3 * @brief 各職業の特殊技能実装 / Special magics
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
13 * mind.cとあるが実際には超能力者、練気術師、狂戦士、鏡使い、忍者までの
19 #include "projection.h"
20 #include "spells-summon.h"
22 #include "player-status.h"
23 #include "spells-status.h"
26 mind_power const mind_powers[5] =
30 /* Level gained, cost, %fail, name */
37 { 11, 7, 30, "念動衝撃弾"},
39 { 15, 12, 60, "サイコメトリー"},
40 { 18, 10, 45, "精神波動"},
41 { 23, 15, 50, "アドレナリン・ドーピング"},
42 { 26, 28, 60, "テレキネシス"},
43 { 28, 10, 40, "サイキック・ドレイン"},
45 { 45,150, 85, "完全な世界"},
54 { 1, 1, 15, "Precognition"},
55 { 2, 1, 20, "Neural Blast"},
56 { 3, 2, 25, "Minor Displacement"},
57 { 7, 6, 35, "Major Displacement"},
58 { 9, 7, 50, "Domination"},
59 { 11, 7, 30, "Pulverise"},
60 { 13, 12, 50, "Character Armour"},
61 { 15, 12, 60, "Psychometry" },
62 { 18, 10, 45, "Mind Wave" },
63 { 23, 15, 50, "Adrenaline Channeling"},
64 { 26, 28, 60, "Telekinesis"},
65 { 28, 10, 40, "Psychic Drain"},
66 { 35, 35, 75, "Psycho-Spear"},
67 { 45,150, 85, "The World"},
82 /* Level gained, cost, %fail, name */
88 { 10, 7, 45, "対魔法防御"},
93 { 25, 30, 70, "いてつく波動"},
94 { 28, 26, 50, "幻霊召喚"},
95 { 32, 35, 65, "煉獄火炎"},
96 { 38, 42, 75, "超カメハメ波"},
97 { 44, 50, 80, "光速移動"},
106 { 1, 1, 15, "Small Force Ball"},
107 { 3, 3, 30, "Flash Light"},
108 { 5, 6, 35, "Flying Technique"},
109 { 8, 5, 40, "Kamehameha"},
110 { 10, 7, 45, "Magic Resistance"},
111 { 13, 5, 60, "Improve Force"},
112 { 17, 17, 50, "Aura of Force"},
113 { 20, 20, 50, "Shock Power"},
114 { 23, 18, 55, "Large Force Ball"},
115 { 25, 30, 70, "Dispel Magic"},
116 { 28, 26, 50, "Summon Ghost"},
117 { 32, 35, 65, "Exploding Frame"},
118 { 38, 42, 75, "Super Kamehameha"},
119 { 44, 50, 80, "Light Speed"},
134 /* Level gained, cost, %fail, name */
138 { 20, 15, 0, "トラップ粉砕"},
140 { 30, 80, 75, "皆殺し"},
158 { 8, 5, 40, "Detect Atmosphere of Menace"},
159 { 15, 20, 0, "Charge"},
160 { 20, 15, 0, "Smash a Trap"},
161 { 25, 20, 60, "Quake"},
162 { 30, 80, 75, "Massacre"},
186 /* Level gained, cost, %fail, name */
190 { 2, 2, 20, "光のしずく"},
195 { 10, 5, 30, "微塵隠れ"},
196 { 12, 12, 30, "追放の鏡"},
197 { 15, 15, 30, "鏡砕き"},
198 { 19, 13, 30, "催眠鏡"},
199 { 23, 18, 50, "シーカーレイ"},
201 { 25, 20, 40, "鏡の封印"},
202 { 27, 30, 60, "水鏡の盾"},
203 { 29, 30, 60, "スーパーレイ"},
204 { 31, 35, 60, "幻惑の光"},
205 { 33, 50, 80, "鏡の国"},
207 { 36, 30, 80, "鏡抜け"},
208 { 38, 40, 70, "帰還の鏡"},
209 { 40, 50, 55, "影分身"},
210 { 43, 55, 70, "封魔結界"},
211 { 46, 70, 75, "ラフノールの鏡"},
213 { 1, 1, 15, "Mirror of Seeing"},
214 { 1, 2, 40, "Making a Mirror"},
215 { 2, 2, 20, "Drip of Light"},
216 { 3, 2, 20, "Warped Mirror"},
217 { 5, 3, 35, "Mirror of Light"},
218 { 6, 5, 35, "Mirror of Wandering"},
220 { 10, 5, 30, "Robe of Dust"},
221 { 12, 12, 30, "Banishing Mirror"},
222 { 15, 15, 30, "Mirror Clashing"},
223 { 19, 13, 30, "Mirror Sleeping"},
224 { 23, 18, 50, "Seeker Ray"},
226 { 25, 20, 40, "Seal of Mirror"},
227 { 27, 30, 60, "Shield of Water"},
228 { 29, 30, 60, "Super Ray"},
229 { 31, 35, 60, "Illusion Light"},
230 { 33, 50, 80, "Mirror Shift"},
232 { 36, 30, 80, "Mirror Tunnel"},
233 { 38, 40, 70, "Mirror of Recall"},
234 { 40, 50, 55, "Multi-Shadow"},
235 { 43, 55, 70, "Binding Field"},
236 { 46, 70, 75, "Mirror of Ruffnor"},
244 /* Level gained, cost, %fail, name */
251 { 8, 10, 35, "一撃離脱"},
252 { 10, 10, 40, "金縛り"},
253 { 12, 12, 70, "古の口伝"},
257 { 20, 5, 50, "八方手裏剣"},
261 { 30, 30, 70, "爆発の紋章"},
263 { 34, 35, 50, "霧隠れ"},
264 { 38, 40, 60, "煉獄火炎"},
268 { 1, 1, 20, "Create Darkness"},
269 { 2, 2, 25, "Detect Near"},
270 { 3, 3, 25, "Hide in Leafs"},
271 { 5, 3, 30, "Kawarimi"},
272 { 7, 8, 35, "Absconding"},
273 { 8, 10, 35, "Hit and Away"},
274 { 10, 10, 40, "Bind Monster"},
275 { 12, 12, 70, "Ancient Knowledge"},
276 { 15, 10, 50, "Floating"},
277 { 17, 12, 45, "Hide in Flame"},
278 { 18, 20, 40, "Nyusin"},
279 { 20, 5, 50, "Syuriken Spreading"},
280 { 22, 15, 55, "Chain Hook"},
281 { 25, 32, 60, "Smoke Ball"},
282 { 28, 32, 60, "Swap Position"},
283 { 30, 30, 70, "Glyph of Explosion"},
284 { 32, 40, 40, "Hide in Mud"},
285 { 34, 35, 50, "Hide in Mist"},
286 { 38, 40, 60, "Rengoku-Kaen"},
287 { 41, 50, 55, "Bunshin"},
296 static concptr const mind_tips[5][MAX_MIND_POWERS] =
300 "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。",
304 "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。",
306 "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。",
307 "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。",
308 "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。",
309 "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。",
311 "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。",
312 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
313 "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。",
324 "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。",
327 "一定時間、魔法防御能力を上昇させる。",
328 "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。",
329 "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。",
330 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
332 "モンスター1体にかかった魔法を解除する。",
334 "自分を中心とした超巨大な炎の球を発生させる。",
335 "射程の長い、強力な気のビームを放つ。",
336 "しばらくの間、非常に速く動くことができる。",
346 "近くの思考することができるモンスターを感知する。",
348 "トラップにかかるが、そのトラップを破壊する。",
349 "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。",
369 "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。",
371 "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。",
373 "自分の周囲や、 自分のいる部屋全体を明るくする。",
375 "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。",
376 "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。",
378 "全ての鏡の周りに眠りの球を発生させる。",
379 "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。",
381 "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。",
382 "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。",
383 "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。",
384 "フロアを作り変える。鏡の上でしか使えない。",
385 "短距離内の指定した場所にテレポートする。",
386 "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。",
387 "全ての攻撃が、1/2の確率で無効になる。",
388 "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。",
389 "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。",
393 "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。",
395 "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。",
398 "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。",
401 "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。",
403 "ランダムな方向に8回くさびを投げる。",
407 "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。",
408 "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。",
409 "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。",
410 "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。",
411 "全ての攻撃が、1/2の確率で無効になる。",
416 "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.",
417 "Fires a beam or ball which inflicts PSI damage.",
418 "Teleport short distance.",
419 "Teleport long distance.",
420 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
421 "Fires a ball which hurts monsters with telekinesis.",
422 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
423 "Gives feeling of an item. Or identify an item at level 25.",
424 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
425 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
426 "Pulls a distant item close to you.",
427 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
428 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
429 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
439 "Fires a very small energy ball.",
440 "Lights up nearby area and the inside of a room permanently.",
441 "Gives levitaion a while.",
442 "Fires a short energy beam.",
443 "Gives magic resistance for a while.",
444 "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.",
445 "Gives aura which damages all monsters which attacked you for a while.",
446 "Damages an adjacent monster, and blow it away.",
447 "Fires a large energy ball.",
448 "Dispels all magics which is effecting a monster.",
450 "Generates a huge ball of frame which centered on you.",
451 "Fires a long, powerful energy beam.",
452 "Gives extremely fast speed.",
462 "Detects all monsters except mindless in your vicinity.",
463 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
464 "Sets off a trap, then destroy that trap.",
465 "Shakes dungeon structure, and results in random swaping of floors and walls.",
466 "Attacks all adjacent monsters.",
485 "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.",
486 "Makes a mirror under you.",
487 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
488 "Teleport short distance.",
489 "Lights up nearby area and the inside of a room permanently.",
490 "Teleport long distance.",
491 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
492 "Teleports all monsters on the line away unless resisted.",
493 "Fires a ball of shards.",
494 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
495 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
496 "Eliminates a monster on a mirror from current dungeon level.",
497 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
498 "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.",
499 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
500 "Recreates current dungeon level. Can only be used on a mirror.",
501 "Teleport to given location.",
502 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
503 "Completely protects you from any attacks at one in two chance.",
504 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
505 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
509 "Darken nearby area and inside of a room.",
510 "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.",
511 "Teleport short distance.",
512 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
513 "Teleport long distance.",
514 "Attack and teleport in a time.",
515 "Attempt to freeze a monster.",
516 "Identifies an item.",
517 "Gives levitation for a while.",
518 "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.",
519 "Steps close to a monster and attacks at a time.",
520 "Shoots 8 iron Spikes in 8 random directions.",
521 "Teleport a monster to a place adjacent to you.",
522 "Releases a confusion ball which doesn't inflict any damage.",
523 "Swaps positions of you and a monster.",
524 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
525 "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.",
526 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
527 "Fires some number of beams of fire, nether or plasma in random directions.",
528 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
535 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
536 * @param p 情報を返す文字列参照ポインタ
537 * @param use_mind 職業毎の特殊技能ID
538 * @param power モンスター魔法のID
541 void mindcraft_info(char *p, int use_mind, int power)
544 concptr s_dam = "損傷:";
545 concptr s_dur = "期間:";
546 concptr s_range = "範囲:";
548 concptr s_dam = "dam ";
549 concptr s_dur = "dur ";
550 concptr s_range = "range ";
552 PLAYER_LEVEL plev = p_ptr->lev;
558 case MIND_MINDCRAFTER:
562 case 1: sprintf(p, " %s%dd%d", s_dam, 3 + ((plev - 1) / 4), 3 + plev/15); break;
563 case 2: sprintf(p, " %s10", s_range); break;
564 case 3: sprintf(p, " %s%d", s_range, plev * 5); break;
566 case 5: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 4)); break;
567 case 6: sprintf(p, " %s%d", s_dur, plev); break;
569 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), s_dam, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
570 case 9: sprintf(p, " %s10+d%d", s_dur, 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", s_dam, plev / 2); break;
577 case 12: sprintf(p, " %sd%d+%d", s_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", s_dam, 3 + ((plev - 1) / 5) + boost / 12); break;
591 case 2: sprintf(p, " %s%d+d30", s_dur, 30 + boost / 5); break;
592 case 3: sprintf(p, " %s%dd5", s_dam, 5 + ((plev - 1) / 5) + boost / 10); break;
593 case 4: sprintf(p, " %s%d+d20", s_dur, 20 + boost / 5); break;
595 case 6: sprintf(p, " %s%d+d%d", s_dur, 15 + boost / 7, plev / 2); break;
596 case 7: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 4) + boost / 12); break;
597 case 8: sprintf(p, " %s10d6+%d", s_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", s_dam, 100 + plev + boost); break;
601 case 12: sprintf(p, " %s%dd15", s_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", s_dam, 3 + ((plev - 1) / 5) ); break;
613 case 3: sprintf(p, " %s10", s_range); break;
615 case 5: sprintf(p, " %s%d", s_range, plev *5); break;
616 case 6: sprintf(p, " %s20+d20", s_dur); break;
618 case 8: sprintf(p, " %s%dd8", s_dam, 8+((plev -5)/4) ); break;
620 case 10: sprintf(p, " %s%dd8", s_dam, 11+(plev-5)/4 ); break;
622 case 12: sprintf(p, " %s20+d20", s_dur); break;
623 case 13: sprintf(p, " %s150+d%d", s_dam, plev*2 ); break;
626 case 16: sprintf(p, " %s%d", s_range, plev/2 +10); break;
628 case 18: sprintf(p, " %s6+d6", s_dur); break;
629 case 19: sprintf(p, " %s%d", s_dam, plev*11+5 ); break;
630 case 20: sprintf(p, " %s4+d4", s_dur); break;
640 case 2: sprintf(p, " %s10", s_range); break;
642 case 4: sprintf(p, " %s%d", s_range , plev *5); break;
643 case 5: sprintf(p, " %s30", s_range); break;
646 case 8: sprintf(p, " %s20+d20", s_dur); break;
647 case 9: sprintf(p, " %s%d", s_dam, (50+plev)/2 ); break;
654 case 16: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
655 case 17: sprintf(p, " %s%d*3", s_dam, (75+plev*2/3)/2 ); break;
656 case 18: sprintf(p, " %s%dd10", s_dam, 6+plev/8 ); break;
657 case 19: sprintf(p, " %s6+d6", s_dur); 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)
689 PLAYER_LEVEL plev = p_ptr->lev;
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();
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)
850 if (!only_browse && !use_menu) screen_save();
852 /* Display a list of spells */
854 put_str(_("名前", "Name"), y, x + 5);
856 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
857 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
859 has_weapon[0] = has_melee_weapon(INVEN_RARM);
860 has_weapon[1] = has_melee_weapon(INVEN_LARM);
862 /* Dump the spells */
863 for (i = 0; i < MAX_MIND_POWERS; i++)
867 /* Access the spell */
868 spell = mind_ptr->info[i];
870 if (spell.min_lev > plev) break;
874 mana_cost = spell.mana_cost;
878 /* Reduce failure rate by "effective" level adjustment */
879 chance -= 3 * (plev - spell.min_lev);
881 /* Reduce failure rate by INT/WIS adjustment */
882 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
884 if (use_mind == MIND_KI)
886 if (heavy_armor()) chance += 20;
887 if (p_ptr->icky_wield[0]) chance += 20;
888 else if (has_weapon[0]) chance += 10;
889 if (p_ptr->icky_wield[1]) chance += 20;
890 else if (has_weapon[1]) chance += 10;
894 for (j = 0; j < P_PTR_KI / 50; j++)
895 mana_cost += (j+1) * 3 / 2;
899 /* Not enough mana to cast */
900 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
902 chance += 5 * (mana_cost - p_ptr->csp);
905 chance += p_ptr->to_m_chance;
907 /* Extract the minimum failure rate */
908 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
910 /* Minimum failure rate */
911 if (chance < minfail) chance = minfail;
913 /* Stunning makes spells harder */
914 if (p_ptr->stun > 50) chance += 25;
915 else if (p_ptr->stun) chance += 15;
917 if (use_mind == MIND_KI)
919 if (heavy_armor()) chance += 5;
920 if (p_ptr->icky_wield[0]) chance += 5;
921 if (p_ptr->icky_wield[1]) chance += 5;
923 /* Always a 5 percent chance of working */
924 if (chance > 95) chance = 95;
928 mindcraft_info(comment, use_mind, i);
932 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
933 else strcpy(psi_desc, " ");
936 sprintf(psi_desc, " %c) ", I2A(i));
937 /* Dump the spell --(-- */
939 format("%-30s%2d %4d%s %3d%%%s",
940 spell.name, spell.min_lev, mana_cost,
941 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
943 prt(psi_desc, y + i + 1, x);
946 /* Clear the bottom line */
947 prt("", y + i + 1, x);
951 else if (!only_browse)
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;
999 if (redraw && !only_browse) screen_load();
1001 p_ptr->window |= (PW_SPELL);
1004 /* Abort if needed */
1005 if (!flag) return (FALSE);
1007 /* Save the choice */
1010 repeat_push((COMMAND_CODE)i);
1018 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1019 * @param spell 発動する特殊技能のID
1020 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1022 static bool cast_mindcrafter_spell(int spell)
1027 PLAYER_LEVEL plev = p_ptr->lev;
1032 case 0: /* Precog */
1035 chg_virtue(V_KNOWLEDGE, 1);
1036 chg_virtue(V_ENLIGHTEN, 1);
1040 map_area(DETECT_RAD_MAP);
1044 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1045 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1047 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1048 b |= detect_doors(DETECT_RAD_DEFAULT);
1053 b = detect_all(DETECT_RAD_DEFAULT);
1056 if ((plev > 24) && (plev < 40))
1057 set_tim_esp((TIME_EFFECT)plev, FALSE);
1059 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1064 if (!get_aim_dir(&dir)) return FALSE;
1066 if (randint1(100) < plev * 2)
1067 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1069 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1072 /* Minor displace */
1073 teleport_player(10, 0L);
1076 /* Major displace */
1077 teleport_player(plev * 5, 0L);
1083 if (!get_aim_dir(&dir)) return FALSE;
1085 fire_ball(GF_DOMINATION, dir, plev, 0);
1089 charm_monsters(plev * 2);
1093 /* Fist of Force --- not 'true' TK */
1094 if (!get_aim_dir(&dir)) return FALSE;
1096 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1097 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1100 /* Character Armour */
1101 set_shield((TIME_EFFECT)plev, FALSE);
1102 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1103 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1104 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1105 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1106 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1111 return psychometry();
1113 return ident_spell(FALSE);
1116 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!"));
1119 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1120 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1122 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1130 * Only heal when Adrenalin Channeling is not active. We check
1131 * that by checking if the player isn't fast and 'heroed' atm.
1133 if (!IS_FAST() || !IS_HERO())
1138 t = 10 + randint1((plev * 3) / 2);
1141 (void)set_fast(t, FALSE);
1145 if (!get_aim_dir(&dir)) return FALSE;
1147 fetch(dir, plev * 15, FALSE);
1152 if (!get_aim_dir(&dir)) return FALSE;
1154 b = damroll(plev / 2, 6);
1156 /* This is always a radius-0 ball now */
1157 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1158 p_ptr->energy_need += randint1(150);
1162 if (!get_aim_dir(&dir)) return FALSE;
1164 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1170 msg_print(_("既に時は止まっている。", "Time is already stopped."));
1173 world_player = TRUE;
1174 msg_print(_("「時よ!」", "You yell 'Time!'"));
1178 p_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK/10;
1180 p_ptr->redraw |= (PR_MAP);
1181 p_ptr->update |= (PU_MONSTERS);
1183 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1189 msg_print(_("なに?", "Zap?"));
1197 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1198 * @param spell 発動する特殊技能のID
1199 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1201 static bool cast_force_spell(int spell)
1204 PLAYER_LEVEL plev = p_ptr->lev;
1205 int boost = P_PTR_KI;
1207 if (heavy_armor()) boost /= 2;
1213 if (!get_aim_dir(&dir)) return FALSE;
1214 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1217 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1220 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1223 project_length = plev / 8 + 3;
1224 if (!get_aim_dir(&dir)) return FALSE;
1226 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1229 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1232 msg_print(_("気を練った。", "You improved the Force."));
1233 P_PTR_KI += (70 + plev);
1234 p_ptr->update |= (PU_BONUS);
1235 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1237 msg_print(_("気が暴走した!", "The Force exploded!"));
1238 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1239 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1244 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1247 return shock_power();
1250 if (!get_aim_dir(&dir)) return FALSE;
1251 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1257 if (!target_set(TARGET_KILL)) return FALSE;
1258 m_idx = cave[target_row][target_col].m_idx;
1260 if (!player_has_los_bold(target_row, target_col)) break;
1261 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1262 dispel_monster_status(m_idx);
1268 bool success = FALSE;
1270 for (i = 0; i < 1 + boost/100; i++)
1271 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1275 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1279 msg_print(_("何も現れなかった。", "Nothing happen."));
1284 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1287 if (!get_aim_dir(&dir)) return FALSE;
1289 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1292 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1295 msg_print(_("なに?", "Zap?"));
1298 p_ptr->update |= (PU_BONUS);
1305 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1308 static int number_of_mirrors(void)
1312 for (x = 0; x < cur_wid; x++) {
1313 for (y = 0; y < cur_hgt; y++) {
1314 if (is_mirror_grid(&cave[y][x])) val++;
1322 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1323 * @param spell 発動する特殊技能のID
1324 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1326 static bool cast_mirror_spell(int spell)
1329 PLAYER_LEVEL plev = p_ptr->lev;
1337 /* mirror of seeing */
1339 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
1340 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1341 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1342 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1343 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1344 if (tmp == 0 && plev < 5) {
1345 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1350 if (number_of_mirrors() < 4 + plev / 10) {
1354 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1358 if (!get_aim_dir(&dir)) return FALSE;
1359 if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1360 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1363 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1368 teleport_player(10, 0L);
1370 /* mirror of light */
1372 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1374 /* mirror of wandering */
1376 teleport_player(plev * 5, 0L);
1380 set_dustrobe(20 + randint1(20), FALSE);
1382 /* banishing mirror */
1384 if (!get_aim_dir(&dir)) return FALSE;
1385 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1387 /* mirror clashing */
1389 if (!get_aim_dir(&dir)) return FALSE;
1390 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1391 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1393 /* mirror sleeping */
1395 for (x = 0; x < cur_wid; x++) {
1396 for (y = 0; y < cur_hgt; y++) {
1397 if (is_mirror_grid(&cave[y][x])) {
1398 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1405 if (!get_aim_dir(&dir)) return FALSE;
1406 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1408 /* seal of mirror */
1410 seal_of_mirror(plev * 4 + 100);
1412 /* shield of water */
1414 t = 20 + randint1(20);
1415 set_shield(t, FALSE);
1416 if (plev > 31)set_tim_reflect(t, FALSE);
1417 if (plev > 39)set_resist_magic(t, FALSE);
1421 if (!get_aim_dir(&dir)) return FALSE;
1422 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1424 /* illusion light */
1426 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
1427 slow_monsters(plev);
1428 stun_monsters(plev*tmp);
1429 confuse_monsters(plev*tmp);
1430 turn_monsters(plev*tmp);
1431 stun_monsters(plev*tmp);
1432 stasis_monsters(plev*tmp);
1436 if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1437 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1444 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1445 return mirror_tunnel();
1447 /* mirror of recall */
1449 return recall_player(p_ptr, randint0(21) + 15);
1452 set_multishadow(6 + randint1(6), FALSE);
1456 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!"));
1458 /* mirror of Ruffnor */
1460 (void)set_invuln(randint1(4) + 4, FALSE);
1463 msg_print(_("なに?", "Zap?"));
1466 p_ptr->magic_num1[0] = 0;
1473 * do_cmd_cast calls this function if the player's class is 'berserker'.
1474 * @param spell 発動する特殊技能のID
1475 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1477 static bool cast_berserk_spell(int spell)
1486 detect_monsters_mind(DETECT_RAD_DEFAULT);
1492 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1496 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1498 if (dir == 5) return FALSE;
1499 y = p_ptr->y + ddy[dir];
1500 x = p_ptr->x + ddx[dir];
1502 if (!cave[y][x].m_idx)
1504 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1510 if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
1516 if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
1520 /* Move the player */
1521 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1527 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1528 y = p_ptr->y + ddy[dir];
1529 x = p_ptr->x + ddx[dir];
1530 move_player(dir, easy_disarm, TRUE);
1534 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1540 msg_print(_("なに?", "Zap?"));
1548 * do_cmd_cast calls this function if the player's class is 'ninja'.
1549 * @param spell 発動する特殊技能のID
1550 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1552 static bool cast_ninja_spell(int spell)
1554 POSITION x = 0, y = 0;
1556 PLAYER_LEVEL plev = p_ptr->lev;
1562 (void)unlite_area(0, 3);
1569 detect_monsters_normal(DETECT_RAD_DEFAULT);
1572 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1573 detect_doors(DETECT_RAD_DEFAULT);
1574 detect_stairs(DETECT_RAD_DEFAULT);
1578 detect_objects_normal(DETECT_RAD_DEFAULT);
1583 teleport_player(10, 0L);
1588 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1590 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1591 p_ptr->special_defense |= NINJA_KAWARIMI;
1592 p_ptr->redraw |= (PR_STATUS);
1598 teleport_player(p_ptr->lev * 5, 0L);
1603 if(!panic_hit()) return FALSE;
1608 if (!get_aim_dir(&dir)) return FALSE;
1609 (void)stasis_monster(dir);
1613 return ident_spell(FALSE);
1615 set_tim_levitation(randint1(20) + 20, FALSE);
1618 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1619 teleport_player(30, 0L);
1620 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1623 return rush_attack(NULL);
1627 for (i = 0; i < 8; i++)
1631 for (slot = 0; slot < INVEN_PACK; slot++)
1633 if (inventory[slot].tval == TV_SPIKE) break;
1635 if (slot == INVEN_PACK)
1637 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1638 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1642 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1643 do_cmd_throw(1, FALSE, slot);
1645 p_ptr->energy_use = 100;
1651 monster_type *m_ptr;
1653 GAME_TEXT m_name[MAX_NLEN];
1659 if (!target_set(TARGET_KILL)) return FALSE;
1660 m_idx = cave[target_row][target_col].m_idx;
1662 if (m_idx == p_ptr->riding) break;
1663 if (!player_has_los_bold(target_row, target_col)) break;
1664 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1665 m_ptr = &m_list[m_idx];
1666 monster_desc(m_name, m_ptr, 0);
1667 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1668 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1669 ty = target_row, tx = target_col;
1670 for (i = 1; i < path_n; i++)
1672 POSITION ny = GRID_Y(path_g[i]);
1673 POSITION nx = GRID_X(path_g[i]);
1674 cave_type *c_ptr = &cave[ny][nx];
1676 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1677 !(c_ptr->info & CAVE_OBJECT) &&
1678 !pattern_tile(ny, nx))
1684 /* Update the old location */
1685 cave[target_row][target_col].m_idx = 0;
1687 /* Update the new location */
1688 cave[ty][tx].m_idx = (s16b)m_idx;
1690 /* Move the monster */
1691 m_ptr->fy = (byte_hack)ty;
1692 m_ptr->fx = (byte_hack)tx;
1694 /* Wake the monster up */
1695 (void)set_monster_csleep(m_idx, 0);
1697 update_monster(m_idx, TRUE);
1698 lite_spot(target_row, target_col);
1701 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1702 p_ptr->update |= (PU_MON_LITE);
1706 /* Auto-Recall if possible and visible */
1707 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1709 /* Track a new monster */
1710 health_track(m_idx);
1716 if (!get_aim_dir(&dir)) return FALSE;
1717 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1720 project_length = -1;
1721 if (!get_aim_dir(&dir))
1728 (void)teleport_swap(dir);
1734 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1735 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1738 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1739 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1740 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1741 teleport_player(30, 0L);
1746 int num = damroll(3, 9);
1748 for (k = 0; k < num; k++)
1750 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1751 int attempts = 1000;
1755 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1757 if (!player_bold(y, x)) break;
1759 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1760 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1765 set_multishadow(6+randint1(6), FALSE);
1768 msg_print(_("なに?", "Zap?"));
1775 * @brief 特殊技能コマンドのメインルーチン /
1778 void do_cmd_mind(void)
1784 PLAYER_LEVEL plev = p_ptr->lev;
1785 int old_csp = p_ptr->csp;
1788 int use_mind, mana_cost;
1790 bool on_mirror = FALSE;
1792 /* not if confused */
1793 if (p_ptr->confused)
1795 msg_print(_("混乱していて集中できない!", "You are too confused!"));
1800 if (!get_mind_power(&n, FALSE)) return;
1803 switch(p_ptr->pclass)
1805 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1806 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1807 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1808 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1809 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1810 default: use_mind = 0 ;p = "超能力"; break;
1813 switch(p_ptr->pclass)
1815 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1816 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1817 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1818 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1819 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1820 default: use_mind = 0; break;
1823 spell = mind_powers[use_mind].info[n];
1825 /* Spell failure chance */
1826 chance = spell.fail;
1828 mana_cost = spell.mana_cost;
1829 if (use_mind == MIND_KI)
1831 if (heavy_armor()) chance += 20;
1832 if (p_ptr->icky_wield[0]) chance += 20;
1833 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1834 if (p_ptr->icky_wield[1]) chance += 20;
1835 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1839 for (j = 0; j < P_PTR_KI / 50; j++)
1840 mana_cost += (j+1) * 3 / 2;
1844 /* Verify "dangerous" spells */
1845 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1847 if (mana_cost > p_ptr->chp)
1849 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1853 else if (mana_cost > p_ptr->csp)
1856 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1858 if (!over_exert) return;
1861 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1867 /* Reduce failure rate by "effective" level adjustment */
1868 chance -= 3 * (plev - spell.min_lev);
1870 chance += p_ptr->to_m_chance;
1872 /* Reduce failure rate by INT/WIS adjustment */
1873 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1875 /* Not enough mana to cast */
1876 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1878 chance += 5 * (mana_cost - p_ptr->csp);
1881 /* Extract the minimum failure rate */
1882 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1884 /* Minimum failure rate */
1885 if (chance < minfail) chance = minfail;
1887 /* Stunning makes spells harder */
1888 if (p_ptr->stun > 50) chance += 25;
1889 else if (p_ptr->stun) chance += 15;
1891 if (use_mind == MIND_KI)
1893 if (heavy_armor()) chance += 5;
1894 if (p_ptr->icky_wield[0]) chance += 5;
1895 if (p_ptr->icky_wield[1]) chance += 5;
1899 /* Always a 5 percent chance of working */
1900 if (chance > 95) chance = 95;
1903 if (randint0(100) < chance)
1905 if (flush_failure) flush();
1906 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1910 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1912 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1914 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1918 if (randint1(100) < (chance / 2))
1923 if( use_mind == MIND_MINDCRAFTER ){
1926 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!"));
1931 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..."));
1932 set_image(p_ptr->image + 5 + randint1(10));
1936 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1937 set_confused(p_ptr->confused + randint1(8));
1941 set_stun(p_ptr->stun + randint1(8));
1946 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);
1948 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1949 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1950 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1953 if( use_mind == MIND_MIRROR_MASTER ){
1956 /* Nothing has happen */
1960 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1961 teleport_player(10, TELEPORT_PASSIVE);
1965 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1966 set_image(p_ptr->image + 5 + randint1(10));
1971 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);
1973 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1974 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1975 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1987 case MIND_MINDCRAFTER:
1988 /* Cast the spell */
1989 cast = cast_mindcrafter_spell(n);
1992 /* Cast the spell */
1993 cast = cast_force_spell(n);
1995 case MIND_BERSERKER:
1996 /* Cast the spell */
1997 cast = cast_berserk_spell(n);
1999 case MIND_MIRROR_MASTER:
2000 /* Cast the spell */
2001 if( is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
2002 cast = cast_mirror_spell(n);
2005 /* Cast the spell */
2006 cast = cast_ninja_spell(n);
2009 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
2017 p_ptr->energy_use = 100;
2018 /* teleport from mirror costs small energy */
2019 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
2021 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
2024 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2026 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2028 p_ptr->redraw |= (PR_HP);
2031 /* Sufficient mana */
2032 else if (mana_cost <= old_csp)
2035 p_ptr->csp -= mana_cost;
2038 if (p_ptr->csp < 0) p_ptr->csp = 0;
2040 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2044 p_ptr->csp_frac = 0;
2048 /* Over-exert the player */
2051 int oops = mana_cost - old_csp;
2054 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2055 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2057 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);
2059 /* Hack -- Bypass free action */
2060 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2062 /* Damage WIS (possibly permanently) */
2063 if (randint0(100) < 50)
2065 bool perm = (randint0(100) < 25);
2067 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2069 /* Reduce constitution */
2070 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2073 p_ptr->redraw |= (PR_MANA);
2074 p_ptr->window |= (PW_PLAYER);
2075 p_ptr->window |= (PW_SPELL);
2080 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2083 void do_cmd_mind_browse(void)
2090 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2091 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2092 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2093 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2094 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2095 use_mind = MIND_MIRROR_MASTER;
2102 if (!get_mind_power(&n, TRUE))
2108 /* Clear lines, position cursor (really should use strlen here) */
2109 Term_erase(12, 21, 255);
2110 Term_erase(12, 20, 255);
2111 Term_erase(12, 19, 255);
2112 Term_erase(12, 18, 255);
2113 Term_erase(12, 17, 255);
2114 Term_erase(12, 16, 255);
2116 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2117 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2119 prt(&temp[j], line, 15);
2124 case MIND_MIRROR_MASTER:
2126 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);