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);
1172 msg_print(_("なに?", "Zap?"));
1180 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1181 * @param spell 発動する特殊技能のID
1182 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1184 static bool cast_force_spell(int spell)
1187 PLAYER_LEVEL plev = p_ptr->lev;
1188 int boost = P_PTR_KI;
1190 if (heavy_armor()) boost /= 2;
1196 if (!get_aim_dir(&dir)) return FALSE;
1197 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1200 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1203 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1206 project_length = plev / 8 + 3;
1207 if (!get_aim_dir(&dir)) return FALSE;
1209 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1212 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1215 msg_print(_("気を練った。", "You improved the Force."));
1216 P_PTR_KI += (70 + plev);
1217 p_ptr->update |= (PU_BONUS);
1218 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1220 msg_print(_("気が暴走した!", "The Force exploded!"));
1221 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1222 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1227 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1230 return shock_power();
1233 if (!get_aim_dir(&dir)) return FALSE;
1234 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1240 if (!target_set(TARGET_KILL)) return FALSE;
1241 m_idx = cave[target_row][target_col].m_idx;
1243 if (!player_has_los_bold(target_row, target_col)) break;
1244 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1245 dispel_monster_status(m_idx);
1251 bool success = FALSE;
1253 for (i = 0; i < 1 + boost/100; i++)
1254 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1258 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1262 msg_print(_("何も現れなかった。", "Nothing happen."));
1267 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1270 if (!get_aim_dir(&dir)) return FALSE;
1272 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1275 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1278 msg_print(_("なに?", "Zap?"));
1281 p_ptr->update |= (PU_BONUS);
1288 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1291 static int number_of_mirrors(void)
1295 for (x = 0; x < cur_wid; x++) {
1296 for (y = 0; y < cur_hgt; y++) {
1297 if (is_mirror_grid(&cave[y][x])) val++;
1305 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1306 * @param spell 発動する特殊技能のID
1307 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1309 static bool cast_mirror_spell(int spell)
1312 PLAYER_LEVEL plev = p_ptr->lev;
1320 /* mirror of seeing */
1322 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
1323 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1324 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1325 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1326 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1327 if (tmp == 0 && plev < 5) {
1328 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1333 if (number_of_mirrors() < 4 + plev / 10) {
1337 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1341 if (!get_aim_dir(&dir)) return FALSE;
1342 if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1343 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1346 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1351 teleport_player(10, 0L);
1353 /* mirror of light */
1355 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1357 /* mirror of wandering */
1359 teleport_player(plev * 5, 0L);
1363 set_dustrobe(20 + randint1(20), FALSE);
1365 /* banishing mirror */
1367 if (!get_aim_dir(&dir)) return FALSE;
1368 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1370 /* mirror clashing */
1372 if (!get_aim_dir(&dir)) return FALSE;
1373 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1374 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1376 /* mirror sleeping */
1378 for (x = 0; x < cur_wid; x++) {
1379 for (y = 0; y < cur_hgt; y++) {
1380 if (is_mirror_grid(&cave[y][x])) {
1381 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1388 if (!get_aim_dir(&dir)) return FALSE;
1389 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1391 /* seal of mirror */
1393 seal_of_mirror(plev * 4 + 100);
1395 /* shield of water */
1397 t = 20 + randint1(20);
1398 set_shield(t, FALSE);
1399 if (plev > 31)set_tim_reflect(t, FALSE);
1400 if (plev > 39)set_resist_magic(t, FALSE);
1404 if (!get_aim_dir(&dir)) return FALSE;
1405 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1407 /* illusion light */
1409 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
1410 slow_monsters(plev);
1411 stun_monsters(plev*tmp);
1412 confuse_monsters(plev*tmp);
1413 turn_monsters(plev*tmp);
1414 stun_monsters(plev*tmp);
1415 stasis_monsters(plev*tmp);
1419 if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1420 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1427 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1428 return mirror_tunnel();
1430 /* mirror of recall */
1432 return recall_player(p_ptr, randint0(21) + 15);
1435 set_multishadow(6 + randint1(6), FALSE);
1439 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!"));
1441 /* mirror of Ruffnor */
1443 (void)set_invuln(randint1(4) + 4, FALSE);
1446 msg_print(_("なに?", "Zap?"));
1449 p_ptr->magic_num1[0] = 0;
1456 * do_cmd_cast calls this function if the player's class is 'berserker'.
1457 * @param spell 発動する特殊技能のID
1458 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1460 static bool cast_berserk_spell(int spell)
1469 detect_monsters_mind(DETECT_RAD_DEFAULT);
1475 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1479 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1481 if (dir == 5) return FALSE;
1482 y = p_ptr->y + ddy[dir];
1483 x = p_ptr->x + ddx[dir];
1485 if (!cave[y][x].m_idx)
1487 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1493 if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
1499 if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
1502 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1508 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1509 y = p_ptr->y + ddy[dir];
1510 x = p_ptr->x + ddx[dir];
1511 move_player(dir, easy_disarm, TRUE);
1515 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1521 msg_print(_("なに?", "Zap?"));
1529 * do_cmd_cast calls this function if the player's class is 'ninja'.
1530 * @param spell 発動する特殊技能のID
1531 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1533 static bool cast_ninja_spell(int spell)
1535 POSITION x = 0, y = 0;
1537 PLAYER_LEVEL plev = p_ptr->lev;
1543 (void)unlite_area(0, 3);
1550 detect_monsters_normal(DETECT_RAD_DEFAULT);
1553 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1554 detect_doors(DETECT_RAD_DEFAULT);
1555 detect_stairs(DETECT_RAD_DEFAULT);
1559 detect_objects_normal(DETECT_RAD_DEFAULT);
1564 teleport_player(10, 0L);
1569 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1571 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1572 p_ptr->special_defense |= NINJA_KAWARIMI;
1573 p_ptr->redraw |= (PR_STATUS);
1579 teleport_player(p_ptr->lev * 5, 0L);
1584 if(!panic_hit()) return FALSE;
1589 if (!get_aim_dir(&dir)) return FALSE;
1590 (void)stasis_monster(dir);
1594 return ident_spell(FALSE);
1596 set_tim_levitation(randint1(20) + 20, FALSE);
1599 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1600 teleport_player(30, 0L);
1601 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1604 return rush_attack(NULL);
1608 for (i = 0; i < 8; i++)
1612 for (slot = 0; slot < INVEN_PACK; slot++)
1614 if (inventory[slot].tval == TV_SPIKE) break;
1616 if (slot == INVEN_PACK)
1618 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1619 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1623 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1624 do_cmd_throw(1, FALSE, slot);
1626 p_ptr->energy_use = 100;
1632 monster_type *m_ptr;
1634 GAME_TEXT m_name[MAX_NLEN];
1640 if (!target_set(TARGET_KILL)) return FALSE;
1641 m_idx = cave[target_row][target_col].m_idx;
1643 if (m_idx == p_ptr->riding) break;
1644 if (!player_has_los_bold(target_row, target_col)) break;
1645 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1646 m_ptr = &m_list[m_idx];
1647 monster_desc(m_name, m_ptr, 0);
1648 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1649 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1650 ty = target_row, tx = target_col;
1651 for (i = 1; i < path_n; i++)
1653 POSITION ny = GRID_Y(path_g[i]);
1654 POSITION nx = GRID_X(path_g[i]);
1655 cave_type *c_ptr = &cave[ny][nx];
1657 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1658 !(c_ptr->info & CAVE_OBJECT) &&
1659 !pattern_tile(ny, nx))
1665 /* Update the old location */
1666 cave[target_row][target_col].m_idx = 0;
1668 /* Update the new location */
1669 cave[ty][tx].m_idx = (s16b)m_idx;
1671 /* Move the monster */
1672 m_ptr->fy = (byte_hack)ty;
1673 m_ptr->fx = (byte_hack)tx;
1675 /* Wake the monster up */
1676 (void)set_monster_csleep(m_idx, 0);
1678 update_monster(m_idx, TRUE);
1679 lite_spot(target_row, target_col);
1682 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1683 p_ptr->update |= (PU_MON_LITE);
1687 /* Auto-Recall if possible and visible */
1688 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1690 /* Track a new monster */
1691 health_track(m_idx);
1697 if (!get_aim_dir(&dir)) return FALSE;
1698 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1701 project_length = -1;
1702 if (!get_aim_dir(&dir))
1709 (void)teleport_swap(dir);
1715 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1716 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1719 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1720 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1721 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1722 teleport_player(30, 0L);
1727 int num = damroll(3, 9);
1729 for (k = 0; k < num; k++)
1731 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1732 int attempts = 1000;
1736 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1738 if (!player_bold(y, x)) break;
1740 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1741 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1746 set_multishadow(6+randint1(6), FALSE);
1749 msg_print(_("なに?", "Zap?"));
1756 * @brief 特殊技能コマンドのメインルーチン /
1759 void do_cmd_mind(void)
1765 PLAYER_LEVEL plev = p_ptr->lev;
1766 int old_csp = p_ptr->csp;
1769 int use_mind, mana_cost;
1771 bool on_mirror = FALSE;
1773 /* not if confused */
1774 if (p_ptr->confused)
1776 msg_print(_("混乱していて集中できない!", "You are too confused!"));
1781 if (!get_mind_power(&n, FALSE)) return;
1784 switch(p_ptr->pclass)
1786 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1787 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1788 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1789 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1790 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1791 default: use_mind = 0 ;p = "超能力"; break;
1794 switch(p_ptr->pclass)
1796 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1797 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1798 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1799 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1800 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1801 default: use_mind = 0; break;
1804 spell = mind_powers[use_mind].info[n];
1806 /* Spell failure chance */
1807 chance = spell.fail;
1809 mana_cost = spell.mana_cost;
1810 if (use_mind == MIND_KI)
1812 if (heavy_armor()) chance += 20;
1813 if (p_ptr->icky_wield[0]) chance += 20;
1814 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1815 if (p_ptr->icky_wield[1]) chance += 20;
1816 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1820 for (j = 0; j < P_PTR_KI / 50; j++)
1821 mana_cost += (j+1) * 3 / 2;
1825 /* Verify "dangerous" spells */
1826 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1828 if (mana_cost > p_ptr->chp)
1830 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1834 else if (mana_cost > p_ptr->csp)
1837 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1839 if (!over_exert) return;
1842 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1848 /* Reduce failure rate by "effective" level adjustment */
1849 chance -= 3 * (plev - spell.min_lev);
1851 chance += p_ptr->to_m_chance;
1853 /* Reduce failure rate by INT/WIS adjustment */
1854 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1856 /* Not enough mana to cast */
1857 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1859 chance += 5 * (mana_cost - p_ptr->csp);
1862 /* Extract the minimum failure rate */
1863 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1865 /* Minimum failure rate */
1866 if (chance < minfail) chance = minfail;
1868 /* Stunning makes spells harder */
1869 if (p_ptr->stun > 50) chance += 25;
1870 else if (p_ptr->stun) chance += 15;
1872 if (use_mind == MIND_KI)
1874 if (heavy_armor()) chance += 5;
1875 if (p_ptr->icky_wield[0]) chance += 5;
1876 if (p_ptr->icky_wield[1]) chance += 5;
1880 /* Always a 5 percent chance of working */
1881 if (chance > 95) chance = 95;
1884 if (randint0(100) < chance)
1886 if (flush_failure) flush();
1887 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1891 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1893 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1895 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1899 if (randint1(100) < (chance / 2))
1904 if( use_mind == MIND_MINDCRAFTER ){
1907 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!"));
1912 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..."));
1913 set_image(p_ptr->image + 5 + randint1(10));
1917 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1918 set_confused(p_ptr->confused + randint1(8));
1922 set_stun(p_ptr->stun + randint1(8));
1927 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);
1929 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1930 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1931 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1934 if( use_mind == MIND_MIRROR_MASTER ){
1937 /* Nothing has happen */
1941 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1942 teleport_player(10, TELEPORT_PASSIVE);
1946 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1947 set_image(p_ptr->image + 5 + randint1(10));
1952 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);
1954 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1955 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1956 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1968 case MIND_MINDCRAFTER:
1969 /* Cast the spell */
1970 cast = cast_mindcrafter_spell(n);
1973 /* Cast the spell */
1974 cast = cast_force_spell(n);
1976 case MIND_BERSERKER:
1977 /* Cast the spell */
1978 cast = cast_berserk_spell(n);
1980 case MIND_MIRROR_MASTER:
1981 /* Cast the spell */
1982 if( is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1983 cast = cast_mirror_spell(n);
1986 /* Cast the spell */
1987 cast = cast_ninja_spell(n);
1990 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1998 p_ptr->energy_use = 100;
1999 /* teleport from mirror costs small energy */
2000 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
2002 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
2005 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2007 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2009 p_ptr->redraw |= (PR_HP);
2012 /* Sufficient mana */
2013 else if (mana_cost <= old_csp)
2016 p_ptr->csp -= mana_cost;
2019 if (p_ptr->csp < 0) p_ptr->csp = 0;
2021 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2025 p_ptr->csp_frac = 0;
2029 /* Over-exert the player */
2032 int oops = mana_cost - old_csp;
2035 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2036 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2038 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);
2040 /* Hack -- Bypass free action */
2041 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2043 /* Damage WIS (possibly permanently) */
2044 if (randint0(100) < 50)
2046 bool perm = (randint0(100) < 25);
2048 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2050 /* Reduce constitution */
2051 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2054 p_ptr->redraw |= (PR_MANA);
2055 p_ptr->window |= (PW_PLAYER);
2056 p_ptr->window |= (PW_SPELL);
2061 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2064 void do_cmd_mind_browse(void)
2071 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2072 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2073 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2074 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2075 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2076 use_mind = MIND_MIRROR_MASTER;
2083 if (!get_mind_power(&n, TRUE))
2089 /* Clear lines, position cursor (really should use strlen here) */
2090 Term_erase(12, 21, 255);
2091 Term_erase(12, 20, 255);
2092 Term_erase(12, 19, 255);
2093 Term_erase(12, 18, 255);
2094 Term_erase(12, 17, 255);
2095 Term_erase(12, 16, 255);
2097 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2098 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2100 prt(&temp[j], line, 15);
2105 case MIND_MIRROR_MASTER:
2107 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);