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
25 #include "spells-summon.h"
27 #include "player-move.h"
28 #include "player-status.h"
29 #include "spells-status.h"
30 #include "cmd-spell.h"
31 #include "spells-floor.h"
34 #include "cmd-basic.h"
35 #include "monster-status.h"
36 #include "player-effects.h"
37 #include "view-mainwindow.h"
40 mind_power const mind_powers[5] =
44 /* Level gained, cost, %fail, name */
51 { 11, 7, 30, "念動衝撃弾"},
53 { 15, 12, 60, "サイコメトリー"},
54 { 18, 10, 45, "精神波動"},
55 { 23, 15, 50, "アドレナリン・ドーピング"},
56 { 26, 28, 60, "テレキネシス"},
57 { 28, 10, 40, "サイキック・ドレイン"},
59 { 45,150, 85, "完全な世界"},
68 { 1, 1, 15, "Precognition"},
69 { 2, 1, 20, "Neural Blast"},
70 { 3, 2, 25, "Minor Displacement"},
71 { 7, 6, 35, "Major Displacement"},
72 { 9, 7, 50, "Domination"},
73 { 11, 7, 30, "Pulverise"},
74 { 13, 12, 50, "Character Armour"},
75 { 15, 12, 60, "Psychometry" },
76 { 18, 10, 45, "Mind Wave" },
77 { 23, 15, 50, "Adrenaline Channeling"},
78 { 26, 28, 60, "Telekinesis"},
79 { 28, 10, 40, "Psychic Drain"},
80 { 35, 35, 75, "Psycho-Spear"},
81 { 45,150, 85, "The World"},
96 /* Level gained, cost, %fail, name */
101 { 8, 5, 40, "カメハメ波"},
102 { 10, 7, 45, "対魔法防御"},
104 { 17, 17, 50, "纏闘気"},
107 { 25, 30, 70, "いてつく波動"},
108 { 28, 26, 50, "幻霊召喚"},
109 { 32, 35, 65, "煉獄火炎"},
110 { 38, 42, 75, "超カメハメ波"},
111 { 44, 50, 80, "光速移動"},
120 { 1, 1, 15, "Small Force Ball"},
121 { 3, 3, 30, "Flash Light"},
122 { 5, 6, 35, "Flying Technique"},
123 { 8, 5, 40, "Kamehameha"},
124 { 10, 7, 45, "Magic Resistance"},
125 { 13, 5, 60, "Improve Force"},
126 { 17, 17, 50, "Aura of Force"},
127 { 20, 20, 50, "Shock Power"},
128 { 23, 18, 55, "Large Force Ball"},
129 { 25, 30, 70, "Dispel Magic"},
130 { 28, 26, 50, "Summon Ghost"},
131 { 32, 35, 65, "Exploding Frame"},
132 { 38, 42, 75, "Super Kamehameha"},
133 { 44, 50, 80, "Light Speed"},
148 /* Level gained, cost, %fail, name */
152 { 20, 15, 0, "トラップ粉砕"},
154 { 30, 80, 75, "皆殺し"},
172 { 8, 5, 40, "Detect Atmosphere of Menace"},
173 { 15, 20, 0, "Charge"},
174 { 20, 15, 0, "Smash a Trap"},
175 { 25, 20, 60, "Quake"},
176 { 30, 80, 75, "Massacre"},
200 /* Level gained, cost, %fail, name */
204 { 2, 2, 20, "光のしずく"},
209 { 10, 5, 30, "微塵隠れ"},
210 { 12, 12, 30, "追放の鏡"},
211 { 15, 15, 30, "鏡砕き"},
212 { 19, 13, 30, "催眠鏡"},
213 { 23, 18, 50, "シーカーレイ"},
215 { 25, 20, 40, "鏡の封印"},
216 { 27, 30, 60, "水鏡の盾"},
217 { 29, 30, 60, "スーパーレイ"},
218 { 31, 35, 60, "幻惑の光"},
219 { 33, 50, 80, "鏡の国"},
221 { 36, 30, 80, "鏡抜け"},
222 { 38, 40, 70, "帰還の鏡"},
223 { 40, 50, 55, "影分身"},
224 { 43, 55, 70, "封魔結界"},
225 { 46, 70, 75, "ラフノールの鏡"},
227 { 1, 1, 15, "Mirror of Seeing"},
228 { 1, 2, 40, "Making a Mirror"},
229 { 2, 2, 20, "Drip of Light"},
230 { 3, 2, 20, "Warped Mirror"},
231 { 5, 3, 35, "Mirror of Light"},
232 { 6, 5, 35, "Mirror of Wandering"},
234 { 10, 5, 30, "Robe of Dust"},
235 { 12, 12, 30, "Banishing Mirror"},
236 { 15, 15, 30, "Mirror Clashing"},
237 { 19, 13, 30, "Mirror Sleeping"},
238 { 23, 18, 50, "Seeker Ray"},
240 { 25, 20, 40, "Seal of Mirror"},
241 { 27, 30, 60, "Shield of Water"},
242 { 29, 30, 60, "Super Ray"},
243 { 31, 35, 60, "Illusion Light"},
244 { 33, 50, 80, "Mirror Shift"},
246 { 36, 30, 80, "Mirror Tunnel"},
247 { 38, 40, 70, "Mirror of Recall"},
248 { 40, 50, 55, "Multi-Shadow"},
249 { 43, 55, 70, "Binding Field"},
250 { 46, 70, 75, "Mirror of Ruffnor"},
258 /* Level gained, cost, %fail, name */
265 { 8, 10, 35, "一撃離脱"},
266 { 10, 10, 40, "金縛り"},
267 { 12, 12, 70, "古の口伝"},
271 { 20, 5, 50, "八方手裏剣"},
275 { 30, 30, 70, "爆発の紋章"},
277 { 34, 35, 50, "霧隠れ"},
278 { 38, 40, 60, "煉獄火炎"},
282 { 1, 1, 20, "Create Darkness"},
283 { 2, 2, 25, "Detect Near"},
284 { 3, 3, 25, "Hide in Leafs"},
285 { 5, 3, 30, "Kawarimi"},
286 { 7, 8, 35, "Absconding"},
287 { 8, 10, 35, "Hit and Away"},
288 { 10, 10, 40, "Bind Monster"},
289 { 12, 12, 70, "Ancient Knowledge"},
290 { 15, 10, 50, "Floating"},
291 { 17, 12, 45, "Hide in Flame"},
292 { 18, 20, 40, "Nyusin"},
293 { 20, 5, 50, "Syuriken Spreading"},
294 { 22, 15, 55, "Chain Hook"},
295 { 25, 32, 60, "Smoke Ball"},
296 { 28, 32, 60, "Swap Position"},
297 { 30, 30, 70, "Glyph of Explosion"},
298 { 32, 40, 40, "Hide in Mud"},
299 { 34, 35, 50, "Hide in Mist"},
300 { 38, 40, 60, "Rengoku-Kaen"},
301 { 41, 50, 55, "Bunshin"},
310 static concptr const mind_tips[5][MAX_MIND_POWERS] =
314 "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。",
318 "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。",
320 "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。",
321 "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。",
322 "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。",
323 "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。",
325 "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。",
326 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
327 "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。",
338 "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。",
341 "一定時間、魔法防御能力を上昇させる。",
342 "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。",
343 "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。",
344 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
346 "モンスター1体にかかった魔法を解除する。",
348 "自分を中心とした超巨大な炎の球を発生させる。",
349 "射程の長い、強力な気のビームを放つ。",
350 "しばらくの間、非常に速く動くことができる。",
360 "近くの思考することができるモンスターを感知する。",
362 "トラップにかかるが、そのトラップを破壊する。",
363 "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。",
383 "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。",
385 "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。",
387 "自分の周囲や、 自分のいる部屋全体を明るくする。",
389 "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。",
390 "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。",
392 "全ての鏡の周りに眠りの球を発生させる。",
393 "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。",
395 "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。",
396 "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。",
397 "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。",
398 "フロアを作り変える。鏡の上でしか使えない。",
399 "短距離内の指定した場所にテレポートする。",
400 "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。",
401 "全ての攻撃が、1/2の確率で無効になる。",
402 "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。",
403 "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。",
407 "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。",
409 "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。",
412 "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。",
415 "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。",
417 "ランダムな方向に8回くさびを投げる。",
421 "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。",
422 "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。",
423 "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。",
424 "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。",
425 "全ての攻撃が、1/2の確率で無効になる。",
430 "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.",
431 "Fires a beam or ball which inflicts PSI damage.",
432 "Teleport short distance.",
433 "Teleport long distance.",
434 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
435 "Fires a ball which hurts monsters with telekinesis.",
436 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
437 "Gives feeling of an item. Or identify an item at level 25.",
438 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
439 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
440 "Pulls a distant item close to you.",
441 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
442 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
443 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
453 "Fires a very small energy ball.",
454 "Lights up nearby area and the inside of a room permanently.",
455 "Gives levitaion a while.",
456 "Fires a short energy beam.",
457 "Gives magic resistance for a while.",
458 "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.",
459 "Gives aura which damages all monsters which attacked you for a while.",
460 "Damages an adjacent monster, and blow it away.",
461 "Fires a large energy ball.",
462 "Dispels all magics which is effecting a monster.",
464 "Generates a huge ball of frame which centered on you.",
465 "Fires a long, powerful energy beam.",
466 "Gives extremely fast speed.",
476 "Detects all monsters except mindless in your vicinity.",
477 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
478 "Sets off a trap, then destroy that trap.",
479 "Shakes dungeon structure, and results in random swaping of floors and walls.",
480 "Attacks all adjacent monsters.",
499 "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.",
500 "Makes a mirror under you.",
501 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
502 "Teleport short distance.",
503 "Lights up nearby area and the inside of a room permanently.",
504 "Teleport long distance.",
505 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
506 "Teleports all monsters on the line away unless resisted.",
507 "Fires a ball of shards.",
508 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
509 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
510 "Eliminates a monster on a mirror from current dungeon level.",
511 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
512 "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.",
513 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
514 "Recreates current dungeon level. Can only be used on a mirror.",
515 "Teleport to given location.",
516 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
517 "Completely protects you from any attacks at one in two chance.",
518 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
519 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
523 "Darken nearby area and inside of a room.",
524 "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.",
525 "Teleport short distance.",
526 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
527 "Teleport long distance.",
528 "Attack and teleport in a time.",
529 "Attempt to freeze a monster.",
530 "Identifies an item.",
531 "Gives levitation for a while.",
532 "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.",
533 "Steps close to a monster and attacks at a time.",
534 "Shoots 8 iron Spikes in 8 random directions.",
535 "Teleport a monster to a place adjacent to you.",
536 "Releases a confusion ball which doesn't inflict any damage.",
537 "Swaps positions of you and a monster.",
538 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
539 "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.",
540 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
541 "Fires some number of beams of fire, nether or plasma in random directions.",
542 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
549 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
550 * @param p 情報を返す文字列参照ポインタ
551 * @param use_mind 職業毎の特殊技能ID
552 * @param power モンスター魔法のID
555 void mindcraft_info(char *p, int use_mind, int power)
557 PLAYER_LEVEL plev = p_ptr->lev;
563 case MIND_MINDCRAFTER:
567 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
568 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
569 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
571 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
572 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
574 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
575 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
577 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
579 case 10: sprintf(p, " max wgt %d", plev * 15); break;
581 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
582 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
583 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
588 int boost = P_PTR_KI;
590 if (heavy_armor()) boost /= 2;
594 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
596 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
597 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
598 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
600 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
601 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
602 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
604 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
605 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
606 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
607 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
611 case MIND_MIRROR_MASTER:
617 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
618 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
620 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
621 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
623 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
625 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
627 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
628 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
631 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
633 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
634 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
635 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
645 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
647 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
648 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
651 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
652 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
659 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
660 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
661 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
662 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
670 * @brief 使用可能な特殊技能を選択する /
671 * Allow user to choose a mindcrafter power.
672 * @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
673 * @param only_browse 一覧を見るだけの場合TRUEを返す
674 * @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。
676 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
677 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
678 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
680 * The "prompt" should be "cast", "recite", or "study"\n
681 * The "known" should be TRUE for cast/pray, FALSE for study\n
683 * nb: This function has a (trivial) display bug which will be obvious\n
684 * when you run it. It's probably easy to fix but I haven't tried,\n
687 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
693 PERCENTAGE minfail = 0;
694 PLAYER_LEVEL plev = p_ptr->lev;
695 PERCENTAGE chance = 0;
703 const mind_power *mind_ptr;
706 int menu_line = (use_menu ? 1 : 0);
708 switch (p_ptr->pclass)
710 case CLASS_MINDCRAFTER:
712 use_mind = MIND_MINDCRAFTER;
713 p = _("超能力", "mindcraft");
716 case CLASS_FORCETRAINER:
719 p = _("練気術", "Force");
722 case CLASS_BERSERKER:
724 use_mind = MIND_BERSERKER;
725 p = _("技", "brutal power");
728 case CLASS_MIRROR_MASTER:
730 use_mind = MIND_MIRROR_MASTER;
731 p = _("鏡魔法", "magic");
736 use_mind = MIND_NINJUTSU;
737 p = _("忍術", "ninjutsu");
743 p = _("超能力", "mindcraft");
747 mind_ptr = &mind_powers[use_mind];
749 /* Assume cancelled */
752 /* Get the spell, if available */
754 if (repeat_pull(&code))
756 *sn = (SPELL_IDX)code;
757 /* Hack -- If requested INVEN_FORCE(1111), pull again */
758 if (*sn == INVEN_FORCE) repeat_pull(&code);
759 *sn = (SPELL_IDX)code;
761 /* Verify the spell */
762 if (mind_ptr->info[*sn].min_lev <= plev)
769 /* Nothing chosen yet */
775 for (i = 0; i < MAX_MIND_POWERS; i++)
777 if (mind_ptr->info[i].min_lev <= plev)
783 /* Build a prompt (accept all spells) */
786 (void)strnfmt(out_val, 78,
787 _("(%^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? "),
788 p, I2A(0), I2A(num - 1), p);
792 (void)strnfmt(out_val, 78,
793 _("(%^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? "),
794 p, I2A(0), I2A(num - 1), p);
797 if (use_menu && !only_browse) screen_save();
799 choice = (always_show_list || use_menu) ? ESCAPE : 1;
803 if(choice==ESCAPE) choice = ' ';
804 else if( !get_com(out_val, &choice, TRUE) )break;
806 if (use_menu && choice != ' ')
812 if (!only_browse) screen_load();
820 menu_line += (num - 1);
842 if (menu_line > num) menu_line -= num;
845 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
848 if (!redraw || use_menu)
853 if (!only_browse && !use_menu) screen_save();
855 /* Display a list of spells */
857 put_str(_("名前", "Name"), y, x + 5);
859 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
860 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
862 has_weapon[0] = has_melee_weapon(INVEN_RARM);
863 has_weapon[1] = has_melee_weapon(INVEN_LARM);
865 /* Dump the spells */
866 for (i = 0; i < MAX_MIND_POWERS; i++)
870 /* Access the spell */
871 spell = mind_ptr->info[i];
873 if (spell.min_lev > plev) break;
877 mana_cost = spell.mana_cost;
881 /* Reduce failure rate by "effective" level adjustment */
882 chance -= 3 * (plev - spell.min_lev);
884 /* Reduce failure rate by INT/WIS adjustment */
885 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
887 if (use_mind == MIND_KI)
889 if (heavy_armor()) chance += 20;
890 if (p_ptr->icky_wield[0]) chance += 20;
891 else if (has_weapon[0]) chance += 10;
892 if (p_ptr->icky_wield[1]) chance += 20;
893 else if (has_weapon[1]) chance += 10;
897 for (j = 0; j < P_PTR_KI / 50; j++)
898 mana_cost += (j+1) * 3 / 2;
902 /* Not enough mana to cast */
903 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
905 chance += 5 * (mana_cost - p_ptr->csp);
908 chance += p_ptr->to_m_chance;
910 /* Extract the minimum failure rate */
911 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
913 /* Minimum failure rate */
914 if (chance < minfail) chance = minfail;
916 /* Stunning makes spells harder */
917 if (p_ptr->stun > 50) chance += 25;
918 else if (p_ptr->stun) chance += 15;
920 if (use_mind == MIND_KI)
922 if (heavy_armor()) chance += 5;
923 if (p_ptr->icky_wield[0]) chance += 5;
924 if (p_ptr->icky_wield[1]) chance += 5;
926 /* Always a 5 percent chance of working */
927 if (chance > 95) chance = 95;
931 mindcraft_info(comment, use_mind, i);
935 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
936 else strcpy(psi_desc, " ");
939 sprintf(psi_desc, " %c) ", I2A(i));
940 /* Dump the spell --(-- */
942 format("%-30s%2d %4d%s %3d%%%s",
943 spell.name, spell.min_lev, mana_cost,
944 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
946 prt(psi_desc, y + i + 1, x);
949 /* Clear the bottom line */
950 prt("", y + i + 1, x);
954 else if (!only_browse)
968 ask = isupper(choice);
971 if (ask) choice = (char)tolower(choice);
973 /* Extract request */
974 i = (islower(choice) ? A2I(choice) : -1);
977 /* Totally Illegal */
978 if ((i < 0) || (i >= num))
984 /* Save the spell index */
985 spell = mind_ptr->info[i];
993 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
995 /* Belay that order */
996 if (!get_check(tmp_val)) continue;
1002 if (redraw && !only_browse) screen_load();
1004 p_ptr->window |= (PW_SPELL);
1007 /* Abort if needed */
1008 if (!flag) return (FALSE);
1010 /* Save the choice */
1013 repeat_push((COMMAND_CODE)i);
1021 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1022 * @param spell 発動する特殊技能のID
1023 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1025 static bool cast_mindcrafter_spell(int spell)
1030 PLAYER_LEVEL plev = p_ptr->lev;
1035 case 0: /* Precog */
1038 chg_virtue(V_KNOWLEDGE, 1);
1039 chg_virtue(V_ENLIGHTEN, 1);
1043 map_area(DETECT_RAD_MAP);
1047 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1048 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1050 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1051 b |= detect_doors(DETECT_RAD_DEFAULT);
1056 b = detect_all(DETECT_RAD_DEFAULT);
1059 if ((plev > 24) && (plev < 40))
1060 set_tim_esp((TIME_EFFECT)plev, FALSE);
1062 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1067 if (!get_aim_dir(&dir)) return FALSE;
1069 if (randint1(100) < plev * 2)
1070 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1072 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1075 /* Minor displace */
1076 teleport_player(10, 0L);
1079 /* Major displace */
1080 teleport_player(plev * 5, 0L);
1086 if (!get_aim_dir(&dir)) return FALSE;
1088 fire_ball(GF_DOMINATION, dir, plev, 0);
1092 charm_monsters(plev * 2);
1096 /* Fist of Force --- not 'true' TK */
1097 if (!get_aim_dir(&dir)) return FALSE;
1099 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1100 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1103 /* Character Armour */
1104 set_shield((TIME_EFFECT)plev, FALSE);
1105 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1106 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1107 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1108 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1109 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1114 return psychometry();
1116 return ident_spell(FALSE);
1119 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!"));
1122 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1123 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1125 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1133 * Only heal when Adrenalin Channeling is not active. We check
1134 * that by checking if the player isn't fast and 'heroed' atm.
1136 if (!IS_FAST() || !IS_HERO())
1141 t = 10 + randint1((plev * 3) / 2);
1144 (void)set_fast(t, FALSE);
1148 if (!get_aim_dir(&dir)) return FALSE;
1150 fetch(dir, plev * 15, FALSE);
1155 if (!get_aim_dir(&dir)) return FALSE;
1157 b = damroll(plev / 2, 6);
1159 /* This is always a radius-0 ball now */
1160 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1161 p_ptr->energy_need += randint1(150);
1165 if (!get_aim_dir(&dir)) return FALSE;
1167 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1175 msg_print(_("なに?", "Zap?"));
1183 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1184 * @param spell 発動する特殊技能のID
1185 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1187 static bool cast_force_spell(int spell)
1190 PLAYER_LEVEL plev = p_ptr->lev;
1191 int boost = P_PTR_KI;
1193 if (heavy_armor()) boost /= 2;
1199 if (!get_aim_dir(&dir)) return FALSE;
1200 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1203 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1206 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1209 project_length = plev / 8 + 3;
1210 if (!get_aim_dir(&dir)) return FALSE;
1212 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1215 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1218 msg_print(_("気を練った。", "You improved the Force."));
1219 P_PTR_KI += (70 + plev);
1220 p_ptr->update |= (PU_BONUS);
1221 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1223 msg_print(_("気が暴走した!", "The Force exploded!"));
1224 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1225 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1230 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1233 return shock_power();
1236 if (!get_aim_dir(&dir)) return FALSE;
1237 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1243 if (!target_set(TARGET_KILL)) return FALSE;
1244 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1246 if (!player_has_los_bold(target_row, target_col)) break;
1247 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1248 dispel_monster_status(m_idx);
1254 bool success = FALSE;
1256 for (i = 0; i < 1 + boost/100; i++)
1257 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1261 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1265 msg_print(_("何も現れなかった。", "Nothing happen."));
1270 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1273 if (!get_aim_dir(&dir)) return FALSE;
1275 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1278 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1281 msg_print(_("なに?", "Zap?"));
1284 p_ptr->update |= (PU_BONUS);
1291 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1294 static int number_of_mirrors(void)
1298 for (x = 0; x < current_floor_ptr->width; x++) {
1299 for (y = 0; y < current_floor_ptr->height; y++) {
1300 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) val++;
1308 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1309 * @param spell 発動する特殊技能のID
1310 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1312 static bool cast_mirror_spell(int spell)
1315 PLAYER_LEVEL plev = p_ptr->lev;
1323 /* mirror of seeing */
1325 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 0;
1326 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1327 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1328 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1329 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1330 if (tmp == 0 && plev < 5) {
1331 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1336 if (number_of_mirrors() < 4 + plev / 10) {
1340 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1344 if (!get_aim_dir(&dir)) return FALSE;
1345 if (plev > 9 && is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1346 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1349 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1354 teleport_player(10, 0L);
1356 /* mirror of light */
1358 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1360 /* mirror of wandering */
1362 teleport_player(plev * 5, 0L);
1366 set_dustrobe(20 + randint1(20), FALSE);
1368 /* banishing mirror */
1370 if (!get_aim_dir(&dir)) return FALSE;
1371 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1373 /* mirror clashing */
1375 if (!get_aim_dir(&dir)) return FALSE;
1376 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1377 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1379 /* mirror sleeping */
1381 for (x = 0; x < current_floor_ptr->width; x++) {
1382 for (y = 0; y < current_floor_ptr->height; y++) {
1383 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) {
1384 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1391 if (!get_aim_dir(&dir)) return FALSE;
1392 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1394 /* seal of mirror */
1396 seal_of_mirror(plev * 4 + 100);
1398 /* shield of water */
1400 t = 20 + randint1(20);
1401 set_shield(t, FALSE);
1402 if (plev > 31)set_tim_reflect(t, FALSE);
1403 if (plev > 39)set_resist_magic(t, FALSE);
1407 if (!get_aim_dir(&dir)) return FALSE;
1408 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1410 /* illusion light */
1412 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 3;
1413 slow_monsters(plev);
1414 stun_monsters(plev*tmp);
1415 confuse_monsters(plev*tmp);
1416 turn_monsters(plev*tmp);
1417 stun_monsters(plev*tmp);
1418 stasis_monsters(plev*tmp);
1422 if (!is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1423 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1430 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1431 return mirror_tunnel();
1433 /* mirror of recall */
1435 return recall_player(p_ptr, randint0(21) + 15);
1438 set_multishadow(6 + randint1(6), FALSE);
1442 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!"));
1444 /* mirror of Ruffnor */
1446 (void)set_invuln(randint1(4) + 4, FALSE);
1449 msg_print(_("なに?", "Zap?"));
1452 p_ptr->magic_num1[0] = 0;
1459 * do_cmd_cast calls this function if the player's class is 'berserker'.
1460 * @param spell 発動する特殊技能のID
1461 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1463 static bool cast_berserk_spell(int spell)
1472 detect_monsters_mind(DETECT_RAD_DEFAULT);
1478 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1482 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1484 if (dir == 5) return FALSE;
1485 y = p_ptr->y + ddy[dir];
1486 x = p_ptr->x + ddx[dir];
1488 if (!current_floor_ptr->grid_array[y][x].m_idx)
1490 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1496 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
1502 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)
1505 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1511 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1512 y = p_ptr->y + ddy[dir];
1513 x = p_ptr->x + ddx[dir];
1514 move_player(dir, easy_disarm, TRUE);
1518 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1524 msg_print(_("なに?", "Zap?"));
1532 * do_cmd_cast calls this function if the player's class is 'ninja'.
1533 * @param spell 発動する特殊技能のID
1534 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1536 static bool cast_ninja_spell(int spell)
1538 POSITION x = 0, y = 0;
1540 PLAYER_LEVEL plev = p_ptr->lev;
1546 (void)unlite_area(0, 3);
1553 detect_monsters_normal(DETECT_RAD_DEFAULT);
1556 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1557 detect_doors(DETECT_RAD_DEFAULT);
1558 detect_stairs(DETECT_RAD_DEFAULT);
1562 detect_objects_normal(DETECT_RAD_DEFAULT);
1567 teleport_player(10, 0L);
1572 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1574 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1575 p_ptr->special_defense |= NINJA_KAWARIMI;
1576 p_ptr->redraw |= (PR_STATUS);
1582 teleport_player(p_ptr->lev * 5, 0L);
1587 if(!panic_hit()) return FALSE;
1592 if (!get_aim_dir(&dir)) return FALSE;
1593 (void)stasis_monster(dir);
1597 return ident_spell(FALSE);
1599 set_tim_levitation(randint1(20) + 20, FALSE);
1602 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1603 teleport_player(30, 0L);
1604 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1607 return rush_attack(NULL);
1611 for (i = 0; i < 8; i++)
1615 for (slot = 0; slot < INVEN_PACK; slot++)
1617 if (p_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1619 if (slot == INVEN_PACK)
1621 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1622 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1626 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1627 do_cmd_throw(1, FALSE, slot);
1629 take_turn(p_ptr, 100);
1635 monster_type *m_ptr;
1637 GAME_TEXT m_name[MAX_NLEN];
1643 if (!target_set(TARGET_KILL)) return FALSE;
1644 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1646 if (m_idx == p_ptr->riding) break;
1647 if (!player_has_los_bold(target_row, target_col)) break;
1648 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1649 m_ptr = ¤t_floor_ptr->m_list[m_idx];
1650 monster_desc(m_name, m_ptr, 0);
1651 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1652 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1653 ty = target_row, tx = target_col;
1654 for (i = 1; i < path_n; i++)
1656 POSITION ny = GRID_Y(path_g[i]);
1657 POSITION nx = GRID_X(path_g[i]);
1658 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
1660 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1661 !(g_ptr->info & CAVE_OBJECT) &&
1662 !pattern_tile(ny, nx))
1668 /* Update the old location */
1669 current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1671 /* Update the new location */
1672 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1674 /* Move the monster */
1678 /* Wake the monster up */
1679 (void)set_monster_csleep(m_idx, 0);
1681 update_monster(m_idx, TRUE);
1682 lite_spot(target_row, target_col);
1685 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1686 p_ptr->update |= (PU_MON_LITE);
1690 /* Auto-Recall if possible and visible */
1691 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1693 /* Track a new monster */
1694 health_track(m_idx);
1700 if (!get_aim_dir(&dir)) return FALSE;
1701 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1704 project_length = -1;
1705 if (!get_aim_dir(&dir))
1712 (void)teleport_swap(dir);
1718 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1719 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1722 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1723 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1724 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1725 teleport_player(30, 0L);
1730 int num = damroll(3, 9);
1732 for (k = 0; k < num; k++)
1734 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1735 int attempts = 1000;
1739 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1741 if (!player_bold(y, x)) break;
1743 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1744 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1749 set_multishadow(6+randint1(6), FALSE);
1752 msg_print(_("なに?", "Zap?"));
1759 * @brief 特殊技能コマンドのメインルーチン /
1762 void do_cmd_mind(void)
1767 PERCENTAGE minfail = 0;
1768 PLAYER_LEVEL plev = p_ptr->lev;
1769 int old_csp = p_ptr->csp;
1772 int use_mind, mana_cost;
1774 bool on_mirror = FALSE;
1776 if (cmd_limit_confused(p_ptr)) return;
1778 if (!get_mind_power(&n, FALSE)) return;
1781 switch(p_ptr->pclass)
1783 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1784 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1785 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1786 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1787 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1788 default: use_mind = 0 ;p = "超能力"; break;
1791 switch(p_ptr->pclass)
1793 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1794 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1795 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1796 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1797 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1798 default: use_mind = 0; break;
1801 spell = mind_powers[use_mind].info[n];
1803 /* Spell failure chance */
1804 chance = spell.fail;
1806 mana_cost = spell.mana_cost;
1807 if (use_mind == MIND_KI)
1809 if (heavy_armor()) chance += 20;
1810 if (p_ptr->icky_wield[0]) chance += 20;
1811 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1812 if (p_ptr->icky_wield[1]) chance += 20;
1813 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1817 for (j = 0; j < P_PTR_KI / 50; j++)
1818 mana_cost += (j+1) * 3 / 2;
1822 /* Verify "dangerous" spells */
1823 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1825 if (mana_cost > p_ptr->chp)
1827 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1831 else if (mana_cost > p_ptr->csp)
1834 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1836 if (!over_exert) return;
1839 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1845 /* Reduce failure rate by "effective" level adjustment */
1846 chance -= 3 * (plev - spell.min_lev);
1848 chance += p_ptr->to_m_chance;
1850 /* Reduce failure rate by INT/WIS adjustment */
1851 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1853 /* Not enough mana to cast */
1854 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1856 chance += 5 * (mana_cost - p_ptr->csp);
1859 /* Extract the minimum failure rate */
1860 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1862 /* Minimum failure rate */
1863 if (chance < minfail) chance = minfail;
1865 /* Stunning makes spells harder */
1866 if (p_ptr->stun > 50) chance += 25;
1867 else if (p_ptr->stun) chance += 15;
1869 if (use_mind == MIND_KI)
1871 if (heavy_armor()) chance += 5;
1872 if (p_ptr->icky_wield[0]) chance += 5;
1873 if (p_ptr->icky_wield[1]) chance += 5;
1877 /* Always a 5 percent chance of working */
1878 if (chance > 95) chance = 95;
1881 if (randint0(100) < chance)
1883 if (flush_failure) flush();
1884 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1888 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1890 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1892 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1896 if (randint1(100) < (chance / 2))
1901 if( use_mind == MIND_MINDCRAFTER ){
1904 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!"));
1909 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..."));
1910 set_image(p_ptr->image + 5 + randint1(10));
1914 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1915 set_confused(p_ptr->confused + randint1(8));
1919 set_stun(p_ptr->stun + randint1(8));
1924 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);
1926 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1927 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1928 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1931 if( use_mind == MIND_MIRROR_MASTER ){
1934 /* Nothing has happen */
1938 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1939 teleport_player(10, TELEPORT_PASSIVE);
1943 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1944 set_image(p_ptr->image + 5 + randint1(10));
1949 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);
1951 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1952 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1953 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1965 case MIND_MINDCRAFTER:
1967 cast = cast_mindcrafter_spell(n);
1971 cast = cast_force_spell(n);
1973 case MIND_BERSERKER:
1975 cast = cast_berserk_spell(n);
1977 case MIND_MIRROR_MASTER:
1979 if( is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1980 cast = cast_mirror_spell(n);
1984 cast = cast_ninja_spell(n);
1987 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1995 /* teleport from mirror costs small energy */
1996 if(on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER)
1998 if( n==3 || n==5 || n==7 || n==16 ) take_turn(p_ptr, 50);
2002 take_turn(p_ptr, 100);
2005 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2007 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2009 p_ptr->redraw |= (PR_HP);
2012 /* Sufficient mana */
2013 else if (mana_cost <= old_csp)
2016 p_ptr->csp -= mana_cost;
2019 if (p_ptr->csp < 0) p_ptr->csp = 0;
2021 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2025 p_ptr->csp_frac = 0;
2029 /* Over-exert the player */
2032 int oops = mana_cost - old_csp;
2035 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2036 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2038 msg_format(_("%sを集中しすぎて気を失ってしまった!", "You faint from the effort!"),p);
2040 /* Hack -- Bypass free action */
2041 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2043 /* Damage WIS (possibly permanently) */
2044 if (randint0(100) < 50)
2046 bool perm = (randint0(100) < 25);
2048 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2050 /* Reduce constitution */
2051 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2054 p_ptr->redraw |= (PR_MANA);
2055 p_ptr->window |= (PW_PLAYER);
2056 p_ptr->window |= (PW_SPELL);
2061 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2064 void do_cmd_mind_browse(void)
2071 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2072 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2073 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2074 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2075 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2076 use_mind = MIND_MIRROR_MASTER;
2082 if (!get_mind_power(&n, TRUE))
2088 /* Clear lines, position cursor (really should use strlen here) */
2089 Term_erase(12, 21, 255);
2090 Term_erase(12, 20, 255);
2091 Term_erase(12, 19, 255);
2092 Term_erase(12, 18, 255);
2093 Term_erase(12, 17, 255);
2094 Term_erase(12, 16, 255);
2096 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2097 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2099 prt(&temp[j], line, 15);
2104 case MIND_MIRROR_MASTER:
2106 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);