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"
23 mind_power const mind_powers[5] =
27 /* Level gained, cost, %fail, name */
34 { 11, 7, 30, "念動衝撃弾"},
36 { 15, 12, 60, "サイコメトリー"},
37 { 18, 10, 45, "精神波動"},
38 { 23, 15, 50, "アドレナリン・ドーピング"},
39 { 26, 28, 60, "テレキネシス"},
40 { 28, 10, 40, "サイキック・ドレイン"},
42 { 45,150, 85, "完全な世界"},
51 { 1, 1, 15, "Precognition"},
52 { 2, 1, 20, "Neural Blast"},
53 { 3, 2, 25, "Minor Displacement"},
54 { 7, 6, 35, "Major Displacement"},
55 { 9, 7, 50, "Domination"},
56 { 11, 7, 30, "Pulverise"},
57 { 13, 12, 50, "Character Armour"},
58 { 15, 12, 60, "Psychometry" },
59 { 18, 10, 45, "Mind Wave" },
60 { 23, 15, 50, "Adrenaline Channeling"},
61 { 26, 28, 60, "Telekinesis"},
62 { 28, 10, 40, "Psychic Drain"},
63 { 35, 35, 75, "Psycho-Spear"},
64 { 45,150, 85, "The World"},
79 /* Level gained, cost, %fail, name */
85 { 10, 7, 45, "対魔法防御"},
90 { 25, 30, 70, "いてつく波動"},
91 { 28, 26, 50, "幻霊召喚"},
92 { 32, 35, 65, "煉獄火炎"},
93 { 38, 42, 75, "超カメハメ波"},
94 { 44, 50, 80, "光速移動"},
103 { 1, 1, 15, "Small Force Ball"},
104 { 3, 3, 30, "Flash Light"},
105 { 5, 6, 35, "Flying Technique"},
106 { 8, 5, 40, "Kamehameha"},
107 { 10, 7, 45, "Magic Resistance"},
108 { 13, 5, 60, "Improve Force"},
109 { 17, 17, 50, "Aura of Force"},
110 { 20, 20, 50, "Shock Power"},
111 { 23, 18, 55, "Large Force Ball"},
112 { 25, 30, 70, "Dispel Magic"},
113 { 28, 26, 50, "Summon Ghost"},
114 { 32, 35, 65, "Exploding Frame"},
115 { 38, 42, 75, "Super Kamehameha"},
116 { 44, 50, 80, "Light Speed"},
131 /* Level gained, cost, %fail, name */
135 { 20, 15, 0, "トラップ粉砕"},
137 { 30, 80, 75, "皆殺し"},
155 { 8, 5, 40, "Detect Atmosphere of Menace"},
156 { 15, 20, 0, "Charge"},
157 { 20, 15, 0, "Smash a Trap"},
158 { 25, 20, 60, "Quake"},
159 { 30, 80, 75, "Massacre"},
183 /* Level gained, cost, %fail, name */
187 { 2, 2, 20, "光のしずく"},
192 { 10, 5, 30, "微塵隠れ"},
193 { 12, 12, 30, "追放の鏡"},
194 { 15, 15, 30, "鏡砕き"},
195 { 19, 13, 30, "催眠鏡"},
196 { 23, 18, 50, "シーカーレイ"},
198 { 25, 20, 40, "鏡の封印"},
199 { 27, 30, 60, "水鏡の盾"},
200 { 29, 30, 60, "スーパーレイ"},
201 { 31, 35, 60, "幻惑の光"},
202 { 33, 50, 80, "鏡の国"},
204 { 36, 30, 80, "鏡抜け"},
205 { 38, 40, 70, "帰還の鏡"},
206 { 40, 50, 55, "影分身"},
207 { 43, 55, 70, "封魔結界"},
208 { 46, 70, 75, "ラフノールの鏡"},
210 { 1, 1, 15, "Mirror of Seeing"},
211 { 1, 2, 40, "Making a Mirror"},
212 { 2, 2, 20, "Drip of Light"},
213 { 3, 2, 20, "Warped Mirror"},
214 { 5, 3, 35, "Mirror of Light"},
215 { 6, 5, 35, "Mirror of Wandering"},
217 { 10, 5, 30, "Robe of Dust"},
218 { 12, 12, 30, "Banishing Mirror"},
219 { 15, 15, 30, "Mirror Clashing"},
220 { 19, 13, 30, "Mirror Sleeping"},
221 { 23, 18, 50, "Seeker Ray"},
223 { 25, 20, 40, "Seal of Mirror"},
224 { 27, 30, 60, "Shield of Water"},
225 { 29, 30, 60, "Super Ray"},
226 { 31, 35, 60, "Illusion Light"},
227 { 33, 50, 80, "Mirror Shift"},
229 { 36, 30, 80, "Mirror Tunnel"},
230 { 38, 40, 70, "Mirror of Recall"},
231 { 40, 50, 55, "Multi-Shadow"},
232 { 43, 55, 70, "Binding Field"},
233 { 46, 70, 75, "Mirror of Ruffnor"},
241 /* Level gained, cost, %fail, name */
248 { 8, 10, 35, "一撃離脱"},
249 { 10, 10, 40, "金縛り"},
250 { 12, 12, 70, "古の口伝"},
254 { 20, 5, 50, "八方手裏剣"},
258 { 30, 30, 70, "爆発の紋章"},
260 { 34, 35, 50, "霧隠れ"},
261 { 38, 40, 60, "煉獄火炎"},
265 { 1, 1, 20, "Create Darkness"},
266 { 2, 2, 25, "Detect Near"},
267 { 3, 3, 25, "Hide in Leafs"},
268 { 5, 3, 30, "Kawarimi"},
269 { 7, 8, 35, "Absconding"},
270 { 8, 10, 35, "Hit and Away"},
271 { 10, 10, 40, "Bind Monster"},
272 { 12, 12, 70, "Ancient Knowledge"},
273 { 15, 10, 50, "Floating"},
274 { 17, 12, 45, "Hide in Flame"},
275 { 18, 20, 40, "Nyusin"},
276 { 20, 5, 50, "Syuriken Spreading"},
277 { 22, 15, 55, "Chain Hook"},
278 { 25, 32, 60, "Smoke Ball"},
279 { 28, 32, 60, "Swap Position"},
280 { 30, 30, 70, "Glyph of Explosion"},
281 { 32, 40, 40, "Hide in Mud"},
282 { 34, 35, 50, "Hide in Mist"},
283 { 38, 40, 60, "Rengoku-Kaen"},
284 { 41, 50, 55, "Bunshin"},
293 static concptr const mind_tips[5][MAX_MIND_POWERS] =
297 "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。",
301 "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。",
303 "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。",
304 "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。",
305 "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。",
306 "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。",
308 "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。",
309 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
310 "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。",
321 "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。",
324 "一定時間、魔法防御能力を上昇させる。",
325 "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。",
326 "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。",
327 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
329 "モンスター1体にかかった魔法を解除する。",
331 "自分を中心とした超巨大な炎の球を発生させる。",
332 "射程の長い、強力な気のビームを放つ。",
333 "しばらくの間、非常に速く動くことができる。",
343 "近くの思考することができるモンスターを感知する。",
345 "トラップにかかるが、そのトラップを破壊する。",
346 "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。",
366 "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。",
368 "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。",
370 "自分の周囲や、 自分のいる部屋全体を明るくする。",
372 "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。",
373 "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。",
375 "全ての鏡の周りに眠りの球を発生させる。",
376 "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。",
378 "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。",
379 "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。",
380 "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。",
381 "フロアを作り変える。鏡の上でしか使えない。",
382 "短距離内の指定した場所にテレポートする。",
383 "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。",
384 "全ての攻撃が、1/2の確率で無効になる。",
385 "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。",
386 "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。",
390 "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。",
392 "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。",
395 "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。",
398 "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。",
400 "ランダムな方向に8回くさびを投げる。",
404 "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。",
405 "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。",
406 "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。",
407 "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。",
408 "全ての攻撃が、1/2の確率で無効になる。",
413 "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.",
414 "Fires a beam or ball which inflicts PSI damage.",
415 "Teleport short distance.",
416 "Teleport long distance.",
417 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
418 "Fires a ball which hurts monsters with telekinesis.",
419 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
420 "Gives feeling of an item. Or identify an item at level 25.",
421 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
422 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
423 "Pulls a distant item close to you.",
424 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
425 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
426 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
436 "Fires a very small energy ball.",
437 "Lights up nearby area and the inside of a room permanently.",
438 "Gives levitaion a while.",
439 "Fires a short energy beam.",
440 "Gives magic resistance for a while.",
441 "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.",
442 "Gives aura which damages all monsters which attacked you for a while.",
443 "Damages an adjacent monster, and blow it away.",
444 "Fires a large energy ball.",
445 "Dispels all magics which is effecting a monster.",
447 "Generates a huge ball of frame which centered on you.",
448 "Fires a long, powerful energy beam.",
449 "Gives extremely fast speed.",
459 "Detects all monsters except mindless in your vicinity.",
460 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
461 "Sets off a trap, then destroy that trap.",
462 "Shakes dungeon structure, and results in random swaping of floors and walls.",
463 "Attacks all adjacent monsters.",
482 "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.",
483 "Makes a mirror under you.",
484 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
485 "Teleport short distance.",
486 "Lights up nearby area and the inside of a room permanently.",
487 "Teleport long distance.",
488 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
489 "Teleports all monsters on the line away unless resisted.",
490 "Fires a ball of shards.",
491 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
492 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
493 "Eliminates a monster on a mirror from current dungeon level.",
494 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
495 "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.",
496 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
497 "Recreates current dungeon level. Can only be used on a mirror.",
498 "Teleport to given location.",
499 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
500 "Completely protects you from any attacks at one in two chance.",
501 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
502 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
506 "Darken nearby area and inside of a room.",
507 "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.",
508 "Teleport short distance.",
509 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
510 "Teleport long distance.",
511 "Attack and teleport in a time.",
512 "Attempt to freeze a monster.",
513 "Identifies an item.",
514 "Gives levitation for a while.",
515 "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.",
516 "Steps close to a monster and attacks at a time.",
517 "Shoots 8 iron Spikes in 8 random directions.",
518 "Teleport a monster to a place adjacent to you.",
519 "Releases a confusion ball which doesn't inflict any damage.",
520 "Swaps positions of you and a monster.",
521 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
522 "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.",
523 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
524 "Fires some number of beams of fire, nether or plasma in random directions.",
525 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
532 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
533 * @param p 情報を返す文字列参照ポインタ
534 * @param use_mind 職業毎の特殊技能ID
535 * @param power モンスター魔法のID
538 void mindcraft_info(char *p, int use_mind, int power)
541 concptr s_dam = "損傷:";
542 concptr s_dur = "期間:";
543 concptr s_range = "範囲:";
545 concptr s_dam = "dam ";
546 concptr s_dur = "dur ";
547 concptr s_range = "range ";
549 PLAYER_LEVEL plev = p_ptr->lev;
555 case MIND_MINDCRAFTER:
559 case 1: sprintf(p, " %s%dd%d", s_dam, 3 + ((plev - 1) / 4), 3 + plev/15); break;
560 case 2: sprintf(p, " %s10", s_range); break;
561 case 3: sprintf(p, " %s%d", s_range, plev * 5); break;
563 case 5: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 4)); break;
564 case 6: sprintf(p, " %s%d", s_dur, plev); break;
566 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), s_dam, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
567 case 9: sprintf(p, " %s10+d%d", s_dur, plev * 3 / 2); break;
569 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
571 case 10: sprintf(p, " max wgt %d", plev * 15); break;
573 case 11: sprintf(p, " %s%dd6", s_dam, plev / 2); break;
574 case 12: sprintf(p, " %sd%d+%d", s_dam, plev * 3, plev * 3); break;
575 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
580 int boost = P_PTR_KI;
582 if (heavy_armor()) boost /= 2;
586 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5) + boost / 12); break;
588 case 2: sprintf(p, " %s%d+d30", s_dur, 30 + boost / 5); break;
589 case 3: sprintf(p, " %s%dd5", s_dam, 5 + ((plev - 1) / 5) + boost / 10); break;
590 case 4: sprintf(p, " %s%d+d20", s_dur, 20 + boost / 5); break;
592 case 6: sprintf(p, " %s%d+d%d", s_dur, 15 + boost / 7, plev / 2); break;
593 case 7: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 4) + boost / 12); break;
594 case 8: sprintf(p, " %s10d6+%d", s_dam, plev * 3 / 2 + boost * 3 / 5); break;
596 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
597 case 11: sprintf(p, " %s%d", s_dam, 100 + plev + boost); break;
598 case 12: sprintf(p, " %s%dd15", s_dam, 10 + plev / 2 + boost * 3 / 10); break;
599 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
603 case MIND_MIRROR_MASTER:
609 case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5) ); break;
610 case 3: sprintf(p, " %s10", s_range); break;
612 case 5: sprintf(p, " %s%d", s_range, plev *5); break;
613 case 6: sprintf(p, " %s20+d20", s_dur); break;
615 case 8: sprintf(p, " %s%dd8", s_dam, 8+((plev -5)/4) ); break;
617 case 10: sprintf(p, " %s%dd8", s_dam, 11+(plev-5)/4 ); break;
619 case 12: sprintf(p, " %s20+d20", s_dur); break;
620 case 13: sprintf(p, " %s150+d%d", s_dam, plev*2 ); break;
623 case 16: sprintf(p, " %s%d", s_range, plev/2 +10); break;
625 case 18: sprintf(p, " %s6+d6", s_dur); break;
626 case 19: sprintf(p, " %s%d", s_dam, plev*11+5 ); break;
627 case 20: sprintf(p, " %s4+d4", s_dur); break;
637 case 2: sprintf(p, " %s10", s_range); break;
639 case 4: sprintf(p, " %s%d", s_range , plev *5); break;
640 case 5: sprintf(p, " %s30", s_range); break;
643 case 8: sprintf(p, " %s20+d20", s_dur); break;
644 case 9: sprintf(p, " %s%d", s_dam, (50+plev)/2 ); break;
651 case 16: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
652 case 17: sprintf(p, " %s%d*3", s_dam, (75+plev*2/3)/2 ); break;
653 case 18: sprintf(p, " %s%dd10", s_dam, 6+plev/8 ); break;
654 case 19: sprintf(p, " %s6+d6", s_dur); break;
662 * @brief 使用可能な特殊技能を選択する /
663 * Allow user to choose a mindcrafter power.
664 * @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
665 * @param only_browse 一覧を見るだけの場合TRUEを返す
666 * @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。
668 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
669 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
670 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
672 * The "prompt" should be "cast", "recite", or "study"\n
673 * The "known" should be TRUE for cast/pray, FALSE for study\n
675 * nb: This function has a (trivial) display bug which will be obvious\n
676 * when you run it. It's probably easy to fix but I haven't tried,\n
679 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
686 PLAYER_LEVEL plev = p_ptr->lev;
695 const mind_power *mind_ptr;
698 int menu_line = (use_menu ? 1 : 0);
700 switch (p_ptr->pclass)
702 case CLASS_MINDCRAFTER:
704 use_mind = MIND_MINDCRAFTER;
705 p = _("超能力", "mindcraft");
708 case CLASS_FORCETRAINER:
711 p = _("練気術", "Force");
714 case CLASS_BERSERKER:
716 use_mind = MIND_BERSERKER;
717 p = _("技", "brutal power");
720 case CLASS_MIRROR_MASTER:
722 use_mind = MIND_MIRROR_MASTER;
723 p = _("鏡魔法", "magic");
728 use_mind = MIND_NINJUTSU;
729 p = _("忍術", "ninjutsu");
735 p = _("超能力", "mindcraft");
739 mind_ptr = &mind_powers[use_mind];
741 /* Assume cancelled */
744 /* Get the spell, if available */
746 if (repeat_pull(&code))
748 *sn = (SPELL_IDX)code;
749 /* Hack -- If requested INVEN_FORCE(1111), pull again */
750 if (*sn == INVEN_FORCE) repeat_pull(&code);
751 *sn = (SPELL_IDX)code;
753 /* Verify the spell */
754 if (mind_ptr->info[*sn].min_lev <= plev)
761 /* Nothing chosen yet */
767 for (i = 0; i < MAX_MIND_POWERS; i++)
769 if (mind_ptr->info[i].min_lev <= plev)
775 /* Build a prompt (accept all spells) */
778 (void) strnfmt(out_val, 78,
779 _("(%^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? "),
780 p, I2A(0), I2A(num - 1), p);
784 (void) strnfmt(out_val, 78,
785 _("(%^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? "),
786 p, I2A(0), I2A(num - 1), p);
789 if (use_menu && !only_browse) screen_save();
790 /* Get a spell from the user */
792 choice= (always_show_list || use_menu) ? ESCAPE:1 ;
795 if(choice==ESCAPE) choice = ' ';
796 else if( !get_com(out_val, &choice, TRUE) )break;
798 if (use_menu && choice != ' ')
804 if (!only_browse) screen_load();
812 menu_line += (num - 1);
834 if (menu_line > num) menu_line -= num;
837 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
840 if (!redraw || use_menu)
847 if (!only_browse && !use_menu) screen_save();
849 /* Display a list of spells */
851 put_str(_("名前", "Name"), y, x + 5);
853 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
854 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
856 has_weapon[0] = buki_motteruka(INVEN_RARM);
857 has_weapon[1] = buki_motteruka(INVEN_LARM);
859 /* Dump the spells */
860 for (i = 0; i < MAX_MIND_POWERS; i++)
864 /* Access the spell */
865 spell = mind_ptr->info[i];
867 if (spell.min_lev > plev) break;
871 mana_cost = spell.mana_cost;
875 /* Reduce failure rate by "effective" level adjustment */
876 chance -= 3 * (plev - spell.min_lev);
878 /* Reduce failure rate by INT/WIS adjustment */
879 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
881 if (use_mind == MIND_KI)
883 if (heavy_armor()) chance += 20;
884 if (p_ptr->icky_wield[0]) chance += 20;
885 else if (has_weapon[0]) chance += 10;
886 if (p_ptr->icky_wield[1]) chance += 20;
887 else if (has_weapon[1]) chance += 10;
891 for (j = 0; j < P_PTR_KI / 50; j++)
892 mana_cost += (j+1) * 3 / 2;
896 /* Not enough mana to cast */
897 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
899 chance += 5 * (mana_cost - p_ptr->csp);
902 chance += p_ptr->to_m_chance;
904 /* Extract the minimum failure rate */
905 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
907 /* Minimum failure rate */
908 if (chance < minfail) chance = minfail;
910 /* Stunning makes spells harder */
911 if (p_ptr->stun > 50) chance += 25;
912 else if (p_ptr->stun) chance += 15;
914 if (use_mind == MIND_KI)
916 if (heavy_armor()) chance += 5;
917 if (p_ptr->icky_wield[0]) chance += 5;
918 if (p_ptr->icky_wield[1]) chance += 5;
920 /* Always a 5 percent chance of working */
921 if (chance > 95) chance = 95;
925 mindcraft_info(comment, use_mind, i);
929 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
930 else strcpy(psi_desc, " ");
933 sprintf(psi_desc, " %c) ", I2A(i));
934 /* Dump the spell --(-- */
936 format("%-30s%2d %4d%s %3d%%%s",
937 spell.name, spell.min_lev, mana_cost,
938 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
940 prt(psi_desc, y + i + 1, x);
943 /* Clear the bottom line */
944 prt("", y + i + 1, x);
948 else if (!only_browse)
962 ask = isupper(choice);
965 if (ask) choice = (char)tolower(choice);
967 /* Extract request */
968 i = (islower(choice) ? A2I(choice) : -1);
971 /* Totally Illegal */
972 if ((i < 0) || (i >= num))
978 /* Save the spell index */
979 spell = mind_ptr->info[i];
987 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
989 /* Belay that order */
990 if (!get_check(tmp_val)) continue;
996 if (redraw && !only_browse) screen_load();
998 p_ptr->window |= (PW_SPELL);
1001 /* Abort if needed */
1002 if (!flag) return (FALSE);
1004 /* Save the choice */
1007 repeat_push((COMMAND_CODE)i);
1015 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1016 * @param spell 発動する特殊技能のID
1017 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1019 static bool cast_mindcrafter_spell(int spell)
1024 PLAYER_LEVEL plev = p_ptr->lev;
1029 case 0: /* Precog */
1032 chg_virtue(V_KNOWLEDGE, 1);
1033 chg_virtue(V_ENLIGHTEN, 1);
1037 map_area(DETECT_RAD_MAP);
1041 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1042 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1044 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1045 b |= detect_doors(DETECT_RAD_DEFAULT);
1050 b = detect_all(DETECT_RAD_DEFAULT);
1053 if ((plev > 24) && (plev < 40))
1054 set_tim_esp((TIME_EFFECT)plev, FALSE);
1056 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1061 if (!get_aim_dir(&dir)) return FALSE;
1063 if (randint1(100) < plev * 2)
1064 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1066 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1069 /* Minor displace */
1070 teleport_player(10, 0L);
1073 /* Major displace */
1074 teleport_player(plev * 5, 0L);
1080 if (!get_aim_dir(&dir)) return FALSE;
1082 fire_ball(GF_DOMINATION, dir, plev, 0);
1086 charm_monsters(plev * 2);
1090 /* Fist of Force --- not 'true' TK */
1091 if (!get_aim_dir(&dir)) return FALSE;
1093 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1094 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1097 /* Character Armour */
1098 set_shield((TIME_EFFECT)plev, FALSE);
1099 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1100 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1101 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1102 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1103 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1108 return psychometry();
1110 return ident_spell(FALSE);
1113 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!"));
1116 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1117 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1119 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1127 * Only heal when Adrenalin Channeling is not active. We check
1128 * that by checking if the player isn't fast and 'heroed' atm.
1130 if (!IS_FAST() || !IS_HERO())
1135 t = 10 + randint1((plev * 3) / 2);
1138 (void)set_fast(t, FALSE);
1142 if (!get_aim_dir(&dir)) return FALSE;
1144 fetch(dir, plev * 15, FALSE);
1149 if (!get_aim_dir(&dir)) return FALSE;
1151 b = damroll(plev / 2, 6);
1153 /* This is always a radius-0 ball now */
1154 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1155 p_ptr->energy_need += randint1(150);
1159 if (!get_aim_dir(&dir)) return FALSE;
1161 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1167 msg_print(_("既に時は止まっている。", "Time is already stopped."));
1170 world_player = TRUE;
1171 msg_print(_("「時よ!」", "You yell 'Time!'"));
1175 p_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK/10;
1177 p_ptr->redraw |= (PR_MAP);
1178 p_ptr->update |= (PU_MONSTERS);
1180 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1186 msg_print(_("なに?", "Zap?"));
1194 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1195 * @param spell 発動する特殊技能のID
1196 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1198 static bool cast_force_spell(int spell)
1201 PLAYER_LEVEL plev = p_ptr->lev;
1202 int boost = P_PTR_KI;
1204 if (heavy_armor()) boost /= 2;
1210 if (!get_aim_dir(&dir)) return FALSE;
1211 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1214 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1217 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1220 project_length = plev / 8 + 3;
1221 if (!get_aim_dir(&dir)) return FALSE;
1223 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1226 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1229 msg_print(_("気を練った。", "You improved the Force."));
1230 P_PTR_KI += (70 + plev);
1231 p_ptr->update |= (PU_BONUS);
1232 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1234 msg_print(_("気が暴走した!", "The Force exploded!"));
1235 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1236 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1241 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1244 return shock_power();
1247 if (!get_aim_dir(&dir)) return FALSE;
1248 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1254 if (!target_set(TARGET_KILL)) return FALSE;
1255 m_idx = cave[target_row][target_col].m_idx;
1257 if (!player_has_los_bold(target_row, target_col)) break;
1258 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1259 dispel_monster_status(m_idx);
1265 bool success = FALSE;
1267 for (i = 0; i < 1 + boost/100; i++)
1268 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1272 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1276 msg_print(_("何も現れなかった。", "Nothing happen."));
1281 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1284 if (!get_aim_dir(&dir)) return FALSE;
1286 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1289 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1292 msg_print(_("なに?", "Zap?"));
1295 p_ptr->update |= (PU_BONUS);
1302 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1305 static int number_of_mirrors(void)
1309 for (x = 0; x < cur_wid; x++) {
1310 for (y = 0; y < cur_hgt; y++) {
1311 if (is_mirror_grid(&cave[y][x])) val++;
1319 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1320 * @param spell 発動する特殊技能のID
1321 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1323 static bool cast_mirror_spell(int spell)
1326 PLAYER_LEVEL plev = p_ptr->lev;
1334 /* mirror of seeing */
1336 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
1337 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1338 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1339 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1340 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1341 if (tmp == 0 && plev < 5) {
1342 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1347 if (number_of_mirrors() < 4 + plev / 10) {
1351 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1355 if (!get_aim_dir(&dir)) return FALSE;
1356 if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1357 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1360 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1365 teleport_player(10, 0L);
1367 /* mirror of light */
1369 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1371 /* mirror of wandering */
1373 teleport_player(plev * 5, 0L);
1377 set_dustrobe(20 + randint1(20), FALSE);
1379 /* banishing mirror */
1381 if (!get_aim_dir(&dir)) return FALSE;
1382 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1384 /* mirror clashing */
1386 if (!get_aim_dir(&dir)) return FALSE;
1387 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1388 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1390 /* mirror sleeping */
1392 for (x = 0; x < cur_wid; x++) {
1393 for (y = 0; y < cur_hgt; y++) {
1394 if (is_mirror_grid(&cave[y][x])) {
1395 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1402 if (!get_aim_dir(&dir)) return FALSE;
1403 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1405 /* seal of mirror */
1407 seal_of_mirror(plev * 4 + 100);
1409 /* shield of water */
1411 t = 20 + randint1(20);
1412 set_shield(t, FALSE);
1413 if (plev > 31)set_tim_reflect(t, FALSE);
1414 if (plev > 39)set_resist_magic(t, FALSE);
1418 if (!get_aim_dir(&dir)) return FALSE;
1419 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1421 /* illusion light */
1423 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
1424 slow_monsters(plev);
1425 stun_monsters(plev*tmp);
1426 confuse_monsters(plev*tmp);
1427 turn_monsters(plev*tmp);
1428 stun_monsters(plev*tmp);
1429 stasis_monsters(plev*tmp);
1433 if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1434 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1441 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1442 return mirror_tunnel();
1444 /* mirror of recall */
1446 return recall_player(p_ptr, randint0(21) + 15);
1449 set_multishadow(6 + randint1(6), FALSE);
1453 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!"));
1455 /* mirror of Ruffnor */
1457 (void)set_invuln(randint1(4) + 4, FALSE);
1460 msg_print(_("なに?", "Zap?"));
1463 p_ptr->magic_num1[0] = 0;
1470 * do_cmd_cast calls this function if the player's class is 'berserker'.
1471 * @param spell 発動する特殊技能のID
1472 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1474 static bool cast_berserk_spell(int spell)
1483 detect_monsters_mind(DETECT_RAD_DEFAULT);
1489 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1493 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1495 if (dir == 5) return FALSE;
1496 y = p_ptr->y + ddy[dir];
1497 x = p_ptr->x + ddx[dir];
1499 if (!cave[y][x].m_idx)
1501 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1507 if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
1513 if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
1517 /* Move the player */
1518 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1524 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1525 y = p_ptr->y + ddy[dir];
1526 x = p_ptr->x + ddx[dir];
1527 move_player(dir, easy_disarm, TRUE);
1531 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1537 msg_print(_("なに?", "Zap?"));
1545 * do_cmd_cast calls this function if the player's class is 'ninja'.
1546 * @param spell 発動する特殊技能のID
1547 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1549 static bool cast_ninja_spell(int spell)
1551 POSITION x = 0, y = 0;
1553 PLAYER_LEVEL plev = p_ptr->lev;
1559 (void)unlite_area(0, 3);
1566 detect_monsters_normal(DETECT_RAD_DEFAULT);
1569 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1570 detect_doors(DETECT_RAD_DEFAULT);
1571 detect_stairs(DETECT_RAD_DEFAULT);
1575 detect_objects_normal(DETECT_RAD_DEFAULT);
1580 teleport_player(10, 0L);
1585 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1587 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1588 p_ptr->special_defense |= NINJA_KAWARIMI;
1589 p_ptr->redraw |= (PR_STATUS);
1595 teleport_player(p_ptr->lev * 5, 0L);
1600 if(!panic_hit()) return FALSE;
1605 if (!get_aim_dir(&dir)) return FALSE;
1606 (void)stasis_monster(dir);
1610 return ident_spell(FALSE);
1612 set_tim_levitation(randint1(20) + 20, FALSE);
1615 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1616 teleport_player(30, 0L);
1617 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1620 return rush_attack(NULL);
1624 for (i = 0; i < 8; i++)
1628 for (slot = 0; slot < INVEN_PACK; slot++)
1630 if (inventory[slot].tval == TV_SPIKE) break;
1632 if (slot == INVEN_PACK)
1634 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1635 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1639 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1640 do_cmd_throw(1, FALSE, slot);
1642 p_ptr->energy_use = 100;
1648 monster_type *m_ptr;
1650 GAME_TEXT m_name[MAX_NLEN];
1656 if (!target_set(TARGET_KILL)) return FALSE;
1657 m_idx = cave[target_row][target_col].m_idx;
1659 if (m_idx == p_ptr->riding) break;
1660 if (!player_has_los_bold(target_row, target_col)) break;
1661 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1662 m_ptr = &m_list[m_idx];
1663 monster_desc(m_name, m_ptr, 0);
1664 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1665 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1666 ty = target_row, tx = target_col;
1667 for (i = 1; i < path_n; i++)
1669 POSITION ny = GRID_Y(path_g[i]);
1670 POSITION nx = GRID_X(path_g[i]);
1671 cave_type *c_ptr = &cave[ny][nx];
1673 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1674 !(c_ptr->info & CAVE_OBJECT) &&
1675 !pattern_tile(ny, nx))
1681 /* Update the old location */
1682 cave[target_row][target_col].m_idx = 0;
1684 /* Update the new location */
1685 cave[ty][tx].m_idx = (s16b)m_idx;
1687 /* Move the monster */
1688 m_ptr->fy = (byte_hack)ty;
1689 m_ptr->fx = (byte_hack)tx;
1691 /* Wake the monster up */
1692 (void)set_monster_csleep(m_idx, 0);
1694 update_monster(m_idx, TRUE);
1695 lite_spot(target_row, target_col);
1698 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1699 p_ptr->update |= (PU_MON_LITE);
1703 /* Auto-Recall if possible and visible */
1704 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1706 /* Track a new monster */
1707 health_track(m_idx);
1713 if (!get_aim_dir(&dir)) return FALSE;
1714 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1717 project_length = -1;
1718 if (!get_aim_dir(&dir))
1725 (void)teleport_swap(dir);
1731 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1732 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1735 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1736 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1737 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1738 teleport_player(30, 0L);
1743 int num = damroll(3, 9);
1745 for (k = 0; k < num; k++)
1747 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1748 int attempts = 1000;
1752 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1754 if (!player_bold(y, x)) break;
1756 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1757 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1762 set_multishadow(6+randint1(6), FALSE);
1765 msg_print(_("なに?", "Zap?"));
1772 * @brief 特殊技能コマンドのメインルーチン /
1775 void do_cmd_mind(void)
1781 PLAYER_LEVEL plev = p_ptr->lev;
1782 int old_csp = p_ptr->csp;
1785 int use_mind, mana_cost;
1787 bool on_mirror = FALSE;
1789 /* not if confused */
1790 if (p_ptr->confused)
1792 msg_print(_("混乱していて集中できない!", "You are too confused!"));
1797 if (!get_mind_power(&n, FALSE)) return;
1800 switch(p_ptr->pclass)
1802 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1803 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1804 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1805 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1806 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1807 default: use_mind = 0 ;p = "超能力"; break;
1810 switch(p_ptr->pclass)
1812 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1813 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1814 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1815 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1816 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1817 default: use_mind = 0; break;
1820 spell = mind_powers[use_mind].info[n];
1822 /* Spell failure chance */
1823 chance = spell.fail;
1825 mana_cost = spell.mana_cost;
1826 if (use_mind == MIND_KI)
1828 if (heavy_armor()) chance += 20;
1829 if (p_ptr->icky_wield[0]) chance += 20;
1830 else if (buki_motteruka(INVEN_RARM)) chance += 10;
1831 if (p_ptr->icky_wield[1]) chance += 20;
1832 else if (buki_motteruka(INVEN_LARM)) chance += 10;
1836 for (j = 0; j < P_PTR_KI / 50; j++)
1837 mana_cost += (j+1) * 3 / 2;
1841 /* Verify "dangerous" spells */
1842 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1844 if (mana_cost > p_ptr->chp)
1846 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1850 else if (mana_cost > p_ptr->csp)
1853 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1855 if (!over_exert) return;
1858 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1864 /* Reduce failure rate by "effective" level adjustment */
1865 chance -= 3 * (plev - spell.min_lev);
1867 chance += p_ptr->to_m_chance;
1869 /* Reduce failure rate by INT/WIS adjustment */
1870 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1872 /* Not enough mana to cast */
1873 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1875 chance += 5 * (mana_cost - p_ptr->csp);
1878 /* Extract the minimum failure rate */
1879 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1881 /* Minimum failure rate */
1882 if (chance < minfail) chance = minfail;
1884 /* Stunning makes spells harder */
1885 if (p_ptr->stun > 50) chance += 25;
1886 else if (p_ptr->stun) chance += 15;
1888 if (use_mind == MIND_KI)
1890 if (heavy_armor()) chance += 5;
1891 if (p_ptr->icky_wield[0]) chance += 5;
1892 if (p_ptr->icky_wield[1]) chance += 5;
1896 /* Always a 5 percent chance of working */
1897 if (chance > 95) chance = 95;
1900 if (randint0(100) < chance)
1902 if (flush_failure) flush();
1903 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1907 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1909 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1911 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1915 if (randint1(100) < (chance / 2))
1920 if( use_mind == MIND_MINDCRAFTER ){
1923 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!"));
1928 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..."));
1929 set_image(p_ptr->image + 5 + randint1(10));
1933 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1934 set_confused(p_ptr->confused + randint1(8));
1938 set_stun(p_ptr->stun + randint1(8));
1943 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);
1945 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1946 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1947 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1950 if( use_mind == MIND_MIRROR_MASTER ){
1953 /* Nothing has happen */
1957 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1958 teleport_player(10, TELEPORT_PASSIVE);
1962 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1963 set_image(p_ptr->image + 5 + randint1(10));
1968 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);
1970 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1971 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1972 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1984 case MIND_MINDCRAFTER:
1985 /* Cast the spell */
1986 cast = cast_mindcrafter_spell(n);
1989 /* Cast the spell */
1990 cast = cast_force_spell(n);
1992 case MIND_BERSERKER:
1993 /* Cast the spell */
1994 cast = cast_berserk_spell(n);
1996 case MIND_MIRROR_MASTER:
1997 /* Cast the spell */
1998 if( is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1999 cast = cast_mirror_spell(n);
2002 /* Cast the spell */
2003 cast = cast_ninja_spell(n);
2006 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
2014 p_ptr->energy_use = 100;
2015 /* teleport from mirror costs small energy */
2016 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
2018 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
2021 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2023 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2025 p_ptr->redraw |= (PR_HP);
2028 /* Sufficient mana */
2029 else if (mana_cost <= old_csp)
2032 p_ptr->csp -= mana_cost;
2035 if (p_ptr->csp < 0) p_ptr->csp = 0;
2037 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2041 p_ptr->csp_frac = 0;
2045 /* Over-exert the player */
2048 int oops = mana_cost - old_csp;
2051 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2052 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2054 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);
2056 /* Hack -- Bypass free action */
2057 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2059 /* Damage WIS (possibly permanently) */
2060 if (randint0(100) < 50)
2062 bool perm = (randint0(100) < 25);
2064 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2066 /* Reduce constitution */
2067 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2070 p_ptr->redraw |= (PR_MANA);
2071 p_ptr->window |= (PW_PLAYER);
2072 p_ptr->window |= (PW_SPELL);
2077 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2080 void do_cmd_mind_browse(void)
2087 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2088 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2089 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2090 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2091 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2092 use_mind = MIND_MIRROR_MASTER;
2099 if (!get_mind_power(&n, TRUE))
2105 /* Clear lines, position cursor (really should use strlen here) */
2106 Term_erase(12, 21, 255);
2107 Term_erase(12, 20, 255);
2108 Term_erase(12, 19, 255);
2109 Term_erase(12, 18, 255);
2110 Term_erase(12, 17, 255);
2111 Term_erase(12, 16, 255);
2113 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2114 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2116 prt(&temp[j], line, 15);
2121 case MIND_MIRROR_MASTER:
2123 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);