 10 + randint1((plev * 3) / 2);
1160 (void)set_fast(t, FALSE);
1164 if (!get_aim_dir(&dir)) return FALSE;
1166 fetch(dir, plev * 15, FALSE);
1171 if (!get_aim_dir(&dir)) return FALSE;
1173 b = damroll(plev / 2, 6);
1175 /* This is always a radius-0 ball now */
1176 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1177 p_ptr->energy_need += randint1(150);
1181 if (!get_aim_dir(&dir)) return FALSE;
1183 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1189 msg_print(_("既に時は止まっている。", "Time is already stopped."));
1192 world_player = TRUE;
1193 msg_print(_("「時よ!」", "You yell 'Time!'"));
1197 p_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK/10;
1200 p_ptr->redraw |= (PR_MAP);
1202 /* Update monsters */
1203 p_ptr->update |= (PU_MONSTERS);
1206 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1212 msg_print(_("なに?", "Zap?"));
1220 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1221 * @param spell 発動する特殊技能のID
1222 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1224 static bool cast_force_spell(int spell)
1227 int plev = p_ptr->lev;
1228 int boost = P_PTR_KI;
1230 if (heavy_armor()) boost /= 2;
1236 if (!get_aim_dir(&dir)) return FALSE;
1237 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1240 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1243 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1246 project_length = plev / 8 + 3;
1247 if (!get_aim_dir(&dir)) return FALSE;
1249 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1252 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1255 msg_print(_("気を練った。", "You improved the Force."));
1256 P_PTR_KI += (70 + plev);
1257 p_ptr->update |= (PU_BONUS);
1258 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1260 msg_print(_("気が暴走した!", "The Force exploded!"));
1261 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1262 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1267 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1273 if (!get_aim_dir(&dir)) return FALSE;
1275 y = p_ptr->y + ddy[dir];
1276 x = p_ptr->x + ddx[dir];
1277 dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
1278 fire_beam(GF_MISSILE, dir, dam);
1279 if (cave[y][x].m_idx)
1284 MONSTER_IDX m_idx = cave[y][x].m_idx;
1285 monster_type *m_ptr = &m_list[m_idx];
1286 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1289 monster_desc(m_name, m_ptr, 0);
1291 if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam/2)
1293 msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
1297 for (i = 0; i < 5; i++)
1301 if (cave_empty_bold(y, x))
1308 if ((ty != oy) || (tx != ox))
1310 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
1311 cave[oy][ox].m_idx = 0;
1312 cave[ty][tx].m_idx = (s16b)m_idx;
1313 m_ptr->fy = (byte_hack)ty;
1314 m_ptr->fx = (byte_hack)tx;
1316 update_mon(m_idx, TRUE);
1320 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1321 p_ptr->update |= (PU_MON_LITE);
1328 if (!get_aim_dir(&dir)) return FALSE;
1329 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1335 if (!target_set(TARGET_KILL)) return FALSE;
1336 m_idx = cave[target_row][target_col].m_idx;
1338 if (!player_has_los_bold(target_row, target_col)) break;
1339 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1340 dispel_monster_status(m_idx);
1346 bool success = FALSE;
1348 for (i = 0; i < 1 + boost/100; i++)
1349 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1353 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1357 msg_print(_("何も現れなかった。", "Nothing happen."));
1362 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1365 if (!get_aim_dir(&dir)) return FALSE;
1367 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1370 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1373 msg_print(_("なに?", "Zap?"));
1376 p_ptr->update |= (PU_BONUS);
1383 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1386 static int number_of_mirrors( void )
1390 for( x=0 ; x < cur_wid ; x++ ){
1391 for( y=0 ; y < cur_hgt ; y++ ){
1392 if (is_mirror_grid(&cave[y][x])) val++;
1400 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1401 * @param spell 発動する特殊技能のID
1402 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1404 static bool cast_mirror_spell(int spell)
1407 PLAYER_LEVEL plev = p_ptr->lev;
1415 /* mirror of seeing */
1417 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
1418 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1419 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1420 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1421 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1422 if (tmp == 0 && plev < 5) {
1423 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1428 if (number_of_mirrors() < 4 + plev / 10) {
1432 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1436 if (!get_aim_dir(&dir)) return FALSE;
1437 if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1438 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1441 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1446 teleport_player(10, 0L);
1448 /* mirror of light */
1450 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1452 /* mirror of wandering */
1454 teleport_player(plev * 5, 0L);
1458 set_dustrobe(20 + randint1(20), FALSE);
1460 /* banishing mirror */
1462 if (!get_aim_dir(&dir)) return FALSE;
1463 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1465 /* mirror clashing */
1467 if (!get_aim_dir(&dir)) return FALSE;
1468 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1469 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1471 /* mirror sleeping */
1473 for (x = 0; x < cur_wid; x++) {
1474 for (y = 0; y < cur_hgt; y++) {
1475 if (is_mirror_grid(&cave[y][x])) {
1476 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1483 if (!get_aim_dir(&dir)) return FALSE;
1484 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1486 /* seal of mirror */
1488 seal_of_mirror(plev * 4 + 100);
1490 /* shield of water */
1492 t = 20 + randint1(20);
1493 set_shield(t, FALSE);
1494 if (plev > 31)set_tim_reflect(t, FALSE);
1495 if (plev > 39)set_resist_magic(t, FALSE);
1499 if (!get_aim_dir(&dir)) return FALSE;
1500 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1502 /* illusion light */
1504 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
1505 slow_monsters(plev);
1506 stun_monsters(plev*tmp);
1507 confuse_monsters(plev*tmp);
1508 turn_monsters(plev*tmp);
1509 stun_monsters(plev*tmp);
1510 stasis_monsters(plev*tmp);
1514 if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1515 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1522 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1523 return mirror_tunnel();
1525 /* mirror of recall */
1527 return word_of_recall();
1530 set_multishadow(6 + randint1(6), FALSE);
1534 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!"));
1536 /* mirror of Ruffnor */
1538 (void)set_invuln(randint1(4) + 4, FALSE);
1541 msg_print(_("なに?", "Zap?"));
1544 p_ptr->magic_num1[0] = 0;
1551 * do_cmd_cast calls this function if the player's class is 'berserker'.
1552 * @param spell 発動する特殊技能のID
1553 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1555 static bool cast_berserk_spell(int spell)
1564 detect_monsters_mind(DETECT_RAD_DEFAULT);
1570 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1574 if (!get_rep_dir2(&dir)) return FALSE;
1576 if (dir == 5) return FALSE;
1577 y = p_ptr->y + ddy[dir];
1578 x = p_ptr->x + ddx[dir];
1580 if (!cave[y][x].m_idx)
1582 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1588 if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
1594 if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
1598 /* Move the player */
1599 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1605 if (!get_rep_dir2(&dir)) return FALSE;
1606 y = p_ptr->y + ddy[dir];
1607 x = p_ptr->x + ddx[dir];
1608 move_player(dir, easy_disarm, TRUE);
1612 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1618 msg_print(_("なに?", "Zap?"));
1626 * do_cmd_cast calls this function if the player's class is 'ninja'.
1627 * @param spell 発動する特殊技能のID
1628 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1630 static bool cast_ninja_spell(int spell)
1634 int plev = p_ptr->lev;
1640 (void)unlite_area(0, 3);
1647 detect_monsters_normal(DETECT_RAD_DEFAULT);
1650 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1651 detect_doors(DETECT_RAD_DEFAULT);
1652 detect_stairs(DETECT_RAD_DEFAULT);
1656 detect_objects_normal(DETECT_RAD_DEFAULT);
1661 teleport_player(10, 0L);
1666 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1668 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1669 p_ptr->special_defense |= NINJA_KAWARIMI;
1670 p_ptr->redraw |= (PR_STATUS);
1676 teleport_player(p_ptr->lev * 5, 0L);
1681 if (!get_rep_dir(&dir, FALSE)) return FALSE;
1682 y = p_ptr->y + ddy[dir];
1683 x = p_ptr->x + ddx[dir];
1684 if (cave[y][x].m_idx)
1687 if (randint0(p_ptr->skill_dis) < 7)
1688 msg_print(_("うまく逃げられなかった。", "You failed to run away."));
1690 teleport_player(30, 0L);
1694 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
1701 if (!get_aim_dir(&dir)) return FALSE;
1702 (void)stasis_monster(dir);
1706 return ident_spell(FALSE);
1708 set_tim_levitation(randint1(20) + 20, FALSE);
1711 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1712 teleport_player(30, 0L);
1713 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1716 return rush_attack(NULL);
1720 for (i = 0; i < 8; i++)
1724 for (slot = 0; slot < INVEN_PACK; slot++)
1726 if (inventory[slot].tval == TV_SPIKE) break;
1728 if (slot == INVEN_PACK)
1731 if (!i) msg_print("くさびを持っていない。");
1732 else msg_print("くさびがなくなった。");
1734 if (!i) msg_print("You have no Iron Spikes.");
1735 else msg_print("You have no more Iron Spikes.");
1740 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1741 do_cmd_throw_aux(1, FALSE, slot);
1743 p_ptr->energy_use = 100;
1749 monster_type *m_ptr;
1757 if (!target_set(TARGET_KILL)) return FALSE;
1758 m_idx = cave[target_row][target_col].m_idx;
1760 if (m_idx == p_ptr->riding) break;
1761 if (!player_has_los_bold(target_row, target_col)) break;
1762 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1763 m_ptr = &m_list[m_idx];
1764 monster_desc(m_name, m_ptr, 0);
1765 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1766 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1767 ty = target_row, tx = target_col;
1768 for (i = 1; i < path_n; i++)
1770 int ny = GRID_Y(path_g[i]);
1771 int nx = GRID_X(path_g[i]);
1772 cave_type *c_ptr = &cave[ny][nx];
1774 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1775 !(c_ptr->info & CAVE_OBJECT) &&
1776 !pattern_tile(ny, nx))
1782 /* Update the old location */
1783 cave[target_row][target_col].m_idx = 0;
1785 /* Update the new location */
1786 cave[ty][tx].m_idx = (s16b)m_idx;
1788 /* Move the monster */
1789 m_ptr->fy = (byte_hack)ty;
1790 m_ptr->fx = (byte_hack)tx;
1792 /* Wake the monster up */
1793 (void)set_monster_csleep(m_idx, 0);
1795 /* Update the monster (new location) */
1796 update_mon(m_idx, TRUE);
1798 /* Redraw the old grid */
1799 lite_spot(target_row, target_col);
1801 /* Redraw the new grid */
1804 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1805 p_ptr->update |= (PU_MON_LITE);
1809 /* Auto-Recall if possible and visible */
1810 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1812 /* Track a new monster */
1813 health_track(m_idx);
1819 if (!get_aim_dir(&dir)) return FALSE;
1820 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1823 project_length = -1;
1824 if (!get_aim_dir(&dir))
1831 (void)teleport_swap(dir);
1837 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1838 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1841 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1842 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1843 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1844 teleport_player(30, 0L);
1849 int num = damroll(3, 9);
1851 for (k = 0; k < num; k++)
1853 int typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1854 int attempts = 1000;
1858 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1860 if (!player_bold(y, x)) break;
1862 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1863 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1868 set_multishadow(6+randint1(6), FALSE);
1871 msg_print(_("なに?", "Zap?"));
1878 * @brief 特殊技能コマンドのメインルーチン /
1881 void do_cmd_mind(void)
1887 int plev = p_ptr->lev;
1888 int old_csp = p_ptr->csp;
1891 int use_mind, mana_cost;
1893 bool on_mirror = FALSE;
1895 /* not if confused */
1896 if (p_ptr->confused)
1898 msg_print(_("混乱していて集中できない!", "You are too confused!"));
1903 if (!get_mind_power(&n, FALSE)) return;
1906 switch(p_ptr->pclass)
1908 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;p = "精神";break;
1909 case CLASS_FORCETRAINER: use_mind = MIND_KI;p = "気";break;
1910 case CLASS_BERSERKER: use_mind = MIND_BERSERKER;p = "怒り";break;
1911 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER;p = "鏡魔法";break;
1912 case CLASS_NINJA: use_mind = MIND_NINJUTSU;p = "精神";break;
1913 default: use_mind = 0;p = "超能力";break;
1916 switch(p_ptr->pclass)
1918 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1919 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1920 case CLASS_BERSERKER: use_mind = MIND_BERSERKER;break;
1921 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER;break;
1922 case CLASS_NINJA: use_mind = MIND_NINJUTSU;break;
1923 default: use_mind = 0;break;
1926 spell = mind_powers[use_mind].info[n];
1928 /* Spell failure chance */
1929 chance = spell.fail;
1931 mana_cost = spell.mana_cost;
1932 if (use_mind == MIND_KI)
1934 if (heavy_armor()) chance += 20;
1935 if (p_ptr->icky_wield[0]) chance += 20;
1936 else if (buki_motteruka(INVEN_RARM)) chance += 10;
1937 if (p_ptr->icky_wield[1]) chance += 20;
1938 else if (buki_motteruka(INVEN_LARM)) chance += 10;
1942 for (j = 0; j < P_PTR_KI / 50; j++)
1943 mana_cost += (j+1) * 3 / 2;
1947 /* Verify "dangerous" spells */
1948 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1950 if (mana_cost > p_ptr->chp)
1952 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1956 else if (mana_cost > p_ptr->csp)
1959 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1961 if (!over_exert) return;
1964 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1970 /* Reduce failure rate by "effective" level adjustment */
1971 chance -= 3 * (plev - spell.min_lev);
1973 chance += p_ptr->to_m_chance;
1975 /* Reduce failure rate by INT/WIS adjustment */
1976 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1978 /* Not enough mana to cast */
1979 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1981 chance += 5 * (mana_cost - p_ptr->csp);
1984 /* Extract the minimum failure rate */
1985 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1987 /* Minimum failure rate */
1988 if (chance < minfail) chance = minfail;
1990 /* Stunning makes spells harder */
1991 if (p_ptr->stun > 50) chance += 25;
1992 else if (p_ptr->stun) chance += 15;
1994 if (use_mind == MIND_KI)
1996 if (heavy_armor()) chance += 5;
1997 if (p_ptr->icky_wield[0]) chance += 5;
1998 if (p_ptr->icky_wield[1]) chance += 5;
2002 /* Always a 5 percent chance of working */
2003 if (chance > 95) chance = 95;
2006 if (randint0(100) < chance)
2008 if (flush_failure) flush();
2009 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
2013 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
2015 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
2017 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
2021 if (randint1(100) < (chance / 2))
2026 if( use_mind == MIND_MINDCRAFTER ){
2029 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!"));
2034 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..."));
2035 set_image(p_ptr->image + 5 + randint1(10));
2039 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
2040 set_confused(p_ptr->confused + randint1(8));
2044 set_stun(p_ptr->stun + randint1(8));
2049 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);
2051 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
2052 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
2053 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
2056 if( use_mind == MIND_MIRROR_MASTER ){
2059 /* Nothing has happen */
2063 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
2064 teleport_player(10, TELEPORT_PASSIVE);
2068 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
2069 set_image(p_ptr->image + 5 + randint1(10));
2074 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);
2076 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
2077 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
2078 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
2090 case MIND_MINDCRAFTER:
2091 /* Cast the spell */
2092 cast = cast_mindcrafter_spell(n);
2095 /* Cast the spell */
2096 cast = cast_force_spell(n);
2098 case MIND_BERSERKER:
2099 /* Cast the spell */
2100 cast = cast_berserk_spell(n);
2102 case MIND_MIRROR_MASTER:
2103 /* Cast the spell */
2104 if( is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
2105 cast = cast_mirror_spell(n);
2108 /* Cast the spell */
2109 cast = cast_ninja_spell(n);
2112 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
2121 p_ptr->energy_use = 100;
2122 /* teleport from mirror costs small energy */
2123 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
2125 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
2128 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2130 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2132 p_ptr->redraw |= (PR_HP);
2135 /* Sufficient mana */
2136 else if (mana_cost <= old_csp)
2139 p_ptr->csp -= mana_cost;
2142 if (p_ptr->csp < 0) p_ptr->csp = 0;
2144 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2148 p_ptr->csp_frac = 0;
2152 /* Over-exert the player */
2155 int oops = mana_cost - old_csp;
2158 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2159 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2162 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);
2164 /* Hack -- Bypass free action */
2165 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2167 /* Damage WIS (possibly permanently) */
2168 if (randint0(100) < 50)
2170 bool perm = (randint0(100) < 25);
2173 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2175 /* Reduce constitution */
2176 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2181 p_ptr->redraw |= (PR_MANA);
2184 p_ptr->window |= (PW_PLAYER);
2185 p_ptr->window |= (PW_SPELL);
2190 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2193 void do_cmd_mind_browse(void)
2200 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2201 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2202 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2203 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2204 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2205 use_mind = MIND_MIRROR_MASTER;
2212 if (!get_mind_power(&n, TRUE))
2218 /* Clear lines, position cursor (really should use strlen here) */
2219 Term_erase(12, 21, 255);
2220 Term_erase(12, 20, 255);
2221 Term_erase(12, 19, 255);
2222 Term_erase(12, 18, 255);
2223 Term_erase(12, 17, 255);
2224 Term_erase(12, 16, 255);
2226 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2227 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2229 prt(&temp[j], line, 15);
2234 case MIND_MIRROR_MASTER:
2236 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);