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
26 #include "spells-summon.h"
28 #include "player-move.h"
29 #include "player-status.h"
30 #include "player-class.h"
31 #include "spells-status.h"
32 #include "cmd-spell.h"
33 #include "spells-floor.h"
36 #include "cmd-basic.h"
37 #include "monster-status.h"
38 #include "player-effects.h"
39 #include "player-damage.h"
40 #include "view-mainwindow.h"
41 #include "targeting.h"
42 #include "realm-song.h"
45 mind_power const mind_powers[5] =
49 /* Level gained, cost, %fail, name */
56 { 11, 7, 30, "念動衝撃弾"},
58 { 15, 12, 60, "サイコメトリー"},
59 { 18, 10, 45, "精神波動"},
60 { 23, 15, 50, "アドレナリン・ドーピング"},
61 { 26, 28, 60, "テレキネシス"},
62 { 28, 10, 40, "サイキック・ドレイン"},
64 { 45,150, 85, "完全な世界"},
73 { 1, 1, 15, "Precognition"},
74 { 2, 1, 20, "Neural Blast"},
75 { 3, 2, 25, "Minor Displacement"},
76 { 7, 6, 35, "Major Displacement"},
77 { 9, 7, 50, "Domination"},
78 { 11, 7, 30, "Pulverise"},
79 { 13, 12, 50, "Character Armour"},
80 { 15, 12, 60, "Psychometry" },
81 { 18, 10, 45, "Mind Wave" },
82 { 23, 15, 50, "Adrenaline Channeling"},
83 { 26, 28, 60, "Telekinesis"},
84 { 28, 10, 40, "Psychic Drain"},
85 { 35, 35, 75, "Psycho-Spear"},
86 { 45,150, 85, "The World"},
101 /* Level gained, cost, %fail, name */
106 { 8, 5, 40, "カメハメ波"},
107 { 10, 7, 45, "対魔法防御"},
109 { 17, 17, 50, "纏闘気"},
112 { 25, 30, 70, "いてつく波動"},
113 { 28, 26, 50, "幻霊召喚"},
114 { 32, 35, 65, "煉獄火炎"},
115 { 38, 42, 75, "超カメハメ波"},
116 { 44, 50, 80, "光速移動"},
125 { 1, 1, 15, "Small Force Ball"},
126 { 3, 3, 30, "Flash Light"},
127 { 5, 6, 35, "Flying Technique"},
128 { 8, 5, 40, "Kamehameha"},
129 { 10, 7, 45, "Magic Resistance"},
130 { 13, 5, 60, "Improve Force"},
131 { 17, 17, 50, "Aura of Force"},
132 { 20, 20, 50, "Shock Power"},
133 { 23, 18, 55, "Large Force Ball"},
134 { 25, 30, 70, "Dispel Magic"},
135 { 28, 26, 50, "Summon Ghost"},
136 { 32, 35, 65, "Exploding Frame"},
137 { 38, 42, 75, "Super Kamehameha"},
138 { 44, 50, 80, "Light Speed"},
153 /* Level gained, cost, %fail, name */
157 { 20, 15, 0, "トラップ粉砕"},
159 { 30, 80, 75, "皆殺し"},
177 { 8, 5, 40, "Detect Atmosphere of Menace"},
178 { 15, 20, 0, "Charge"},
179 { 20, 15, 0, "Smash a Trap"},
180 { 25, 20, 60, "Quake"},
181 { 30, 80, 75, "Massacre"},
205 /* Level gained, cost, %fail, name */
209 { 2, 2, 20, "光のしずく"},
214 { 10, 5, 30, "微塵隠れ"},
215 { 12, 12, 30, "追放の鏡"},
216 { 15, 15, 30, "鏡砕き"},
217 { 19, 13, 30, "催眠鏡"},
218 { 23, 18, 50, "シーカーレイ"},
220 { 25, 20, 40, "鏡の封印"},
221 { 27, 30, 60, "水鏡の盾"},
222 { 29, 30, 60, "スーパーレイ"},
223 { 31, 35, 60, "幻惑の光"},
224 { 33, 50, 80, "鏡の国"},
226 { 36, 30, 80, "鏡抜け"},
227 { 38, 40, 70, "帰還の鏡"},
228 { 40, 50, 55, "影分身"},
229 { 43, 55, 70, "封魔結界"},
230 { 46, 70, 75, "ラフノールの鏡"},
232 { 1, 1, 15, "Mirror of Seeing"},
233 { 1, 2, 40, "Making a Mirror"},
234 { 2, 2, 20, "Drip of Light"},
235 { 3, 2, 20, "Warped Mirror"},
236 { 5, 3, 35, "Mirror of Light"},
237 { 6, 5, 35, "Mirror of Wandering"},
239 { 10, 5, 30, "Robe of Dust"},
240 { 12, 12, 30, "Banishing Mirror"},
241 { 15, 15, 30, "Mirror Clashing"},
242 { 19, 13, 30, "Mirror Sleeping"},
243 { 23, 18, 50, "Seeker Ray"},
245 { 25, 20, 40, "Seal of Mirror"},
246 { 27, 30, 60, "Shield of Water"},
247 { 29, 30, 60, "Super Ray"},
248 { 31, 35, 60, "Illusion Light"},
249 { 33, 50, 80, "Mirror Shift"},
251 { 36, 30, 80, "Mirror Tunnel"},
252 { 38, 40, 70, "Mirror of Recall"},
253 { 40, 50, 55, "Multi-Shadow"},
254 { 43, 55, 70, "Binding Field"},
255 { 46, 70, 75, "Mirror of Ruffnor"},
263 /* Level gained, cost, %fail, name */
270 { 8, 10, 35, "一撃離脱"},
271 { 10, 10, 40, "金縛り"},
272 { 12, 12, 70, "古の口伝"},
276 { 20, 5, 50, "八方手裏剣"},
280 { 30, 30, 70, "爆発の紋章"},
282 { 34, 35, 50, "霧隠れ"},
283 { 38, 40, 60, "煉獄火炎"},
287 { 1, 1, 20, "Create Darkness"},
288 { 2, 2, 25, "Detect Near"},
289 { 3, 3, 25, "Hide in Leafs"},
290 { 5, 3, 30, "Kawarimi"},
291 { 7, 8, 35, "Absconding"},
292 { 8, 10, 35, "Hit and Away"},
293 { 10, 10, 40, "Bind Monster"},
294 { 12, 12, 70, "Ancient Knowledge"},
295 { 15, 10, 50, "Floating"},
296 { 17, 12, 45, "Hide in Flame"},
297 { 18, 20, 40, "Nyusin"},
298 { 20, 5, 50, "Syuriken Spreading"},
299 { 22, 15, 55, "Chain Hook"},
300 { 25, 32, 60, "Smoke Ball"},
301 { 28, 32, 60, "Swap Position"},
302 { 30, 30, 70, "Glyph of Explosion"},
303 { 32, 40, 40, "Hide in Mud"},
304 { 34, 35, 50, "Hide in Mist"},
305 { 38, 40, 60, "Rengoku-Kaen"},
306 { 41, 50, 55, "Bunshin"},
315 static concptr const mind_tips[5][MAX_MIND_POWERS] =
319 "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。",
323 "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。",
325 "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。",
326 "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。",
327 "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。",
328 "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。",
330 "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。",
331 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
332 "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。",
343 "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。",
346 "一定時間、魔法防御能力を上昇させる。",
347 "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。",
348 "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。",
349 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
351 "モンスター1体にかかった魔法を解除する。",
353 "自分を中心とした超巨大な炎の球を発生させる。",
354 "射程の長い、強力な気のビームを放つ。",
355 "しばらくの間、非常に速く動くことができる。",
365 "近くの思考することができるモンスターを感知する。",
367 "トラップにかかるが、そのトラップを破壊する。",
368 "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。",
388 "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。",
390 "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。",
392 "自分の周囲や、 自分のいる部屋全体を明るくする。",
394 "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。",
395 "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。",
397 "全ての鏡の周りに眠りの球を発生させる。",
398 "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。",
400 "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。",
401 "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。",
402 "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。",
403 "フロアを作り変える。鏡の上でしか使えない。",
404 "短距離内の指定した場所にテレポートする。",
405 "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。",
406 "全ての攻撃が、1/2の確率で無効になる。",
407 "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。",
408 "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。",
412 "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。",
414 "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。",
417 "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。",
420 "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。",
422 "ランダムな方向に8回くさびを投げる。",
426 "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。",
427 "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。",
428 "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。",
429 "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。",
430 "全ての攻撃が、1/2の確率で無効になる。",
435 "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.",
436 "Fires a beam or ball which inflicts PSI damage.",
437 "Teleport short distance.",
438 "Teleport long distance.",
439 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
440 "Fires a ball which hurts monsters with telekinesis.",
441 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
442 "Gives feeling of an item. Or identify an item at level 25.",
443 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
444 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
445 "Pulls a distant item close to you.",
446 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
447 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
448 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
458 "Fires a very small energy ball.",
459 "Lights up nearby area and the inside of a room permanently.",
460 "Gives levitaion a while.",
461 "Fires a short energy beam.",
462 "Gives magic resistance for a while.",
463 "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.",
464 "Gives aura which damages all monsters which attacked you for a while.",
465 "Damages an adjacent monster, and blow it away.",
466 "Fires a large energy ball.",
467 "Dispels all magics which is effecting a monster.",
469 "Generates a huge ball of frame which centered on you.",
470 "Fires a long, powerful energy beam.",
471 "Gives extremely fast speed.",
481 "Detects all monsters except mindless in your vicinity.",
482 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
483 "Sets off a trap, then destroy that trap.",
484 "Shakes dungeon structure, and results in random swaping of floors and walls.",
485 "Attacks all adjacent monsters.",
504 "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.",
505 "Makes a mirror under you.",
506 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
507 "Teleport short distance.",
508 "Lights up nearby area and the inside of a room permanently.",
509 "Teleport long distance.",
510 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
511 "Teleports all monsters on the line away unless resisted.",
512 "Fires a ball of shards.",
513 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
514 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
515 "Eliminates a monster on a mirror from current dungeon level.",
516 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
517 "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.",
518 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
519 "Recreates current dungeon level. Can only be used on a mirror.",
520 "Teleport to given location.",
521 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
522 "Completely protects you from any attacks at one in two chance.",
523 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
524 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
528 "Darken nearby area and inside of a room.",
529 "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.",
530 "Teleport short distance.",
531 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
532 "Teleport long distance.",
533 "Attack and teleport in a time.",
534 "Attempt to freeze a monster.",
535 "Identifies an item.",
536 "Gives levitation for a while.",
537 "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.",
538 "Steps close to a monster and attacks at a time.",
539 "Shoots 8 iron Spikes in 8 random directions.",
540 "Teleport a monster to a place adjacent to you.",
541 "Releases a confusion ball which doesn't inflict any damage.",
542 "Swaps positions of you and a monster.",
543 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
544 "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.",
545 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
546 "Fires some number of beams of fire, nether or plasma in random directions.",
547 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
554 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
555 * @param p 情報を返す文字列参照ポインタ
556 * @param use_mind 職業毎の特殊技能ID
557 * @param power モンスター魔法のID
560 void mindcraft_info(char *p, int use_mind, int power)
562 PLAYER_LEVEL plev = p_ptr->lev;
568 case MIND_MINDCRAFTER:
572 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
573 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
574 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
576 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
577 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
579 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
580 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
582 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
584 case 10: sprintf(p, " max wgt %d", plev * 15); break;
586 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
587 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
588 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
593 int boost = P_PTR_KI;
595 if (heavy_armor()) boost /= 2;
599 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
601 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
602 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
603 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
605 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
606 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
607 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
609 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
610 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
611 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
612 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
616 case MIND_MIRROR_MASTER:
622 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
623 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
625 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
626 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
628 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
630 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
632 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
633 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
636 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
638 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
639 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
640 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
650 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
652 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
653 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
656 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
657 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
664 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
665 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
666 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
667 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
675 * @brief 使用可能な特殊技能を選択する /
676 * Allow user to choose a mindcrafter power.
677 * @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
678 * @param only_browse 一覧を見るだけの場合TRUEを返す
679 * @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。
681 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
682 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
683 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
685 * The "prompt" should be "cast", "recite", or "study"\n
686 * The "known" should be TRUE for cast/pray, FALSE for study\n
688 * nb: This function has a (trivial) display bug which will be obvious\n
689 * when you run it. It's probably easy to fix but I haven't tried,\n
692 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
698 PERCENTAGE minfail = 0;
699 PLAYER_LEVEL plev = p_ptr->lev;
700 PERCENTAGE chance = 0;
708 const mind_power *mind_ptr;
711 int menu_line = (use_menu ? 1 : 0);
713 switch (p_ptr->pclass)
715 case CLASS_MINDCRAFTER:
717 use_mind = MIND_MINDCRAFTER;
718 p = _("超能力", "mindcraft");
721 case CLASS_FORCETRAINER:
724 p = _("練気術", "Force");
727 case CLASS_BERSERKER:
729 use_mind = MIND_BERSERKER;
730 p = _("技", "brutal power");
733 case CLASS_MIRROR_MASTER:
735 use_mind = MIND_MIRROR_MASTER;
736 p = _("鏡魔法", "magic");
741 use_mind = MIND_NINJUTSU;
742 p = _("忍術", "ninjutsu");
748 p = _("超能力", "mindcraft");
752 mind_ptr = &mind_powers[use_mind];
754 /* Assume cancelled */
757 /* Get the spell, if available */
759 if (repeat_pull(&code))
761 *sn = (SPELL_IDX)code;
762 /* Hack -- If requested INVEN_FORCE(1111), pull again */
763 if (*sn == INVEN_FORCE) repeat_pull(&code);
764 *sn = (SPELL_IDX)code;
766 /* Verify the spell */
767 if (mind_ptr->info[*sn].min_lev <= plev)
774 /* Nothing chosen yet */
780 for (i = 0; i < MAX_MIND_POWERS; i++)
782 if (mind_ptr->info[i].min_lev <= plev)
788 /* Build a prompt (accept all spells) */
791 (void)strnfmt(out_val, 78,
792 _("(%^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? "),
793 p, I2A(0), I2A(num - 1), p);
797 (void)strnfmt(out_val, 78,
798 _("(%^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? "),
799 p, I2A(0), I2A(num - 1), p);
802 if (use_menu && !only_browse) screen_save();
804 choice = (always_show_list || use_menu) ? ESCAPE : 1;
808 if(choice==ESCAPE) choice = ' ';
809 else if( !get_com(out_val, &choice, TRUE) )break;
811 if (use_menu && choice != ' ')
817 if (!only_browse) screen_load();
825 menu_line += (num - 1);
847 if (menu_line > num) menu_line -= num;
850 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
853 if (!redraw || use_menu)
858 if (!only_browse && !use_menu) screen_save();
860 /* Display a list of spells */
862 put_str(_("名前", "Name"), y, x + 5);
864 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
865 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
867 has_weapon[0] = has_melee_weapon(INVEN_RARM);
868 has_weapon[1] = has_melee_weapon(INVEN_LARM);
870 /* Dump the spells */
871 for (i = 0; i < MAX_MIND_POWERS; i++)
875 /* Access the spell */
876 spell = mind_ptr->info[i];
878 if (spell.min_lev > plev) break;
882 mana_cost = spell.mana_cost;
886 /* Reduce failure rate by "effective" level adjustment */
887 chance -= 3 * (plev - spell.min_lev);
889 /* Reduce failure rate by INT/WIS adjustment */
890 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
892 if (use_mind == MIND_KI)
894 if (heavy_armor()) chance += 20;
895 if (p_ptr->icky_wield[0]) chance += 20;
896 else if (has_weapon[0]) chance += 10;
897 if (p_ptr->icky_wield[1]) chance += 20;
898 else if (has_weapon[1]) chance += 10;
902 for (j = 0; j < P_PTR_KI / 50; j++)
903 mana_cost += (j+1) * 3 / 2;
907 /* Not enough mana to cast */
908 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
910 chance += 5 * (mana_cost - p_ptr->csp);
913 chance += p_ptr->to_m_chance;
915 /* Extract the minimum failure rate */
916 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
918 /* Minimum failure rate */
919 if (chance < minfail) chance = minfail;
921 /* Stunning makes spells harder */
922 if (p_ptr->stun > 50) chance += 25;
923 else if (p_ptr->stun) chance += 15;
925 if (use_mind == MIND_KI)
927 if (heavy_armor()) chance += 5;
928 if (p_ptr->icky_wield[0]) chance += 5;
929 if (p_ptr->icky_wield[1]) chance += 5;
931 /* Always a 5 percent chance of working */
932 if (chance > 95) chance = 95;
936 mindcraft_info(comment, use_mind, i);
940 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
941 else strcpy(psi_desc, " ");
944 sprintf(psi_desc, " %c) ", I2A(i));
945 /* Dump the spell --(-- */
947 format("%-30s%2d %4d%s %3d%%%s",
948 spell.name, spell.min_lev, mana_cost,
949 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
951 prt(psi_desc, y + i + 1, x);
954 /* Clear the bottom line */
955 prt("", y + i + 1, x);
959 else if (!only_browse)
973 ask = isupper(choice);
976 if (ask) choice = (char)tolower(choice);
978 /* Extract request */
979 i = (islower(choice) ? A2I(choice) : -1);
982 /* Totally Illegal */
983 if ((i < 0) || (i >= num))
989 /* Save the spell index */
990 spell = mind_ptr->info[i];
998 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
1000 /* Belay that order */
1001 if (!get_check(tmp_val)) continue;
1007 if (redraw && !only_browse) screen_load();
1009 p_ptr->window |= (PW_SPELL);
1012 /* Abort if needed */
1013 if (!flag) return (FALSE);
1015 /* Save the choice */
1018 repeat_push((COMMAND_CODE)i);
1026 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1027 * @param spell 発動する特殊技能のID
1028 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1030 static bool cast_mindcrafter_spell(int spell)
1035 PLAYER_LEVEL plev = p_ptr->lev;
1040 case 0: /* Precog */
1043 chg_virtue(V_KNOWLEDGE, 1);
1044 chg_virtue(V_ENLIGHTEN, 1);
1048 map_area(DETECT_RAD_MAP);
1052 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1053 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1055 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1056 b |= detect_doors(DETECT_RAD_DEFAULT);
1061 b = detect_all(DETECT_RAD_DEFAULT);
1064 if ((plev > 24) && (plev < 40))
1065 set_tim_esp((TIME_EFFECT)plev, FALSE);
1067 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1072 if (!get_aim_dir(&dir)) return FALSE;
1074 if (randint1(100) < plev * 2)
1075 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1077 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1080 /* Minor displace */
1081 teleport_player(10, 0L);
1084 /* Major displace */
1085 teleport_player(plev * 5, 0L);
1091 if (!get_aim_dir(&dir)) return FALSE;
1093 fire_ball(GF_DOMINATION, dir, plev, 0);
1097 charm_monsters(plev * 2);
1101 /* Fist of Force --- not 'true' TK */
1102 if (!get_aim_dir(&dir)) return FALSE;
1104 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1105 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1108 /* Character Armour */
1109 set_shield(p_ptr, (TIME_EFFECT)plev, FALSE);
1110 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1111 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1112 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1113 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1114 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1119 return psychometry();
1121 return ident_spell(FALSE);
1124 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!"));
1127 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1128 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1130 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1134 set_afraid(p_ptr, 0);
1138 * Only heal when Adrenalin Channeling is not active. We check
1139 * that by checking if the player isn't fast and 'heroed' atm.
1141 if (!IS_FAST() || !IS_HERO())
1143 hp_player(p_ptr, plev);
1146 t = 10 + randint1((plev * 3) / 2);
1147 set_hero(p_ptr, t, FALSE);
1149 (void)set_fast(p_ptr, t, FALSE);
1153 if (!get_aim_dir(&dir)) return FALSE;
1155 fetch(dir, plev * 15, FALSE);
1160 if (!get_aim_dir(&dir)) return FALSE;
1162 b = damroll(plev / 2, 6);
1164 /* This is always a radius-0 ball now */
1165 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1166 p_ptr->energy_need += randint1(150);
1170 if (!get_aim_dir(&dir)) return FALSE;
1172 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1180 msg_print(_("なに?", "Zap?"));
1188 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1189 * @param spell 発動する特殊技能のID
1190 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1192 static bool cast_force_spell(int spell)
1195 PLAYER_LEVEL plev = p_ptr->lev;
1196 int boost = P_PTR_KI;
1198 if (heavy_armor()) boost /= 2;
1204 if (!get_aim_dir(&dir)) return FALSE;
1205 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1208 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1211 set_tim_levitation(p_ptr, randint1(30) + 30 + boost / 5, FALSE);
1214 project_length = plev / 8 + 3;
1215 if (!get_aim_dir(&dir)) return FALSE;
1217 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1220 set_resist_magic(p_ptr, randint1(20) + 20 + boost / 5, FALSE);
1223 msg_print(_("気を練った。", "You improved the Force."));
1224 P_PTR_KI += (70 + plev);
1225 p_ptr->update |= (PU_BONUS);
1226 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1228 msg_print(_("気が暴走した!", "The Force exploded!"));
1229 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1230 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1235 set_tim_sh_touki(p_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
1238 return shock_power();
1241 if (!get_aim_dir(&dir)) return FALSE;
1242 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1248 if (!target_set(TARGET_KILL)) return FALSE;
1249 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1251 if (!player_has_los_bold(target_row, target_col)) break;
1252 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1253 dispel_monster_status(m_idx);
1259 bool success = FALSE;
1261 for (i = 0; i < 1 + boost/100; i++)
1262 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1266 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1270 msg_print(_("何も現れなかった。", "Nothing happen."));
1275 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1278 if (!get_aim_dir(&dir)) return FALSE;
1280 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1283 set_lightspeed(p_ptr, randint1(16) + 16 + boost / 20, FALSE);
1286 msg_print(_("なに?", "Zap?"));
1289 p_ptr->update |= (PU_BONUS);
1296 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1299 static int number_of_mirrors(void)
1303 for (x = 0; x < current_floor_ptr->width; x++) {
1304 for (y = 0; y < current_floor_ptr->height; y++) {
1305 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) val++;
1313 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1314 * @param spell 発動する特殊技能のID
1315 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1317 static bool cast_mirror_spell(int spell)
1320 PLAYER_LEVEL plev = p_ptr->lev;
1328 /* mirror of seeing */
1330 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 0;
1331 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1332 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1333 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1334 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1335 if (tmp == 0 && plev < 5) {
1336 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1341 if (number_of_mirrors() < 4 + plev / 10) {
1345 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1349 if (!get_aim_dir(&dir)) return FALSE;
1350 if (plev > 9 && is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1351 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1354 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1359 teleport_player(10, 0L);
1361 /* mirror of light */
1363 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1365 /* mirror of wandering */
1367 teleport_player(plev * 5, 0L);
1371 set_dustrobe(20 + randint1(20), FALSE);
1373 /* banishing mirror */
1375 if (!get_aim_dir(&dir)) return FALSE;
1376 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1378 /* mirror clashing */
1380 if (!get_aim_dir(&dir)) return FALSE;
1381 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1382 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1384 /* mirror sleeping */
1386 for (x = 0; x < current_floor_ptr->width; x++) {
1387 for (y = 0; y < current_floor_ptr->height; y++) {
1388 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) {
1389 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1396 if (!get_aim_dir(&dir)) return FALSE;
1397 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1399 /* seal of mirror */
1401 seal_of_mirror(plev * 4 + 100);
1403 /* shield of water */
1405 t = 20 + randint1(20);
1406 set_shield(p_ptr, t, FALSE);
1407 if (plev > 31)set_tim_reflect(p_ptr, t, FALSE);
1408 if (plev > 39)set_resist_magic(p_ptr, t, FALSE);
1412 if (!get_aim_dir(&dir)) return FALSE;
1413 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1415 /* illusion light */
1417 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 3;
1418 slow_monsters(plev);
1419 stun_monsters(plev*tmp);
1420 confuse_monsters(plev*tmp);
1421 turn_monsters(plev*tmp);
1422 stun_monsters(plev*tmp);
1423 stasis_monsters(plev*tmp);
1427 if (!is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1428 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1435 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1436 return mirror_tunnel();
1438 /* mirror of recall */
1440 return recall_player(p_ptr, randint0(21) + 15);
1443 set_multishadow(6 + randint1(6), FALSE);
1447 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!"));
1449 /* mirror of Ruffnor */
1451 (void)set_invuln(p_ptr, randint1(4) + 4, FALSE);
1454 msg_print(_("なに?", "Zap?"));
1457 p_ptr->magic_num1[0] = 0;
1464 * do_cmd_cast calls this function if the player's class is 'berserker'.
1465 * @param spell 発動する特殊技能のID
1466 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1468 static bool cast_berserk_spell(int spell)
1477 detect_monsters_mind(DETECT_RAD_DEFAULT);
1483 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1487 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1489 if (dir == 5) return FALSE;
1490 y = p_ptr->y + ddy[dir];
1491 x = p_ptr->x + ddx[dir];
1493 if (!current_floor_ptr->grid_array[y][x].m_idx)
1495 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1501 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
1507 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)
1510 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1516 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1517 y = p_ptr->y + ddy[dir];
1518 x = p_ptr->x + ddx[dir];
1519 move_player(dir, easy_disarm, TRUE);
1523 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5), 0);
1529 msg_print(_("なに?", "Zap?"));
1537 * do_cmd_cast calls this function if the player's class is 'ninja'.
1538 * @param spell 発動する特殊技能のID
1539 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1541 static bool cast_ninja_spell(int spell)
1543 POSITION x = 0, y = 0;
1545 PLAYER_LEVEL plev = p_ptr->lev;
1551 (void)unlite_area(0, 3);
1558 detect_monsters_normal(DETECT_RAD_DEFAULT);
1561 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1562 detect_doors(DETECT_RAD_DEFAULT);
1563 detect_stairs(DETECT_RAD_DEFAULT);
1567 detect_objects_normal(DETECT_RAD_DEFAULT);
1572 teleport_player(10, 0L);
1577 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1579 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1580 p_ptr->special_defense |= NINJA_KAWARIMI;
1581 p_ptr->redraw |= (PR_STATUS);
1587 teleport_player(p_ptr->lev * 5, 0L);
1592 if(!panic_hit()) return FALSE;
1597 if (!get_aim_dir(&dir)) return FALSE;
1598 (void)stasis_monster(dir);
1602 return ident_spell(FALSE);
1604 set_tim_levitation(p_ptr, randint1(20) + 20, FALSE);
1607 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1608 teleport_player(30, 0L);
1609 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1612 return rush_attack(NULL);
1616 for (i = 0; i < 8; i++)
1620 for (slot = 0; slot < INVEN_PACK; slot++)
1622 if (p_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1624 if (slot == INVEN_PACK)
1626 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1627 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1631 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1632 do_cmd_throw(1, FALSE, slot);
1634 take_turn(p_ptr, 100);
1640 monster_type *m_ptr;
1642 GAME_TEXT m_name[MAX_NLEN];
1648 if (!target_set(TARGET_KILL)) return FALSE;
1649 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1651 if (m_idx == p_ptr->riding) break;
1652 if (!player_has_los_bold(target_row, target_col)) break;
1653 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1654 m_ptr = ¤t_floor_ptr->m_list[m_idx];
1655 monster_desc(m_name, m_ptr, 0);
1656 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1657 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1658 ty = target_row, tx = target_col;
1659 for (i = 1; i < path_n; i++)
1661 POSITION ny = GRID_Y(path_g[i]);
1662 POSITION nx = GRID_X(path_g[i]);
1663 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
1665 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1666 !(g_ptr->info & CAVE_OBJECT) &&
1667 !pattern_tile(ny, nx))
1673 /* Update the old location */
1674 current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1676 /* Update the new location */
1677 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1679 /* Move the monster */
1683 /* Wake the monster up */
1684 (void)set_monster_csleep(m_idx, 0);
1686 update_monster(m_idx, TRUE);
1687 lite_spot(target_row, target_col);
1690 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1691 p_ptr->update |= (PU_MON_LITE);
1695 /* Auto-Recall if possible and visible */
1696 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1697 health_track(m_idx);
1703 if (!get_aim_dir(&dir)) return FALSE;
1704 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1707 project_length = -1;
1708 if (!get_aim_dir(&dir))
1715 (void)teleport_swap(dir);
1721 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1722 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1725 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1726 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1727 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1728 teleport_player(30, 0L);
1733 int num = damroll(3, 9);
1735 for (k = 0; k < num; k++)
1737 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1738 int attempts = 1000;
1742 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1744 if (!player_bold(y, x)) break;
1746 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1747 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1752 set_multishadow(6+randint1(6), FALSE);
1755 msg_print(_("なに?", "Zap?"));
1762 * @brief 特殊技能コマンドのメインルーチン /
1765 void do_cmd_mind(void)
1770 PERCENTAGE minfail = 0;
1771 PLAYER_LEVEL plev = p_ptr->lev;
1772 int old_csp = p_ptr->csp;
1775 int use_mind, mana_cost;
1777 bool on_mirror = FALSE;
1779 if (cmd_limit_confused(p_ptr)) return;
1781 if (!get_mind_power(&n, FALSE)) return;
1784 switch(p_ptr->pclass)
1786 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1787 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1788 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1789 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1790 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1791 default: use_mind = 0 ;p = "超能力"; break;
1794 switch(p_ptr->pclass)
1796 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1797 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1798 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1799 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1800 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1801 default: use_mind = 0; break;
1804 spell = mind_powers[use_mind].info[n];
1806 /* Spell failure chance */
1807 chance = spell.fail;
1809 mana_cost = spell.mana_cost;
1810 if (use_mind == MIND_KI)
1812 if (heavy_armor()) chance += 20;
1813 if (p_ptr->icky_wield[0]) chance += 20;
1814 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1815 if (p_ptr->icky_wield[1]) chance += 20;
1816 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1820 for (j = 0; j < P_PTR_KI / 50; j++)
1821 mana_cost += (j+1) * 3 / 2;
1825 /* Verify "dangerous" spells */
1826 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1828 if (mana_cost > p_ptr->chp)
1830 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1834 else if (mana_cost > p_ptr->csp)
1837 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1839 if (!over_exert) return;
1842 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1848 /* Reduce failure rate by "effective" level adjustment */
1849 chance -= 3 * (plev - spell.min_lev);
1851 chance += p_ptr->to_m_chance;
1853 /* Reduce failure rate by INT/WIS adjustment */
1854 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1856 /* Not enough mana to cast */
1857 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1859 chance += 5 * (mana_cost - p_ptr->csp);
1862 /* Extract the minimum failure rate */
1863 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1865 /* Minimum failure rate */
1866 if (chance < minfail) chance = minfail;
1868 /* Stunning makes spells harder */
1869 if (p_ptr->stun > 50) chance += 25;
1870 else if (p_ptr->stun) chance += 15;
1872 if (use_mind == MIND_KI)
1874 if (heavy_armor()) chance += 5;
1875 if (p_ptr->icky_wield[0]) chance += 5;
1876 if (p_ptr->icky_wield[1]) chance += 5;
1880 /* Always a 5 percent chance of working */
1881 if (chance > 95) chance = 95;
1884 if (randint0(100) < chance)
1886 if (flush_failure) flush();
1887 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1891 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1893 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1895 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1899 if (randint1(100) < (chance / 2))
1904 if( use_mind == MIND_MINDCRAFTER ){
1907 msg_print(_("なんてこった!頭の中が真っ白になった!", "Oh, no! Your mind has gone blank!"));
1912 msg_print(_("奇妙な光景が目の前で踊っている...", "Weird visions seem to dance before your eyes..."));
1913 set_image(p_ptr, p_ptr->image + 5 + randint1(10));
1917 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1918 set_confused(p_ptr, p_ptr->confused + randint1(8));
1922 set_stun(p_ptr->stun + randint1(8));
1927 msg_format(_("%sの力が制御できない氾流となって解放された!", "Your mind unleashes its power in an uncontrollable storm!"), p);
1929 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1930 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1931 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1934 if( use_mind == MIND_MIRROR_MASTER ){
1937 /* Nothing has happen */
1941 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1942 teleport_player(10, TELEPORT_PASSIVE);
1946 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1947 set_image(p_ptr, p_ptr->image + 5 + randint1(10));
1952 msg_format(_("%sの力が制御できない氾流となって解放された!", "Your mind unleashes its power in an uncontrollable storm!"), p);
1954 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1955 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1956 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1968 case MIND_MINDCRAFTER:
1970 cast = cast_mindcrafter_spell(n);
1974 cast = cast_force_spell(n);
1976 case MIND_BERSERKER:
1978 cast = cast_berserk_spell(n);
1980 case MIND_MIRROR_MASTER:
1982 if( is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1983 cast = cast_mirror_spell(n);
1987 cast = cast_ninja_spell(n);
1990 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1998 /* teleport from mirror costs small energy */
1999 if(on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER)
2001 if( n==3 || n==5 || n==7 || n==16 ) take_turn(p_ptr, 50);
2005 take_turn(p_ptr, 100);
2008 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2010 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2012 p_ptr->redraw |= (PR_HP);
2015 /* Sufficient mana */
2016 else if (mana_cost <= old_csp)
2019 p_ptr->csp -= mana_cost;
2022 if (p_ptr->csp < 0) p_ptr->csp = 0;
2024 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2028 p_ptr->csp_frac = 0;
2032 /* Over-exert the player */
2035 int oops = mana_cost - old_csp;
2038 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2039 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2041 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);
2043 /* Hack -- Bypass free action */
2044 (void)set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(5 * oops + 1));
2046 /* Damage WIS (possibly permanently) */
2047 if (randint0(100) < 50)
2049 bool perm = (randint0(100) < 25);
2051 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2053 /* Reduce constitution */
2054 (void)dec_stat(p_ptr, A_WIS, 15 + randint1(10), perm);
2057 p_ptr->redraw |= (PR_MANA);
2058 p_ptr->window |= (PW_PLAYER);
2059 p_ptr->window |= (PW_SPELL);
2064 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2067 void do_cmd_mind_browse(void)
2074 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2075 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2076 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2077 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2078 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2079 use_mind = MIND_MIRROR_MASTER;
2085 if (!get_mind_power(&n, TRUE))
2091 /* Clear lines, position cursor (really should use strlen here) */
2092 Term_erase(12, 21, 255);
2093 Term_erase(12, 20, 255);
2094 Term_erase(12, 19, 255);
2095 Term_erase(12, 18, 255);
2096 Term_erase(12, 17, 255);
2097 Term_erase(12, 16, 255);
2099 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2100 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2102 prt(&temp[j], line, 15);
2107 case MIND_MIRROR_MASTER:
2109 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);