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
21 #include "spells-summon.h"
23 #include "player-move.h"
24 #include "player-status.h"
25 #include "spells-status.h"
26 #include "cmd-spell.h"
27 #include "spells-floor.h"
30 #include "cmd-basic.h"
33 mind_power const mind_powers[5] =
37 /* Level gained, cost, %fail, name */
44 { 11, 7, 30, "念動衝撃弾"},
46 { 15, 12, 60, "サイコメトリー"},
47 { 18, 10, 45, "精神波動"},
48 { 23, 15, 50, "アドレナリン・ドーピング"},
49 { 26, 28, 60, "テレキネシス"},
50 { 28, 10, 40, "サイキック・ドレイン"},
52 { 45,150, 85, "完全な世界"},
61 { 1, 1, 15, "Precognition"},
62 { 2, 1, 20, "Neural Blast"},
63 { 3, 2, 25, "Minor Displacement"},
64 { 7, 6, 35, "Major Displacement"},
65 { 9, 7, 50, "Domination"},
66 { 11, 7, 30, "Pulverise"},
67 { 13, 12, 50, "Character Armour"},
68 { 15, 12, 60, "Psychometry" },
69 { 18, 10, 45, "Mind Wave" },
70 { 23, 15, 50, "Adrenaline Channeling"},
71 { 26, 28, 60, "Telekinesis"},
72 { 28, 10, 40, "Psychic Drain"},
73 { 35, 35, 75, "Psycho-Spear"},
74 { 45,150, 85, "The World"},
89 /* Level gained, cost, %fail, name */
95 { 10, 7, 45, "対魔法防御"},
100 { 25, 30, 70, "いてつく波動"},
101 { 28, 26, 50, "幻霊召喚"},
102 { 32, 35, 65, "煉獄火炎"},
103 { 38, 42, 75, "超カメハメ波"},
104 { 44, 50, 80, "光速移動"},
113 { 1, 1, 15, "Small Force Ball"},
114 { 3, 3, 30, "Flash Light"},
115 { 5, 6, 35, "Flying Technique"},
116 { 8, 5, 40, "Kamehameha"},
117 { 10, 7, 45, "Magic Resistance"},
118 { 13, 5, 60, "Improve Force"},
119 { 17, 17, 50, "Aura of Force"},
120 { 20, 20, 50, "Shock Power"},
121 { 23, 18, 55, "Large Force Ball"},
122 { 25, 30, 70, "Dispel Magic"},
123 { 28, 26, 50, "Summon Ghost"},
124 { 32, 35, 65, "Exploding Frame"},
125 { 38, 42, 75, "Super Kamehameha"},
126 { 44, 50, 80, "Light Speed"},
141 /* Level gained, cost, %fail, name */
145 { 20, 15, 0, "トラップ粉砕"},
147 { 30, 80, 75, "皆殺し"},
165 { 8, 5, 40, "Detect Atmosphere of Menace"},
166 { 15, 20, 0, "Charge"},
167 { 20, 15, 0, "Smash a Trap"},
168 { 25, 20, 60, "Quake"},
169 { 30, 80, 75, "Massacre"},
193 /* Level gained, cost, %fail, name */
197 { 2, 2, 20, "光のしずく"},
202 { 10, 5, 30, "微塵隠れ"},
203 { 12, 12, 30, "追放の鏡"},
204 { 15, 15, 30, "鏡砕き"},
205 { 19, 13, 30, "催眠鏡"},
206 { 23, 18, 50, "シーカーレイ"},
208 { 25, 20, 40, "鏡の封印"},
209 { 27, 30, 60, "水鏡の盾"},
210 { 29, 30, 60, "スーパーレイ"},
211 { 31, 35, 60, "幻惑の光"},
212 { 33, 50, 80, "鏡の国"},
214 { 36, 30, 80, "鏡抜け"},
215 { 38, 40, 70, "帰還の鏡"},
216 { 40, 50, 55, "影分身"},
217 { 43, 55, 70, "封魔結界"},
218 { 46, 70, 75, "ラフノールの鏡"},
220 { 1, 1, 15, "Mirror of Seeing"},
221 { 1, 2, 40, "Making a Mirror"},
222 { 2, 2, 20, "Drip of Light"},
223 { 3, 2, 20, "Warped Mirror"},
224 { 5, 3, 35, "Mirror of Light"},
225 { 6, 5, 35, "Mirror of Wandering"},
227 { 10, 5, 30, "Robe of Dust"},
228 { 12, 12, 30, "Banishing Mirror"},
229 { 15, 15, 30, "Mirror Clashing"},
230 { 19, 13, 30, "Mirror Sleeping"},
231 { 23, 18, 50, "Seeker Ray"},
233 { 25, 20, 40, "Seal of Mirror"},
234 { 27, 30, 60, "Shield of Water"},
235 { 29, 30, 60, "Super Ray"},
236 { 31, 35, 60, "Illusion Light"},
237 { 33, 50, 80, "Mirror Shift"},
239 { 36, 30, 80, "Mirror Tunnel"},
240 { 38, 40, 70, "Mirror of Recall"},
241 { 40, 50, 55, "Multi-Shadow"},
242 { 43, 55, 70, "Binding Field"},
243 { 46, 70, 75, "Mirror of Ruffnor"},
251 /* Level gained, cost, %fail, name */
258 { 8, 10, 35, "一撃離脱"},
259 { 10, 10, 40, "金縛り"},
260 { 12, 12, 70, "古の口伝"},
264 { 20, 5, 50, "八方手裏剣"},
268 { 30, 30, 70, "爆発の紋章"},
270 { 34, 35, 50, "霧隠れ"},
271 { 38, 40, 60, "煉獄火炎"},
275 { 1, 1, 20, "Create Darkness"},
276 { 2, 2, 25, "Detect Near"},
277 { 3, 3, 25, "Hide in Leafs"},
278 { 5, 3, 30, "Kawarimi"},
279 { 7, 8, 35, "Absconding"},
280 { 8, 10, 35, "Hit and Away"},
281 { 10, 10, 40, "Bind Monster"},
282 { 12, 12, 70, "Ancient Knowledge"},
283 { 15, 10, 50, "Floating"},
284 { 17, 12, 45, "Hide in Flame"},
285 { 18, 20, 40, "Nyusin"},
286 { 20, 5, 50, "Syuriken Spreading"},
287 { 22, 15, 55, "Chain Hook"},
288 { 25, 32, 60, "Smoke Ball"},
289 { 28, 32, 60, "Swap Position"},
290 { 30, 30, 70, "Glyph of Explosion"},
291 { 32, 40, 40, "Hide in Mud"},
292 { 34, 35, 50, "Hide in Mist"},
293 { 38, 40, 60, "Rengoku-Kaen"},
294 { 41, 50, 55, "Bunshin"},
303 static concptr const mind_tips[5][MAX_MIND_POWERS] =
307 "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。",
311 "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。",
313 "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。",
314 "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。",
315 "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。",
316 "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。",
318 "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。",
319 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
320 "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。",
331 "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。",
334 "一定時間、魔法防御能力を上昇させる。",
335 "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。",
336 "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。",
337 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
339 "モンスター1体にかかった魔法を解除する。",
341 "自分を中心とした超巨大な炎の球を発生させる。",
342 "射程の長い、強力な気のビームを放つ。",
343 "しばらくの間、非常に速く動くことができる。",
353 "近くの思考することができるモンスターを感知する。",
355 "トラップにかかるが、そのトラップを破壊する。",
356 "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。",
376 "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。",
378 "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。",
380 "自分の周囲や、 自分のいる部屋全体を明るくする。",
382 "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。",
383 "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。",
385 "全ての鏡の周りに眠りの球を発生させる。",
386 "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。",
388 "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。",
389 "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。",
390 "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。",
391 "フロアを作り変える。鏡の上でしか使えない。",
392 "短距離内の指定した場所にテレポートする。",
393 "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。",
394 "全ての攻撃が、1/2の確率で無効になる。",
395 "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。",
396 "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。",
400 "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。",
402 "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。",
405 "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。",
408 "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。",
410 "ランダムな方向に8回くさびを投げる。",
414 "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。",
415 "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。",
416 "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。",
417 "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。",
418 "全ての攻撃が、1/2の確率で無効になる。",
423 "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.",
424 "Fires a beam or ball which inflicts PSI damage.",
425 "Teleport short distance.",
426 "Teleport long distance.",
427 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
428 "Fires a ball which hurts monsters with telekinesis.",
429 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
430 "Gives feeling of an item. Or identify an item at level 25.",
431 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
432 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
433 "Pulls a distant item close to you.",
434 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
435 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
436 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
446 "Fires a very small energy ball.",
447 "Lights up nearby area and the inside of a room permanently.",
448 "Gives levitaion a while.",
449 "Fires a short energy beam.",
450 "Gives magic resistance for a while.",
451 "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.",
452 "Gives aura which damages all monsters which attacked you for a while.",
453 "Damages an adjacent monster, and blow it away.",
454 "Fires a large energy ball.",
455 "Dispels all magics which is effecting a monster.",
457 "Generates a huge ball of frame which centered on you.",
458 "Fires a long, powerful energy beam.",
459 "Gives extremely fast speed.",
469 "Detects all monsters except mindless in your vicinity.",
470 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
471 "Sets off a trap, then destroy that trap.",
472 "Shakes dungeon structure, and results in random swaping of floors and walls.",
473 "Attacks all adjacent monsters.",
492 "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.",
493 "Makes a mirror under you.",
494 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
495 "Teleport short distance.",
496 "Lights up nearby area and the inside of a room permanently.",
497 "Teleport long distance.",
498 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
499 "Teleports all monsters on the line away unless resisted.",
500 "Fires a ball of shards.",
501 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
502 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
503 "Eliminates a monster on a mirror from current dungeon level.",
504 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
505 "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.",
506 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
507 "Recreates current dungeon level. Can only be used on a mirror.",
508 "Teleport to given location.",
509 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
510 "Completely protects you from any attacks at one in two chance.",
511 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
512 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
516 "Darken nearby area and inside of a room.",
517 "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.",
518 "Teleport short distance.",
519 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
520 "Teleport long distance.",
521 "Attack and teleport in a time.",
522 "Attempt to freeze a monster.",
523 "Identifies an item.",
524 "Gives levitation for a while.",
525 "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.",
526 "Steps close to a monster and attacks at a time.",
527 "Shoots 8 iron Spikes in 8 random directions.",
528 "Teleport a monster to a place adjacent to you.",
529 "Releases a confusion ball which doesn't inflict any damage.",
530 "Swaps positions of you and a monster.",
531 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
532 "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.",
533 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
534 "Fires some number of beams of fire, nether or plasma in random directions.",
535 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
542 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
543 * @param p 情報を返す文字列参照ポインタ
544 * @param use_mind 職業毎の特殊技能ID
545 * @param power モンスター魔法のID
548 void mindcraft_info(char *p, int use_mind, int power)
550 PLAYER_LEVEL plev = p_ptr->lev;
556 case MIND_MINDCRAFTER:
560 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
561 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
562 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
564 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
565 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
567 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
568 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
570 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
572 case 10: sprintf(p, " max wgt %d", plev * 15); break;
574 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
575 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
576 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
581 int boost = P_PTR_KI;
583 if (heavy_armor()) boost /= 2;
587 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
589 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
590 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
591 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
593 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
594 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
595 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
597 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
598 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
599 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
600 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
604 case MIND_MIRROR_MASTER:
610 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
611 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
613 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
614 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
616 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
618 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
620 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
621 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
624 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
626 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
627 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
628 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
638 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
640 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
641 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
644 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
645 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
652 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
653 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
654 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
655 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
663 * @brief 使用可能な特殊技能を選択する /
664 * Allow user to choose a mindcrafter power.
665 * @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
666 * @param only_browse 一覧を見るだけの場合TRUEを返す
667 * @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。
669 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
670 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
671 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
673 * The "prompt" should be "cast", "recite", or "study"\n
674 * The "known" should be TRUE for cast/pray, FALSE for study\n
676 * nb: This function has a (trivial) display bug which will be obvious\n
677 * when you run it. It's probably easy to fix but I haven't tried,\n
680 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
686 PERCENTAGE minfail = 0;
687 PLAYER_LEVEL plev = p_ptr->lev;
688 PERCENTAGE chance = 0;
696 const mind_power *mind_ptr;
699 int menu_line = (use_menu ? 1 : 0);
701 switch (p_ptr->pclass)
703 case CLASS_MINDCRAFTER:
705 use_mind = MIND_MINDCRAFTER;
706 p = _("超能力", "mindcraft");
709 case CLASS_FORCETRAINER:
712 p = _("練気術", "Force");
715 case CLASS_BERSERKER:
717 use_mind = MIND_BERSERKER;
718 p = _("技", "brutal power");
721 case CLASS_MIRROR_MASTER:
723 use_mind = MIND_MIRROR_MASTER;
724 p = _("鏡魔法", "magic");
729 use_mind = MIND_NINJUTSU;
730 p = _("忍術", "ninjutsu");
736 p = _("超能力", "mindcraft");
740 mind_ptr = &mind_powers[use_mind];
742 /* Assume cancelled */
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 /* Nothing chosen yet */
768 for (i = 0; i < MAX_MIND_POWERS; i++)
770 if (mind_ptr->info[i].min_lev <= plev)
776 /* Build a prompt (accept all spells) */
779 (void)strnfmt(out_val, 78,
780 _("(%^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? "),
781 p, I2A(0), I2A(num - 1), p);
785 (void)strnfmt(out_val, 78,
786 _("(%^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? "),
787 p, I2A(0), I2A(num - 1), p);
790 if (use_menu && !only_browse) screen_save();
792 choice = (always_show_list || use_menu) ? ESCAPE : 1;
796 if(choice==ESCAPE) choice = ' ';
797 else if( !get_com(out_val, &choice, TRUE) )break;
799 if (use_menu && choice != ' ')
805 if (!only_browse) screen_load();
813 menu_line += (num - 1);
835 if (menu_line > num) menu_line -= num;
838 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
841 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] = has_melee_weapon(INVEN_RARM);
856 has_weapon[1] = has_melee_weapon(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);
1168 msg_print(_("なに?", "Zap?"));
1176 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1177 * @param spell 発動する特殊技能のID
1178 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1180 static bool cast_force_spell(int spell)
1183 PLAYER_LEVEL plev = p_ptr->lev;
1184 int boost = P_PTR_KI;
1186 if (heavy_armor()) boost /= 2;
1192 if (!get_aim_dir(&dir)) return FALSE;
1193 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1196 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1199 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1202 project_length = plev / 8 + 3;
1203 if (!get_aim_dir(&dir)) return FALSE;
1205 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1208 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1211 msg_print(_("気を練った。", "You improved the Force."));
1212 P_PTR_KI += (70 + plev);
1213 p_ptr->update |= (PU_BONUS);
1214 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1216 msg_print(_("気が暴走した!", "The Force exploded!"));
1217 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1218 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1223 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1226 return shock_power();
1229 if (!get_aim_dir(&dir)) return FALSE;
1230 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1236 if (!target_set(TARGET_KILL)) return FALSE;
1237 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1239 if (!player_has_los_bold(target_row, target_col)) break;
1240 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1241 dispel_monster_status(m_idx);
1247 bool success = FALSE;
1249 for (i = 0; i < 1 + boost/100; i++)
1250 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1254 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1258 msg_print(_("何も現れなかった。", "Nothing happen."));
1263 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1266 if (!get_aim_dir(&dir)) return FALSE;
1268 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1271 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1274 msg_print(_("なに?", "Zap?"));
1277 p_ptr->update |= (PU_BONUS);
1284 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1287 static int number_of_mirrors(void)
1291 for (x = 0; x < current_floor_ptr->width; x++) {
1292 for (y = 0; y < current_floor_ptr->height; y++) {
1293 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) val++;
1301 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1302 * @param spell 発動する特殊技能のID
1303 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1305 static bool cast_mirror_spell(int spell)
1308 PLAYER_LEVEL plev = p_ptr->lev;
1316 /* mirror of seeing */
1318 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 0;
1319 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1320 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1321 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1322 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1323 if (tmp == 0 && plev < 5) {
1324 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1329 if (number_of_mirrors() < 4 + plev / 10) {
1333 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1337 if (!get_aim_dir(&dir)) return FALSE;
1338 if (plev > 9 && is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1339 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1342 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1347 teleport_player(10, 0L);
1349 /* mirror of light */
1351 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1353 /* mirror of wandering */
1355 teleport_player(plev * 5, 0L);
1359 set_dustrobe(20 + randint1(20), FALSE);
1361 /* banishing mirror */
1363 if (!get_aim_dir(&dir)) return FALSE;
1364 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1366 /* mirror clashing */
1368 if (!get_aim_dir(&dir)) return FALSE;
1369 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1370 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1372 /* mirror sleeping */
1374 for (x = 0; x < current_floor_ptr->width; x++) {
1375 for (y = 0; y < current_floor_ptr->height; y++) {
1376 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) {
1377 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1384 if (!get_aim_dir(&dir)) return FALSE;
1385 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1387 /* seal of mirror */
1389 seal_of_mirror(plev * 4 + 100);
1391 /* shield of water */
1393 t = 20 + randint1(20);
1394 set_shield(t, FALSE);
1395 if (plev > 31)set_tim_reflect(t, FALSE);
1396 if (plev > 39)set_resist_magic(t, FALSE);
1400 if (!get_aim_dir(&dir)) return FALSE;
1401 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1403 /* illusion light */
1405 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 3;
1406 slow_monsters(plev);
1407 stun_monsters(plev*tmp);
1408 confuse_monsters(plev*tmp);
1409 turn_monsters(plev*tmp);
1410 stun_monsters(plev*tmp);
1411 stasis_monsters(plev*tmp);
1415 if (!is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1416 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1423 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1424 return mirror_tunnel();
1426 /* mirror of recall */
1428 return recall_player(p_ptr, randint0(21) + 15);
1431 set_multishadow(6 + randint1(6), FALSE);
1435 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!"));
1437 /* mirror of Ruffnor */
1439 (void)set_invuln(randint1(4) + 4, FALSE);
1442 msg_print(_("なに?", "Zap?"));
1445 p_ptr->magic_num1[0] = 0;
1452 * do_cmd_cast calls this function if the player's class is 'berserker'.
1453 * @param spell 発動する特殊技能のID
1454 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1456 static bool cast_berserk_spell(int spell)
1465 detect_monsters_mind(DETECT_RAD_DEFAULT);
1471 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1475 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1477 if (dir == 5) return FALSE;
1478 y = p_ptr->y + ddy[dir];
1479 x = p_ptr->x + ddx[dir];
1481 if (!current_floor_ptr->grid_array[y][x].m_idx)
1483 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1489 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
1495 if (player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(current_floor_ptr->grid_array[y][x].feat) && !current_floor_ptr->grid_array[y][x].m_idx)
1498 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1504 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1505 y = p_ptr->y + ddy[dir];
1506 x = p_ptr->x + ddx[dir];
1507 move_player(dir, easy_disarm, TRUE);
1511 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1517 msg_print(_("なに?", "Zap?"));
1525 * do_cmd_cast calls this function if the player's class is 'ninja'.
1526 * @param spell 発動する特殊技能のID
1527 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1529 static bool cast_ninja_spell(int spell)
1531 POSITION x = 0, y = 0;
1533 PLAYER_LEVEL plev = p_ptr->lev;
1539 (void)unlite_area(0, 3);
1546 detect_monsters_normal(DETECT_RAD_DEFAULT);
1549 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1550 detect_doors(DETECT_RAD_DEFAULT);
1551 detect_stairs(DETECT_RAD_DEFAULT);
1555 detect_objects_normal(DETECT_RAD_DEFAULT);
1560 teleport_player(10, 0L);
1565 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1567 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1568 p_ptr->special_defense |= NINJA_KAWARIMI;
1569 p_ptr->redraw |= (PR_STATUS);
1575 teleport_player(p_ptr->lev * 5, 0L);
1580 if(!panic_hit()) return FALSE;
1585 if (!get_aim_dir(&dir)) return FALSE;
1586 (void)stasis_monster(dir);
1590 return ident_spell(FALSE);
1592 set_tim_levitation(randint1(20) + 20, FALSE);
1595 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1596 teleport_player(30, 0L);
1597 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1600 return rush_attack(NULL);
1604 for (i = 0; i < 8; i++)
1608 for (slot = 0; slot < INVEN_PACK; slot++)
1610 if (inventory[slot].tval == TV_SPIKE) break;
1612 if (slot == INVEN_PACK)
1614 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1615 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1619 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1620 do_cmd_throw(1, FALSE, slot);
1622 take_turn(p_ptr, 100);
1628 monster_type *m_ptr;
1630 GAME_TEXT m_name[MAX_NLEN];
1636 if (!target_set(TARGET_KILL)) return FALSE;
1637 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1639 if (m_idx == p_ptr->riding) break;
1640 if (!player_has_los_bold(target_row, target_col)) break;
1641 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1642 m_ptr = ¤t_floor_ptr->m_list[m_idx];
1643 monster_desc(m_name, m_ptr, 0);
1644 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1645 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1646 ty = target_row, tx = target_col;
1647 for (i = 1; i < path_n; i++)
1649 POSITION ny = GRID_Y(path_g[i]);
1650 POSITION nx = GRID_X(path_g[i]);
1651 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
1653 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1654 !(g_ptr->info & CAVE_OBJECT) &&
1655 !pattern_tile(ny, nx))
1661 /* Update the old location */
1662 current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1664 /* Update the new location */
1665 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1667 /* Move the monster */
1671 /* Wake the monster up */
1672 (void)set_monster_csleep(m_idx, 0);
1674 update_monster(m_idx, TRUE);
1675 lite_spot(target_row, target_col);
1678 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1679 p_ptr->update |= (PU_MON_LITE);
1683 /* Auto-Recall if possible and visible */
1684 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1686 /* Track a new monster */
1687 health_track(m_idx);
1693 if (!get_aim_dir(&dir)) return FALSE;
1694 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1697 project_length = -1;
1698 if (!get_aim_dir(&dir))
1705 (void)teleport_swap(dir);
1711 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1712 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1715 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1716 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1717 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1718 teleport_player(30, 0L);
1723 int num = damroll(3, 9);
1725 for (k = 0; k < num; k++)
1727 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1728 int attempts = 1000;
1732 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1734 if (!player_bold(y, x)) break;
1736 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1737 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1742 set_multishadow(6+randint1(6), FALSE);
1745 msg_print(_("なに?", "Zap?"));
1752 * @brief 特殊技能コマンドのメインルーチン /
1755 void do_cmd_mind(void)
1760 PERCENTAGE minfail = 0;
1761 PLAYER_LEVEL plev = p_ptr->lev;
1762 int old_csp = p_ptr->csp;
1765 int use_mind, mana_cost;
1767 bool on_mirror = FALSE;
1769 if (cmd_limit_confused(p_ptr)) return;
1771 if (!get_mind_power(&n, FALSE)) return;
1774 switch(p_ptr->pclass)
1776 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1777 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1778 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1779 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1780 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1781 default: use_mind = 0 ;p = "超能力"; break;
1784 switch(p_ptr->pclass)
1786 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1787 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1788 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1789 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1790 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1791 default: use_mind = 0; break;
1794 spell = mind_powers[use_mind].info[n];
1796 /* Spell failure chance */
1797 chance = spell.fail;
1799 mana_cost = spell.mana_cost;
1800 if (use_mind == MIND_KI)
1802 if (heavy_armor()) chance += 20;
1803 if (p_ptr->icky_wield[0]) chance += 20;
1804 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1805 if (p_ptr->icky_wield[1]) chance += 20;
1806 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1810 for (j = 0; j < P_PTR_KI / 50; j++)
1811 mana_cost += (j+1) * 3 / 2;
1815 /* Verify "dangerous" spells */
1816 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1818 if (mana_cost > p_ptr->chp)
1820 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1824 else if (mana_cost > p_ptr->csp)
1827 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1829 if (!over_exert) return;
1832 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1838 /* Reduce failure rate by "effective" level adjustment */
1839 chance -= 3 * (plev - spell.min_lev);
1841 chance += p_ptr->to_m_chance;
1843 /* Reduce failure rate by INT/WIS adjustment */
1844 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1846 /* Not enough mana to cast */
1847 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1849 chance += 5 * (mana_cost - p_ptr->csp);
1852 /* Extract the minimum failure rate */
1853 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1855 /* Minimum failure rate */
1856 if (chance < minfail) chance = minfail;
1858 /* Stunning makes spells harder */
1859 if (p_ptr->stun > 50) chance += 25;
1860 else if (p_ptr->stun) chance += 15;
1862 if (use_mind == MIND_KI)
1864 if (heavy_armor()) chance += 5;
1865 if (p_ptr->icky_wield[0]) chance += 5;
1866 if (p_ptr->icky_wield[1]) chance += 5;
1870 /* Always a 5 percent chance of working */
1871 if (chance > 95) chance = 95;
1874 if (randint0(100) < chance)
1876 if (flush_failure) flush();
1877 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1881 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1883 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1885 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1889 if (randint1(100) < (chance / 2))
1894 if( use_mind == MIND_MINDCRAFTER ){
1897 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!"));
1902 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..."));
1903 set_image(p_ptr->image + 5 + randint1(10));
1907 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1908 set_confused(p_ptr->confused + randint1(8));
1912 set_stun(p_ptr->stun + randint1(8));
1917 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);
1919 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1920 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1921 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1924 if( use_mind == MIND_MIRROR_MASTER ){
1927 /* Nothing has happen */
1931 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1932 teleport_player(10, TELEPORT_PASSIVE);
1936 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1937 set_image(p_ptr->image + 5 + randint1(10));
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));
1958 case MIND_MINDCRAFTER:
1960 cast = cast_mindcrafter_spell(n);
1964 cast = cast_force_spell(n);
1966 case MIND_BERSERKER:
1968 cast = cast_berserk_spell(n);
1970 case MIND_MIRROR_MASTER:
1972 if( is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1973 cast = cast_mirror_spell(n);
1977 cast = cast_ninja_spell(n);
1980 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1988 /* teleport from mirror costs small energy */
1989 if(on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER)
1991 if( n==3 || n==5 || n==7 || n==16 ) take_turn(p_ptr, 50);
1995 take_turn(p_ptr, 100);
1998 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2000 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2002 p_ptr->redraw |= (PR_HP);
2005 /* Sufficient mana */
2006 else if (mana_cost <= old_csp)
2009 p_ptr->csp -= mana_cost;
2012 if (p_ptr->csp < 0) p_ptr->csp = 0;
2014 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2018 p_ptr->csp_frac = 0;
2022 /* Over-exert the player */
2025 int oops = mana_cost - old_csp;
2028 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2029 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2031 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);
2033 /* Hack -- Bypass free action */
2034 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2036 /* Damage WIS (possibly permanently) */
2037 if (randint0(100) < 50)
2039 bool perm = (randint0(100) < 25);
2041 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2043 /* Reduce constitution */
2044 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2047 p_ptr->redraw |= (PR_MANA);
2048 p_ptr->window |= (PW_PLAYER);
2049 p_ptr->window |= (PW_SPELL);
2054 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2057 void do_cmd_mind_browse(void)
2064 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2065 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2066 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2067 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2068 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2069 use_mind = MIND_MIRROR_MASTER;
2075 if (!get_mind_power(&n, TRUE))
2081 /* Clear lines, position cursor (really should use strlen here) */
2082 Term_erase(12, 21, 255);
2083 Term_erase(12, 20, 255);
2084 Term_erase(12, 19, 255);
2085 Term_erase(12, 18, 255);
2086 Term_erase(12, 17, 255);
2087 Term_erase(12, 16, 255);
2089 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2090 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2092 prt(&temp[j], line, 15);
2097 case MIND_MIRROR_MASTER:
2099 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);