3 * @brief 各職業の特殊技能実装 / Special magics
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
13 * mind.cとあるが実際には超能力者、練気術師、狂戦士、鏡使い、忍者までの
21 #include "spells-summon.h"
23 #include "player-move.h"
24 #include "player-status.h"
25 #include "spells-status.h"
26 #include "cmd-spell.h"
27 #include "spells-floor.h"
30 #include "cmd-basic.h"
31 #include "monster-status.h"
34 mind_power const mind_powers[5] =
38 /* Level gained, cost, %fail, name */
45 { 11, 7, 30, "念動衝撃弾"},
47 { 15, 12, 60, "サイコメトリー"},
48 { 18, 10, 45, "精神波動"},
49 { 23, 15, 50, "アドレナリン・ドーピング"},
50 { 26, 28, 60, "テレキネシス"},
51 { 28, 10, 40, "サイキック・ドレイン"},
53 { 45,150, 85, "完全な世界"},
62 { 1, 1, 15, "Precognition"},
63 { 2, 1, 20, "Neural Blast"},
64 { 3, 2, 25, "Minor Displacement"},
65 { 7, 6, 35, "Major Displacement"},
66 { 9, 7, 50, "Domination"},
67 { 11, 7, 30, "Pulverise"},
68 { 13, 12, 50, "Character Armour"},
69 { 15, 12, 60, "Psychometry" },
70 { 18, 10, 45, "Mind Wave" },
71 { 23, 15, 50, "Adrenaline Channeling"},
72 { 26, 28, 60, "Telekinesis"},
73 { 28, 10, 40, "Psychic Drain"},
74 { 35, 35, 75, "Psycho-Spear"},
75 { 45,150, 85, "The World"},
90 /* Level gained, cost, %fail, name */
96 { 10, 7, 45, "対魔法防御"},
101 { 25, 30, 70, "いてつく波動"},
102 { 28, 26, 50, "幻霊召喚"},
103 { 32, 35, 65, "煉獄火炎"},
104 { 38, 42, 75, "超カメハメ波"},
105 { 44, 50, 80, "光速移動"},
114 { 1, 1, 15, "Small Force Ball"},
115 { 3, 3, 30, "Flash Light"},
116 { 5, 6, 35, "Flying Technique"},
117 { 8, 5, 40, "Kamehameha"},
118 { 10, 7, 45, "Magic Resistance"},
119 { 13, 5, 60, "Improve Force"},
120 { 17, 17, 50, "Aura of Force"},
121 { 20, 20, 50, "Shock Power"},
122 { 23, 18, 55, "Large Force Ball"},
123 { 25, 30, 70, "Dispel Magic"},
124 { 28, 26, 50, "Summon Ghost"},
125 { 32, 35, 65, "Exploding Frame"},
126 { 38, 42, 75, "Super Kamehameha"},
127 { 44, 50, 80, "Light Speed"},
142 /* Level gained, cost, %fail, name */
146 { 20, 15, 0, "トラップ粉砕"},
148 { 30, 80, 75, "皆殺し"},
166 { 8, 5, 40, "Detect Atmosphere of Menace"},
167 { 15, 20, 0, "Charge"},
168 { 20, 15, 0, "Smash a Trap"},
169 { 25, 20, 60, "Quake"},
170 { 30, 80, 75, "Massacre"},
194 /* Level gained, cost, %fail, name */
198 { 2, 2, 20, "光のしずく"},
203 { 10, 5, 30, "微塵隠れ"},
204 { 12, 12, 30, "追放の鏡"},
205 { 15, 15, 30, "鏡砕き"},
206 { 19, 13, 30, "催眠鏡"},
207 { 23, 18, 50, "シーカーレイ"},
209 { 25, 20, 40, "鏡の封印"},
210 { 27, 30, 60, "水鏡の盾"},
211 { 29, 30, 60, "スーパーレイ"},
212 { 31, 35, 60, "幻惑の光"},
213 { 33, 50, 80, "鏡の国"},
215 { 36, 30, 80, "鏡抜け"},
216 { 38, 40, 70, "帰還の鏡"},
217 { 40, 50, 55, "影分身"},
218 { 43, 55, 70, "封魔結界"},
219 { 46, 70, 75, "ラフノールの鏡"},
221 { 1, 1, 15, "Mirror of Seeing"},
222 { 1, 2, 40, "Making a Mirror"},
223 { 2, 2, 20, "Drip of Light"},
224 { 3, 2, 20, "Warped Mirror"},
225 { 5, 3, 35, "Mirror of Light"},
226 { 6, 5, 35, "Mirror of Wandering"},
228 { 10, 5, 30, "Robe of Dust"},
229 { 12, 12, 30, "Banishing Mirror"},
230 { 15, 15, 30, "Mirror Clashing"},
231 { 19, 13, 30, "Mirror Sleeping"},
232 { 23, 18, 50, "Seeker Ray"},
234 { 25, 20, 40, "Seal of Mirror"},
235 { 27, 30, 60, "Shield of Water"},
236 { 29, 30, 60, "Super Ray"},
237 { 31, 35, 60, "Illusion Light"},
238 { 33, 50, 80, "Mirror Shift"},
240 { 36, 30, 80, "Mirror Tunnel"},
241 { 38, 40, 70, "Mirror of Recall"},
242 { 40, 50, 55, "Multi-Shadow"},
243 { 43, 55, 70, "Binding Field"},
244 { 46, 70, 75, "Mirror of Ruffnor"},
252 /* Level gained, cost, %fail, name */
259 { 8, 10, 35, "一撃離脱"},
260 { 10, 10, 40, "金縛り"},
261 { 12, 12, 70, "古の口伝"},
265 { 20, 5, 50, "八方手裏剣"},
269 { 30, 30, 70, "爆発の紋章"},
271 { 34, 35, 50, "霧隠れ"},
272 { 38, 40, 60, "煉獄火炎"},
276 { 1, 1, 20, "Create Darkness"},
277 { 2, 2, 25, "Detect Near"},
278 { 3, 3, 25, "Hide in Leafs"},
279 { 5, 3, 30, "Kawarimi"},
280 { 7, 8, 35, "Absconding"},
281 { 8, 10, 35, "Hit and Away"},
282 { 10, 10, 40, "Bind Monster"},
283 { 12, 12, 70, "Ancient Knowledge"},
284 { 15, 10, 50, "Floating"},
285 { 17, 12, 45, "Hide in Flame"},
286 { 18, 20, 40, "Nyusin"},
287 { 20, 5, 50, "Syuriken Spreading"},
288 { 22, 15, 55, "Chain Hook"},
289 { 25, 32, 60, "Smoke Ball"},
290 { 28, 32, 60, "Swap Position"},
291 { 30, 30, 70, "Glyph of Explosion"},
292 { 32, 40, 40, "Hide in Mud"},
293 { 34, 35, 50, "Hide in Mist"},
294 { 38, 40, 60, "Rengoku-Kaen"},
295 { 41, 50, 55, "Bunshin"},
304 static concptr const mind_tips[5][MAX_MIND_POWERS] =
308 "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。",
312 "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。",
314 "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。",
315 "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。",
316 "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。",
317 "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。",
319 "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。",
320 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
321 "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。",
332 "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。",
335 "一定時間、魔法防御能力を上昇させる。",
336 "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。",
337 "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。",
338 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
340 "モンスター1体にかかった魔法を解除する。",
342 "自分を中心とした超巨大な炎の球を発生させる。",
343 "射程の長い、強力な気のビームを放つ。",
344 "しばらくの間、非常に速く動くことができる。",
354 "近くの思考することができるモンスターを感知する。",
356 "トラップにかかるが、そのトラップを破壊する。",
357 "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。",
377 "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。",
379 "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。",
381 "自分の周囲や、 自分のいる部屋全体を明るくする。",
383 "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。",
384 "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。",
386 "全ての鏡の周りに眠りの球を発生させる。",
387 "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。",
389 "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。",
390 "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。",
391 "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。",
392 "フロアを作り変える。鏡の上でしか使えない。",
393 "短距離内の指定した場所にテレポートする。",
394 "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。",
395 "全ての攻撃が、1/2の確率で無効になる。",
396 "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。",
397 "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。",
401 "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。",
403 "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。",
406 "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。",
409 "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。",
411 "ランダムな方向に8回くさびを投げる。",
415 "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。",
416 "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。",
417 "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。",
418 "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。",
419 "全ての攻撃が、1/2の確率で無効になる。",
424 "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.",
425 "Fires a beam or ball which inflicts PSI damage.",
426 "Teleport short distance.",
427 "Teleport long distance.",
428 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
429 "Fires a ball which hurts monsters with telekinesis.",
430 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
431 "Gives feeling of an item. Or identify an item at level 25.",
432 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
433 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
434 "Pulls a distant item close to you.",
435 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
436 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
437 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
447 "Fires a very small energy ball.",
448 "Lights up nearby area and the inside of a room permanently.",
449 "Gives levitaion a while.",
450 "Fires a short energy beam.",
451 "Gives magic resistance for a while.",
452 "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.",
453 "Gives aura which damages all monsters which attacked you for a while.",
454 "Damages an adjacent monster, and blow it away.",
455 "Fires a large energy ball.",
456 "Dispels all magics which is effecting a monster.",
458 "Generates a huge ball of frame which centered on you.",
459 "Fires a long, powerful energy beam.",
460 "Gives extremely fast speed.",
470 "Detects all monsters except mindless in your vicinity.",
471 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
472 "Sets off a trap, then destroy that trap.",
473 "Shakes dungeon structure, and results in random swaping of floors and walls.",
474 "Attacks all adjacent monsters.",
493 "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.",
494 "Makes a mirror under you.",
495 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
496 "Teleport short distance.",
497 "Lights up nearby area and the inside of a room permanently.",
498 "Teleport long distance.",
499 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
500 "Teleports all monsters on the line away unless resisted.",
501 "Fires a ball of shards.",
502 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
503 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
504 "Eliminates a monster on a mirror from current dungeon level.",
505 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
506 "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.",
507 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
508 "Recreates current dungeon level. Can only be used on a mirror.",
509 "Teleport to given location.",
510 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
511 "Completely protects you from any attacks at one in two chance.",
512 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
513 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
517 "Darken nearby area and inside of a room.",
518 "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.",
519 "Teleport short distance.",
520 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
521 "Teleport long distance.",
522 "Attack and teleport in a time.",
523 "Attempt to freeze a monster.",
524 "Identifies an item.",
525 "Gives levitation for a while.",
526 "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.",
527 "Steps close to a monster and attacks at a time.",
528 "Shoots 8 iron Spikes in 8 random directions.",
529 "Teleport a monster to a place adjacent to you.",
530 "Releases a confusion ball which doesn't inflict any damage.",
531 "Swaps positions of you and a monster.",
532 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
533 "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.",
534 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
535 "Fires some number of beams of fire, nether or plasma in random directions.",
536 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
543 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
544 * @param p 情報を返す文字列参照ポインタ
545 * @param use_mind 職業毎の特殊技能ID
546 * @param power モンスター魔法のID
549 void mindcraft_info(char *p, int use_mind, int power)
551 PLAYER_LEVEL plev = p_ptr->lev;
557 case MIND_MINDCRAFTER:
561 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
562 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
563 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
565 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
566 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
568 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
569 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
571 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
573 case 10: sprintf(p, " max wgt %d", plev * 15); break;
575 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
576 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
577 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
582 int boost = P_PTR_KI;
584 if (heavy_armor()) boost /= 2;
588 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
590 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
591 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
592 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
594 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
595 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
596 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
598 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
599 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
600 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
601 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
605 case MIND_MIRROR_MASTER:
611 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
612 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
614 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
615 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
617 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
619 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
621 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
622 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
625 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
627 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
628 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
629 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
639 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
641 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
642 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
645 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
646 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
653 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
654 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
655 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
656 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
664 * @brief 使用可能な特殊技能を選択する /
665 * Allow user to choose a mindcrafter power.
666 * @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
667 * @param only_browse 一覧を見るだけの場合TRUEを返す
668 * @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。
670 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
671 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
672 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
674 * The "prompt" should be "cast", "recite", or "study"\n
675 * The "known" should be TRUE for cast/pray, FALSE for study\n
677 * nb: This function has a (trivial) display bug which will be obvious\n
678 * when you run it. It's probably easy to fix but I haven't tried,\n
681 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
687 PERCENTAGE minfail = 0;
688 PLAYER_LEVEL plev = p_ptr->lev;
689 PERCENTAGE chance = 0;
697 const mind_power *mind_ptr;
700 int menu_line = (use_menu ? 1 : 0);
702 switch (p_ptr->pclass)
704 case CLASS_MINDCRAFTER:
706 use_mind = MIND_MINDCRAFTER;
707 p = _("超能力", "mindcraft");
710 case CLASS_FORCETRAINER:
713 p = _("練気術", "Force");
716 case CLASS_BERSERKER:
718 use_mind = MIND_BERSERKER;
719 p = _("技", "brutal power");
722 case CLASS_MIRROR_MASTER:
724 use_mind = MIND_MIRROR_MASTER;
725 p = _("鏡魔法", "magic");
730 use_mind = MIND_NINJUTSU;
731 p = _("忍術", "ninjutsu");
737 p = _("超能力", "mindcraft");
741 mind_ptr = &mind_powers[use_mind];
743 /* Assume cancelled */
746 /* Get the spell, if available */
748 if (repeat_pull(&code))
750 *sn = (SPELL_IDX)code;
751 /* Hack -- If requested INVEN_FORCE(1111), pull again */
752 if (*sn == INVEN_FORCE) repeat_pull(&code);
753 *sn = (SPELL_IDX)code;
755 /* Verify the spell */
756 if (mind_ptr->info[*sn].min_lev <= plev)
763 /* Nothing chosen yet */
769 for (i = 0; i < MAX_MIND_POWERS; i++)
771 if (mind_ptr->info[i].min_lev <= plev)
777 /* Build a prompt (accept all spells) */
780 (void)strnfmt(out_val, 78,
781 _("(%^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? "),
782 p, I2A(0), I2A(num - 1), p);
786 (void)strnfmt(out_val, 78,
787 _("(%^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? "),
788 p, I2A(0), I2A(num - 1), p);
791 if (use_menu && !only_browse) screen_save();
793 choice = (always_show_list || use_menu) ? ESCAPE : 1;
797 if(choice==ESCAPE) choice = ' ';
798 else if( !get_com(out_val, &choice, TRUE) )break;
800 if (use_menu && choice != ' ')
806 if (!only_browse) screen_load();
814 menu_line += (num - 1);
836 if (menu_line > num) menu_line -= num;
839 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
842 if (!redraw || use_menu)
847 if (!only_browse && !use_menu) screen_save();
849 /* Display a list of spells */
851 put_str(_("名前", "Name"), y, x + 5);
853 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
854 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
856 has_weapon[0] = has_melee_weapon(INVEN_RARM);
857 has_weapon[1] = has_melee_weapon(INVEN_LARM);
859 /* Dump the spells */
860 for (i = 0; i < MAX_MIND_POWERS; i++)
864 /* Access the spell */
865 spell = mind_ptr->info[i];
867 if (spell.min_lev > plev) break;
871 mana_cost = spell.mana_cost;
875 /* Reduce failure rate by "effective" level adjustment */
876 chance -= 3 * (plev - spell.min_lev);
878 /* Reduce failure rate by INT/WIS adjustment */
879 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
881 if (use_mind == MIND_KI)
883 if (heavy_armor()) chance += 20;
884 if (p_ptr->icky_wield[0]) chance += 20;
885 else if (has_weapon[0]) chance += 10;
886 if (p_ptr->icky_wield[1]) chance += 20;
887 else if (has_weapon[1]) chance += 10;
891 for (j = 0; j < P_PTR_KI / 50; j++)
892 mana_cost += (j+1) * 3 / 2;
896 /* Not enough mana to cast */
897 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
899 chance += 5 * (mana_cost - p_ptr->csp);
902 chance += p_ptr->to_m_chance;
904 /* Extract the minimum failure rate */
905 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
907 /* Minimum failure rate */
908 if (chance < minfail) chance = minfail;
910 /* Stunning makes spells harder */
911 if (p_ptr->stun > 50) chance += 25;
912 else if (p_ptr->stun) chance += 15;
914 if (use_mind == MIND_KI)
916 if (heavy_armor()) chance += 5;
917 if (p_ptr->icky_wield[0]) chance += 5;
918 if (p_ptr->icky_wield[1]) chance += 5;
920 /* Always a 5 percent chance of working */
921 if (chance > 95) chance = 95;
925 mindcraft_info(comment, use_mind, i);
929 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
930 else strcpy(psi_desc, " ");
933 sprintf(psi_desc, " %c) ", I2A(i));
934 /* Dump the spell --(-- */
936 format("%-30s%2d %4d%s %3d%%%s",
937 spell.name, spell.min_lev, mana_cost,
938 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
940 prt(psi_desc, y + i + 1, x);
943 /* Clear the bottom line */
944 prt("", y + i + 1, x);
948 else if (!only_browse)
962 ask = isupper(choice);
965 if (ask) choice = (char)tolower(choice);
967 /* Extract request */
968 i = (islower(choice) ? A2I(choice) : -1);
971 /* Totally Illegal */
972 if ((i < 0) || (i >= num))
978 /* Save the spell index */
979 spell = mind_ptr->info[i];
987 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
989 /* Belay that order */
990 if (!get_check(tmp_val)) continue;
996 if (redraw && !only_browse) screen_load();
998 p_ptr->window |= (PW_SPELL);
1001 /* Abort if needed */
1002 if (!flag) return (FALSE);
1004 /* Save the choice */
1007 repeat_push((COMMAND_CODE)i);
1015 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1016 * @param spell 発動する特殊技能のID
1017 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1019 static bool cast_mindcrafter_spell(int spell)
1024 PLAYER_LEVEL plev = p_ptr->lev;
1029 case 0: /* Precog */
1032 chg_virtue(V_KNOWLEDGE, 1);
1033 chg_virtue(V_ENLIGHTEN, 1);
1037 map_area(DETECT_RAD_MAP);
1041 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1042 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1044 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1045 b |= detect_doors(DETECT_RAD_DEFAULT);
1050 b = detect_all(DETECT_RAD_DEFAULT);
1053 if ((plev > 24) && (plev < 40))
1054 set_tim_esp((TIME_EFFECT)plev, FALSE);
1056 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1061 if (!get_aim_dir(&dir)) return FALSE;
1063 if (randint1(100) < plev * 2)
1064 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1066 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1069 /* Minor displace */
1070 teleport_player(10, 0L);
1073 /* Major displace */
1074 teleport_player(plev * 5, 0L);
1080 if (!get_aim_dir(&dir)) return FALSE;
1082 fire_ball(GF_DOMINATION, dir, plev, 0);
1086 charm_monsters(plev * 2);
1090 /* Fist of Force --- not 'true' TK */
1091 if (!get_aim_dir(&dir)) return FALSE;
1093 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1094 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1097 /* Character Armour */
1098 set_shield((TIME_EFFECT)plev, FALSE);
1099 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1100 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1101 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1102 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1103 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1108 return psychometry();
1110 return ident_spell(FALSE);
1113 msg_print(_("精神を捻じ曲げる波動を発生させた!", "Mind-warping forces emanate from your brain!"));
1116 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1117 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1119 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1127 * Only heal when Adrenalin Channeling is not active. We check
1128 * that by checking if the player isn't fast and 'heroed' atm.
1130 if (!IS_FAST() || !IS_HERO())
1135 t = 10 + randint1((plev * 3) / 2);
1138 (void)set_fast(t, FALSE);
1142 if (!get_aim_dir(&dir)) return FALSE;
1144 fetch(dir, plev * 15, FALSE);
1149 if (!get_aim_dir(&dir)) return FALSE;
1151 b = damroll(plev / 2, 6);
1153 /* This is always a radius-0 ball now */
1154 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1155 p_ptr->energy_need += randint1(150);
1159 if (!get_aim_dir(&dir)) return FALSE;
1161 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1169 msg_print(_("なに?", "Zap?"));
1177 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1178 * @param spell 発動する特殊技能のID
1179 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1181 static bool cast_force_spell(int spell)
1184 PLAYER_LEVEL plev = p_ptr->lev;
1185 int boost = P_PTR_KI;
1187 if (heavy_armor()) boost /= 2;
1193 if (!get_aim_dir(&dir)) return FALSE;
1194 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1197 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1200 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1203 project_length = plev / 8 + 3;
1204 if (!get_aim_dir(&dir)) return FALSE;
1206 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1209 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1212 msg_print(_("気を練った。", "You improved the Force."));
1213 P_PTR_KI += (70 + plev);
1214 p_ptr->update |= (PU_BONUS);
1215 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1217 msg_print(_("気が暴走した!", "The Force exploded!"));
1218 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1219 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1224 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1227 return shock_power();
1230 if (!get_aim_dir(&dir)) return FALSE;
1231 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1237 if (!target_set(TARGET_KILL)) return FALSE;
1238 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1240 if (!player_has_los_bold(target_row, target_col)) break;
1241 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1242 dispel_monster_status(m_idx);
1248 bool success = FALSE;
1250 for (i = 0; i < 1 + boost/100; i++)
1251 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
1255 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1259 msg_print(_("何も現れなかった。", "Nothing happen."));
1264 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1267 if (!get_aim_dir(&dir)) return FALSE;
1269 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1272 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1275 msg_print(_("なに?", "Zap?"));
1278 p_ptr->update |= (PU_BONUS);
1285 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1288 static int number_of_mirrors(void)
1292 for (x = 0; x < current_floor_ptr->width; x++) {
1293 for (y = 0; y < current_floor_ptr->height; y++) {
1294 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) val++;
1302 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1303 * @param spell 発動する特殊技能のID
1304 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1306 static bool cast_mirror_spell(int spell)
1309 PLAYER_LEVEL plev = p_ptr->lev;
1317 /* mirror of seeing */
1319 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 0;
1320 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1321 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1322 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1323 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1324 if (tmp == 0 && plev < 5) {
1325 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1330 if (number_of_mirrors() < 4 + plev / 10) {
1334 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1338 if (!get_aim_dir(&dir)) return FALSE;
1339 if (plev > 9 && is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1340 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1343 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1348 teleport_player(10, 0L);
1350 /* mirror of light */
1352 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1354 /* mirror of wandering */
1356 teleport_player(plev * 5, 0L);
1360 set_dustrobe(20 + randint1(20), FALSE);
1362 /* banishing mirror */
1364 if (!get_aim_dir(&dir)) return FALSE;
1365 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1367 /* mirror clashing */
1369 if (!get_aim_dir(&dir)) return FALSE;
1370 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1371 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1373 /* mirror sleeping */
1375 for (x = 0; x < current_floor_ptr->width; x++) {
1376 for (y = 0; y < current_floor_ptr->height; y++) {
1377 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) {
1378 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1385 if (!get_aim_dir(&dir)) return FALSE;
1386 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1388 /* seal of mirror */
1390 seal_of_mirror(plev * 4 + 100);
1392 /* shield of water */
1394 t = 20 + randint1(20);
1395 set_shield(t, FALSE);
1396 if (plev > 31)set_tim_reflect(t, FALSE);
1397 if (plev > 39)set_resist_magic(t, FALSE);
1401 if (!get_aim_dir(&dir)) return FALSE;
1402 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1404 /* illusion light */
1406 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 3;
1407 slow_monsters(plev);
1408 stun_monsters(plev*tmp);
1409 confuse_monsters(plev*tmp);
1410 turn_monsters(plev*tmp);
1411 stun_monsters(plev*tmp);
1412 stasis_monsters(plev*tmp);
1416 if (!is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1417 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1424 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1425 return mirror_tunnel();
1427 /* mirror of recall */
1429 return recall_player(p_ptr, randint0(21) + 15);
1432 set_multishadow(6 + randint1(6), FALSE);
1436 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!"));
1438 /* mirror of Ruffnor */
1440 (void)set_invuln(randint1(4) + 4, FALSE);
1443 msg_print(_("なに?", "Zap?"));
1446 p_ptr->magic_num1[0] = 0;
1453 * do_cmd_cast calls this function if the player's class is 'berserker'.
1454 * @param spell 発動する特殊技能のID
1455 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1457 static bool cast_berserk_spell(int spell)
1466 detect_monsters_mind(DETECT_RAD_DEFAULT);
1472 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1476 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1478 if (dir == 5) return FALSE;
1479 y = p_ptr->y + ddy[dir];
1480 x = p_ptr->x + ddx[dir];
1482 if (!current_floor_ptr->grid_array[y][x].m_idx)
1484 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1490 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
1496 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)
1499 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1505 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1506 y = p_ptr->y + ddy[dir];
1507 x = p_ptr->x + ddx[dir];
1508 move_player(dir, easy_disarm, TRUE);
1512 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1518 msg_print(_("なに?", "Zap?"));
1526 * do_cmd_cast calls this function if the player's class is 'ninja'.
1527 * @param spell 発動する特殊技能のID
1528 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1530 static bool cast_ninja_spell(int spell)
1532 POSITION x = 0, y = 0;
1534 PLAYER_LEVEL plev = p_ptr->lev;
1540 (void)unlite_area(0, 3);
1547 detect_monsters_normal(DETECT_RAD_DEFAULT);
1550 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1551 detect_doors(DETECT_RAD_DEFAULT);
1552 detect_stairs(DETECT_RAD_DEFAULT);
1556 detect_objects_normal(DETECT_RAD_DEFAULT);
1561 teleport_player(10, 0L);
1566 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1568 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1569 p_ptr->special_defense |= NINJA_KAWARIMI;
1570 p_ptr->redraw |= (PR_STATUS);
1576 teleport_player(p_ptr->lev * 5, 0L);
1581 if(!panic_hit()) return FALSE;
1586 if (!get_aim_dir(&dir)) return FALSE;
1587 (void)stasis_monster(dir);
1591 return ident_spell(FALSE);
1593 set_tim_levitation(randint1(20) + 20, FALSE);
1596 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1597 teleport_player(30, 0L);
1598 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1601 return rush_attack(NULL);
1605 for (i = 0; i < 8; i++)
1609 for (slot = 0; slot < INVEN_PACK; slot++)
1611 if (inventory[slot].tval == TV_SPIKE) break;
1613 if (slot == INVEN_PACK)
1615 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1616 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1620 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1621 do_cmd_throw(1, FALSE, slot);
1623 take_turn(p_ptr, 100);
1629 monster_type *m_ptr;
1631 GAME_TEXT m_name[MAX_NLEN];
1637 if (!target_set(TARGET_KILL)) return FALSE;
1638 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1640 if (m_idx == p_ptr->riding) break;
1641 if (!player_has_los_bold(target_row, target_col)) break;
1642 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1643 m_ptr = ¤t_floor_ptr->m_list[m_idx];
1644 monster_desc(m_name, m_ptr, 0);
1645 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1646 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1647 ty = target_row, tx = target_col;
1648 for (i = 1; i < path_n; i++)
1650 POSITION ny = GRID_Y(path_g[i]);
1651 POSITION nx = GRID_X(path_g[i]);
1652 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
1654 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1655 !(g_ptr->info & CAVE_OBJECT) &&
1656 !pattern_tile(ny, nx))
1662 /* Update the old location */
1663 current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1665 /* Update the new location */
1666 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1668 /* Move the monster */
1672 /* Wake the monster up */
1673 (void)set_monster_csleep(m_idx, 0);
1675 update_monster(m_idx, TRUE);
1676 lite_spot(target_row, target_col);
1679 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1680 p_ptr->update |= (PU_MON_LITE);
1684 /* Auto-Recall if possible and visible */
1685 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1687 /* Track a new monster */
1688 health_track(m_idx);
1694 if (!get_aim_dir(&dir)) return FALSE;
1695 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1698 project_length = -1;
1699 if (!get_aim_dir(&dir))
1706 (void)teleport_swap(dir);
1712 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1713 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1716 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1717 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1718 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1719 teleport_player(30, 0L);
1724 int num = damroll(3, 9);
1726 for (k = 0; k < num; k++)
1728 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1729 int attempts = 1000;
1733 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1735 if (!player_bold(y, x)) break;
1737 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1738 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1743 set_multishadow(6+randint1(6), FALSE);
1746 msg_print(_("なに?", "Zap?"));
1753 * @brief 特殊技能コマンドのメインルーチン /
1756 void do_cmd_mind(void)
1761 PERCENTAGE minfail = 0;
1762 PLAYER_LEVEL plev = p_ptr->lev;
1763 int old_csp = p_ptr->csp;
1766 int use_mind, mana_cost;
1768 bool on_mirror = FALSE;
1770 if (cmd_limit_confused(p_ptr)) return;
1772 if (!get_mind_power(&n, FALSE)) return;
1775 switch(p_ptr->pclass)
1777 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1778 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1779 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1780 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1781 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1782 default: use_mind = 0 ;p = "超能力"; break;
1785 switch(p_ptr->pclass)
1787 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1788 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1789 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1790 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1791 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1792 default: use_mind = 0; break;
1795 spell = mind_powers[use_mind].info[n];
1797 /* Spell failure chance */
1798 chance = spell.fail;
1800 mana_cost = spell.mana_cost;
1801 if (use_mind == MIND_KI)
1803 if (heavy_armor()) chance += 20;
1804 if (p_ptr->icky_wield[0]) chance += 20;
1805 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1806 if (p_ptr->icky_wield[1]) chance += 20;
1807 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1811 for (j = 0; j < P_PTR_KI / 50; j++)
1812 mana_cost += (j+1) * 3 / 2;
1816 /* Verify "dangerous" spells */
1817 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1819 if (mana_cost > p_ptr->chp)
1821 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1825 else if (mana_cost > p_ptr->csp)
1828 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1830 if (!over_exert) return;
1833 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1839 /* Reduce failure rate by "effective" level adjustment */
1840 chance -= 3 * (plev - spell.min_lev);
1842 chance += p_ptr->to_m_chance;
1844 /* Reduce failure rate by INT/WIS adjustment */
1845 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1847 /* Not enough mana to cast */
1848 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1850 chance += 5 * (mana_cost - p_ptr->csp);
1853 /* Extract the minimum failure rate */
1854 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1856 /* Minimum failure rate */
1857 if (chance < minfail) chance = minfail;
1859 /* Stunning makes spells harder */
1860 if (p_ptr->stun > 50) chance += 25;
1861 else if (p_ptr->stun) chance += 15;
1863 if (use_mind == MIND_KI)
1865 if (heavy_armor()) chance += 5;
1866 if (p_ptr->icky_wield[0]) chance += 5;
1867 if (p_ptr->icky_wield[1]) chance += 5;
1871 /* Always a 5 percent chance of working */
1872 if (chance > 95) chance = 95;
1875 if (randint0(100) < chance)
1877 if (flush_failure) flush();
1878 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1882 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1884 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1886 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1890 if (randint1(100) < (chance / 2))
1895 if( use_mind == MIND_MINDCRAFTER ){
1898 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!"));
1903 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..."));
1904 set_image(p_ptr->image + 5 + randint1(10));
1908 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1909 set_confused(p_ptr->confused + randint1(8));
1913 set_stun(p_ptr->stun + randint1(8));
1918 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);
1920 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1921 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1922 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1925 if( use_mind == MIND_MIRROR_MASTER ){
1928 /* Nothing has happen */
1932 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1933 teleport_player(10, TELEPORT_PASSIVE);
1937 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1938 set_image(p_ptr->image + 5 + randint1(10));
1943 msg_format(_("%sの力が制御できない氾流となって解放された!", "Your mind unleashes its power in an uncontrollable storm!"), p);
1945 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1946 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1947 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1959 case MIND_MINDCRAFTER:
1961 cast = cast_mindcrafter_spell(n);
1965 cast = cast_force_spell(n);
1967 case MIND_BERSERKER:
1969 cast = cast_berserk_spell(n);
1971 case MIND_MIRROR_MASTER:
1973 if( is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1974 cast = cast_mirror_spell(n);
1978 cast = cast_ninja_spell(n);
1981 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1989 /* teleport from mirror costs small energy */
1990 if(on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER)
1992 if( n==3 || n==5 || n==7 || n==16 ) take_turn(p_ptr, 50);
1996 take_turn(p_ptr, 100);
1999 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2001 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2003 p_ptr->redraw |= (PR_HP);
2006 /* Sufficient mana */
2007 else if (mana_cost <= old_csp)
2010 p_ptr->csp -= mana_cost;
2013 if (p_ptr->csp < 0) p_ptr->csp = 0;
2015 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2019 p_ptr->csp_frac = 0;
2023 /* Over-exert the player */
2026 int oops = mana_cost - old_csp;
2029 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2030 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2032 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);
2034 /* Hack -- Bypass free action */
2035 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2037 /* Damage WIS (possibly permanently) */
2038 if (randint0(100) < 50)
2040 bool perm = (randint0(100) < 25);
2042 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2044 /* Reduce constitution */
2045 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2048 p_ptr->redraw |= (PR_MANA);
2049 p_ptr->window |= (PW_PLAYER);
2050 p_ptr->window |= (PW_SPELL);
2055 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2058 void do_cmd_mind_browse(void)
2065 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2066 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2067 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2068 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2069 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2070 use_mind = MIND_MIRROR_MASTER;
2076 if (!get_mind_power(&n, TRUE))
2082 /* Clear lines, position cursor (really should use strlen here) */
2083 Term_erase(12, 21, 255);
2084 Term_erase(12, 20, 255);
2085 Term_erase(12, 19, 255);
2086 Term_erase(12, 18, 255);
2087 Term_erase(12, 17, 255);
2088 Term_erase(12, 16, 255);
2090 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2091 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2093 prt(&temp[j], line, 15);
2098 case MIND_MIRROR_MASTER:
2100 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);