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 mind_power const mind_powers[5] =
25 /* Level gained, cost, %fail, name */
32 { 11, 7, 30, "念動衝撃弾"},
34 { 15, 12, 60, "サイコメトリー"},
35 { 18, 10, 45, "精神波動"},
36 { 23, 15, 50, "アドレナリン・ドーピング"},
37 { 26, 28, 60, "テレキネシス"},
38 { 28, 10, 40, "サイキック・ドレイン"},
40 { 45,150, 85, "完全な世界"},
49 { 1, 1, 15, "Precognition"},
50 { 2, 1, 20, "Neural Blast"},
51 { 3, 2, 25, "Minor Displacement"},
52 { 7, 6, 35, "Major Displacement"},
53 { 9, 7, 50, "Domination"},
54 { 11, 7, 30, "Pulverise"},
55 { 13, 12, 50, "Character Armour"},
56 { 15, 12, 60, "Psychometry" },
57 { 18, 10, 45, "Mind Wave" },
58 { 23, 15, 50, "Adrenaline Channeling"},
59 { 26, 28, 60, "Telekinesis"},
60 { 28, 10, 40, "Psychic Drain"},
61 { 35, 35, 75, "Psycho-Spear"},
62 { 45,150, 85, "The World"},
77 /* Level gained, cost, %fail, name */
83 { 10, 7, 45, "対魔法防御"},
88 { 25, 30, 70, "いてつく波動"},
89 { 28, 26, 50, "幻霊召喚"},
90 { 32, 35, 65, "煉獄火炎"},
91 { 38, 42, 75, "超カメハメ波"},
92 { 44, 50, 80, "光速移動"},
101 { 1, 1, 15, "Small Force Ball"},
102 { 3, 3, 30, "Flash Light"},
103 { 5, 6, 35, "Flying Technique"},
104 { 8, 5, 40, "Kamehameha"},
105 { 10, 7, 45, "Magic Resistance"},
106 { 13, 5, 60, "Improve Force"},
107 { 17, 17, 50, "Aura of Force"},
108 { 20, 20, 50, "Shock Power"},
109 { 23, 18, 55, "Large Force Ball"},
110 { 25, 30, 70, "Dispel Magic"},
111 { 28, 26, 50, "Summon Ghost"},
112 { 32, 35, 65, "Exploding Frame"},
113 { 38, 42, 75, "Super Kamehameha"},
114 { 44, 50, 80, "Light Speed"},
129 /* Level gained, cost, %fail, name */
133 { 20, 15, 0, "トラップ粉砕"},
135 { 30, 80, 75, "皆殺し"},
153 { 8, 5, 40, "Detect Atmosphere of Menace"},
154 { 15, 20, 0, "Charge"},
155 { 20, 15, 0, "Smash a Trap"},
156 { 25, 20, 60, "Quake"},
157 { 30, 80, 75, "Massacre"},
181 /* Level gained, cost, %fail, name */
185 { 2, 2, 20, "光のしずく"},
190 { 10, 5, 30, "微塵隠れ"},
191 { 12, 12, 30, "追放の鏡"},
192 { 15, 15, 30, "鏡砕き"},
193 { 19, 13, 30, "催眠鏡"},
194 { 23, 18, 50, "シーカーレイ"},
196 { 25, 20, 40, "鏡の封印"},
197 { 27, 30, 60, "水鏡の盾"},
198 { 29, 30, 60, "スーパーレイ"},
199 { 31, 35, 60, "幻惑の光"},
200 { 33, 50, 80, "鏡の国"},
202 { 36, 30, 80, "鏡抜け"},
203 { 38, 40, 70, "帰還の鏡"},
204 { 40, 50, 55, "影分身"},
205 { 43, 55, 70, "封魔結界"},
206 { 46, 70, 75, "ラフノールの鏡"},
208 { 1, 1, 15, "Mirror of Seeing"},
209 { 1, 2, 40, "Making a Mirror"},
210 { 2, 2, 20, "Drip of Light"},
211 { 3, 2, 20, "Warped Mirror"},
212 { 5, 3, 35, "Mirror of Light"},
213 { 6, 5, 35, "Mirror of Wandering"},
215 { 10, 5, 30, "Robe of Dust"},
216 { 12, 12, 30, "Banishing Mirror"},
217 { 15, 15, 30, "Mirror Clashing"},
218 { 19, 13, 30, "Mirror Sleeping"},
219 { 23, 18, 50, "Seeker Ray"},
221 { 25, 20, 40, "Seal of Mirror"},
222 { 27, 30, 60, "Shield of Water"},
223 { 29, 30, 60, "Super Ray"},
224 { 31, 35, 60, "Illusion Light"},
225 { 33, 50, 80, "Mirror Shift"},
227 { 36, 30, 80, "Mirror Tunnel"},
228 { 38, 40, 70, "Mirror of Recall"},
229 { 40, 50, 55, "Multi-Shadow"},
230 { 43, 55, 70, "Binding Field"},
231 { 46, 70, 75, "Mirror of Ruffnor"},
239 /* Level gained, cost, %fail, name */
246 { 8, 10, 35, "一撃離脱"},
247 { 10, 10, 40, "金縛り"},
248 { 12, 12, 70, "古の口伝"},
252 { 20, 5, 50, "八方手裏剣"},
256 { 30, 30, 70, "爆発の紋章"},
258 { 34, 35, 50, "霧隠れ"},
259 { 38, 40, 60, "煉獄火炎"},
263 { 1, 1, 20, "Create Darkness"},
264 { 2, 2, 25, "Detect Near"},
265 { 3, 3, 25, "Hide in Leafs"},
266 { 5, 3, 30, "Kawarimi"},
267 { 7, 8, 35, "Absconding"},
268 { 8, 10, 35, "Hit and Away"},
269 { 10, 10, 40, "Bind Monster"},
270 { 12, 12, 70, "Ancient Knowledge"},
271 { 15, 10, 50, "Floating"},
272 { 17, 12, 45, "Hide in Flame"},
273 { 18, 20, 40, "Nyusin"},
274 { 20, 5, 50, "Syuriken Spreading"},
275 { 22, 15, 55, "Chain Hook"},
276 { 25, 32, 60, "Smoke Ball"},
277 { 28, 32, 60, "Swap Position"},
278 { 30, 30, 70, "Glyph of Explosion"},
279 { 32, 40, 40, "Hide in Mud"},
280 { 34, 35, 50, "Hide in Mist"},
281 { 38, 40, 60, "Rengoku-Kaen"},
282 { 41, 50, 55, "Bunshin"},
291 static cptr const mind_tips[5][MAX_MIND_POWERS] =
295 "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。",
299 "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。",
301 "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。",
302 "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。",
303 "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。",
304 "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。",
306 "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。",
307 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
308 "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。",
319 "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。",
322 "一定時間、魔法防御能力を上昇させる。",
323 "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。",
324 "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。",
325 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
327 "モンスター1体にかかった魔法を解除する。",
329 "自分を中心とした超巨大な炎の球を発生させる。",
330 "射程の長い、強力な気のビームを放つ。",
331 "しばらくの間、非常に速く動くことができる。",
341 "近くの思考することができるモンスターを感知する。",
343 "トラップにかかるが、そのトラップを破壊する。",
344 "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。",
364 "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。",
366 "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。",
368 "自分の周囲や、 自分のいる部屋全体を明るくする。",
370 "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。",
371 "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。",
373 "全ての鏡の周りに眠りの球を発生させる。",
374 "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。",
376 "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。",
377 "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。",
378 "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。",
379 "フロアを作り変える。鏡の上でしか使えない。",
380 "短距離内の指定した場所にテレポートする。",
381 "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。",
382 "全ての攻撃が、1/2の確率で無効になる。",
383 "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。",
384 "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。",
388 "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。",
390 "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。",
393 "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。",
396 "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。",
398 "ランダムな方向に8回くさびを投げる。",
402 "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。",
403 "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。",
404 "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。",
405 "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。",
406 "全ての攻撃が、1/2の確率で無効になる。",
411 "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.",
412 "Fires a beam or ball which inflicts PSI damage.",
413 "Teleport short distance.",
414 "Teleport long distance.",
415 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
416 "Fires a ball which hurts monsters with telekinesis.",
417 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
418 "Gives feeling of an item. Or identify an item at level 25.",
419 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
420 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
421 "Pulls a distant item close to you.",
422 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
423 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
424 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
434 "Fires a very small energy ball.",
435 "Lights up nearby area and the inside of a room permanently.",
436 "Gives levitaion a while.",
437 "Fires a short energy beam.",
438 "Gives magic resistance for a while.",
439 "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.",
440 "Gives aura which damages all monsters which attacked you for a while.",
441 "Damages an adjacent monster, and blow it away.",
442 "Fires a large energy ball.",
443 "Dispels all magics which is effecting a monster.",
445 "Generates a huge ball of frame which centered on you.",
446 "Fires a long, powerful energy beam.",
447 "Gives extremely fast speed.",
457 "Detects all monsters except mindless in your vicinity.",
458 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
459 "Sets off a trap, then destroy that trap.",
460 "Shakes dungeon structure, and results in random swaping of floors and walls.",
461 "Attacks all adjacent monsters.",
480 "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.",
481 "Makes a mirror under you.",
482 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
483 "Teleport short distance.",
484 "Lights up nearby area and the inside of a room permanently.",
485 "Teleport long distance.",
486 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
487 "Teleports all monsters on the line away unless resisted.",
488 "Fires a ball of shards.",
489 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
490 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
491 "Eliminates a monster on a mirror from current dungeon level.",
492 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
493 "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.",
494 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
495 "Recreates current dungeon level. Can only be used on a mirror.",
496 "Teleport to given location.",
497 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
498 "Completely protects you from any attacks at one in two chance.",
499 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
500 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
504 "Darken nearby area and inside of a room.",
505 "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.",
506 "Teleport short distance.",
507 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
508 "Teleport long distance.",
509 "Attack and teleport in a time.",
510 "Attempt to freeze a monster.",
511 "Identifies an item.",
512 "Gives levitation for a while.",
513 "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.",
514 "Steps close to a monster and attacks at a time.",
515 "Shoots 8 iron Spikes in 8 random directions.",
516 "Teleport a monster to a place adjacent to you.",
517 "Releases a confusion ball which doesn't inflict any damage.",
518 "Swaps positions of you and a monster.",
519 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
520 "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.",
521 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
522 "Fires some number of beams of fire, nether or plasma in random directions.",
523 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
530 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
531 * @param p 情報を返す文字列参照ポインタ
532 * @param use_mind 職業毎の特殊技能ID
533 * @param power モンスター魔法のID
536 void mindcraft_info(char *p, int use_mind, int power)
541 cptr s_range = "範囲:";
545 cptr s_range = "range ";
547 PLAYER_LEVEL plev = p_ptr->lev;
553 case MIND_MINDCRAFTER:
557 case 1: sprintf(p, " %s%dd%d", s_dam, 3 + ((plev - 1) / 4), 3 + plev/15); break;
558 case 2: sprintf(p, " %s10", s_range); break;
559 case 3: sprintf(p, " %s%d", s_range, plev * 5); break;
561 case 5: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 4)); break;
562 case 6: sprintf(p, " %s%d", s_dur, plev); break;
564 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), s_dam, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
565 case 9: sprintf(p, " %s10+d%d", s_dur, plev * 3 / 2); break;
567 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
569 case 10: sprintf(p, " max wgt %d", plev * 15); break;
571 case 11: sprintf(p, " %s%dd6", s_dam, plev / 2); break;
572 case 12: sprintf(p, " %sd%d+%d", s_dam, plev * 3, plev * 3); break;
573 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
578 int boost = P_PTR_KI;
580 if (heavy_armor()) boost /= 2;
584 case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5) + boost / 12); break;
586 case 2: sprintf(p, " %s%d+d30", s_dur, 30 + boost / 5); break;
587 case 3: sprintf(p, " %s%dd5", s_dam, 5 + ((plev - 1) / 5) + boost / 10); break;
588 case 4: sprintf(p, " %s%d+d20", s_dur, 20 + boost / 5); break;
590 case 6: sprintf(p, " %s%d+d%d", s_dur, 15 + boost / 7, plev / 2); break;
591 case 7: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 4) + boost / 12); break;
592 case 8: sprintf(p, " %s10d6+%d", s_dam, plev * 3 / 2 + boost * 3 / 5); break;
594 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
595 case 11: sprintf(p, " %s%d", s_dam, 100 + plev + boost); break;
596 case 12: sprintf(p, " %s%dd15", s_dam, 10 + plev / 2 + boost * 3 / 10); break;
597 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
601 case MIND_MIRROR_MASTER:
607 case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5) ); break;
608 case 3: sprintf(p, " %s10", s_range); break;
610 case 5: sprintf(p, " %s%d", s_range, plev *5); break;
611 case 6: sprintf(p, " %s20+d20", s_dur); break;
613 case 8: sprintf(p, " %s%dd8", s_dam, 8+((plev -5)/4) ); break;
615 case 10: sprintf(p, " %s%dd8", s_dam, 11+(plev-5)/4 ); break;
617 case 12: sprintf(p, " %s20+d20", s_dur); break;
618 case 13: sprintf(p, " %s150+d%d", s_dam, plev*2 ); break;
621 case 16: sprintf(p, " %s%d", s_range, plev/2 +10); break;
623 case 18: sprintf(p, " %s6+d6", s_dur); break;
624 case 19: sprintf(p, " %s%d", s_dam, plev*11+5 ); break;
625 case 20: sprintf(p, " %s4+d4", s_dur); break;
635 case 2: sprintf(p, " %s10", s_range); break;
637 case 4: sprintf(p, " %s%d", s_range , plev *5); break;
638 case 5: sprintf(p, " %s30", s_range); break;
641 case 8: sprintf(p, " %s20+d20", s_dur); break;
642 case 9: sprintf(p, " %s%d", s_dam, (50+plev)/2 ); break;
649 case 16: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
650 case 17: sprintf(p, " %s%d*3", s_dam, (75+plev*2/3)/2 ); break;
651 case 18: sprintf(p, " %s%dd10", s_dam, 6+plev/8 ); break;
652 case 19: sprintf(p, " %s6+d6", s_dur); break;
660 * @brief 使用可能な特殊技能を選択する /
661 * Allow user to choose a mindcrafter power.
662 * @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
663 * @param only_browse 一覧を見るだけの場合TRUEを返す
664 * @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。
666 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
667 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
668 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
670 * The "prompt" should be "cast", "recite", or "study"\n
671 * The "known" should be TRUE for cast/pray, FALSE for study\n
673 * nb: This function has a (trivial) display bug which will be obvious\n
674 * when you run it. It's probably easy to fix but I haven't tried,\n
677 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
684 PLAYER_LEVEL plev = p_ptr->lev;
693 const mind_power *mind_ptr;
696 int menu_line = (use_menu ? 1 : 0);
698 switch (p_ptr->pclass)
700 case CLASS_MINDCRAFTER:
702 use_mind = MIND_MINDCRAFTER;
703 p = _("超能力", "mindcraft");
706 case CLASS_FORCETRAINER:
709 p = _("練気術", "Force");
712 case CLASS_BERSERKER:
714 use_mind = MIND_BERSERKER;
715 p = _("技", "brutal power");
718 case CLASS_MIRROR_MASTER:
720 use_mind = MIND_MIRROR_MASTER;
721 p = _("鏡魔法", "magic");
726 use_mind = MIND_NINJUTSU;
727 p = _("忍術", "ninjutsu");
733 p = _("超能力", "mindcraft");
737 mind_ptr = &mind_powers[use_mind];
739 /* Assume cancelled */
742 /* Get the spell, if available */
744 if (repeat_pull(&code))
746 *sn = (SPELL_IDX)code;
747 /* Hack -- If requested INVEN_FORCE(1111), pull again */
748 if (*sn == INVEN_FORCE) repeat_pull(&code);
749 *sn = (SPELL_IDX)code;
751 /* Verify the spell */
752 if (mind_ptr->info[*sn].min_lev <= plev)
759 /* Nothing chosen yet */
765 for (i = 0; i < MAX_MIND_POWERS; i++)
767 if (mind_ptr->info[i].min_lev <= plev)
773 /* Build a prompt (accept all spells) */
776 (void) strnfmt(out_val, 78,
777 _("(%^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? "),
778 p, I2A(0), I2A(num - 1), p);
782 (void) strnfmt(out_val, 78,
783 _("(%^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? "),
784 p, I2A(0), I2A(num - 1), p);
787 if (use_menu && !only_browse) screen_save();
788 /* Get a spell from the user */
790 choice= (always_show_list || use_menu) ? ESCAPE:1 ;
793 if(choice==ESCAPE) choice = ' ';
794 else if( !get_com(out_val, &choice, TRUE) )break;
796 if (use_menu && choice != ' ')
802 if (!only_browse) screen_load();
810 menu_line += (num - 1);
832 if (menu_line > num) menu_line -= num;
835 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
838 if (!redraw || use_menu)
845 if (!only_browse && !use_menu) screen_save();
847 /* Display a list of spells */
849 put_str(_("名前", "Name"), y, x + 5);
851 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
852 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
854 has_weapon[0] = buki_motteruka(INVEN_RARM);
855 has_weapon[1] = buki_motteruka(INVEN_LARM);
857 /* Dump the spells */
858 for (i = 0; i < MAX_MIND_POWERS; i++)
862 /* Access the spell */
863 spell = mind_ptr->info[i];
865 if (spell.min_lev > plev) break;
869 mana_cost = spell.mana_cost;
873 /* Reduce failure rate by "effective" level adjustment */
874 chance -= 3 * (plev - spell.min_lev);
876 /* Reduce failure rate by INT/WIS adjustment */
877 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
879 if (use_mind == MIND_KI)
881 if (heavy_armor()) chance += 20;
882 if (p_ptr->icky_wield[0]) chance += 20;
883 else if (has_weapon[0]) chance += 10;
884 if (p_ptr->icky_wield[1]) chance += 20;
885 else if (has_weapon[1]) chance += 10;
889 for (j = 0; j < P_PTR_KI / 50; j++)
890 mana_cost += (j+1) * 3 / 2;
894 /* Not enough mana to cast */
895 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
897 chance += 5 * (mana_cost - p_ptr->csp);
900 chance += p_ptr->to_m_chance;
902 /* Extract the minimum failure rate */
903 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
905 /* Minimum failure rate */
906 if (chance < minfail) chance = minfail;
908 /* Stunning makes spells harder */
909 if (p_ptr->stun > 50) chance += 25;
910 else if (p_ptr->stun) chance += 15;
912 if (use_mind == MIND_KI)
914 if (heavy_armor()) chance += 5;
915 if (p_ptr->icky_wield[0]) chance += 5;
916 if (p_ptr->icky_wield[1]) chance += 5;
918 /* Always a 5 percent chance of working */
919 if (chance > 95) chance = 95;
923 mindcraft_info(comment, use_mind, i);
927 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
928 else strcpy(psi_desc, " ");
931 sprintf(psi_desc, " %c) ", I2A(i));
932 /* Dump the spell --(-- */
934 format("%-30s%2d %4d%s %3d%%%s",
935 spell.name, spell.min_lev, mana_cost,
936 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
938 prt(psi_desc, y + i + 1, x);
941 /* Clear the bottom line */
942 prt("", y + i + 1, x);
946 else if (!only_browse)
960 ask = isupper(choice);
963 if (ask) choice = (char)tolower(choice);
965 /* Extract request */
966 i = (islower(choice) ? A2I(choice) : -1);
969 /* Totally Illegal */
970 if ((i < 0) || (i >= num))
976 /* Save the spell index */
977 spell = mind_ptr->info[i];
985 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
987 /* Belay that order */
988 if (!get_check(tmp_val)) continue;
994 if (redraw && !only_browse) screen_load();
996 p_ptr->window |= (PW_SPELL);
999 /* Abort if needed */
1000 if (!flag) return (FALSE);
1002 /* Save the choice */
1005 repeat_push((COMMAND_CODE)i);
1013 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1014 * @param spell 発動する特殊技能のID
1015 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1017 static bool cast_mindcrafter_spell(int spell)
1022 PLAYER_LEVEL plev = p_ptr->lev;
1027 case 0: /* Precog */
1030 chg_virtue(V_KNOWLEDGE, 1);
1031 chg_virtue(V_ENLIGHTEN, 1);
1035 map_area(DETECT_RAD_MAP);
1039 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1040 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1042 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1043 b |= detect_doors(DETECT_RAD_DEFAULT);
1048 b = detect_all(DETECT_RAD_DEFAULT);
1051 if ((plev > 24) && (plev < 40))
1052 set_tim_esp((TIME_EFFECT)plev, FALSE);
1054 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1059 if (!get_aim_dir(&dir)) return FALSE;
1061 if (randint1(100) < plev * 2)
1062 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1064 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1067 /* Minor displace */
1068 teleport_player(10, 0L);
1071 /* Major displace */
1072 teleport_player(plev * 5, 0L);
1078 if (!get_aim_dir(&dir)) return FALSE;
1080 fire_ball(GF_DOMINATION, dir, plev, 0);
1084 charm_monsters(plev * 2);
1088 /* Fist of Force --- not 'true' TK */
1089 if (!get_aim_dir(&dir)) return FALSE;
1091 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1092 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1095 /* Character Armour */
1096 set_shield((TIME_EFFECT)plev, FALSE);
1097 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1098 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1099 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1100 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1101 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1106 return psychometry();
1108 return ident_spell(FALSE);
1111 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!"));
1114 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1115 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1117 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1125 * Only heal when Adrenalin Channeling is not active. We check
1126 * that by checking if the player isn't fast and 'heroed' atm.
1128 if (!IS_FAST() || !IS_HERO())
1133 t = 10 + randint1((plev * 3) / 2);
1136 (void)set_fast(t, FALSE);
1140 if (!get_aim_dir(&dir)) return FALSE;
1142 fetch(dir, plev * 15, FALSE);
1147 if (!get_aim_dir(&dir)) return FALSE;
1149 b = damroll(plev / 2, 6);
1151 /* This is always a radius-0 ball now */
1152 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1153 p_ptr->energy_need += randint1(150);
1157 if (!get_aim_dir(&dir)) return FALSE;
1159 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1165 msg_print(_("既に時は止まっている。", "Time is already stopped."));
1168 world_player = TRUE;
1169 msg_print(_("「時よ!」", "You yell 'Time!'"));
1173 p_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK/10;
1175 p_ptr->redraw |= (PR_MAP);
1176 p_ptr->update |= (PU_MONSTERS);
1178 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1184 msg_print(_("なに?", "Zap?"));
1192 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1193 * @param spell 発動する特殊技能のID
1194 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1196 static bool cast_force_spell(int spell)
1199 PLAYER_LEVEL plev = p_ptr->lev;
1200 int boost = P_PTR_KI;
1202 if (heavy_armor()) boost /= 2;
1208 if (!get_aim_dir(&dir)) return FALSE;
1209 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1212 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1215 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1218 project_length = plev / 8 + 3;
1219 if (!get_aim_dir(&dir)) return FALSE;
1221 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1224 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1227 msg_print(_("気を練った。", "You improved the Force."));
1228 P_PTR_KI += (70 + plev);
1229 p_ptr->update |= (PU_BONUS);
1230 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1232 msg_print(_("気が暴走した!", "The Force exploded!"));
1233 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1234 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1239 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1242 return shock_power();
1245 if (!get_aim_dir(&dir)) return FALSE;
1246 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1252 if (!target_set(TARGET_KILL)) return FALSE;
1253 m_idx = cave[target_row][target_col].m_idx;
1255 if (!player_has_los_bold(target_row, target_col)) break;
1256 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1257 dispel_monster_status(m_idx);
1263 bool success = FALSE;
1265 for (i = 0; i < 1 + boost/100; i++)
1266 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1270 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1274 msg_print(_("何も現れなかった。", "Nothing happen."));
1279 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1282 if (!get_aim_dir(&dir)) return FALSE;
1284 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1287 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1290 msg_print(_("なに?", "Zap?"));
1293 p_ptr->update |= (PU_BONUS);
1300 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1303 static int number_of_mirrors(void)
1307 for (x = 0; x < cur_wid; x++) {
1308 for (y = 0; y < cur_hgt; y++) {
1309 if (is_mirror_grid(&cave[y][x])) val++;
1317 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1318 * @param spell 発動する特殊技能のID
1319 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1321 static bool cast_mirror_spell(int spell)
1324 PLAYER_LEVEL plev = p_ptr->lev;
1332 /* mirror of seeing */
1334 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
1335 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1336 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1337 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1338 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1339 if (tmp == 0 && plev < 5) {
1340 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1345 if (number_of_mirrors() < 4 + plev / 10) {
1349 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1353 if (!get_aim_dir(&dir)) return FALSE;
1354 if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1355 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1358 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1363 teleport_player(10, 0L);
1365 /* mirror of light */
1367 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1369 /* mirror of wandering */
1371 teleport_player(plev * 5, 0L);
1375 set_dustrobe(20 + randint1(20), FALSE);
1377 /* banishing mirror */
1379 if (!get_aim_dir(&dir)) return FALSE;
1380 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1382 /* mirror clashing */
1384 if (!get_aim_dir(&dir)) return FALSE;
1385 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1386 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1388 /* mirror sleeping */
1390 for (x = 0; x < cur_wid; x++) {
1391 for (y = 0; y < cur_hgt; y++) {
1392 if (is_mirror_grid(&cave[y][x])) {
1393 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1400 if (!get_aim_dir(&dir)) return FALSE;
1401 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1403 /* seal of mirror */
1405 seal_of_mirror(plev * 4 + 100);
1407 /* shield of water */
1409 t = 20 + randint1(20);
1410 set_shield(t, FALSE);
1411 if (plev > 31)set_tim_reflect(t, FALSE);
1412 if (plev > 39)set_resist_magic(t, FALSE);
1416 if (!get_aim_dir(&dir)) return FALSE;
1417 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1419 /* illusion light */
1421 tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
1422 slow_monsters(plev);
1423 stun_monsters(plev*tmp);
1424 confuse_monsters(plev*tmp);
1425 turn_monsters(plev*tmp);
1426 stun_monsters(plev*tmp);
1427 stasis_monsters(plev*tmp);
1431 if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
1432 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1439 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1440 return mirror_tunnel();
1442 /* mirror of recall */
1444 return recall_player(p_ptr, randint0(21) + 15);
1447 set_multishadow(6 + randint1(6), FALSE);
1451 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!"));
1453 /* mirror of Ruffnor */
1455 (void)set_invuln(randint1(4) + 4, FALSE);
1458 msg_print(_("なに?", "Zap?"));
1461 p_ptr->magic_num1[0] = 0;
1468 * do_cmd_cast calls this function if the player's class is 'berserker'.
1469 * @param spell 発動する特殊技能のID
1470 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1472 static bool cast_berserk_spell(int spell)
1481 detect_monsters_mind(DETECT_RAD_DEFAULT);
1487 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1491 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1493 if (dir == 5) return FALSE;
1494 y = p_ptr->y + ddy[dir];
1495 x = p_ptr->x + ddx[dir];
1497 if (!cave[y][x].m_idx)
1499 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1505 if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
1511 if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
1515 /* Move the player */
1516 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1522 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1523 y = p_ptr->y + ddy[dir];
1524 x = p_ptr->x + ddx[dir];
1525 move_player(dir, easy_disarm, TRUE);
1529 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1535 msg_print(_("なに?", "Zap?"));
1543 * do_cmd_cast calls this function if the player's class is 'ninja'.
1544 * @param spell 発動する特殊技能のID
1545 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1547 static bool cast_ninja_spell(int spell)
1549 POSITION x = 0, y = 0;
1551 PLAYER_LEVEL plev = p_ptr->lev;
1557 (void)unlite_area(0, 3);
1564 detect_monsters_normal(DETECT_RAD_DEFAULT);
1567 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1568 detect_doors(DETECT_RAD_DEFAULT);
1569 detect_stairs(DETECT_RAD_DEFAULT);
1573 detect_objects_normal(DETECT_RAD_DEFAULT);
1578 teleport_player(10, 0L);
1583 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1585 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1586 p_ptr->special_defense |= NINJA_KAWARIMI;
1587 p_ptr->redraw |= (PR_STATUS);
1593 teleport_player(p_ptr->lev * 5, 0L);
1598 if(!panic_hit()) return FALSE;
1603 if (!get_aim_dir(&dir)) return FALSE;
1604 (void)stasis_monster(dir);
1608 return ident_spell(FALSE);
1610 set_tim_levitation(randint1(20) + 20, FALSE);
1613 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1614 teleport_player(30, 0L);
1615 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1618 return rush_attack(NULL);
1622 for (i = 0; i < 8; i++)
1626 for (slot = 0; slot < INVEN_PACK; slot++)
1628 if (inventory[slot].tval == TV_SPIKE) break;
1630 if (slot == INVEN_PACK)
1632 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1633 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1637 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1638 do_cmd_throw(1, FALSE, slot);
1640 p_ptr->energy_use = 100;
1646 monster_type *m_ptr;
1648 GAME_TEXT m_name[MAX_NLEN];
1654 if (!target_set(TARGET_KILL)) return FALSE;
1655 m_idx = cave[target_row][target_col].m_idx;
1657 if (m_idx == p_ptr->riding) break;
1658 if (!player_has_los_bold(target_row, target_col)) break;
1659 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1660 m_ptr = &m_list[m_idx];
1661 monster_desc(m_name, m_ptr, 0);
1662 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1663 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1664 ty = target_row, tx = target_col;
1665 for (i = 1; i < path_n; i++)
1667 POSITION ny = GRID_Y(path_g[i]);
1668 POSITION nx = GRID_X(path_g[i]);
1669 cave_type *c_ptr = &cave[ny][nx];
1671 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1672 !(c_ptr->info & CAVE_OBJECT) &&
1673 !pattern_tile(ny, nx))
1679 /* Update the old location */
1680 cave[target_row][target_col].m_idx = 0;
1682 /* Update the new location */
1683 cave[ty][tx].m_idx = (s16b)m_idx;
1685 /* Move the monster */
1686 m_ptr->fy = (byte_hack)ty;
1687 m_ptr->fx = (byte_hack)tx;
1689 /* Wake the monster up */
1690 (void)set_monster_csleep(m_idx, 0);
1692 update_monster(m_idx, TRUE);
1693 lite_spot(target_row, target_col);
1696 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1697 p_ptr->update |= (PU_MON_LITE);
1701 /* Auto-Recall if possible and visible */
1702 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1704 /* Track a new monster */
1705 health_track(m_idx);
1711 if (!get_aim_dir(&dir)) return FALSE;
1712 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1715 project_length = -1;
1716 if (!get_aim_dir(&dir))
1723 (void)teleport_swap(dir);
1729 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1730 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1733 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1734 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1735 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1736 teleport_player(30, 0L);
1741 int num = damroll(3, 9);
1743 for (k = 0; k < num; k++)
1745 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1746 int attempts = 1000;
1750 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1752 if (!player_bold(y, x)) break;
1754 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1755 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1760 set_multishadow(6+randint1(6), FALSE);
1763 msg_print(_("なに?", "Zap?"));
1770 * @brief 特殊技能コマンドのメインルーチン /
1773 void do_cmd_mind(void)
1779 PLAYER_LEVEL plev = p_ptr->lev;
1780 int old_csp = p_ptr->csp;
1783 int use_mind, mana_cost;
1785 bool on_mirror = FALSE;
1787 /* not if confused */
1788 if (p_ptr->confused)
1790 msg_print(_("混乱していて集中できない!", "You are too confused!"));
1795 if (!get_mind_power(&n, FALSE)) return;
1798 switch(p_ptr->pclass)
1800 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1801 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1802 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1803 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1804 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1805 default: use_mind = 0 ;p = "超能力"; break;
1808 switch(p_ptr->pclass)
1810 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1811 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1812 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1813 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1814 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1815 default: use_mind = 0; break;
1818 spell = mind_powers[use_mind].info[n];
1820 /* Spell failure chance */
1821 chance = spell.fail;
1823 mana_cost = spell.mana_cost;
1824 if (use_mind == MIND_KI)
1826 if (heavy_armor()) chance += 20;
1827 if (p_ptr->icky_wield[0]) chance += 20;
1828 else if (buki_motteruka(INVEN_RARM)) chance += 10;
1829 if (p_ptr->icky_wield[1]) chance += 20;
1830 else if (buki_motteruka(INVEN_LARM)) chance += 10;
1834 for (j = 0; j < P_PTR_KI / 50; j++)
1835 mana_cost += (j+1) * 3 / 2;
1839 /* Verify "dangerous" spells */
1840 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1842 if (mana_cost > p_ptr->chp)
1844 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1848 else if (mana_cost > p_ptr->csp)
1851 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1853 if (!over_exert) return;
1856 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1862 /* Reduce failure rate by "effective" level adjustment */
1863 chance -= 3 * (plev - spell.min_lev);
1865 chance += p_ptr->to_m_chance;
1867 /* Reduce failure rate by INT/WIS adjustment */
1868 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1870 /* Not enough mana to cast */
1871 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1873 chance += 5 * (mana_cost - p_ptr->csp);
1876 /* Extract the minimum failure rate */
1877 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1879 /* Minimum failure rate */
1880 if (chance < minfail) chance = minfail;
1882 /* Stunning makes spells harder */
1883 if (p_ptr->stun > 50) chance += 25;
1884 else if (p_ptr->stun) chance += 15;
1886 if (use_mind == MIND_KI)
1888 if (heavy_armor()) chance += 5;
1889 if (p_ptr->icky_wield[0]) chance += 5;
1890 if (p_ptr->icky_wield[1]) chance += 5;
1894 /* Always a 5 percent chance of working */
1895 if (chance > 95) chance = 95;
1898 if (randint0(100) < chance)
1900 if (flush_failure) flush();
1901 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1905 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1907 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1909 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1913 if (randint1(100) < (chance / 2))
1918 if( use_mind == MIND_MINDCRAFTER ){
1921 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!"));
1926 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..."));
1927 set_image(p_ptr->image + 5 + randint1(10));
1931 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1932 set_confused(p_ptr->confused + randint1(8));
1936 set_stun(p_ptr->stun + randint1(8));
1941 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);
1943 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1944 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1945 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1948 if( use_mind == MIND_MIRROR_MASTER ){
1951 /* Nothing has happen */
1955 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1956 teleport_player(10, TELEPORT_PASSIVE);
1960 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1961 set_image(p_ptr->image + 5 + randint1(10));
1966 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);
1968 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1969 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1970 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1982 case MIND_MINDCRAFTER:
1983 /* Cast the spell */
1984 cast = cast_mindcrafter_spell(n);
1987 /* Cast the spell */
1988 cast = cast_force_spell(n);
1990 case MIND_BERSERKER:
1991 /* Cast the spell */
1992 cast = cast_berserk_spell(n);
1994 case MIND_MIRROR_MASTER:
1995 /* Cast the spell */
1996 if( is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1997 cast = cast_mirror_spell(n);
2000 /* Cast the spell */
2001 cast = cast_ninja_spell(n);
2004 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
2012 p_ptr->energy_use = 100;
2013 /* teleport from mirror costs small energy */
2014 if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
2016 if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
2019 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2021 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2023 p_ptr->redraw |= (PR_HP);
2026 /* Sufficient mana */
2027 else if (mana_cost <= old_csp)
2030 p_ptr->csp -= mana_cost;
2033 if (p_ptr->csp < 0) p_ptr->csp = 0;
2035 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2039 p_ptr->csp_frac = 0;
2043 /* Over-exert the player */
2046 int oops = mana_cost - old_csp;
2049 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2050 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2052 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);
2054 /* Hack -- Bypass free action */
2055 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2057 /* Damage WIS (possibly permanently) */
2058 if (randint0(100) < 50)
2060 bool perm = (randint0(100) < 25);
2062 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2064 /* Reduce constitution */
2065 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2068 p_ptr->redraw |= (PR_MANA);
2069 p_ptr->window |= (PW_PLAYER);
2070 p_ptr->window |= (PW_SPELL);
2075 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2078 void do_cmd_mind_browse(void)
2085 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2086 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2087 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2088 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2089 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2090 use_mind = MIND_MIRROR_MASTER;
2097 if (!get_mind_power(&n, TRUE))
2103 /* Clear lines, position cursor (really should use strlen here) */
2104 Term_erase(12, 21, 255);
2105 Term_erase(12, 20, 255);
2106 Term_erase(12, 19, 255);
2107 Term_erase(12, 18, 255);
2108 Term_erase(12, 17, 255);
2109 Term_erase(12, 16, 255);
2111 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2112 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2114 prt(&temp[j], line, 15);
2119 case MIND_MIRROR_MASTER:
2121 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);