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 #ifdef ALLOW_REPEAT /* TNB */
745 /* Get the spell, if available */
747 if (repeat_pull(&code))
749 *sn = (SPELL_IDX)code;
750 /* Hack -- If requested INVEN_FORCE(1111), pull again */
751 if (*sn == INVEN_FORCE) repeat_pull(&code);
752 *sn = (SPELL_IDX)code;
754 /* Verify the spell */
755 if (mind_ptr->info[*sn].min_lev <= plev)
762 #endif /* ALLOW_REPEAT -- TNB */
764 /* Nothing chosen yet */
770 for (i = 0; i < MAX_MIND_POWERS; i++)
772 if (mind_ptr->info[i].min_lev <= plev)
778 /* Build a prompt (accept all spells) */
781 (void) strnfmt(out_val, 78,
782 _("(%^s %c-%c, '*'で一覧, ESC) どの%sについて知りますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
783 p, I2A(0), I2A(num - 1), p);
787 (void) strnfmt(out_val, 78,
788 _("(%^s %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
789 p, I2A(0), I2A(num - 1), p);
792 if (use_menu && !only_browse) screen_save();
793 /* Get a spell from the user */
795 choice= (always_show_list || use_menu) ? ESCAPE:1 ;
798 if(choice==ESCAPE) choice = ' ';
799 else if( !get_com(out_val, &choice, TRUE) )break;
801 if (use_menu && choice != ' ')
807 if (!only_browse) screen_load();
815 menu_line += (num - 1);
837 if (menu_line > num) menu_line -= num;
840 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
843 if (!redraw || use_menu)
851 /* Save the screen */
852 if (!only_browse && !use_menu) screen_save();
854 /* Display a list of spells */
856 put_str(_("名前", "Name"), y, x + 5);
858 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
859 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
861 has_weapon[0] = buki_motteruka(INVEN_RARM);
862 has_weapon[1] = buki_motteruka(INVEN_LARM);
864 /* Dump the spells */
865 for (i = 0; i < MAX_MIND_POWERS; i++)
869 /* Access the spell */
870 spell = mind_ptr->info[i];
872 if (spell.min_lev > plev) break;
876 mana_cost = spell.mana_cost;
880 /* Reduce failure rate by "effective" level adjustment */
881 chance -= 3 * (plev - spell.min_lev);
883 /* Reduce failure rate by INT/WIS adjustment */
884 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
886 if (use_mind == MIND_KI)
888 if (heavy_armor()) chance += 20;
889 if (p_ptr->icky_wield[0]) chance += 20;
890 else if (has_weapon[0]) chance += 10;
891 if (p_ptr->icky_wield[1]) chance += 20;
892 else if (has_weapon[1]) chance += 10;
896 for (j = 0; j < P_PTR_KI / 50; j++)
897 mana_cost += (j+1) * 3 / 2;
901 /* Not enough mana to cast */
902 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
904 chance += 5 * (mana_cost - p_ptr->csp);
907 chance += p_ptr->to_m_chance;
909 /* Extract the minimum failure rate */
910 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
912 /* Minimum failure rate */
913 if (chance < minfail) chance = minfail;
915 /* Stunning makes spells harder */
916 if (p_ptr->stun > 50) chance += 25;
917 else if (p_ptr->stun) chance += 15;
919 if (use_mind == MIND_KI)
921 if (heavy_armor()) chance += 5;
922 if (p_ptr->icky_wield[0]) chance += 5;
923 if (p_ptr->icky_wield[1]) chance += 5;
925 /* Always a 5 percent chance of working */
926 if (chance > 95) chance = 95;
930 mindcraft_info(comment, use_mind, i);
934 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
935 else strcpy(psi_desc, " ");
938 sprintf(psi_desc, " %c) ", I2A(i));
939 /* Dump the spell --(-- */
941 format("%-30s%2d %4d%s %3d%%%s",
942 spell.name, spell.min_lev, mana_cost,
943 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
945 prt(psi_desc, y + i + 1, x);
948 /* Clear the bottom line */
949 prt("", y + i + 1, x);
953 else if (!only_browse)
958 /* Restore the screen */
969 ask = isupper(choice);
972 if (ask) choice = (char)tolower(choice);
974 /* Extract request */
975 i = (islower(choice) ? A2I(choice) : -1);
978 /* Totally Illegal */
979 if ((i < 0) || (i >= num))
985 /* Save the spell index */
986 spell = mind_ptr->info[i];
994 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
996 /* Belay that order */
997 if (!get_check(tmp_val)) continue;
1004 /* Restore the screen */
1005 if (redraw && !only_browse) screen_load();
1008 p_ptr->window |= (PW_SPELL);
1012 /* Abort if needed */
1013 if (!flag) return (FALSE);
1015 /* Save the choice */
1018 #ifdef ALLOW_REPEAT /* TNB */
1020 repeat_push((COMMAND_CODE)i);
1022 #endif /* ALLOW_REPEAT -- TNB */
1030 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1031 * @param spell 発動する特殊技能のID
1032 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1034 static bool cast_mindcrafter_spell(int spell)
1039 PLAYER_LEVEL plev = p_ptr->lev;
1044 case 0: /* Precog */
1047 chg_virtue(V_KNOWLEDGE, 1);
1048 chg_virtue(V_ENLIGHTEN, 1);
1052 map_area(DETECT_RAD_MAP);
1056 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1057 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1059 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1060 b |= detect_doors(DETECT_RAD_DEFAULT);
1065 b = detect_all(DETECT_RAD_DEFAULT);
1068 if ((plev > 24) && (plev < 40))
1069 set_tim_esp((TIME_EFFECT)plev, FALSE);
1071 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1076 if (!get_aim_dir(&dir)) return FALSE;
1078 if (randint1(100) < plev * 2)
1079 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1081 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1084 /* Minor displace */
1085 teleport_player(10, 0L);
1088 /* Major displace */
1089 teleport_player(plev * 5, 0L);
1095 if (!get_aim_dir(&dir)) return FALSE;
1097 fire_ball(GF_DOMINATION, dir, plev, 0);
1101 charm_monsters(plev * 2);
1105 /* Fist of Force --- not 'true' TK */
1106 if (!get_aim_dir(&dir)) return FALSE;
1108 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1109 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1112 /* Character Armour */
1113 set_shield((TIME_EFFECT)plev, FALSE);
1114 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1115 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1116 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1117 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1118 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1123 return psychometry();
1125 return ident_spell(FALSE);
1128 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!"));
1131 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1132 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1134 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1142 * Only heal when Adrenalin Channeling is not active. We check
1143 * that by checking if the player isn't fast and 'heroed' atm.
1145 if (!IS_FAST() || !IS_HERO())
1150 t = 10 + randint1((plev * 3) / 2);
1153 (void)set_fast(t, FALSE);
1157 if (!get_aim_dir(&dir)) return FALSE;
1159 fetch(dir, plev * 15, FALSE);
1164 if (!get_aim_dir(&dir)) return FALSE;
1166 b = damroll(plev / 2, 6);
1168 /* This is always a radius-0 ball now */
1169 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1170 p_ptr->energy_need += randint1(150);
1174 if (!get_aim_dir(&dir)) return FALSE;
1176 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1182 msg_print(_("既に時は止まっている。", "Time is already stopped."));
1185 world_player = TRUE;
1186 msg_print(_("「時よ!」", "You yell 'Time!'"));
1190 p_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK/10;
1193 p_ptr->redraw |= (PR_MAP);
1195 /* Update monsters */
1196 p_ptr->update |= (PU_MONSTERS);
1198 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1204 msg_print(_("なに?", "Zap?"));
1212 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1213 * @param spell 発動する特殊技能のID
1214 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1216 static bool cast_force_spell(int spell)
1219 PLAYER_LEVEL plev = p_ptr->lev;
1220 int boost = P_PTR_KI;
1222 if (heavy_armor()) boost /= 2;
1228 if (!get_aim_dir(&dir)) return FALSE;
1229 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1232 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1235 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1238 project_length = plev / 8 + 3;
1239 if (!get_aim_dir(&dir)) return FALSE;
1241 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1244 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1247 msg_print(_("気を練った。", "You improved the Force."));
1248 P_PTR_KI += (70 + plev);
1249 p_ptr->update |= (PU_BONUS);
1250 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1252 msg_print(_("気が暴走した!", "The Force exploded!"));
1253 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1254 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1259 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1262 return shock_power();
1265 if (!get_aim_dir(&dir)) return FALSE;
1266 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1272 if (!target_set(TARGET_KILL)) return FALSE;
1273 m_idx = cave[target_row][target_col].m_idx;
1275 if (!player_has_los_bold(target_row, target_col)) break;
1276 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1277 dispel_monster_status(m_idx);
1283 bool success = FALSE;
1285 for (i = 0; i < 1 + boost/100; i++)
1286 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1290 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1294 msg_print(_("何も現れなかった。", "Nothing happen."));
1299 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1302 if (!get_aim_dir(&dir)) return FALSE;
1304 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1307 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1310 msg_print(_("なに?", "Zap?"));
1313 p_ptr->update |= (PU_BONUS);
1320 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1323 static int number_of_mirrors(void)
1327 for (x = 0; x < cur_wid; x++) {
1328 for (y = 0; y < cur_hgt; y++) {
1329 if (is_mirror_grid(&cave[y][x])) val++;
1337 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1338 * @param spell 発動する特殊技能のID
1339 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1341 static bool cast_mirror_spell(int spell)
1344 PLAYER_LEVEL plev = p_ptr->lev;
1352 /* mirror of seeing */
1354 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
1355 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1356 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1357 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1358 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1359 if (tmp == 0 && plev < 5) {
1360 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1365 if (number_of_mirrors() < 4 + plev / 10) {
1369 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1373 if (!get_aim_dir(&dir)) return FALSE;
1374 if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1375 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1378 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1383 teleport_player(10, 0L);
1385 /* mirror of light */
1387 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1389 /* mirror of wandering */
1391 teleport_player(plev * 5, 0L);
1395 set_dustrobe(20 + randint1(20), FALSE);
1397 /* banishing mirror */
1399 if (!get_aim_dir(&dir)) return FALSE;
1400 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1402 /* mirror clashing */
1404 if (!get_aim_dir(&dir)) return FALSE;
1405 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1406 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1408 /* mirror sleeping */
1410 for (x = 0; x < cur_wid; x++) {
1411 for (y = 0; y < cur_hgt; y++) {
1412 if (is_mirror_grid(&cave[y][x])) {
1413 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1420 if (!get_aim_dir(&dir)) return FALSE;
1421 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1423 /* seal of mirror */
1425 seal_of_mirror(plev * 4 + 100);
1427 /* shield of water */
1429 t = 20 + randint1(20);
1430 set_shield(t, FALSE);
1431 if (plev > 31)set_tim_reflect(t, FALSE);
1432 if (plev > 39)set_resist_magic(t, FALSE);
1436 if (!get_aim_dir(&dir)) return FALSE;
1437 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1439 /* illusion light */
1441 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
1442 slow_monsters(plev);
1443 stun_monsters(plev*tmp);
1444 confuse_monsters(plev*tmp);
1445 turn_monsters(plev*tmp);
1446 stun_monsters(plev*tmp);
1447 stasis_monsters(plev*tmp);
1451 if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1452 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1459 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1460 return mirror_tunnel();
1462 /* mirror of recall */
1464 return word_of_recall();
1467 set_multishadow(6 + randint1(6), FALSE);
1471 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!"));
1473 /* mirror of Ruffnor */
1475 (void)set_invuln(randint1(4) + 4, FALSE);
1478 msg_print(_("なに?", "Zap?"));
1481 p_ptr->magic_num1[0] = 0;
1488 * do_cmd_cast calls this function if the player's class is 'berserker'.
1489 * @param spell 発動する特殊技能のID
1490 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1492 static bool cast_berserk_spell(int spell)
1501 detect_monsters_mind(DETECT_RAD_DEFAULT);
1507 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1511 if (!get_rep_dir2(&dir)) return FALSE;
1513 if (dir == 5) return FALSE;
1514 y = p_ptr->y + ddy[dir];
1515 x = p_ptr->x + ddx[dir];
1517 if (!cave[y][x].m_idx)
1519 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1525 if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
1531 if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
1535 /* Move the player */
1536 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1542 if (!get_rep_dir2(&dir)) return FALSE;
1543 y = p_ptr->y + ddy[dir];
1544 x = p_ptr->x + ddx[dir];
1545 move_player(dir, easy_disarm, TRUE);
1549 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1555 msg_print(_("なに?", "Zap?"));
1563 * do_cmd_cast calls this function if the player's class is 'ninja'.
1564 * @param spell 発動する特殊技能のID
1565 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1567 static bool cast_ninja_spell(int spell)
1571 PLAYER_LEVEL plev = p_ptr->lev;
1577 (void)unlite_area(0, 3);
1584 detect_monsters_normal(DETECT_RAD_DEFAULT);
1587 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1588 detect_doors(DETECT_RAD_DEFAULT);
1589 detect_stairs(DETECT_RAD_DEFAULT);
1593 detect_objects_normal(DETECT_RAD_DEFAULT);
1598 teleport_player(10, 0L);
1603 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1605 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1606 p_ptr->special_defense |= NINJA_KAWARIMI;
1607 p_ptr->redraw |= (PR_STATUS);
1613 teleport_player(p_ptr->lev * 5, 0L);
1618 if(!panic_hit()) return FALSE;
1623 if (!get_aim_dir(&dir)) return FALSE;
1624 (void)stasis_monster(dir);
1628 return ident_spell(FALSE);
1630 set_tim_levitation(randint1(20) + 20, FALSE);
1633 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1634 teleport_player(30, 0L);
1635 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1638 return rush_attack(NULL);
1642 for (i = 0; i < 8; i++)
1646 for (slot = 0; slot < INVEN_PACK; slot++)
1648 if (inventory[slot].tval == TV_SPIKE) break;
1650 if (slot == INVEN_PACK)
1653 if (!i) msg_print("くさびを持っていない。");
1654 else msg_print("くさびがなくなった。");
1656 if (!i) msg_print("You have no Iron Spikes.");
1657 else msg_print("You have no more Iron Spikes.");
1662 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1663 do_cmd_throw(1, FALSE, slot);
1665 p_ptr->energy_use = 100;
1671 monster_type *m_ptr;
1679 if (!target_set(TARGET_KILL)) return FALSE;
1680 m_idx = cave[target_row][target_col].m_idx;
1682 if (m_idx == p_ptr->riding) break;
1683 if (!player_has_los_bold(target_row, target_col)) break;
1684 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1685 m_ptr = &m_list[m_idx];
1686 monster_desc(m_name, m_ptr, 0);
1687 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1688 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1689 ty = target_row, tx = target_col;
1690 for (i = 1; i < path_n; i++)
1692 int ny = GRID_Y(path_g[i]);
1693 int nx = GRID_X(path_g[i]);
1694 cave_type *c_ptr = &cave[ny][nx];
1696 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1697 !(c_ptr->info & CAVE_OBJECT) &&
1698 !pattern_tile(ny, nx))
1704 /* Update the old location */
1705 cave[target_row][target_col].m_idx = 0;
1707 /* Update the new location */
1708 cave[ty][tx].m_idx = (s16b)m_idx;
1710 /* Move the monster */
1711 m_ptr->fy = (byte_hack)ty;
1712 m_ptr->fx = (byte_hack)tx;
1714 /* Wake the monster up */
1715 (void)set_monster_csleep(m_idx, 0);
1717 /* Update the monster (new location) */
1718 update_mon(m_idx, TRUE);
1720 /* Redraw the old grid */
1721 lite_spot(target_row, target_col);
1723 /* Redraw the new grid */
1726 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1727 p_ptr->update |= (PU_MON_LITE);
1731 /* Auto-Recall if possible and visible */
1732 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1734 /* Track a new monster */
1735 health_track(m_idx);
1741 if (!get_aim_dir(&dir)) return FALSE;
1742 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1745 project_length = -1;
1746 if (!get_aim_dir(&dir))
1753 (void)teleport_swap(dir);
1759 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1760 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1763 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1764 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1765 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1766 teleport_player(30, 0L);
1771 int num = damroll(3, 9);
1773 for (k = 0; k < num; k++)
1775 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1776 int attempts = 1000;
1780 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1782 if (!player_bold(y, x)) break;
1784 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1785 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1790 set_multishadow(6+randint1(6), FALSE);
1793 msg_print(_("なに?", "Zap?"));
1800 * @brief 特殊技能コマンドのメインルーチン /
1803 void do_cmd_mind(void)
1809 PLAYER_LEVEL plev = p_ptr->lev;
1810 int old_csp = p_ptr->csp;
1813 int use_mind, mana_cost;
1815 bool on_mirror = FALSE;
1817 /* not if confused */
1818 if (p_ptr->confused)
1820 msg_print(_("混乱していて集中できない!", "You are too confused!"));
1825 if (!get_mind_power(&n, FALSE)) return;
1828 switch(p_ptr->pclass)
1830 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;p = "精神";break;
1831 case CLASS_FORCETRAINER: use_mind = MIND_KI;p = "気";break;
1832 case CLASS_BERSERKER: use_mind = MIND_BERSERKER;p = "怒り";break;
1833 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER;p = "鏡魔法";break;
1834 case CLASS_NINJA: use_mind = MIND_NINJUTSU;p = "精神";break;
1835 default: use_mind = 0;p = "超能力";break;
1838 switch(p_ptr->pclass)
1840 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
1841 case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
1842 case CLASS_BERSERKER: use_mind = MIND_BERSERKER;break;
1843 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER;break;
1844 case CLASS_NINJA: use_mind = MIND_NINJUTSU;break;
1845 default: use_mind = 0;break;
1848 spell = mind_powers[use_mind].info[n];
1850 /* Spell failure chance */
1851 chance = spell.fail;
1853 mana_cost = spell.mana_cost;
1854 if (use_mind == MIND_KI)
1856 if (heavy_armor()) chance += 20;
1857 if (p_ptr->icky_wield[0]) chance += 20;
1858 else if (buki_motteruka(INVEN_RARM)) chance += 10;
1859 if (p_ptr->icky_wield[1]) chance += 20;
1860 else if (buki_motteruka(INVEN_LARM)) chance += 10;
1864 for (j = 0; j < P_PTR_KI / 50; j++)
1865 mana_cost += (j+1) * 3 / 2;
1869 /* Verify "dangerous" spells */
1870 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1872 if (mana_cost > p_ptr->chp)
1874 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1878 else if (mana_cost > p_ptr->csp)
1881 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1883 if (!over_exert) return;
1886 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1892 /* Reduce failure rate by "effective" level adjustment */
1893 chance -= 3 * (plev - spell.min_lev);
1895 chance += p_ptr->to_m_chance;
1897 /* Reduce failure rate by INT/WIS adjustment */
1898 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1900 /* Not enough mana to cast */
1901 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1903 chance += 5 * (mana_cost - p_ptr->csp);
1906 /* Extract the minimum failure rate */
1907 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1909 /* Minimum failure rate */
1910 if (chance < minfail) chance = minfail;
1912 /* Stunning makes spells harder */
1913 if (p_ptr->stun > 50) chance += 25;
1914 else if (p_ptr->stun) chance += 15;
1916 if (use_mind == MIND_KI)
1918 if (heavy_armor()) chance += 5;
1919 if (p_ptr->icky_wield[0]) chance += 5;
1920 if (p_ptr->icky_wield[1]) chance += 5;
1924 /* Always a 5 percent chance of working */
1925 if (chance > 95) chance = 95;
1928 if (randint0(100) < chance)
1930 if (flush_failure) flush();
1931 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1935 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1937 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1939 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1943 if (randint1(100) < (chance / 2))
1948 if( use_mind == MIND_MINDCRAFTER ){
1951 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!"));
1956 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..."));
1957 set_image(p_ptr->image + 5 + randint1(10));
1961 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1962 set_confused(p_ptr->confused + randint1(8));
1966 set_stun(p_ptr->stun + randint1(8));
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));
1978 if( use_mind == MIND_MIRROR_MASTER ){
1981 /* Nothing has happen */
1985 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1986 teleport_player(10, TELEPORT_PASSIVE);
1990 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1991 set_image(p_ptr->image + 5 + randint1(10));
1996 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);
1998 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1999 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
2000 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
2012 case MIND_MINDCRAFTER:
2013 /* Cast the spell */
2014 cast = cast_mindcrafter_spell(n);
2017 /* Cast the spell */
2018 cast = cast_force_spell(n);
2020 case MIND_BERSERKER:
2021 /* Cast the spell */
2022 cast = cast_berserk_spell(n);
2024 case MIND_MIRROR_MASTER:
2025 /* Cast the spell */
2026 if( is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
2027 cast = cast_mirror_spell(n);
2030 /* Cast the spell */
2031 cast = cast_ninja_spell(n);
2034 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
2042 p_ptr->energy_use = 100;
2043 /* teleport from mirror costs small energy */
2044 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
2046 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
2049 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2051 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2053 p_ptr->redraw |= (PR_HP);
2056 /* Sufficient mana */
2057 else if (mana_cost <= old_csp)
2060 p_ptr->csp -= mana_cost;
2063 if (p_ptr->csp < 0) p_ptr->csp = 0;
2065 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2069 p_ptr->csp_frac = 0;
2073 /* Over-exert the player */
2076 int oops = mana_cost - old_csp;
2079 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2080 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2082 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);
2084 /* Hack -- Bypass free action */
2085 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2087 /* Damage WIS (possibly permanently) */
2088 if (randint0(100) < 50)
2090 bool perm = (randint0(100) < 25);
2092 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2094 /* Reduce constitution */
2095 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2100 p_ptr->redraw |= (PR_MANA);
2102 p_ptr->window |= (PW_PLAYER);
2103 p_ptr->window |= (PW_SPELL);
2108 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2111 void do_cmd_mind_browse(void)
2118 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2119 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2120 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2121 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2122 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2123 use_mind = MIND_MIRROR_MASTER;
2130 if (!get_mind_power(&n, TRUE))
2136 /* Clear lines, position cursor (really should use strlen here) */
2137 Term_erase(12, 21, 255);
2138 Term_erase(12, 20, 255);
2139 Term_erase(12, 19, 255);
2140 Term_erase(12, 18, 255);
2141 Term_erase(12, 17, 255);
2142 Term_erase(12, 16, 255);
2144 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2145 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2147 prt(&temp[j], line, 15);
2152 case MIND_MIRROR_MASTER:
2154 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);