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 "player-class.h"
30 #include "spells-status.h"
31 #include "cmd-spell.h"
32 #include "spells-floor.h"
35 #include "cmd-basic.h"
36 #include "monster-status.h"
37 #include "player-effects.h"
38 #include "view-mainwindow.h"
41 mind_power const mind_powers[5] =
45 /* Level gained, cost, %fail, name */
52 { 11, 7, 30, "念動衝撃弾"},
54 { 15, 12, 60, "サイコメトリー"},
55 { 18, 10, 45, "精神波動"},
56 { 23, 15, 50, "アドレナリン・ドーピング"},
57 { 26, 28, 60, "テレキネシス"},
58 { 28, 10, 40, "サイキック・ドレイン"},
60 { 45,150, 85, "完全な世界"},
69 { 1, 1, 15, "Precognition"},
70 { 2, 1, 20, "Neural Blast"},
71 { 3, 2, 25, "Minor Displacement"},
72 { 7, 6, 35, "Major Displacement"},
73 { 9, 7, 50, "Domination"},
74 { 11, 7, 30, "Pulverise"},
75 { 13, 12, 50, "Character Armour"},
76 { 15, 12, 60, "Psychometry" },
77 { 18, 10, 45, "Mind Wave" },
78 { 23, 15, 50, "Adrenaline Channeling"},
79 { 26, 28, 60, "Telekinesis"},
80 { 28, 10, 40, "Psychic Drain"},
81 { 35, 35, 75, "Psycho-Spear"},
82 { 45,150, 85, "The World"},
97 /* Level gained, cost, %fail, name */
102 { 8, 5, 40, "カメハメ波"},
103 { 10, 7, 45, "対魔法防御"},
105 { 17, 17, 50, "纏闘気"},
108 { 25, 30, 70, "いてつく波動"},
109 { 28, 26, 50, "幻霊召喚"},
110 { 32, 35, 65, "煉獄火炎"},
111 { 38, 42, 75, "超カメハメ波"},
112 { 44, 50, 80, "光速移動"},
121 { 1, 1, 15, "Small Force Ball"},
122 { 3, 3, 30, "Flash Light"},
123 { 5, 6, 35, "Flying Technique"},
124 { 8, 5, 40, "Kamehameha"},
125 { 10, 7, 45, "Magic Resistance"},
126 { 13, 5, 60, "Improve Force"},
127 { 17, 17, 50, "Aura of Force"},
128 { 20, 20, 50, "Shock Power"},
129 { 23, 18, 55, "Large Force Ball"},
130 { 25, 30, 70, "Dispel Magic"},
131 { 28, 26, 50, "Summon Ghost"},
132 { 32, 35, 65, "Exploding Frame"},
133 { 38, 42, 75, "Super Kamehameha"},
134 { 44, 50, 80, "Light Speed"},
149 /* Level gained, cost, %fail, name */
153 { 20, 15, 0, "トラップ粉砕"},
155 { 30, 80, 75, "皆殺し"},
173 { 8, 5, 40, "Detect Atmosphere of Menace"},
174 { 15, 20, 0, "Charge"},
175 { 20, 15, 0, "Smash a Trap"},
176 { 25, 20, 60, "Quake"},
177 { 30, 80, 75, "Massacre"},
201 /* Level gained, cost, %fail, name */
205 { 2, 2, 20, "光のしずく"},
210 { 10, 5, 30, "微塵隠れ"},
211 { 12, 12, 30, "追放の鏡"},
212 { 15, 15, 30, "鏡砕き"},
213 { 19, 13, 30, "催眠鏡"},
214 { 23, 18, 50, "シーカーレイ"},
216 { 25, 20, 40, "鏡の封印"},
217 { 27, 30, 60, "水鏡の盾"},
218 { 29, 30, 60, "スーパーレイ"},
219 { 31, 35, 60, "幻惑の光"},
220 { 33, 50, 80, "鏡の国"},
222 { 36, 30, 80, "鏡抜け"},
223 { 38, 40, 70, "帰還の鏡"},
224 { 40, 50, 55, "影分身"},
225 { 43, 55, 70, "封魔結界"},
226 { 46, 70, 75, "ラフノールの鏡"},
228 { 1, 1, 15, "Mirror of Seeing"},
229 { 1, 2, 40, "Making a Mirror"},
230 { 2, 2, 20, "Drip of Light"},
231 { 3, 2, 20, "Warped Mirror"},
232 { 5, 3, 35, "Mirror of Light"},
233 { 6, 5, 35, "Mirror of Wandering"},
235 { 10, 5, 30, "Robe of Dust"},
236 { 12, 12, 30, "Banishing Mirror"},
237 { 15, 15, 30, "Mirror Clashing"},
238 { 19, 13, 30, "Mirror Sleeping"},
239 { 23, 18, 50, "Seeker Ray"},
241 { 25, 20, 40, "Seal of Mirror"},
242 { 27, 30, 60, "Shield of Water"},
243 { 29, 30, 60, "Super Ray"},
244 { 31, 35, 60, "Illusion Light"},
245 { 33, 50, 80, "Mirror Shift"},
247 { 36, 30, 80, "Mirror Tunnel"},
248 { 38, 40, 70, "Mirror of Recall"},
249 { 40, 50, 55, "Multi-Shadow"},
250 { 43, 55, 70, "Binding Field"},
251 { 46, 70, 75, "Mirror of Ruffnor"},
259 /* Level gained, cost, %fail, name */
266 { 8, 10, 35, "一撃離脱"},
267 { 10, 10, 40, "金縛り"},
268 { 12, 12, 70, "古の口伝"},
272 { 20, 5, 50, "八方手裏剣"},
276 { 30, 30, 70, "爆発の紋章"},
278 { 34, 35, 50, "霧隠れ"},
279 { 38, 40, 60, "煉獄火炎"},
283 { 1, 1, 20, "Create Darkness"},
284 { 2, 2, 25, "Detect Near"},
285 { 3, 3, 25, "Hide in Leafs"},
286 { 5, 3, 30, "Kawarimi"},
287 { 7, 8, 35, "Absconding"},
288 { 8, 10, 35, "Hit and Away"},
289 { 10, 10, 40, "Bind Monster"},
290 { 12, 12, 70, "Ancient Knowledge"},
291 { 15, 10, 50, "Floating"},
292 { 17, 12, 45, "Hide in Flame"},
293 { 18, 20, 40, "Nyusin"},
294 { 20, 5, 50, "Syuriken Spreading"},
295 { 22, 15, 55, "Chain Hook"},
296 { 25, 32, 60, "Smoke Ball"},
297 { 28, 32, 60, "Swap Position"},
298 { 30, 30, 70, "Glyph of Explosion"},
299 { 32, 40, 40, "Hide in Mud"},
300 { 34, 35, 50, "Hide in Mist"},
301 { 38, 40, 60, "Rengoku-Kaen"},
302 { 41, 50, 55, "Bunshin"},
311 static concptr const mind_tips[5][MAX_MIND_POWERS] =
315 "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。",
319 "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。",
321 "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。",
322 "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。",
323 "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。",
324 "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。",
326 "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。",
327 "無傷球をも切り裂く純粋なエネルギーのビームを放つ。",
328 "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。",
339 "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。",
342 "一定時間、魔法防御能力を上昇させる。",
343 "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。",
344 "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。",
345 "隣りのモンスターに対して気をぶつけ、吹きとばす。",
347 "モンスター1体にかかった魔法を解除する。",
349 "自分を中心とした超巨大な炎の球を発生させる。",
350 "射程の長い、強力な気のビームを放つ。",
351 "しばらくの間、非常に速く動くことができる。",
361 "近くの思考することができるモンスターを感知する。",
363 "トラップにかかるが、そのトラップを破壊する。",
364 "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。",
384 "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。",
386 "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。",
388 "自分の周囲や、 自分のいる部屋全体を明るくする。",
390 "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。",
391 "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。",
393 "全ての鏡の周りに眠りの球を発生させる。",
394 "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。",
396 "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。",
397 "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。",
398 "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。",
399 "フロアを作り変える。鏡の上でしか使えない。",
400 "短距離内の指定した場所にテレポートする。",
401 "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。",
402 "全ての攻撃が、1/2の確率で無効になる。",
403 "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。",
404 "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。",
408 "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。",
410 "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。",
413 "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。",
416 "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。",
418 "ランダムな方向に8回くさびを投げる。",
422 "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。",
423 "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。",
424 "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。",
425 "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。",
426 "全ての攻撃が、1/2の確率で無効になる。",
431 "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.",
432 "Fires a beam or ball which inflicts PSI damage.",
433 "Teleport short distance.",
434 "Teleport long distance.",
435 "Stuns, confuses or scares a monster. Or attempts to charm all monsters in sight at level 30.",
436 "Fires a ball which hurts monsters with telekinesis.",
437 "Gives stone skin and some resistance to elements for a while. The level increased, the more number of resistances given.",
438 "Gives feeling of an item. Or identify an item at level 25.",
439 "Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
440 "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
441 "Pulls a distant item close to you.",
442 "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
443 "Fires a beam of pure energy which penetrate the invulnerability barrier.",
444 "Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
454 "Fires a very small energy ball.",
455 "Lights up nearby area and the inside of a room permanently.",
456 "Gives levitaion a while.",
457 "Fires a short energy beam.",
458 "Gives magic resistance for a while.",
459 "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.",
460 "Gives aura which damages all monsters which attacked you for a while.",
461 "Damages an adjacent monster, and blow it away.",
462 "Fires a large energy ball.",
463 "Dispels all magics which is effecting a monster.",
465 "Generates a huge ball of frame which centered on you.",
466 "Fires a long, powerful energy beam.",
467 "Gives extremely fast speed.",
477 "Detects all monsters except mindless in your vicinity.",
478 "Attacks monster with your weapons normaly, then move through counter side of the monster.",
479 "Sets off a trap, then destroy that trap.",
480 "Shakes dungeon structure, and results in random swaping of floors and walls.",
481 "Attacks all adjacent monsters.",
500 "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.",
501 "Makes a mirror under you.",
502 "Fires bolt of flash light. Or fires beam of light on a mirror at level 10.",
503 "Teleport short distance.",
504 "Lights up nearby area and the inside of a room permanently.",
505 "Teleport long distance.",
506 "Gives aura of shards of mirror for a while. It cause counter attack to monsters which attacks you.",
507 "Teleports all monsters on the line away unless resisted.",
508 "Fires a ball of shards.",
509 "Generate balls which send monsters to sleep on all mirrors in the whole level.",
510 "Fires a beam of mana. If the beam hit a mirror, it breaks that mirror and reflects toward another mirror.",
511 "Eliminates a monster on a mirror from current dungeon level.",
512 "Gives bonus to AC. Gives reflection at level 32. Gives magic resistance at level 40.",
513 "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.",
514 "Attempts to slow, stun, confuse, scare, freeze all monsters in sight. Gets more power on a mirror.",
515 "Recreates current dungeon level. Can only be used on a mirror.",
516 "Teleport to given location.",
517 "Recalls player from dungeon to town, or from town to the deepest level of dungeon.",
518 "Completely protects you from any attacks at one in two chance.",
519 "Generates a magical triangle which damages all monsters in the area. The vertices of the triangle is you and two mirrors in sight.",
520 "Generates barrier which completly protect you from almost all damages. Takes a few your turns when the barrier breaks or duration time is exceeded.",
524 "Darken nearby area and inside of a room.",
525 "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.",
526 "Teleport short distance.",
527 "Teleport as you recieve an attack. Might be able to teleport just before recieveing damages at higher level.",
528 "Teleport long distance.",
529 "Attack and teleport in a time.",
530 "Attempt to freeze a monster.",
531 "Identifies an item.",
532 "Gives levitation for a while.",
533 "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.",
534 "Steps close to a monster and attacks at a time.",
535 "Shoots 8 iron Spikes in 8 random directions.",
536 "Teleport a monster to a place adjacent to you.",
537 "Releases a confusion ball which doesn't inflict any damage.",
538 "Swaps positions of you and a monster.",
539 "Sets a glyph under you. The glyph will explode when a monster moves on it.",
540 "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.",
541 "Generates huge balls of poison, drain life and confusion, then teleport in a time.",
542 "Fires some number of beams of fire, nether or plasma in random directions.",
543 "Creates shadows of yourself which gives you abillity to completely evade any attacks at one in two chance for a while.",
550 * @brief 特殊技能の効果情報をまとめたフォーマットを返す
551 * @param p 情報を返す文字列参照ポインタ
552 * @param use_mind 職業毎の特殊技能ID
553 * @param power モンスター魔法のID
556 void mindcraft_info(char *p, int use_mind, int power)
558 PLAYER_LEVEL plev = p_ptr->lev;
564 case MIND_MINDCRAFTER:
568 case 1: sprintf(p, " %s%dd%d", KWD_DAM, 3 + ((plev - 1) / 4), 3 + plev/15); break;
569 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
570 case 3: sprintf(p, " %s%d", KWD_SPHERE, plev * 5); break;
572 case 5: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4)); break;
573 case 6: sprintf(p, " %s%d", KWD_DURATION, plev); break;
575 case 8: sprintf(p, (plev < 25 ? " %s%d" : " %sd%d"), KWD_DAM, (plev < 25 ? plev * 3 / 2 : plev * ((plev - 5) / 10 + 1))); break;
576 case 9: sprintf(p, " %s10+d%d", KWD_DURATION, plev * 3 / 2); break;
578 case 10: sprintf(p, " 最大重量:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
580 case 10: sprintf(p, " max wgt %d", plev * 15); break;
582 case 11: sprintf(p, " %s%dd6", KWD_DAM, plev / 2); break;
583 case 12: sprintf(p, " %sd%d+%d", KWD_DAM, plev * 3, plev * 3); break;
584 case 13: sprintf(p, _(" 行動:%ld回", " %ld acts."), (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
589 int boost = P_PTR_KI;
591 if (heavy_armor()) boost /= 2;
595 case 0: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) + boost / 12); break;
597 case 2: sprintf(p, " %s%d+d30", KWD_DURATION, 30 + boost / 5); break;
598 case 3: sprintf(p, " %s%dd5", KWD_DAM, 5 + ((plev - 1) / 5) + boost / 10); break;
599 case 4: sprintf(p, " %s%d+d20", KWD_DURATION, 20 + boost / 5); break;
601 case 6: sprintf(p, " %s%d+d%d", KWD_DURATION, 15 + boost / 7, plev / 2); break;
602 case 7: sprintf(p, " %s%dd8", KWD_DAM, 8 + ((plev - 5) / 4) + boost / 12); break;
603 case 8: sprintf(p, " %s10d6+%d", KWD_DAM, plev * 3 / 2 + boost * 3 / 5); break;
605 case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
606 case 11: sprintf(p, " %s%d", KWD_DAM, 100 + plev + boost); break;
607 case 12: sprintf(p, " %s%dd15", KWD_DAM, 10 + plev / 2 + boost * 3 / 10); break;
608 case 13: sprintf(p, _(" 行動:%d+d16回", " %d+d16 acts"), 16+boost/20); break;
612 case MIND_MIRROR_MASTER:
618 case 2: sprintf(p, " %s%dd4", KWD_DAM, 3 + ((plev - 1) / 5) ); break;
619 case 3: sprintf(p, " %s10", KWD_SPHERE); break;
621 case 5: sprintf(p, " %s%d", KWD_SPHERE, plev *5); break;
622 case 6: sprintf(p, " %s20+d20", KWD_DURATION); break;
624 case 8: sprintf(p, " %s%dd8", KWD_DAM, 8+((plev -5)/4) ); break;
626 case 10: sprintf(p, " %s%dd8", KWD_DAM, 11+(plev-5)/4 ); break;
628 case 12: sprintf(p, " %s20+d20", KWD_DURATION); break;
629 case 13: sprintf(p, " %s150+d%d", KWD_DAM, plev*2 ); break;
632 case 16: sprintf(p, " %s%d", KWD_SPHERE, plev/2 +10); break;
634 case 18: sprintf(p, " %s6+d6", KWD_DURATION); break;
635 case 19: sprintf(p, " %s%d", KWD_DAM, plev*11+5 ); break;
636 case 20: sprintf(p, " %s4+d4", KWD_DURATION); break;
646 case 2: sprintf(p, " %s10", KWD_SPHERE); break;
648 case 4: sprintf(p, " %s%d", KWD_SPHERE , plev *5); break;
649 case 5: sprintf(p, " %s30", KWD_SPHERE); break;
652 case 8: sprintf(p, " %s20+d20", KWD_DURATION); break;
653 case 9: sprintf(p, " %s%d", KWD_DAM, (50+plev)/2 ); break;
660 case 16: sprintf(p, " %s%d+d%d", KWD_DURATION, plev/2, plev/2); break;
661 case 17: sprintf(p, " %s%d*3", KWD_DAM, (75+plev*2/3)/2 ); break;
662 case 18: sprintf(p, " %s%dd10", KWD_DAM, 6+plev/8 ); break;
663 case 19: sprintf(p, " %s6+d6", KWD_DURATION); break;
671 * @brief 使用可能な特殊技能を選択する /
672 * Allow user to choose a mindcrafter power.
673 * @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
674 * @param only_browse 一覧を見るだけの場合TRUEを返す
675 * @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。
677 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
678 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
679 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
681 * The "prompt" should be "cast", "recite", or "study"\n
682 * The "known" should be TRUE for cast/pray, FALSE for study\n
684 * nb: This function has a (trivial) display bug which will be obvious\n
685 * when you run it. It's probably easy to fix but I haven't tried,\n
688 static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
694 PERCENTAGE minfail = 0;
695 PLAYER_LEVEL plev = p_ptr->lev;
696 PERCENTAGE chance = 0;
704 const mind_power *mind_ptr;
707 int menu_line = (use_menu ? 1 : 0);
709 switch (p_ptr->pclass)
711 case CLASS_MINDCRAFTER:
713 use_mind = MIND_MINDCRAFTER;
714 p = _("超能力", "mindcraft");
717 case CLASS_FORCETRAINER:
720 p = _("練気術", "Force");
723 case CLASS_BERSERKER:
725 use_mind = MIND_BERSERKER;
726 p = _("技", "brutal power");
729 case CLASS_MIRROR_MASTER:
731 use_mind = MIND_MIRROR_MASTER;
732 p = _("鏡魔法", "magic");
737 use_mind = MIND_NINJUTSU;
738 p = _("忍術", "ninjutsu");
744 p = _("超能力", "mindcraft");
748 mind_ptr = &mind_powers[use_mind];
750 /* Assume cancelled */
753 /* Get the spell, if available */
755 if (repeat_pull(&code))
757 *sn = (SPELL_IDX)code;
758 /* Hack -- If requested INVEN_FORCE(1111), pull again */
759 if (*sn == INVEN_FORCE) repeat_pull(&code);
760 *sn = (SPELL_IDX)code;
762 /* Verify the spell */
763 if (mind_ptr->info[*sn].min_lev <= plev)
770 /* Nothing chosen yet */
776 for (i = 0; i < MAX_MIND_POWERS; i++)
778 if (mind_ptr->info[i].min_lev <= plev)
784 /* Build a prompt (accept all spells) */
787 (void)strnfmt(out_val, 78,
788 _("(%^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? "),
789 p, I2A(0), I2A(num - 1), p);
793 (void)strnfmt(out_val, 78,
794 _("(%^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? "),
795 p, I2A(0), I2A(num - 1), p);
798 if (use_menu && !only_browse) screen_save();
800 choice = (always_show_list || use_menu) ? ESCAPE : 1;
804 if(choice==ESCAPE) choice = ' ';
805 else if( !get_com(out_val, &choice, TRUE) )break;
807 if (use_menu && choice != ' ')
813 if (!only_browse) screen_load();
821 menu_line += (num - 1);
843 if (menu_line > num) menu_line -= num;
846 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
849 if (!redraw || use_menu)
854 if (!only_browse && !use_menu) screen_save();
856 /* Display a list of spells */
858 put_str(_("名前", "Name"), y, x + 5);
860 put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
861 ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
863 has_weapon[0] = has_melee_weapon(INVEN_RARM);
864 has_weapon[1] = has_melee_weapon(INVEN_LARM);
866 /* Dump the spells */
867 for (i = 0; i < MAX_MIND_POWERS; i++)
871 /* Access the spell */
872 spell = mind_ptr->info[i];
874 if (spell.min_lev > plev) break;
878 mana_cost = spell.mana_cost;
882 /* Reduce failure rate by "effective" level adjustment */
883 chance -= 3 * (plev - spell.min_lev);
885 /* Reduce failure rate by INT/WIS adjustment */
886 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
888 if (use_mind == MIND_KI)
890 if (heavy_armor()) chance += 20;
891 if (p_ptr->icky_wield[0]) chance += 20;
892 else if (has_weapon[0]) chance += 10;
893 if (p_ptr->icky_wield[1]) chance += 20;
894 else if (has_weapon[1]) chance += 10;
898 for (j = 0; j < P_PTR_KI / 50; j++)
899 mana_cost += (j+1) * 3 / 2;
903 /* Not enough mana to cast */
904 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU) && (mana_cost > p_ptr->csp))
906 chance += 5 * (mana_cost - p_ptr->csp);
909 chance += p_ptr->to_m_chance;
911 /* Extract the minimum failure rate */
912 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
914 /* Minimum failure rate */
915 if (chance < minfail) chance = minfail;
917 /* Stunning makes spells harder */
918 if (p_ptr->stun > 50) chance += 25;
919 else if (p_ptr->stun) chance += 15;
921 if (use_mind == MIND_KI)
923 if (heavy_armor()) chance += 5;
924 if (p_ptr->icky_wield[0]) chance += 5;
925 if (p_ptr->icky_wield[1]) chance += 5;
927 /* Always a 5 percent chance of working */
928 if (chance > 95) chance = 95;
932 mindcraft_info(comment, use_mind, i);
936 if (i == (menu_line-1)) strcpy(psi_desc, _(" 》 ", " > "));
937 else strcpy(psi_desc, " ");
940 sprintf(psi_desc, " %c) ", I2A(i));
941 /* Dump the spell --(-- */
943 format("%-30s%2d %4d%s %3d%%%s",
944 spell.name, spell.min_lev, mana_cost,
945 (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
947 prt(psi_desc, y + i + 1, x);
950 /* Clear the bottom line */
951 prt("", y + i + 1, x);
955 else if (!only_browse)
969 ask = isupper(choice);
972 if (ask) choice = (char)tolower(choice);
974 /* Extract request */
975 i = (islower(choice) ? A2I(choice) : -1);
978 /* Totally Illegal */
979 if ((i < 0) || (i >= num))
985 /* Save the spell index */
986 spell = mind_ptr->info[i];
994 (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), spell.name);
996 /* Belay that order */
997 if (!get_check(tmp_val)) continue;
1003 if (redraw && !only_browse) screen_load();
1005 p_ptr->window |= (PW_SPELL);
1008 /* Abort if needed */
1009 if (!flag) return (FALSE);
1011 /* Save the choice */
1014 repeat_push((COMMAND_CODE)i);
1022 * do_cmd_cast calls this function if the player's class is 'mindcrafter'.
1023 * @param spell 発動する特殊技能のID
1024 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1026 static bool cast_mindcrafter_spell(int spell)
1031 PLAYER_LEVEL plev = p_ptr->lev;
1036 case 0: /* Precog */
1039 chg_virtue(V_KNOWLEDGE, 1);
1040 chg_virtue(V_ENLIGHTEN, 1);
1044 map_area(DETECT_RAD_MAP);
1048 b = detect_monsters_normal(DETECT_RAD_DEFAULT);
1049 if (plev > 14) b |= detect_monsters_invis(DETECT_RAD_DEFAULT);
1051 b |= detect_traps(DETECT_RAD_DEFAULT, TRUE);
1052 b |= detect_doors(DETECT_RAD_DEFAULT);
1057 b = detect_all(DETECT_RAD_DEFAULT);
1060 if ((plev > 24) && (plev < 40))
1061 set_tim_esp((TIME_EFFECT)plev, FALSE);
1063 if (!b) msg_print(_("安全な気がする。", "You feel safe."));
1068 if (!get_aim_dir(&dir)) return FALSE;
1070 if (randint1(100) < plev * 2)
1071 fire_beam(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)));
1073 fire_ball(GF_PSI, dir, damroll(3 + ((plev - 1) / 4), (3 + plev / 15)), 0);
1076 /* Minor displace */
1077 teleport_player(10, 0L);
1080 /* Major displace */
1081 teleport_player(plev * 5, 0L);
1087 if (!get_aim_dir(&dir)) return FALSE;
1089 fire_ball(GF_DOMINATION, dir, plev, 0);
1093 charm_monsters(plev * 2);
1097 /* Fist of Force --- not 'true' TK */
1098 if (!get_aim_dir(&dir)) return FALSE;
1100 fire_ball(GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8),
1101 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1104 /* Character Armour */
1105 set_shield((TIME_EFFECT)plev, FALSE);
1106 if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
1107 if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
1108 if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
1109 if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
1110 if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
1115 return psychometry();
1117 return ident_spell(FALSE);
1120 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!"));
1123 project(0, 2 + plev / 10, p_ptr->y, p_ptr->x,
1124 (plev * 3), GF_PSI, PROJECT_KILL, -1);
1126 (void)mindblast_monsters(randint1(plev * ((plev - 5) / 10 + 1)));
1134 * Only heal when Adrenalin Channeling is not active. We check
1135 * that by checking if the player isn't fast and 'heroed' atm.
1137 if (!IS_FAST() || !IS_HERO())
1142 t = 10 + randint1((plev * 3) / 2);
1145 (void)set_fast(t, FALSE);
1149 if (!get_aim_dir(&dir)) return FALSE;
1151 fetch(dir, plev * 15, FALSE);
1156 if (!get_aim_dir(&dir)) return FALSE;
1158 b = damroll(plev / 2, 6);
1160 /* This is always a radius-0 ball now */
1161 if (fire_ball(GF_PSI_DRAIN, dir, b, 0))
1162 p_ptr->energy_need += randint1(150);
1166 if (!get_aim_dir(&dir)) return FALSE;
1168 fire_beam(GF_PSY_SPEAR, dir, randint1(plev*3)+plev*3);
1176 msg_print(_("なに?", "Zap?"));
1184 * do_cmd_cast calls this function if the player's class is 'ForceTrainer'.
1185 * @param spell 発動する特殊技能のID
1186 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1188 static bool cast_force_spell(int spell)
1191 PLAYER_LEVEL plev = p_ptr->lev;
1192 int boost = P_PTR_KI;
1194 if (heavy_armor()) boost /= 2;
1200 if (!get_aim_dir(&dir)) return FALSE;
1201 fire_ball(GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5) + boost / 12, 4), 0);
1204 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1207 set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
1210 project_length = plev / 8 + 3;
1211 if (!get_aim_dir(&dir)) return FALSE;
1213 fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
1216 set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
1219 msg_print(_("気を練った。", "You improved the Force."));
1220 P_PTR_KI += (70 + plev);
1221 p_ptr->update |= (PU_BONUS);
1222 if (randint1(P_PTR_KI) > (plev * 4 + 120))
1224 msg_print(_("気が暴走した!", "The Force exploded!"));
1225 fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
1226 take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
1231 set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
1234 return shock_power();
1237 if (!get_aim_dir(&dir)) return FALSE;
1238 fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
1244 if (!target_set(TARGET_KILL)) return FALSE;
1245 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1247 if (!player_has_los_bold(target_row, target_col)) break;
1248 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1249 dispel_monster_status(m_idx);
1255 bool success = FALSE;
1257 for (i = 0; i < 1 + boost/100; i++)
1258 if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
1262 msg_print(_("御用でございますが、御主人様?", "'Your wish, master?'"));
1266 msg_print(_("何も現れなかった。", "Nothing happen."));
1271 fire_ball(GF_FIRE, 0, 200 + (2 * plev) + boost * 2, 10);
1274 if (!get_aim_dir(&dir)) return FALSE;
1276 fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
1279 set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
1282 msg_print(_("なに?", "Zap?"));
1285 p_ptr->update |= (PU_BONUS);
1292 * @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
1295 static int number_of_mirrors(void)
1299 for (x = 0; x < current_floor_ptr->width; x++) {
1300 for (y = 0; y < current_floor_ptr->height; y++) {
1301 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) val++;
1309 * do_cmd_cast calls this function if the player's class is 'Mirror magic'.
1310 * @param spell 発動する特殊技能のID
1311 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1313 static bool cast_mirror_spell(int spell)
1316 PLAYER_LEVEL plev = p_ptr->lev;
1324 /* mirror of seeing */
1326 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 0;
1327 if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
1328 if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
1329 if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
1330 if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
1331 if (tmp == 0 && plev < 5) {
1332 msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
1337 if (number_of_mirrors() < 4 + plev / 10) {
1341 msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
1345 if (!get_aim_dir(&dir)) return FALSE;
1346 if (plev > 9 && is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1347 fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1350 fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
1355 teleport_player(10, 0L);
1357 /* mirror of light */
1359 (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
1361 /* mirror of wandering */
1363 teleport_player(plev * 5, 0L);
1367 set_dustrobe(20 + randint1(20), FALSE);
1369 /* banishing mirror */
1371 if (!get_aim_dir(&dir)) return FALSE;
1372 (void)fire_beam(GF_AWAY_ALL, dir, plev);
1374 /* mirror clashing */
1376 if (!get_aim_dir(&dir)) return FALSE;
1377 fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
1378 (plev > 20 ? (plev - 20) / 8 + 1 : 0));
1380 /* mirror sleeping */
1382 for (x = 0; x < current_floor_ptr->width; x++) {
1383 for (y = 0; y < current_floor_ptr->height; y++) {
1384 if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x])) {
1385 project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1392 if (!get_aim_dir(&dir)) return FALSE;
1393 fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
1395 /* seal of mirror */
1397 seal_of_mirror(plev * 4 + 100);
1399 /* shield of water */
1401 t = 20 + randint1(20);
1402 set_shield(t, FALSE);
1403 if (plev > 31)set_tim_reflect(t, FALSE);
1404 if (plev > 39)set_resist_magic(t, FALSE);
1408 if (!get_aim_dir(&dir)) return FALSE;
1409 fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
1411 /* illusion light */
1413 tmp = is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) ? 4 : 3;
1414 slow_monsters(plev);
1415 stun_monsters(plev*tmp);
1416 confuse_monsters(plev*tmp);
1417 turn_monsters(plev*tmp);
1418 stun_monsters(plev*tmp);
1419 stasis_monsters(plev*tmp);
1423 if (!is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])) {
1424 msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
1431 msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
1432 return mirror_tunnel();
1434 /* mirror of recall */
1436 return recall_player(p_ptr, randint0(21) + 15);
1439 set_multishadow(6 + randint1(6), FALSE);
1443 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!"));
1445 /* mirror of Ruffnor */
1447 (void)set_invuln(randint1(4) + 4, FALSE);
1450 msg_print(_("なに?", "Zap?"));
1453 p_ptr->magic_num1[0] = 0;
1460 * do_cmd_cast calls this function if the player's class is 'berserker'.
1461 * @param spell 発動する特殊技能のID
1462 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1464 static bool cast_berserk_spell(int spell)
1473 detect_monsters_mind(DETECT_RAD_DEFAULT);
1479 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
1483 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1485 if (dir == 5) return FALSE;
1486 y = p_ptr->y + ddy[dir];
1487 x = p_ptr->x + ddx[dir];
1489 if (!current_floor_ptr->grid_array[y][x].m_idx)
1491 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1497 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
1503 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)
1506 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
1512 if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
1513 y = p_ptr->y + ddy[dir];
1514 x = p_ptr->x + ddx[dir];
1515 move_player(dir, easy_disarm, TRUE);
1519 earthquake(p_ptr->y, p_ptr->x, 8+randint0(5));
1525 msg_print(_("なに?", "Zap?"));
1533 * do_cmd_cast calls this function if the player's class is 'ninja'.
1534 * @param spell 発動する特殊技能のID
1535 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
1537 static bool cast_ninja_spell(int spell)
1539 POSITION x = 0, y = 0;
1541 PLAYER_LEVEL plev = p_ptr->lev;
1547 (void)unlite_area(0, 3);
1554 detect_monsters_normal(DETECT_RAD_DEFAULT);
1557 detect_traps(DETECT_RAD_DEFAULT, TRUE);
1558 detect_doors(DETECT_RAD_DEFAULT);
1559 detect_stairs(DETECT_RAD_DEFAULT);
1563 detect_objects_normal(DETECT_RAD_DEFAULT);
1568 teleport_player(10, 0L);
1573 if (!(p_ptr->special_defense & NINJA_KAWARIMI))
1575 msg_print(_("敵の攻撃に対して敏感になった。", "You are now prepare to evade any attacks."));
1576 p_ptr->special_defense |= NINJA_KAWARIMI;
1577 p_ptr->redraw |= (PR_STATUS);
1583 teleport_player(p_ptr->lev * 5, 0L);
1588 if(!panic_hit()) return FALSE;
1593 if (!get_aim_dir(&dir)) return FALSE;
1594 (void)stasis_monster(dir);
1598 return ident_spell(FALSE);
1600 set_tim_levitation(randint1(20) + 20, FALSE);
1603 fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
1604 teleport_player(30, 0L);
1605 set_oppose_fire((TIME_EFFECT)plev, FALSE);
1608 return rush_attack(NULL);
1612 for (i = 0; i < 8; i++)
1616 for (slot = 0; slot < INVEN_PACK; slot++)
1618 if (p_ptr->inventory_list[slot].tval == TV_SPIKE) break;
1620 if (slot == INVEN_PACK)
1622 if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
1623 else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
1627 /* Gives a multiplier of 2 at first, up to 3 at 40th */
1628 do_cmd_throw(1, FALSE, slot);
1630 take_turn(p_ptr, 100);
1636 monster_type *m_ptr;
1638 GAME_TEXT m_name[MAX_NLEN];
1644 if (!target_set(TARGET_KILL)) return FALSE;
1645 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
1647 if (m_idx == p_ptr->riding) break;
1648 if (!player_has_los_bold(target_row, target_col)) break;
1649 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
1650 m_ptr = ¤t_floor_ptr->m_list[m_idx];
1651 monster_desc(m_name, m_ptr, 0);
1652 msg_format(_("%sを引き戻した。", "You pull back %s."), m_name);
1653 path_n = project_path(path_g, MAX_RANGE, target_row, target_col, p_ptr->y, p_ptr->x, 0);
1654 ty = target_row, tx = target_col;
1655 for (i = 1; i < path_n; i++)
1657 POSITION ny = GRID_Y(path_g[i]);
1658 POSITION nx = GRID_X(path_g[i]);
1659 grid_type *g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
1661 if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
1662 !(g_ptr->info & CAVE_OBJECT) &&
1663 !pattern_tile(ny, nx))
1669 /* Update the old location */
1670 current_floor_ptr->grid_array[target_row][target_col].m_idx = 0;
1672 /* Update the new location */
1673 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
1675 /* Move the monster */
1679 /* Wake the monster up */
1680 (void)set_monster_csleep(m_idx, 0);
1682 update_monster(m_idx, TRUE);
1683 lite_spot(target_row, target_col);
1686 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
1687 p_ptr->update |= (PU_MON_LITE);
1691 /* Auto-Recall if possible and visible */
1692 if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
1694 /* Track a new monster */
1695 health_track(m_idx);
1701 if (!get_aim_dir(&dir)) return FALSE;
1702 fire_ball(GF_OLD_CONF, dir, plev*3, 3);
1705 project_length = -1;
1706 if (!get_aim_dir(&dir))
1713 (void)teleport_swap(dir);
1719 (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
1720 set_oppose_acid((TIME_EFFECT)plev, FALSE);
1723 fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
1724 fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
1725 fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
1726 teleport_player(30, 0L);
1731 int num = damroll(3, 9);
1733 for (k = 0; k < num; k++)
1735 EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
1736 int attempts = 1000;
1740 scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
1742 if (!player_bold(y, x)) break;
1744 project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
1745 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
1750 set_multishadow(6+randint1(6), FALSE);
1753 msg_print(_("なに?", "Zap?"));
1760 * @brief 特殊技能コマンドのメインルーチン /
1763 void do_cmd_mind(void)
1768 PERCENTAGE minfail = 0;
1769 PLAYER_LEVEL plev = p_ptr->lev;
1770 int old_csp = p_ptr->csp;
1773 int use_mind, mana_cost;
1775 bool on_mirror = FALSE;
1777 if (cmd_limit_confused(p_ptr)) return;
1779 if (!get_mind_power(&n, FALSE)) return;
1782 switch(p_ptr->pclass)
1784 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
1785 case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
1786 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
1787 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
1788 case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
1789 default: use_mind = 0 ;p = "超能力"; break;
1792 switch(p_ptr->pclass)
1794 case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
1795 case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
1796 case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
1797 case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
1798 case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
1799 default: use_mind = 0; break;
1802 spell = mind_powers[use_mind].info[n];
1804 /* Spell failure chance */
1805 chance = spell.fail;
1807 mana_cost = spell.mana_cost;
1808 if (use_mind == MIND_KI)
1810 if (heavy_armor()) chance += 20;
1811 if (p_ptr->icky_wield[0]) chance += 20;
1812 else if (has_melee_weapon(INVEN_RARM)) chance += 10;
1813 if (p_ptr->icky_wield[1]) chance += 20;
1814 else if (has_melee_weapon(INVEN_LARM)) chance += 10;
1818 for (j = 0; j < P_PTR_KI / 50; j++)
1819 mana_cost += (j+1) * 3 / 2;
1823 /* Verify "dangerous" spells */
1824 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
1826 if (mana_cost > p_ptr->chp)
1828 msg_print(_("HPが足りません。", "You do not have enough hp to use this power."));
1832 else if (mana_cost > p_ptr->csp)
1835 msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
1837 if (!over_exert) return;
1840 if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return;
1846 /* Reduce failure rate by "effective" level adjustment */
1847 chance -= 3 * (plev - spell.min_lev);
1849 chance += p_ptr->to_m_chance;
1851 /* Reduce failure rate by INT/WIS adjustment */
1852 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[mp_ptr->spell_stat]] - 1);
1854 /* Not enough mana to cast */
1855 if ((mana_cost > p_ptr->csp) && (use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1857 chance += 5 * (mana_cost - p_ptr->csp);
1860 /* Extract the minimum failure rate */
1861 minfail = adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]];
1863 /* Minimum failure rate */
1864 if (chance < minfail) chance = minfail;
1866 /* Stunning makes spells harder */
1867 if (p_ptr->stun > 50) chance += 25;
1868 else if (p_ptr->stun) chance += 15;
1870 if (use_mind == MIND_KI)
1872 if (heavy_armor()) chance += 5;
1873 if (p_ptr->icky_wield[0]) chance += 5;
1874 if (p_ptr->icky_wield[1]) chance += 5;
1878 /* Always a 5 percent chance of working */
1879 if (chance > 95) chance = 95;
1882 if (randint0(100) < chance)
1884 if (flush_failure) flush();
1885 msg_format(_("%sの集中に失敗した!", "You failed to concentrate hard enough!"), p);
1889 if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
1891 if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
1893 msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
1897 if (randint1(100) < (chance / 2))
1902 if( use_mind == MIND_MINDCRAFTER ){
1905 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!"));
1910 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..."));
1911 set_image(p_ptr->image + 5 + randint1(10));
1915 msg_print(_("あなたの頭は混乱した!", "Your brain is addled!"));
1916 set_confused(p_ptr->confused + randint1(8));
1920 set_stun(p_ptr->stun + randint1(8));
1925 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);
1927 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1928 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1929 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1932 if( use_mind == MIND_MIRROR_MASTER ){
1935 /* Nothing has happen */
1939 msg_print(_("鏡の世界の干渉を受けた!", "Weird visions seem to dance before your eyes..."));
1940 teleport_player(10, TELEPORT_PASSIVE);
1944 msg_print(_("まわりのものがキラキラ輝いている!", "Your brain is addled!"));
1945 set_image(p_ptr->image + 5 + randint1(10));
1950 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);
1952 project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, p_ptr->y, p_ptr->x, plev * 2,
1953 GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
1954 p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
1966 case MIND_MINDCRAFTER:
1968 cast = cast_mindcrafter_spell(n);
1972 cast = cast_force_spell(n);
1974 case MIND_BERSERKER:
1976 cast = cast_berserk_spell(n);
1978 case MIND_MIRROR_MASTER:
1980 if( is_mirror_grid(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x]) )on_mirror = TRUE;
1981 cast = cast_mirror_spell(n);
1985 cast = cast_ninja_spell(n);
1988 msg_format(_("謎の能力:%d, %d", "Mystery power:%d, %d"),use_mind, n);
1996 /* teleport from mirror costs small energy */
1997 if(on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER)
1999 if( n==3 || n==5 || n==7 || n==16 ) take_turn(p_ptr, 50);
2003 take_turn(p_ptr, 100);
2006 if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
2008 take_hit(DAMAGE_USELIFE, mana_cost, _("過度の集中", "concentrating too hard"), -1);
2010 p_ptr->redraw |= (PR_HP);
2013 /* Sufficient mana */
2014 else if (mana_cost <= old_csp)
2017 p_ptr->csp -= mana_cost;
2020 if (p_ptr->csp < 0) p_ptr->csp = 0;
2022 if ((use_mind == MIND_MINDCRAFTER) && (n == 13))
2026 p_ptr->csp_frac = 0;
2030 /* Over-exert the player */
2033 int oops = mana_cost - old_csp;
2036 if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
2037 p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
2039 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);
2041 /* Hack -- Bypass free action */
2042 (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
2044 /* Damage WIS (possibly permanently) */
2045 if (randint0(100) < 50)
2047 bool perm = (randint0(100) < 25);
2049 msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
2051 /* Reduce constitution */
2052 (void)dec_stat(A_WIS, 15 + randint1(10), perm);
2055 p_ptr->redraw |= (PR_MANA);
2056 p_ptr->window |= (PW_PLAYER);
2057 p_ptr->window |= (PW_SPELL);
2062 * @brief 現在プレイヤーが使用可能な特殊技能の一覧表示 /
2065 void do_cmd_mind_browse(void)
2072 if (p_ptr->pclass == CLASS_MINDCRAFTER) use_mind = MIND_MINDCRAFTER;
2073 else if (p_ptr->pclass == CLASS_FORCETRAINER) use_mind = MIND_KI;
2074 else if (p_ptr->pclass == CLASS_BERSERKER) use_mind = MIND_BERSERKER;
2075 else if (p_ptr->pclass == CLASS_NINJA) use_mind = MIND_NINJUTSU;
2076 else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
2077 use_mind = MIND_MIRROR_MASTER;
2083 if (!get_mind_power(&n, TRUE))
2089 /* Clear lines, position cursor (really should use strlen here) */
2090 Term_erase(12, 21, 255);
2091 Term_erase(12, 20, 255);
2092 Term_erase(12, 19, 255);
2093 Term_erase(12, 18, 255);
2094 Term_erase(12, 17, 255);
2095 Term_erase(12, 16, 255);
2097 roff_to_buf(mind_tips[use_mind][n], 62, temp, sizeof(temp));
2098 for(j=0, line = 17;temp[j];j+=(1+strlen(&temp[j])))
2100 prt(&temp[j], line, 15);
2105 case MIND_MIRROR_MASTER:
2107 prt(_("何かキーを押して下さい。", "Hit any key."),0,0);