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"
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 concptr 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)
540 concptr s_dam = "損傷:";
541 concptr s_dur = "期間:";
542 concptr s_range = "範囲:";
544 concptr s_dam = "dam ";
545 concptr s_dur = "dur ";
546 concptr 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)
846 if (!only_browse && !use_menu) screen_save();
848 /* Display a list of spells */
850 put_str(_("名前", "Name"), y, x + 5);
852 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
853 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
855 has_weapon[0] = buki_motteruka(INVEN_RARM);
856 has_weapon[1] = buki_motteruka(INVEN_LARM);
858 /* Dump the spells */
859 for (i = 0; i < MAX_MIND_POWERS; i++)
863 /* Access the spell */
864 spell = mind_ptr->info[i];
866 if (spell.min_lev > plev) break;
870 mana_cost = spell.mana_cost;
874 /* Reduce failure rate by "effective" level adjustment */
875 chance -= 3 * (plev - spell.min_lev);
877 /* Reduce failure rate by INT/WIS adjustment */
878 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
880 if (use_mind == MIND_KI)
882 if (heavy_armor()) chance += 20;
883 if (p_ptr->icky_wield[0]) chance += 20;
884 else if (has_weapon[0]) chance += 10;
885 if (p_ptr->icky_wield[1]) chance += 20;
886 else if (has_weapon[1]) chance += 10;
890 for (j = 0; j < P_PTR_KI / 50; j++)
891 mana_cost += (j+1) * 3 / 2;
895 /* Not enough mana to cast */
896 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
898 chance += 5 * (mana_cost - p_ptr->csp);
901 chance += p_ptr->to_m_chance;
903 /* Extract the minimum failure rate */
904 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
906 /* Minimum failure rate */
907 if (chance < minfail) chance = minfail;
909 /* Stunning makes spells harder */
910 if (p_ptr->stun > 50) chance += 25;
911 else if (p_ptr->stun) chance += 15;
913 if (use_mind == MIND_KI)
915 if (heavy_armor()) chance += 5;
916 if (p_ptr->icky_wield[0]) chance += 5;
917 if (p_ptr->icky_wield[1]) chance += 5;
919 /* Always a 5 percent chance of working */
920 if (chance > 95) chance = 95;
924 mindcraft_info(comment, use_mind, i);
928 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
929 else strcpy(psi_desc, " ");
932 sprintf(psi_desc, " %c) ", I2A(i));
933 /* Dump the spell --(-- */
935 format("%-30s%2d %4d%s %3d%%%s",
936 spell.name, spell.min_lev, mana_cost,
937 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
939 prt(psi_desc, y + i + 1, x);
942 /* Clear the bottom line */
943 prt("", y + i + 1, x);
947 else if (!only_browse)
961 ask = isupper(choice);
964 if (ask) choice = (char)tolower(choice);
966 /* Extract request */
967 i = (islower(choice) ? A2I(choice) : -1);
970 /* Totally Illegal */
971 if ((i < 0) || (i >= num))
977 /* Save the spell index */
978 spell = mind_ptr->info[i];
986 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
988 /* Belay that order */
989 if (!get_check(tmp_val)) continue;
995 if (redraw && !only_browse) screen_load();
997 p_ptr->window |= (PW_SPELL);
1000 /* Abort if needed */
1001 if (!flag) return (FALSE);
1003 /* Save the choice */
1006 repeat_push((COMMAND_CODE)i);
1014 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1015 * @param spell 発動する特殊技能のID
1016 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1018 static bool cast_mindcrafter_spell(int spell)
1023 PLAYER_LEVEL plev = p_ptr->lev;
1028 case 0: /* Precog */
1031 chg_virtue(V_KNOWLEDGE, 1);
1032 chg_virtue(V_ENLIGHTEN, 1);
1036 map_area(DETECT_RAD_MAP);
1040 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1041 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1043 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1044 b |= detect_doors(DETECT_RAD_DEFAULT);
1049 b = detect_all(DETECT_RAD_DEFAULT);
1052 if ((plev > 24) && (plev < 40))
1053 set_tim_esp((TIME_EFFECT)plev, FALSE);
1055 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1060 if (!get_aim_dir(&dir)) return FALSE;
1062 if (randint1(100) < plev * 2)
1063 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1065 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1068 /* Minor displace */
1069 teleport_player(10, 0L);
1072 /* Major displace */
1073 teleport_player(plev * 5, 0L);
1079 if (!get_aim_dir(&dir)) return FALSE;
1081 fire_ball(GF_DOMINATION, dir, plev, 0);
1085 charm_monsters(plev * 2);
1089 /* Fist of Force --- not 'true' TK */
1090 if (!get_aim_dir(&dir)) return FALSE;
1092 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1093 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1096 /* Character Armour */
1097 set_shield((TIME_EFFECT)plev, FALSE);
1098 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1099 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1100 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1101 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1102 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1107 return psychometry();
1109 return ident_spell(FALSE);
1112 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!"));
1115 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1116 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1118 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1126 * Only heal when Adrenalin Channeling is not active. We check
1127 * that by checking if the player isn't fast and 'heroed' atm.
1129 if (!IS_FAST() || !IS_HERO())
1134 t = 10 + randint1((plev * 3) / 2);
1137 (void)set_fast(t, FALSE);
1141 if (!get_aim_dir(&dir)) return FALSE;
1143 fetch(dir, plev * 15, FALSE);
1148 if (!get_aim_dir(&dir)) return FALSE;
1150 b = damroll(plev / 2, 6);
1152 /* This is always a radius-0 ball now */
1153 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1154 p_ptr->energy_need += randint1(150);
1158 if (!get_aim_dir(&dir)) return FALSE;
1160 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1166 msg_print(_("既に時は止まっている。", "Time is already stopped."));
1169 world_player = TRUE;
1170 msg_print(_("「時よ!」", "You yell 'Time!'"));
1174 p_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK/10;
1176 p_ptr->redraw |= (PR_MAP);
1177 p_ptr->update |= (PU_MONSTERS);
1179 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1185 msg_print(_("なに?", "Zap?"));
1193 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1194 * @param spell 発動する特殊技能のID
1195 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1197 static bool cast_force_spell(int spell)
1200 PLAYER_LEVEL plev = p_ptr->lev;
1201 int boost = P_PTR_KI;
1203 if (heavy_armor()) boost /= 2;
1209 if (!get_aim_dir(&dir)) return FALSE;
1210 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1213 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1216 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1219 project_length = plev / 8 + 3;
1220 if (!get_aim_dir(&dir)) return FALSE;
1222 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1225 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1228 msg_print(_("気を練った。", "You improved the Force."));
1229 P_PTR_KI += (70 + plev);
1230 p_ptr->update |= (PU_BONUS);
1231 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1233 msg_print(_("気が暴走した!", "The Force exploded!"));
1234 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1235 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1240 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1243 return shock_power();
1246 if (!get_aim_dir(&dir)) return FALSE;
1247 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1253 if (!target_set(TARGET_KILL)) return FALSE;
1254 m_idx = cave[target_row][target_col].m_idx;
1256 if (!player_has_los_bold(target_row, target_col)) break;
1257 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1258 dispel_monster_status(m_idx);
1264 bool success = FALSE;
1266 for (i = 0; i < 1 + boost/100; i++)
1267 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1271 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1275 msg_print(_("何も現れなかった。", "Nothing happen."));
1280 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1283 if (!get_aim_dir(&dir)) return FALSE;
1285 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1288 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1291 msg_print(_("なに?", "Zap?"));
1294 p_ptr->update |= (PU_BONUS);
1301 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1304 static int number_of_mirrors(void)
1308 for (x = 0; x < cur_wid; x++) {
1309 for (y = 0; y < cur_hgt; y++) {
1310 if (is_mirror_grid(&cave[y][x])) val++;
1318 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1319 * @param spell 発動する特殊技能のID
1320 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1322 static bool cast_mirror_spell(int spell)
1325 PLAYER_LEVEL plev = p_ptr->lev;
1333 /* mirror of seeing */
1335 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
1336 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1337 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1338 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1339 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1340 if (tmp == 0 && plev < 5) {
1341 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1346 if (number_of_mirrors() < 4 + plev / 10) {
1350 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1354 if (!get_aim_dir(&dir)) return FALSE;
1355 if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1356 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1359 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1364 teleport_player(10, 0L);
1366 /* mirror of light */
1368 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1370 /* mirror of wandering */
1372 teleport_player(plev * 5, 0L);
1376 set_dustrobe(20 + randint1(20), FALSE);
1378 /* banishing mirror */
1380 if (!get_aim_dir(&dir)) return FALSE;
1381 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1383 /* mirror clashing */
1385 if (!get_aim_dir(&dir)) return FALSE;
1386 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1387 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1389 /* mirror sleeping */
1391 for (x = 0; x < cur_wid; x++) {
1392 for (y = 0; y < cur_hgt; y++) {
1393 if (is_mirror_grid(&cave[y][x])) {
1394 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1401 if (!get_aim_dir(&dir)) return FALSE;
1402 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1404 /* seal of mirror */
1406 seal_of_mirror(plev * 4 + 100);
1408 /* shield of water */
1410 t = 20 + randint1(20);
1411 set_shield(t, FALSE);
1412 if (plev > 31)set_tim_reflect(t, FALSE);
1413 if (plev > 39)set_resist_magic(t, FALSE);
1417 if (!get_aim_dir(&dir)) return FALSE;
1418 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1420 /* illusion light */
1422 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
1423 slow_monsters(plev);
1424 stun_monsters(plev*tmp);
1425 confuse_monsters(plev*tmp);
1426 turn_monsters(plev*tmp);
1427 stun_monsters(plev*tmp);
1428 stasis_monsters(plev*tmp);
1432 if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1433 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1440 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1441 return mirror_tunnel();
1443 /* mirror of recall */
1445 return recall_player(p_ptr, randint0(21) + 15);
1448 set_multishadow(6 + randint1(6), FALSE);
1452 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!"));
1454 /* mirror of Ruffnor */
1456 (void)set_invuln(randint1(4) + 4, FALSE);
1459 msg_print(_("なに?", "Zap?"));
1462 p_ptr->magic_num1[0] = 0;
1469 * do_cmd_cast calls this function if the player's class is 'berserker'.
1470 * @param spell 発動する特殊技能のID
1471 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1473 static bool cast_berserk_spell(int spell)
1482 detect_monsters_mind(DETECT_RAD_DEFAULT);
1488 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1492 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1494 if (dir == 5) return FALSE;
1495 y = p_ptr->y + ddy[dir];
1496 x = p_ptr->x + ddx[dir];
1498 if (!cave[y][x].m_idx)
1500 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1506 if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
1512 if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
1516 /* Move the player */
1517 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1523 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1524 y = p_ptr->y + ddy[dir];
1525 x = p_ptr->x + ddx[dir];
1526 move_player(dir, easy_disarm, TRUE);
1530 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1536 msg_print(_("なに?", "Zap?"));
1544 * do_cmd_cast calls this function if the player's class is 'ninja'.
1545 * @param spell 発動する特殊技能のID
1546 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1548 static bool cast_ninja_spell(int spell)
1550 POSITION x = 0, y = 0;
1552 PLAYER_LEVEL plev = p_ptr->lev;
1558 (void)unlite_area(0, 3);
1565 detect_monsters_normal(DETECT_RAD_DEFAULT);
1568 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1569 detect_doors(DETECT_RAD_DEFAULT);
1570 detect_stairs(DETECT_RAD_DEFAULT);
1574 detect_objects_normal(DETECT_RAD_DEFAULT);
1579 teleport_player(10, 0L);
1584 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1586 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1587 p_ptr->special_defense |= NINJA_KAWARIMI;
1588 p_ptr->redraw |= (PR_STATUS);
1594 teleport_player(p_ptr->lev * 5, 0L);
1599 if(!panic_hit()) return FALSE;
1604 if (!get_aim_dir(&dir)) return FALSE;
1605 (void)stasis_monster(dir);
1609 return ident_spell(FALSE);
1611 set_tim_levitation(randint1(20) + 20, FALSE);
1614 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1615 teleport_player(30, 0L);
1616 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1619 return rush_attack(NULL);
1623 for (i = 0; i < 8; i++)
1627 for (slot = 0; slot < INVEN_PACK; slot++)
1629 if (inventory[slot].tval == TV_SPIKE) break;
1631 if (slot == INVEN_PACK)
1633 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1634 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1638 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1639 do_cmd_throw(1, FALSE, slot);
1641 p_ptr->energy_use = 100;
1647 monster_type *m_ptr;
1649 GAME_TEXT m_name[MAX_NLEN];
1655 if (!target_set(TARGET_KILL)) return FALSE;
1656 m_idx = cave[target_row][target_col].m_idx;
1658 if (m_idx == p_ptr->riding) break;
1659 if (!player_has_los_bold(target_row, target_col)) break;
1660 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1661 m_ptr = &m_list[m_idx];
1662 monster_desc(m_name, m_ptr, 0);
1663 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1664 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1665 ty = target_row, tx = target_col;
1666 for (i = 1; i < path_n; i++)
1668 POSITION ny = GRID_Y(path_g[i]);
1669 POSITION nx = GRID_X(path_g[i]);
1670 cave_type *c_ptr = &cave[ny][nx];
1672 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1673 !(c_ptr->info & CAVE_OBJECT) &&
1674 !pattern_tile(ny, nx))
1680 /* Update the old location */
1681 cave[target_row][target_col].m_idx = 0;
1683 /* Update the new location */
1684 cave[ty][tx].m_idx = (s16b)m_idx;
1686 /* Move the monster */
1687 m_ptr->fy = (byte_hack)ty;
1688 m_ptr->fx = (byte_hack)tx;
1690 /* Wake the monster up */
1691 (void)set_monster_csleep(m_idx, 0);
1693 update_monster(m_idx, TRUE);
1694 lite_spot(target_row, target_col);
1697 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1698 p_ptr->update |= (PU_MON_LITE);
1702 /* Auto-Recall if possible and visible */
1703 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1705 /* Track a new monster */
1706 health_track(m_idx);
1712 if (!get_aim_dir(&dir)) return FALSE;
1713 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1716 project_length = -1;
1717 if (!get_aim_dir(&dir))
1724 (void)teleport_swap(dir);
1730 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1731 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1734 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1735 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1736 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1737 teleport_player(30, 0L);
1742 int num = damroll(3, 9);
1744 for (k = 0; k < num; k++)
1746 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1747 int attempts = 1000;
1751 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1753 if (!player_bold(y, x)) break;
1755 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1756 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1761 set_multishadow(6+randint1(6), FALSE);
1764 msg_print(_("なに?", "Zap?"));
1771 * @brief 特殊技能コマンドのメインルーチン /
1774 void do_cmd_mind(void)
1780 PLAYER_LEVEL plev = p_ptr->lev;
1781 int old_csp = p_ptr->csp;
1784 int use_mind, mana_cost;
1786 bool on_mirror = FALSE;
1788 /* not if confused */
1789 if (p_ptr->confused)
1791 msg_print(_("混乱していて集中できない!", "You are too confused!"));
1796 if (!get_mind_power(&n, FALSE)) return;
1799 switch(p_ptr->pclass)
1801 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1802 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1803 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1804 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1805 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1806 default: use_mind = 0 ;p = "超能力"; break;
1809 switch(p_ptr->pclass)
1811 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1812 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1813 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1814 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1815 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1816 default: use_mind = 0; break;
1819 spell = mind_powers[use_mind].info[n];
1821 /* Spell failure chance */
1822 chance = spell.fail;
1824 mana_cost = spell.mana_cost;
1825 if (use_mind == MIND_KI)
1827 if (heavy_armor()) chance += 20;
1828 if (p_ptr->icky_wield[0]) chance += 20;
1829 else if (buki_motteruka(INVEN_RARM)) chance += 10;
1830 if (p_ptr->icky_wield[1]) chance += 20;
1831 else if (buki_motteruka(INVEN_LARM)) chance += 10;
1835 for (j = 0; j < P_PTR_KI / 50; j++)
1836 mana_cost += (j+1) * 3 / 2;
1840 /* Verify "dangerous" spells */
1841 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1843 if (mana_cost > p_ptr->chp)
1845 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1849 else if (mana_cost > p_ptr->csp)
1852 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1854 if (!over_exert) return;
1857 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1863 /* Reduce failure rate by "effective" level adjustment */
1864 chance -= 3 * (plev - spell.min_lev);
1866 chance += p_ptr->to_m_chance;
1868 /* Reduce failure rate by INT/WIS adjustment */
1869 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1871 /* Not enough mana to cast */
1872 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1874 chance += 5 * (mana_cost - p_ptr->csp);
1877 /* Extract the minimum failure rate */
1878 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1880 /* Minimum failure rate */
1881 if (chance < minfail) chance = minfail;
1883 /* Stunning makes spells harder */
1884 if (p_ptr->stun > 50) chance += 25;
1885 else if (p_ptr->stun) chance += 15;
1887 if (use_mind == MIND_KI)
1889 if (heavy_armor()) chance += 5;
1890 if (p_ptr->icky_wield[0]) chance += 5;
1891 if (p_ptr->icky_wield[1]) chance += 5;
1895 /* Always a 5 percent chance of working */
1896 if (chance > 95) chance = 95;
1899 if (randint0(100) < chance)
1901 if (flush_failure) flush();
1902 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1906 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1908 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1910 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1914 if (randint1(100) < (chance / 2))
1919 if( use_mind == MIND_MINDCRAFTER ){
1922 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!"));
1927 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..."));
1928 set_image(p_ptr->image + 5 + randint1(10));
1932 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1933 set_confused(p_ptr->confused + randint1(8));
1937 set_stun(p_ptr->stun + randint1(8));
1942 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);
1944 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1945 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1946 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1949 if( use_mind == MIND_MIRROR_MASTER ){
1952 /* Nothing has happen */
1956 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1957 teleport_player(10, TELEPORT_PASSIVE);
1961 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1962 set_image(p_ptr->image + 5 + randint1(10));
1967 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);
1969 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1970 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1971 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1983 case MIND_MINDCRAFTER:
1984 /* Cast the spell */
1985 cast = cast_mindcrafter_spell(n);
1988 /* Cast the spell */
1989 cast = cast_force_spell(n);
1991 case MIND_BERSERKER:
1992 /* Cast the spell */
1993 cast = cast_berserk_spell(n);
1995 case MIND_MIRROR_MASTER:
1996 /* Cast the spell */
1997 if( is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1998 cast = cast_mirror_spell(n);
2001 /* Cast the spell */
2002 cast = cast_ninja_spell(n);
2005 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
2013 p_ptr->energy_use = 100;
2014 /* teleport from mirror costs small energy */
2015 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
2017 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
2020 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2022 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2024 p_ptr->redraw |= (PR_HP);
2027 /* Sufficient mana */
2028 else if (mana_cost <= old_csp)
2031 p_ptr->csp -= mana_cost;
2034 if (p_ptr->csp < 0) p_ptr->csp = 0;
2036 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2040 p_ptr->csp_frac = 0;
2044 /* Over-exert the player */
2047 int oops = mana_cost - old_csp;
2050 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2051 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2053 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);
2055 /* Hack -- Bypass free action */
2056 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2058 /* Damage WIS (possibly permanently) */
2059 if (randint0(100) < 50)
2061 bool perm = (randint0(100) < 25);
2063 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2065 /* Reduce constitution */
2066 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2069 p_ptr->redraw |= (PR_MANA);
2070 p_ptr->window |= (PW_PLAYER);
2071 p_ptr->window |= (PW_SPELL);
2076 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2079 void do_cmd_mind_browse(void)
2086 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2087 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2088 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2089 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2090 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2091 use_mind = MIND_MIRROR_MASTER;
2098 if (!get_mind_power(&n, TRUE))
2104 /* Clear lines, position cursor (really should use strlen here) */
2105 Term_erase(12, 21, 255);
2106 Term_erase(12, 20, 255);
2107 Term_erase(12, 19, 255);
2108 Term_erase(12, 18, 255);
2109 Term_erase(12, 17, 255);
2110 Term_erase(12, 16, 255);
2112 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2113 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2115 prt(&temp[j], line, 15);
2120 case MIND_MIRROR_MASTER:
2122 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);