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 PLAYER_LEVEL 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 PLAYER_LEVEL 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 /* Get the spell, if available */
745 if (repeat_pull(&code))
747 *sn = (SPELL_IDX)code;
748 /* Hack -- If requested INVEN_FORCE(1111), pull again */
749 if (*sn == INVEN_FORCE) repeat_pull(&code);
750 *sn = (SPELL_IDX)code;
752 /* Verify the spell */
753 if (mind_ptr->info[*sn].min_lev <= plev)
760 /* Nothing chosen yet */
766 for (i = 0; i < MAX_MIND_POWERS; i++)
768 if (mind_ptr->info[i].min_lev <= plev)
774 /* Build a prompt (accept all spells) */
777 (void) strnfmt(out_val, 78,
778 _("(%^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? "),
779 p, I2A(0), I2A(num - 1), p);
783 (void) strnfmt(out_val, 78,
784 _("(%^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? "),
785 p, I2A(0), I2A(num - 1), p);
788 if (use_menu && !only_browse) screen_save();
789 /* Get a spell from the user */
791 choice= (always_show_list || use_menu) ? ESCAPE:1 ;
794 if(choice==ESCAPE) choice = ' ';
795 else if( !get_com(out_val, &choice, TRUE) )break;
797 if (use_menu && choice != ' ')
803 if (!only_browse) screen_load();
811 menu_line += (num - 1);
833 if (menu_line > num) menu_line -= num;
836 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
839 if (!redraw || use_menu)
847 /* Save the screen */
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] = buki_motteruka(INVEN_RARM);
858 has_weapon[1] = buki_motteruka(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)
954 /* Restore the screen */
965 ask = isupper(choice);
968 if (ask) choice = (char)tolower(choice);
970 /* Extract request */
971 i = (islower(choice) ? A2I(choice) : -1);
974 /* Totally Illegal */
975 if ((i < 0) || (i >= num))
981 /* Save the spell index */
982 spell = mind_ptr->info[i];
990 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
992 /* Belay that order */
993 if (!get_check(tmp_val)) continue;
1000 /* Restore the screen */
1001 if (redraw && !only_browse) screen_load();
1004 p_ptr->window |= (PW_SPELL);
1008 /* Abort if needed */
1009 if (!flag) return (FALSE);
1011 /* Save the choice */
1014 repeat_push((COMMAND_CODE)i);
1022 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1023 * @param spell 発動する特殊技能のID
1024 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1026 static bool cast_mindcrafter_spell(int spell)
1031 PLAYER_LEVEL plev = p_ptr->lev;
1036 case 0: /* Precog */
1039 chg_virtue(V_KNOWLEDGE, 1);
1040 chg_virtue(V_ENLIGHTEN, 1);
1044 map_area(DETECT_RAD_MAP);
1048 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1049 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1051 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1052 b |= detect_doors(DETECT_RAD_DEFAULT);
1057 b = detect_all(DETECT_RAD_DEFAULT);
1060 if ((plev > 24) && (plev < 40))
1061 set_tim_esp((TIME_EFFECT)plev, FALSE);
1063 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1068 if (!get_aim_dir(&dir)) return FALSE;
1070 if (randint1(100) < plev * 2)
1071 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1073 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1076 /* Minor displace */
1077 teleport_player(10, 0L);
1080 /* Major displace */
1081 teleport_player(plev * 5, 0L);
1087 if (!get_aim_dir(&dir)) return FALSE;
1089 fire_ball(GF_DOMINATION, dir, plev, 0);
1093 charm_monsters(plev * 2);
1097 /* Fist of Force --- not 'true' TK */
1098 if (!get_aim_dir(&dir)) return FALSE;
1100 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1101 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1104 /* Character Armour */
1105 set_shield((TIME_EFFECT)plev, FALSE);
1106 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1107 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1108 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1109 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1110 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1115 return psychometry();
1117 return ident_spell(FALSE);
1120 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!"));
1123 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1124 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1126 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1134 * Only heal when Adrenalin Channeling is not active. We check
1135 * that by checking if the player isn't fast and 'heroed' atm.
1137 if (!IS_FAST() || !IS_HERO())
1142 t = 10 + randint1((plev * 3) / 2);
1145 (void)set_fast(t, FALSE);
1149 if (!get_aim_dir(&dir)) return FALSE;
1151 fetch(dir, plev * 15, FALSE);
1156 if (!get_aim_dir(&dir)) return FALSE;
1158 b = damroll(plev / 2, 6);
1160 /* This is always a radius-0 ball now */
1161 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1162 p_ptr->energy_need += randint1(150);
1166 if (!get_aim_dir(&dir)) return FALSE;
1168 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1174 msg_print(_("既に時は止まっている。", "Time is already stopped."));
1177 world_player = TRUE;
1178 msg_print(_("「時よ!」", "You yell 'Time!'"));
1182 p_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK/10;
1184 p_ptr->redraw |= (PR_MAP);
1186 /* Update monsters */
1187 p_ptr->update |= (PU_MONSTERS);
1189 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1195 msg_print(_("なに?", "Zap?"));
1203 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1204 * @param spell 発動する特殊技能のID
1205 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1207 static bool cast_force_spell(int spell)
1210 PLAYER_LEVEL plev = p_ptr->lev;
1211 int boost = P_PTR_KI;
1213 if (heavy_armor()) boost /= 2;
1219 if (!get_aim_dir(&dir)) return FALSE;
1220 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1223 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1226 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1229 project_length = plev / 8 + 3;
1230 if (!get_aim_dir(&dir)) return FALSE;
1232 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1235 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1238 msg_print(_("気を練った。", "You improved the Force."));
1239 P_PTR_KI += (70 + plev);
1240 p_ptr->update |= (PU_BONUS);
1241 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1243 msg_print(_("気が暴走した!", "The Force exploded!"));
1244 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1245 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1250 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1253 return shock_power();
1256 if (!get_aim_dir(&dir)) return FALSE;
1257 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1263 if (!target_set(TARGET_KILL)) return FALSE;
1264 m_idx = cave[target_row][target_col].m_idx;
1266 if (!player_has_los_bold(target_row, target_col)) break;
1267 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1268 dispel_monster_status(m_idx);
1274 bool success = FALSE;
1276 for (i = 0; i < 1 + boost/100; i++)
1277 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1281 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1285 msg_print(_("何も現れなかった。", "Nothing happen."));
1290 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1293 if (!get_aim_dir(&dir)) return FALSE;
1295 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1298 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1301 msg_print(_("なに?", "Zap?"));
1304 p_ptr->update |= (PU_BONUS);
1311 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1314 static int number_of_mirrors(void)
1318 for (x = 0; x < cur_wid; x++) {
1319 for (y = 0; y < cur_hgt; y++) {
1320 if (is_mirror_grid(&cave[y][x])) val++;
1328 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1329 * @param spell 発動する特殊技能のID
1330 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1332 static bool cast_mirror_spell(int spell)
1335 PLAYER_LEVEL plev = p_ptr->lev;
1343 /* mirror of seeing */
1345 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
1346 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1347 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1348 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1349 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1350 if (tmp == 0 && plev < 5) {
1351 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1356 if (number_of_mirrors() < 4 + plev / 10) {
1360 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1364 if (!get_aim_dir(&dir)) return FALSE;
1365 if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1366 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1369 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1374 teleport_player(10, 0L);
1376 /* mirror of light */
1378 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1380 /* mirror of wandering */
1382 teleport_player(plev * 5, 0L);
1386 set_dustrobe(20 + randint1(20), FALSE);
1388 /* banishing mirror */
1390 if (!get_aim_dir(&dir)) return FALSE;
1391 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1393 /* mirror clashing */
1395 if (!get_aim_dir(&dir)) return FALSE;
1396 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1397 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1399 /* mirror sleeping */
1401 for (x = 0; x < cur_wid; x++) {
1402 for (y = 0; y < cur_hgt; y++) {
1403 if (is_mirror_grid(&cave[y][x])) {
1404 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1411 if (!get_aim_dir(&dir)) return FALSE;
1412 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1414 /* seal of mirror */
1416 seal_of_mirror(plev * 4 + 100);
1418 /* shield of water */
1420 t = 20 + randint1(20);
1421 set_shield(t, FALSE);
1422 if (plev > 31)set_tim_reflect(t, FALSE);
1423 if (plev > 39)set_resist_magic(t, FALSE);
1427 if (!get_aim_dir(&dir)) return FALSE;
1428 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1430 /* illusion light */
1432 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
1433 slow_monsters(plev);
1434 stun_monsters(plev*tmp);
1435 confuse_monsters(plev*tmp);
1436 turn_monsters(plev*tmp);
1437 stun_monsters(plev*tmp);
1438 stasis_monsters(plev*tmp);
1442 if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1443 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1450 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1451 return mirror_tunnel();
1453 /* mirror of recall */
1455 return word_of_recall();
1458 set_multishadow(6 + randint1(6), FALSE);
1462 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!"));
1464 /* mirror of Ruffnor */
1466 (void)set_invuln(randint1(4) + 4, FALSE);
1469 msg_print(_("なに?", "Zap?"));
1472 p_ptr->magic_num1[0] = 0;
1479 * do_cmd_cast calls this function if the player's class is 'berserker'.
1480 * @param spell 発動する特殊技能のID
1481 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1483 static bool cast_berserk_spell(int spell)
1492 detect_monsters_mind(DETECT_RAD_DEFAULT);
1498 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1502 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1504 if (dir == 5) return FALSE;
1505 y = p_ptr->y + ddy[dir];
1506 x = p_ptr->x + ddx[dir];
1508 if (!cave[y][x].m_idx)
1510 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1516 if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
1522 if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
1526 /* Move the player */
1527 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1533 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1534 y = p_ptr->y + ddy[dir];
1535 x = p_ptr->x + ddx[dir];
1536 move_player(dir, easy_disarm, TRUE);
1540 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1546 msg_print(_("なに?", "Zap?"));
1554 * do_cmd_cast calls this function if the player's class is 'ninja'.
1555 * @param spell 発動する特殊技能のID
1556 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1558 static bool cast_ninja_spell(int spell)
1560 POSITION x = 0, y = 0;
1562 PLAYER_LEVEL plev = p_ptr->lev;
1568 (void)unlite_area(0, 3);
1575 detect_monsters_normal(DETECT_RAD_DEFAULT);
1578 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1579 detect_doors(DETECT_RAD_DEFAULT);
1580 detect_stairs(DETECT_RAD_DEFAULT);
1584 detect_objects_normal(DETECT_RAD_DEFAULT);
1589 teleport_player(10, 0L);
1594 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1596 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1597 p_ptr->special_defense |= NINJA_KAWARIMI;
1598 p_ptr->redraw |= (PR_STATUS);
1604 teleport_player(p_ptr->lev * 5, 0L);
1609 if(!panic_hit()) return FALSE;
1614 if (!get_aim_dir(&dir)) return FALSE;
1615 (void)stasis_monster(dir);
1619 return ident_spell(FALSE);
1621 set_tim_levitation(randint1(20) + 20, FALSE);
1624 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1625 teleport_player(30, 0L);
1626 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1629 return rush_attack(NULL);
1633 for (i = 0; i < 8; i++)
1637 for (slot = 0; slot < INVEN_PACK; slot++)
1639 if (inventory[slot].tval == TV_SPIKE) break;
1641 if (slot == INVEN_PACK)
1643 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1644 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1648 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1649 do_cmd_throw(1, FALSE, slot);
1651 p_ptr->energy_use = 100;
1657 monster_type *m_ptr;
1665 if (!target_set(TARGET_KILL)) return FALSE;
1666 m_idx = cave[target_row][target_col].m_idx;
1668 if (m_idx == p_ptr->riding) break;
1669 if (!player_has_los_bold(target_row, target_col)) break;
1670 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1671 m_ptr = &m_list[m_idx];
1672 monster_desc(m_name, m_ptr, 0);
1673 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1674 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1675 ty = target_row, tx = target_col;
1676 for (i = 1; i < path_n; i++)
1678 POSITION ny = GRID_Y(path_g[i]);
1679 POSITION nx = GRID_X(path_g[i]);
1680 cave_type *c_ptr = &cave[ny][nx];
1682 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1683 !(c_ptr->info & CAVE_OBJECT) &&
1684 !pattern_tile(ny, nx))
1690 /* Update the old location */
1691 cave[target_row][target_col].m_idx = 0;
1693 /* Update the new location */
1694 cave[ty][tx].m_idx = (s16b)m_idx;
1696 /* Move the monster */
1697 m_ptr->fy = (byte_hack)ty;
1698 m_ptr->fx = (byte_hack)tx;
1700 /* Wake the monster up */
1701 (void)set_monster_csleep(m_idx, 0);
1703 /* Update the monster (new location) */
1704 update_monster(m_idx, TRUE);
1706 /* Redraw the old grid */
1707 lite_spot(target_row, target_col);
1709 /* Redraw the new grid */
1712 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1713 p_ptr->update |= (PU_MON_LITE);
1717 /* Auto-Recall if possible and visible */
1718 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1720 /* Track a new monster */
1721 health_track(m_idx);
1727 if (!get_aim_dir(&dir)) return FALSE;
1728 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1731 project_length = -1;
1732 if (!get_aim_dir(&dir))
1739 (void)teleport_swap(dir);
1745 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1746 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1749 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1750 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1751 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1752 teleport_player(30, 0L);
1757 int num = damroll(3, 9);
1759 for (k = 0; k < num; k++)
1761 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1762 int attempts = 1000;
1766 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1768 if (!player_bold(y, x)) break;
1770 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1771 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1776 set_multishadow(6+randint1(6), FALSE);
1779 msg_print(_("なに?", "Zap?"));
1786 * @brief 特殊技能コマンドのメインルーチン /
1789 void do_cmd_mind(void)
1795 PLAYER_LEVEL plev = p_ptr->lev;
1796 int old_csp = p_ptr->csp;
1799 int use_mind, mana_cost;
1801 bool on_mirror = FALSE;
1803 /* not if confused */
1804 if (p_ptr->confused)
1806 msg_print(_("混乱していて集中できない!", "You are too confused!"));
1811 if (!get_mind_power(&n, FALSE)) return;
1814 switch(p_ptr->pclass)
1816 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1817 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1818 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1819 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1820 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1821 default: use_mind = 0 ;p = "超能力"; break;
1824 switch(p_ptr->pclass)
1826 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1827 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1828 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1829 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1830 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1831 default: use_mind = 0; break;
1834 spell = mind_powers[use_mind].info[n];
1836 /* Spell failure chance */
1837 chance = spell.fail;
1839 mana_cost = spell.mana_cost;
1840 if (use_mind == MIND_KI)
1842 if (heavy_armor()) chance += 20;
1843 if (p_ptr->icky_wield[0]) chance += 20;
1844 else if (buki_motteruka(INVEN_RARM)) chance += 10;
1845 if (p_ptr->icky_wield[1]) chance += 20;
1846 else if (buki_motteruka(INVEN_LARM)) chance += 10;
1850 for (j = 0; j < P_PTR_KI / 50; j++)
1851 mana_cost += (j+1) * 3 / 2;
1855 /* Verify "dangerous" spells */
1856 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1858 if (mana_cost > p_ptr->chp)
1860 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1864 else if (mana_cost > p_ptr->csp)
1867 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1869 if (!over_exert) return;
1872 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1878 /* Reduce failure rate by "effective" level adjustment */
1879 chance -= 3 * (plev - spell.min_lev);
1881 chance += p_ptr->to_m_chance;
1883 /* Reduce failure rate by INT/WIS adjustment */
1884 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1886 /* Not enough mana to cast */
1887 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1889 chance += 5 * (mana_cost - p_ptr->csp);
1892 /* Extract the minimum failure rate */
1893 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1895 /* Minimum failure rate */
1896 if (chance < minfail) chance = minfail;
1898 /* Stunning makes spells harder */
1899 if (p_ptr->stun > 50) chance += 25;
1900 else if (p_ptr->stun) chance += 15;
1902 if (use_mind == MIND_KI)
1904 if (heavy_armor()) chance += 5;
1905 if (p_ptr->icky_wield[0]) chance += 5;
1906 if (p_ptr->icky_wield[1]) chance += 5;
1910 /* Always a 5 percent chance of working */
1911 if (chance > 95) chance = 95;
1914 if (randint0(100) < chance)
1916 if (flush_failure) flush();
1917 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1921 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1923 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1925 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1929 if (randint1(100) < (chance / 2))
1934 if( use_mind == MIND_MINDCRAFTER ){
1937 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!"));
1942 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..."));
1943 set_image(p_ptr->image + 5 + randint1(10));
1947 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1948 set_confused(p_ptr->confused + randint1(8));
1952 set_stun(p_ptr->stun + randint1(8));
1957 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);
1959 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1960 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1961 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1964 if( use_mind == MIND_MIRROR_MASTER ){
1967 /* Nothing has happen */
1971 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1972 teleport_player(10, TELEPORT_PASSIVE);
1976 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1977 set_image(p_ptr->image + 5 + randint1(10));
1982 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);
1984 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1985 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1986 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1998 case MIND_MINDCRAFTER:
1999 /* Cast the spell */
2000 cast = cast_mindcrafter_spell(n);
2003 /* Cast the spell */
2004 cast = cast_force_spell(n);
2006 case MIND_BERSERKER:
2007 /* Cast the spell */
2008 cast = cast_berserk_spell(n);
2010 case MIND_MIRROR_MASTER:
2011 /* Cast the spell */
2012 if( is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
2013 cast = cast_mirror_spell(n);
2016 /* Cast the spell */
2017 cast = cast_ninja_spell(n);
2020 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
2028 p_ptr->energy_use = 100;
2029 /* teleport from mirror costs small energy */
2030 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
2032 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
2035 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2037 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2039 p_ptr->redraw |= (PR_HP);
2042 /* Sufficient mana */
2043 else if (mana_cost <= old_csp)
2046 p_ptr->csp -= mana_cost;
2049 if (p_ptr->csp < 0) p_ptr->csp = 0;
2051 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2055 p_ptr->csp_frac = 0;
2059 /* Over-exert the player */
2062 int oops = mana_cost - old_csp;
2065 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2066 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2068 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);
2070 /* Hack -- Bypass free action */
2071 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2073 /* Damage WIS (possibly permanently) */
2074 if (randint0(100) < 50)
2076 bool perm = (randint0(100) < 25);
2078 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2080 /* Reduce constitution */
2081 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2084 p_ptr->redraw |= (PR_MANA);
2085 p_ptr->window |= (PW_PLAYER);
2086 p_ptr->window |= (PW_SPELL);
2091 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2094 void do_cmd_mind_browse(void)
2101 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2102 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2103 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2104 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2105 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2106 use_mind = MIND_MIRROR_MASTER;
2113 if (!get_mind_power(&n, TRUE))
2119 /* Clear lines, position cursor (really should use strlen here) */
2120 Term_erase(12, 21, 255);
2121 Term_erase(12, 20, 255);
2122 Term_erase(12, 19, 255);
2123 Term_erase(12, 18, 255);
2124 Term_erase(12, 17, 255);
2125 Term_erase(12, 16, 255);
2127 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2128 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2130 prt(&temp[j], line, 15);
2135 case MIND_MIRROR_MASTER:
2137 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);