3 * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
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
10 * 2014 Deskull rearranged comment for Doxygen. \n
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
18 #include "object-hook.h"
21 * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
22 * Hook to determine if an object is contertible in an arrow/bolt
23 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
25 static bool do_cmd_archer(void)
34 GAME_TEXT o_name[MAX_NLEN];
39 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40 else if(p_ptr->lev >= 10)
41 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
43 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
47 msg_print(_("混乱してる!", "You are too confused!"));
53 msg_print(_("目が見えない!", "You are blind!"));
59 if (!get_com(com, &ch, TRUE))
63 if (ch == 'S' || ch == 's')
68 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
73 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
80 /**********Create shots*********/
87 if (!get_rep_dir(&dir, FALSE)) return FALSE;
88 y = p_ptr->y + ddy[dir];
89 x = p_ptr->x + ddx[dir];
92 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
94 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
97 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
99 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
106 /* Hack -- Give the player some small firestones */
107 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
108 q_ptr->number = (byte)rand_range(15,30);
111 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
112 q_ptr->discount = 99;
114 slot = inven_carry(q_ptr);
116 object_desc(o_name, q_ptr, 0);
117 msg_format(_("%sを作った。", "You make some ammo."), o_name);
119 /* Auto-inscription */
120 if (slot >= 0) autopick_alter_item(slot, FALSE);
122 /* Destroy the wall */
123 cave_alter_feat(y, x, FF_HURT_ROCK);
125 p_ptr->update |= (PU_FLOW);
128 /**********Create arrows*********/
135 item_tester_hook = item_tester_hook_convertible;
137 q = _("どのアイテムから作りますか? ", "Convert which item? ");
138 s = _("材料を持っていない。", "You have no item to convert.");
139 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
140 if (!q_ptr) return FALSE;
144 /* Hack -- Give the player some small firestones */
145 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
146 q_ptr->number = (byte)rand_range(5, 10);
149 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
151 q_ptr->discount = 99;
153 object_desc(o_name, q_ptr, 0);
154 msg_format(_("%sを作った。", "You make some ammo."), o_name);
158 inven_item_increase(item, -1);
159 inven_item_describe(item);
160 inven_item_optimize(item);
164 floor_item_increase(0 - item, -1);
165 floor_item_describe(0 - item);
166 floor_item_optimize(0 - item);
169 slot = inven_carry(q_ptr);
171 /* Auto-inscription */
172 if (slot >= 0) autopick_alter_item(slot, FALSE);
174 /**********Create bolts*********/
181 item_tester_hook = item_tester_hook_convertible;
183 q = _("どのアイテムから作りますか? ", "Convert which item? ");
184 s = _("材料を持っていない。", "You have no item to convert.");
186 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
187 if (!q_ptr) return FALSE;
191 /* Hack -- Give the player some small firestones */
192 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
193 q_ptr->number = (byte)rand_range(4, 8);
196 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
198 q_ptr->discount = 99;
200 object_desc(o_name, q_ptr, 0);
201 msg_format(_("%sを作った。", "You make some ammo."), o_name);
205 inven_item_increase(item, -1);
206 inven_item_describe(item);
207 inven_item_optimize(item);
211 floor_item_increase(0 - item, -1);
212 floor_item_describe(0 - item);
213 floor_item_optimize(0 - item);
216 slot = inven_carry(q_ptr);
218 /* Auto-inscription */
219 if (slot >= 0) autopick_alter_item(slot, FALSE);
225 * @brief 魔道具術師の魔力取り込み処理
226 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
228 bool gain_magic(void)
231 PARAMETER_VALUE pval;
235 GAME_TEXT o_name[MAX_NLEN];
237 /* Only accept legal items */
238 item_tester_hook = item_tester_hook_recharge;
240 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
241 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
243 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
244 if (!o_ptr) return (FALSE);
246 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
248 msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
252 if (!object_is_known(o_ptr))
254 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
260 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
265 if (o_ptr->tval == TV_ROD)
267 else if (o_ptr->tval == TV_WAND)
270 if (o_ptr->tval == TV_ROD)
272 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
273 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
278 for (num = o_ptr->number; num; num--)
281 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
282 if (p_ptr->magic_num2[o_ptr->sval + ext])
285 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
286 if (gain_num < 1) gain_num = 1;
288 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
289 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
290 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
291 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
292 if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
293 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
297 object_desc(o_name, o_ptr, 0);
298 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
300 /* Eliminate the item (from the pack) */
303 inven_item_increase(item, -999);
304 inven_item_describe(item);
305 inven_item_optimize(item);
308 /* Eliminate the item (from the floor) */
311 floor_item_increase(0 - item, -999);
312 floor_item_describe(0 - item);
313 floor_item_optimize(0 - item);
315 p_ptr->energy_use = 100;
320 * @brief 魔法系コマンドを実行できるかの判定を返す
321 * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
323 static bool can_do_cmd_cast(void)
325 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
327 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
331 else if (p_ptr->anti_magic)
333 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
336 else if (p_ptr->shero)
338 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
347 * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
349 static bool choose_kamae(void)
358 msg_print(_("混乱していて構えられない!", "Too confused."));
362 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
364 for (i = 0; i < MAX_KAMAE; i++)
366 if (p_ptr->lev >= kamae_shurui[i].min_level)
368 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
374 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
380 if (choice == ESCAPE)
385 else if ((choice == 'a') || (choice == 'A'))
387 if (p_ptr->action == ACTION_KAMAE)
389 set_action(ACTION_NONE);
392 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
396 else if ((choice == 'b') || (choice == 'B'))
401 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
406 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
411 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
417 set_action(ACTION_KAMAE);
419 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
421 msg_print(_("構え直した。", "You reassume a posture."));
425 p_ptr->special_defense &= ~(KAMAE_MASK);
426 p_ptr->update |= (PU_BONUS);
427 p_ptr->redraw |= (PR_STATE);
428 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
429 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
431 p_ptr->redraw |= PR_STATE;
438 * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
440 static bool choose_kata(void)
449 msg_print(_("混乱していて構えられない!", "Too confused."));
455 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
461 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
465 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
467 for (i = 0; i < MAX_KATA; i++)
469 if (p_ptr->lev >= kata_shurui[i].min_level)
471 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
477 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
483 if (choice == ESCAPE)
488 else if ((choice == 'a') || (choice == 'A'))
490 if (p_ptr->action == ACTION_KATA)
492 set_action(ACTION_NONE);
495 msg_print(_("もともと構えていない。", "You are not assuming posture."));
499 else if ((choice == 'b') || (choice == 'B'))
504 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
509 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
514 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
520 set_action(ACTION_KATA);
522 if (p_ptr->special_defense & (KATA_IAI << new_kata))
524 msg_print(_("構え直した。", "You reassume a posture."));
528 p_ptr->special_defense &= ~(KATA_MASK);
529 p_ptr->update |= (PU_BONUS);
530 p_ptr->update |= (PU_MONSTERS);
531 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
532 p_ptr->special_defense |= (KATA_IAI << new_kata);
534 p_ptr->redraw |= (PR_STATE);
535 p_ptr->redraw |= (PR_STATUS);
542 * @brief レイシャル・パワー情報のtypedef
544 typedef struct power_desc_type power_desc_type;
547 * @brief レイシャル・パワー情報の構造体定義
549 struct power_desc_type
551 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
552 PLAYER_LEVEL level; //!<体得レベル
561 * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
562 * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
565 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
567 PLAYER_LEVEL min_level = pd_ptr->level;
568 int difficulty = pd_ptr->fail;
573 int stat = p_ptr->stat_cur[pd_ptr->stat];
575 /* No chance for success */
576 if ((p_ptr->lev < min_level) || p_ptr->confused)
581 if (difficulty == 0) return 100;
583 /* Calculate difficulty */
586 difficulty += p_ptr->stun;
588 else if (p_ptr->lev > min_level)
590 int lev_adj = ((p_ptr->lev - min_level) / 3);
591 if (lev_adj > 10) lev_adj = 10;
592 difficulty -= lev_adj;
595 if (difficulty < 5) difficulty = 5;
597 /* We only need halfs of the difficulty */
598 difficulty = difficulty / 2;
600 for (i = 1; i <= stat; i++)
602 val = i - difficulty;
604 sum += (val <= difficulty) ? val : difficulty;
610 return (((sum * 100) / difficulty) / stat);
614 static int racial_cost;
617 * @brief レイシャル・パワーの発動の判定処理
618 * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
620 * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
621 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
623 static int racial_aux(power_desc_type *pd_ptr)
625 PLAYER_LEVEL min_level = pd_ptr->level;
626 int use_stat = pd_ptr->stat;
627 int difficulty = pd_ptr->fail;
630 racial_cost = pd_ptr->cost;
632 /* Not enough mana - use hp */
633 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
635 /* Power is not available yet */
636 if (p_ptr->lev < min_level)
638 msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。",
639 "You need to attain level %d to use this power."), min_level);
641 p_ptr->energy_use = 0;
646 else if (p_ptr->confused)
648 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
649 p_ptr->energy_use = 0;
654 else if (p_ptr->chp < use_hp)
656 if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
658 p_ptr->energy_use = 0;
663 /* Else attempt to do it! */
669 difficulty += p_ptr->stun;
671 else if (p_ptr->lev > min_level)
673 int lev_adj = ((p_ptr->lev - min_level) / 3);
674 if (lev_adj > 10) lev_adj = 10;
675 difficulty -= lev_adj;
678 if (difficulty < 5) difficulty = 5;
681 /* take time and pay the price */
682 p_ptr->energy_use = 100;
685 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
690 if (flush_failure) flush();
691 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
698 * @brief レイシャル・パワー発動処理
699 * @param command 発動するレイシャルのID
700 * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
702 static bool cmd_racial_power_aux(s32b command)
704 PLAYER_LEVEL plev = p_ptr->lev;
709 switch (p_ptr->pclass)
713 POSITION y = 0, x = 0;
717 for (i = 0; i < A_MAX; i++)
720 y = p_ptr->y + ddy_ddd[dir];
721 x = p_ptr->x + ddx_ddd[dir];
724 /* Hack -- attack monsters */
729 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
734 case CLASS_HIGH_MAGE:
735 if (p_ptr->realm1 == REALM_HEX)
737 bool retval = stop_hex_spell();
738 if (retval) p_ptr->energy_use = 10;
742 /* case CLASS_HIGH_MAGE: */
745 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
750 if (is_good_realm(p_ptr->realm1))
752 if (!bless_weapon()) return FALSE;
756 (void)dispel_monsters(plev * 4);
757 turn_monsters(plev * 4);
758 banish_monsters(plev * 4);
764 if(!panic_hit()) return FALSE;
770 msg_print(_("敵を調査した...", "You examine your foes..."));
776 if (!get_aim_dir(&dir)) return FALSE;
777 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
781 case CLASS_WARRIOR_MAGE:
785 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
788 p_ptr->csp += gain_sp;
789 if (p_ptr->csp > p_ptr->msp)
791 p_ptr->csp = p_ptr->msp;
797 msg_print(_("変換に失敗した。", "You failed to convert."));
800 else if (command == -4)
802 if (p_ptr->csp >= p_ptr->lev / 5)
804 p_ptr->csp -= p_ptr->lev / 5;
805 hp_player(p_ptr->lev);
809 msg_print(_("変換に失敗した。", "You failed to convert."));
813 /* Redraw mana and hp */
814 p_ptr->redraw |= (PR_HP | PR_MANA);
818 case CLASS_CHAOS_WARRIOR:
820 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
821 slow_monsters(p_ptr->lev);
822 stun_monsters(p_ptr->lev * 4);
823 confuse_monsters(p_ptr->lev * 4);
824 turn_monsters(p_ptr->lev * 4);
825 stasis_monsters(p_ptr->lev * 4);
830 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
832 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
837 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
843 if (!choose_kamae()) return FALSE;
844 p_ptr->update |= (PU_BONUS);
846 else if (command == -4)
850 if (!get_rep_dir(&dir, FALSE)) return FALSE;
851 y = p_ptr->y + ddy[dir];
852 x = p_ptr->x + ddx[dir];
853 if (cave[y][x].m_idx)
856 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
857 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
859 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
860 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
863 if (cave[y][x].m_idx)
868 p_ptr->energy_need += ENERGY_NEED();
872 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
878 case CLASS_MINDCRAFTER:
879 case CLASS_FORCETRAINER:
883 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
886 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
888 p_ptr->csp += (3 + p_ptr->lev/20);
889 if (p_ptr->csp >= p_ptr->msp)
891 p_ptr->csp = p_ptr->msp;
894 p_ptr->redraw |= (PR_MANA);
901 if (!get_aim_dir(&dir)) return FALSE;
903 fire_beam(GF_PHOTO, dir, 1);
905 else if (command == -4)
907 if (!identify_fully(FALSE)) return FALSE;
914 if (!do_cmd_mane(TRUE)) return FALSE;
917 case CLASS_BEASTMASTER:
921 if (!get_aim_dir(&dir)) return FALSE;
922 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
924 else if (command == -4)
926 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
932 if (!do_cmd_archer()) return FALSE;
935 case CLASS_MAGIC_EATER:
938 if (!gain_magic()) return FALSE;
939 } else if (command == -4) {
940 if (!can_do_cmd_cast()) return FALSE;
941 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
947 /* Singing is already stopped */
948 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
951 p_ptr->energy_use = 10;
956 if (!can_do_cmd_cast()) return FALSE;
960 if (!p_ptr->paralyzed && can_do_cmd_cast())
968 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
972 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
975 if (p_ptr->special_defense & KATA_MASK)
977 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
980 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
982 p_ptr->csp += p_ptr->msp / 2;
983 if (p_ptr->csp >= max_csp)
985 p_ptr->csp = max_csp;
988 p_ptr->redraw |= (PR_MANA);
990 else if (command == -4)
992 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
994 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
997 if (!choose_kata()) return FALSE;
998 p_ptr->update |= (PU_BONUS);
1002 case CLASS_BLUE_MAGE:
1004 if (p_ptr->action == ACTION_LEARN)
1006 set_action(ACTION_NONE);
1010 set_action(ACTION_LEARN);
1012 p_ptr->energy_use = 0;
1017 GAME_TEXT m_name[MAX_NLEN];
1018 monster_type *m_ptr;
1019 monster_race *r_ptr;
1024 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1027 if (!do_riding(TRUE)) return TRUE;
1028 m_ptr = &m_list[p_ptr->riding];
1029 r_ptr = &r_info[m_ptr->r_idx];
1030 monster_desc(m_name, m_ptr, 0);
1031 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1032 if (is_pet(m_ptr)) break;
1033 rlev = r_ptr->level;
1034 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1035 if (rlev > 60) rlev = 60+(rlev-60)/2;
1036 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1037 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1038 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1039 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1041 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1046 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1050 /* 落馬処理に失敗してもとにかく乗馬解除 */
1055 case CLASS_BERSERKER:
1057 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1062 if (p_ptr->lev > 29)
1064 if (!identify_fully(TRUE)) return FALSE;
1068 if (!ident_spell(TRUE)) return FALSE;
1072 case CLASS_MIRROR_MASTER:
1076 /* Explode all mirrors */
1077 remove_all_mirrors(TRUE);
1079 else if (command == -4)
1083 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
1086 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1088 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1090 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1091 if (p_ptr->csp >= p_ptr->msp)
1093 p_ptr->csp = p_ptr->msp;
1094 p_ptr->csp_frac = 0;
1096 p_ptr->redraw |= (PR_MANA);
1100 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1107 if (p_ptr->action == ACTION_HAYAGAKE)
1109 set_action(ACTION_NONE);
1113 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1114 feature_type *f_ptr = &f_info[c_ptr->feat];
1116 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1117 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1119 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1123 set_action(ACTION_HAYAGAKE);
1128 p_ptr->energy_use = 0;
1134 else if (p_ptr->mimic_form)
1136 switch (p_ptr->mimic_form)
1139 case MIMIC_DEMON_LORD:
1141 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1142 if (!get_aim_dir(&dir)) return FALSE;
1144 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1145 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1157 switch (p_ptr->prace)
1160 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1161 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1162 (void)detect_doors(DETECT_RAD_DEFAULT);
1163 (void)detect_stairs(DETECT_RAD_DEFAULT);
1172 /* Create the food ration */
1173 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1175 /* Drop the object from heaven */
1176 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1177 msg_print(_("食事を料理して作った。", "You cook some food."));
1182 msg_print(_("パッ!", "Blink!"));
1183 teleport_player(10, 0L);
1187 msg_print(_("勇気を出した。", "You play tough."));
1188 (void)set_afraid(0);
1191 case RACE_HALF_TROLL:
1192 msg_print(_("うがぁぁ!", "RAAAGH!"));
1193 (void)berserk(10 + randint1(plev));
1199 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1202 else if (command == -2)
1204 msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
1206 (void)true_healing(0);
1207 (void)restore_all_status();
1208 (void)restore_level();
1212 case RACE_BARBARIAN:
1213 msg_print(_("うぉぉおお!", "Raaagh!"));
1214 (void)berserk(10 + randint1(plev));
1217 case RACE_HALF_OGRE:
1218 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1222 case RACE_HALF_GIANT:
1223 if (!get_aim_dir(&dir)) return FALSE;
1224 (void)wall_to_mud(dir, 20 + randint1(30));
1227 case RACE_HALF_TITAN:
1228 msg_print(_("敵を調査した...", "You examine your foes..."));
1233 if (!get_aim_dir(&dir)) return FALSE;
1234 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1235 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1239 if (!get_aim_dir(&dir)) return FALSE;
1241 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1242 (void)fear_monster(dir, plev);
1246 if (!get_aim_dir(&dir)) return FALSE;
1248 msg_print(_("酸を吐いた。", "You spit acid."));
1249 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1250 else fire_ball(GF_ACID, dir, plev, 2);
1254 if (!get_aim_dir(&dir)) return FALSE;
1255 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1256 fire_bolt(GF_POIS, dir, plev);
1260 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1261 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1262 (void)detect_doors(DETECT_RAD_DEFAULT);
1263 (void)detect_stairs(DETECT_RAD_DEFAULT);
1267 if (!get_aim_dir(&dir)) return FALSE;
1268 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1269 fire_bolt_or_beam(10, GF_MISSILE, dir,
1270 damroll(3 + ((plev - 1) / 5), 4));
1273 case RACE_DRACONIAN:
1275 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1276 cptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
1278 if (!get_aim_dir(&dir)) return FALSE;
1280 if (randint1(100) < plev)
1282 switch (p_ptr->pclass)
1285 case CLASS_BERSERKER:
1288 case CLASS_IMITATOR:
1294 Type_desc = _("エレメント", "the elements");
1299 Type_desc = _("破片", "shards");
1303 case CLASS_WARRIOR_MAGE:
1304 case CLASS_HIGH_MAGE:
1305 case CLASS_SORCERER:
1306 case CLASS_MAGIC_EATER:
1307 case CLASS_RED_MAGE:
1308 case CLASS_BLUE_MAGE:
1309 case CLASS_MIRROR_MASTER:
1313 Type_desc = _("魔力", "mana");
1317 Type = GF_DISENCHANT;
1318 Type_desc = _("劣化", "disenchantment");
1321 case CLASS_CHAOS_WARRIOR:
1324 Type = GF_CONFUSION;
1325 Type_desc = _("混乱", "confusion");
1330 Type_desc = _("カオス", "chaos");
1335 case CLASS_FORCETRAINER:
1338 Type = GF_CONFUSION;
1339 Type_desc = _("混乱", "confusion");
1344 Type_desc = _("轟音", "sound");
1347 case CLASS_MINDCRAFTER:
1350 Type = GF_CONFUSION;
1351 Type_desc = _("混乱", "confusion");
1356 Type_desc = _("精神エネルギー", "mental energy");
1363 Type = GF_HELL_FIRE;
1364 Type_desc = _("地獄の劫火", "hellfire");
1368 Type = GF_HOLY_FIRE;
1369 Type_desc = _("聖なる炎", "holy fire");
1377 Type_desc = _("暗黒", "darkness");
1382 Type_desc = _("毒", "poison");
1389 Type_desc = _("轟音", "sound");
1393 Type = GF_CONFUSION;
1394 Type_desc = _("混乱", "confusion");
1401 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1403 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1407 case RACE_MIND_FLAYER:
1408 if (!get_aim_dir(&dir)) return FALSE;
1409 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1410 fire_bolt(GF_PSI, dir, plev);
1414 if (!get_aim_dir(&dir)) return FALSE;
1417 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1418 fire_ball(GF_FIRE, dir, plev, 2);
1422 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1423 fire_bolt(GF_FIRE, dir, plev);
1428 (void)set_shield(randint1(20) + 30, FALSE);
1433 msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
1434 (void)restore_level();
1442 if (!get_aim_dir(&dir)) return FALSE;
1444 msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
1445 (void)fear_monster(dir, plev);
1449 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1450 if (plev < 25) sleep_monsters_touch();
1451 else (void)sleep_monsters(plev);
1456 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1457 if (!get_aim_dir(&dir)) return FALSE;
1459 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1460 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1465 (void)set_tsubureru(randint1(20) + 30, FALSE);
1469 if (!get_aim_dir(&dir)) return FALSE;
1472 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1473 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1477 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1478 fire_bolt(GF_MISSILE, dir, plev);
1482 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1483 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1487 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1488 fire_beam(GF_MISSILE, dir, plev * 2);
1492 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1493 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1498 msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
1499 p_ptr->energy_use = 0;
1506 * @brief レイシャル・パワーコマンドのメインルーチン / Allow user to choose a power (racial / mutation) to activate
1509 void do_cmd_racial_power(void)
1511 power_desc_type power_desc[36];
1515 PLAYER_LEVEL lvl = p_ptr->lev;
1516 bool flag, redraw, cast = FALSE;
1517 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1520 int menu_line = (use_menu ? 1 : 0);
1522 if (p_ptr->wild_mode) return;
1524 for (num = 0; num < 36; num++)
1526 strcpy(power_desc[num].name, "");
1527 power_desc[num].number = 0;
1532 if (p_ptr->confused)
1534 msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
1535 p_ptr->energy_use = 0;
1539 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1541 set_action(ACTION_NONE);
1544 switch (p_ptr->pclass)
1548 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1549 power_desc[num].level = 40;
1550 power_desc[num].cost = 75;
1551 power_desc[num].stat = A_DEX;
1552 power_desc[num].fail = 35;
1553 power_desc[num++].number = -3;
1556 case CLASS_HIGH_MAGE:
1557 if (p_ptr->realm1 == REALM_HEX)
1559 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1560 power_desc[num].level = 1;
1561 power_desc[num].cost = 0;
1562 power_desc[num].stat = A_INT;
1563 power_desc[num].fail = 0;
1564 power_desc[num++].number = -3;
1568 /* case CLASS_HIGH_MAGE: */
1569 case CLASS_SORCERER:
1571 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1572 power_desc[num].level = 25;
1573 power_desc[num].cost = 1;
1574 power_desc[num].stat = A_INT;
1575 power_desc[num].fail = 25;
1576 power_desc[num++].number = -3;
1581 if (is_good_realm(p_ptr->realm1))
1583 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1584 power_desc[num].level = 35;
1585 power_desc[num].cost = 70;
1586 power_desc[num].stat = A_WIS;
1587 power_desc[num].fail = 50;
1588 power_desc[num++].number = -3;
1592 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1593 power_desc[num].level = 42;
1594 power_desc[num].cost = 40;
1595 power_desc[num].stat = A_WIS;
1596 power_desc[num].fail = 35;
1597 power_desc[num++].number = -3;
1603 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1604 power_desc[num].level = 8;
1605 power_desc[num].cost = 12;
1606 power_desc[num].stat = A_DEX;
1607 power_desc[num].fail = 14;
1608 power_desc[num++].number = -3;
1614 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1615 power_desc[num].level = 15;
1616 power_desc[num].cost = 20;
1617 power_desc[num].stat = A_INT;
1618 power_desc[num].fail = 12;
1619 power_desc[num++].number = -3;
1624 if (is_good_realm(p_ptr->realm1))
1626 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1627 power_desc[num].level = 30;
1628 power_desc[num].cost = 30;
1629 power_desc[num].stat = A_WIS;
1630 power_desc[num].fail = 30;
1631 power_desc[num++].number = -3;
1635 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1636 power_desc[num].level = 30;
1637 power_desc[num].cost = 30;
1638 power_desc[num].stat = A_WIS;
1639 power_desc[num].fail = 30;
1640 power_desc[num++].number = -3;
1644 case CLASS_WARRIOR_MAGE:
1646 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1647 power_desc[num].level = 25;
1648 power_desc[num].cost = 0;
1649 power_desc[num].stat = A_INT;
1650 power_desc[num].fail = 10;
1651 power_desc[num++].number = -3;
1653 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1654 power_desc[num].level = 25;
1655 power_desc[num].cost = 0;
1656 power_desc[num].stat = A_INT;
1657 power_desc[num].fail = 10;
1658 power_desc[num++].number = -4;
1661 case CLASS_CHAOS_WARRIOR:
1663 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1664 power_desc[num].level = 40;
1665 power_desc[num].cost = 50;
1666 power_desc[num].stat = A_INT;
1667 power_desc[num].fail = 25;
1668 power_desc[num++].number = -3;
1673 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1674 power_desc[num].level = 25;
1675 power_desc[num].cost = 0;
1676 power_desc[num].stat = A_DEX;
1677 power_desc[num].fail = 0;
1678 power_desc[num++].number = -3;
1680 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1681 power_desc[num].level = 30;
1682 power_desc[num].cost = 30;
1683 power_desc[num].stat = A_STR;
1684 power_desc[num].fail = 20;
1685 power_desc[num++].number = -4;
1688 case CLASS_MINDCRAFTER:
1689 case CLASS_FORCETRAINER:
1691 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1692 power_desc[num].level = 15;
1693 power_desc[num].cost = 0;
1694 power_desc[num].stat = A_WIS;
1695 power_desc[num].fail = 10;
1696 power_desc[num++].number = -3;
1701 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1702 power_desc[num].level = 1;
1703 power_desc[num].cost = 0;
1704 power_desc[num].stat = A_DEX;
1705 power_desc[num].fail = 0;
1706 power_desc[num++].number = -3;
1708 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1709 power_desc[num].level = 25;
1710 power_desc[num].cost = 20;
1711 power_desc[num].stat = A_INT;
1712 power_desc[num].fail = 20;
1713 power_desc[num++].number = -4;
1716 case CLASS_IMITATOR:
1718 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1719 power_desc[num].level = 30;
1720 power_desc[num].cost = 100;
1721 power_desc[num].stat = A_DEX;
1722 power_desc[num].fail = 30;
1723 power_desc[num++].number = -3;
1726 case CLASS_BEASTMASTER:
1728 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1729 power_desc[num].level = 1;
1730 power_desc[num].cost = (p_ptr->lev+3)/4;
1731 power_desc[num].stat = A_CHR;
1732 power_desc[num].fail = 10;
1733 power_desc[num++].number = -3;
1735 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1736 power_desc[num].level = 30;
1737 power_desc[num].cost = (p_ptr->lev+20)/2;
1738 power_desc[num].stat = A_CHR;
1739 power_desc[num].fail = 10;
1740 power_desc[num++].number = -4;
1745 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1746 power_desc[num].level = 1;
1747 power_desc[num].cost = 0;
1748 power_desc[num].stat = A_DEX;
1749 power_desc[num].fail = 0;
1750 power_desc[num++].number = -3;
1753 case CLASS_MAGIC_EATER:
1755 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1756 power_desc[num].level = 1;
1757 power_desc[num].cost = 0;
1758 power_desc[num].stat = A_INT;
1759 power_desc[num].fail = 0;
1760 power_desc[num++].number = -3;
1762 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1763 power_desc[num].level = 10;
1764 power_desc[num].cost = 10 + (lvl - 10) / 2;
1765 power_desc[num].stat = A_INT;
1766 power_desc[num].fail = 0;
1767 power_desc[num++].number = -4;
1772 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1773 power_desc[num].level = 1;
1774 power_desc[num].cost = 0;
1775 power_desc[num].stat = A_CHR;
1776 power_desc[num].fail = 0;
1777 power_desc[num++].number = -3;
1780 case CLASS_RED_MAGE:
1782 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1783 power_desc[num].level = 48;
1784 power_desc[num].cost = 20;
1785 power_desc[num].stat = A_INT;
1786 power_desc[num].fail = 0;
1787 power_desc[num++].number = -3;
1792 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1793 power_desc[num].level = 1;
1794 power_desc[num].cost = 0;
1795 power_desc[num].stat = A_WIS;
1796 power_desc[num].fail = 0;
1797 power_desc[num++].number = -3;
1799 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1800 power_desc[num].level = 25;
1801 power_desc[num].cost = 0;
1802 power_desc[num].stat = A_DEX;
1803 power_desc[num].fail = 0;
1804 power_desc[num++].number = -4;
1807 case CLASS_BLUE_MAGE:
1809 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1810 power_desc[num].level = 1;
1811 power_desc[num].cost = 0;
1812 power_desc[num].stat = A_INT;
1813 power_desc[num].fail = 0;
1814 power_desc[num++].number = -3;
1819 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1820 power_desc[num].level = 10;
1821 power_desc[num].cost = 0;
1822 power_desc[num].stat = A_STR;
1823 power_desc[num].fail = 10;
1824 power_desc[num++].number = -3;
1827 case CLASS_BERSERKER:
1829 strcpy(power_desc[num].name, _("帰還", "Recall"));
1830 power_desc[num].level = 10;
1831 power_desc[num].cost = 10;
1832 power_desc[num].stat = A_DEX;
1833 power_desc[num].fail = 20;
1834 power_desc[num++].number = -3;
1837 case CLASS_MIRROR_MASTER:
1839 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1840 power_desc[num].level = 1;
1841 power_desc[num].cost = 0;
1842 power_desc[num].stat = A_INT;
1843 power_desc[num].fail = 0;
1844 power_desc[num++].number = -3;
1846 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1847 power_desc[num].level = 30;
1848 power_desc[num].cost = 0;
1849 power_desc[num].stat = A_INT;
1850 power_desc[num].fail = 20;
1851 power_desc[num++].number = -4;
1856 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1857 power_desc[num].level = 5;
1858 power_desc[num].cost = 15;
1859 power_desc[num].stat = A_INT;
1860 power_desc[num].fail = 20;
1861 power_desc[num++].number = -3;
1866 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1867 power_desc[num].level = 20;
1868 power_desc[num].cost = 0;
1869 power_desc[num].stat = A_DEX;
1870 power_desc[num].fail = 0;
1871 power_desc[num++].number = -3;
1875 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1878 if (p_ptr->mimic_form)
1880 switch (p_ptr->mimic_form)
1883 case MIMIC_DEMON_LORD:
1884 sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
1885 power_desc[num].level = 15;
1886 power_desc[num].cost = 10+lvl/3;
1887 power_desc[num].stat = A_CON;
1888 power_desc[num].fail = 20;
1889 power_desc[num++].number = -1;
1892 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1893 power_desc[num].level = 2;
1894 power_desc[num].cost = 1 + (lvl / 3);
1895 power_desc[num].stat = A_CON;
1896 power_desc[num].fail = 9;
1897 power_desc[num++].number = -1;
1903 switch (p_ptr->prace)
1906 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1907 power_desc[num].level = 5;
1908 power_desc[num].cost = 5;
1909 power_desc[num].stat = A_WIS;
1910 power_desc[num].fail = 12;
1911 power_desc[num++].number = -1;
1914 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1915 power_desc[num].level = 10;
1916 power_desc[num].cost = 5;
1917 power_desc[num].stat = A_WIS;
1918 power_desc[num].fail = 10;
1919 power_desc[num++].number = -1;
1922 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1923 power_desc[num].level = 15;
1924 power_desc[num].cost = 10;
1925 power_desc[num].stat = A_INT;
1926 power_desc[num].fail = 10;
1927 power_desc[num++].number = -1;
1930 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1931 power_desc[num].level = 5;
1932 power_desc[num].cost = 5;
1933 power_desc[num].stat = A_INT;
1934 power_desc[num].fail = 12;
1935 power_desc[num++].number = -1;
1938 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1939 power_desc[num].level = 3;
1940 power_desc[num].cost = 5;
1941 power_desc[num].stat = A_WIS;
1942 power_desc[num].fail = warrior ? 5 : 10;
1943 power_desc[num++].number = -1;
1945 case RACE_HALF_TROLL:
1946 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1947 power_desc[num].level = 10;
1948 power_desc[num].cost = 12;
1949 power_desc[num].stat = A_STR;
1950 power_desc[num].fail = warrior ? 6 : 12;
1951 power_desc[num++].number = -1;
1953 case RACE_BARBARIAN:
1954 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1955 power_desc[num].level = 8;
1956 power_desc[num].cost = 10;
1957 power_desc[num].stat = A_STR;
1958 power_desc[num].fail = warrior ? 6 : 12;
1959 power_desc[num++].number = -1;
1962 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1963 power_desc[num].level = 30;
1964 power_desc[num].cost = 50;
1965 power_desc[num].stat = A_INT;
1966 power_desc[num].fail = 50;
1967 power_desc[num++].number = -1;
1969 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1970 power_desc[num].level = 40;
1971 power_desc[num].cost = 75;
1972 power_desc[num].stat = A_WIS;
1973 power_desc[num].fail = 50;
1974 power_desc[num++].number = -2;
1976 case RACE_HALF_OGRE:
1977 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1978 power_desc[num].level = 25;
1979 power_desc[num].cost = 35;
1980 power_desc[num].stat = A_INT;
1981 power_desc[num].fail = 15;
1982 power_desc[num++].number = -1;
1984 case RACE_HALF_GIANT:
1985 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1986 power_desc[num].level = 20;
1987 power_desc[num].cost = 10;
1988 power_desc[num].stat = A_STR;
1989 power_desc[num].fail = 12;
1990 power_desc[num++].number = -1;
1992 case RACE_HALF_TITAN:
1993 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1994 power_desc[num].level = 15;
1995 power_desc[num].cost = 10;
1996 power_desc[num].stat = A_INT;
1997 power_desc[num].fail = 12;
1998 power_desc[num++].number = -1;
2001 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2002 power_desc[num].level = 20;
2003 power_desc[num].cost = 15;
2004 power_desc[num].stat = A_STR;
2005 power_desc[num].fail = 12;
2006 power_desc[num++].number = -1;
2009 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2010 power_desc[num].level = 15;
2011 power_desc[num].cost = 15;
2012 power_desc[num].stat = A_WIS;
2013 power_desc[num].fail = 10;
2014 power_desc[num++].number = -1;
2017 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2018 power_desc[num].level = 4;
2019 power_desc[num].cost = 6;
2020 power_desc[num].stat = A_INT;
2021 power_desc[num].fail = 3;
2022 power_desc[num++].number = -1;
2025 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2026 power_desc[num].level = 9;
2027 power_desc[num].cost = 9;
2028 power_desc[num].stat = A_DEX;
2029 power_desc[num].fail = 14;
2030 power_desc[num++].number = -1;
2033 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2034 power_desc[num].level = 12;
2035 power_desc[num].cost = 8;
2036 power_desc[num].stat = A_DEX;
2037 power_desc[num].fail = 14;
2038 power_desc[num++].number = -1;
2041 sprintf(power_desc[num].name, _("マジック・ミサイル (ダメージ %dd%d)", "Magic Missile (dm %dd%d)"), 3 + ((lvl - 1) / 5), 4);
2042 power_desc[num].level = 2;
2043 power_desc[num].cost = 2;
2044 power_desc[num].stat = A_INT;
2045 power_desc[num].fail = 9;
2046 power_desc[num++].number = -1;
2048 case RACE_DRACONIAN:
2049 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2050 power_desc[num].level = 1;
2051 power_desc[num].cost = lvl;
2052 power_desc[num].stat = A_CON;
2053 power_desc[num].fail = 12;
2054 power_desc[num++].number = -1;
2056 case RACE_MIND_FLAYER:
2057 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2058 power_desc[num].level = 15;
2059 power_desc[num].cost = 12;
2060 power_desc[num].stat = A_INT;
2061 power_desc[num].fail = 14;
2062 power_desc[num++].number = -1;
2065 sprintf(power_desc[num].name, _("ファイア・ボルト/ボール (ダメージ %d)", "Fire Bolt/Ball (dam %d)"), lvl);
2066 power_desc[num].level = 9;
2067 power_desc[num].cost = 15;
2068 power_desc[num].stat = A_WIS;
2069 power_desc[num].fail = 15;
2070 power_desc[num++].number = -1;
2073 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2074 power_desc[num].level = 20;
2075 power_desc[num].cost = 15;
2076 power_desc[num].stat = A_CON;
2077 power_desc[num].fail = 8;
2078 power_desc[num++].number = -1;
2082 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2083 power_desc[num].level = 30;
2084 power_desc[num].cost = 30;
2085 power_desc[num].stat = A_WIS;
2086 power_desc[num].fail = 18;
2087 power_desc[num++].number = -1;
2090 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2091 power_desc[num].level = 2;
2092 power_desc[num].cost = 1 + (lvl / 3);
2093 power_desc[num].stat = A_CON;
2094 power_desc[num].fail = 9;
2095 power_desc[num++].number = -1;
2098 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2099 power_desc[num].level = 12;
2100 power_desc[num].cost = 12;
2101 power_desc[num].stat = A_INT;
2102 power_desc[num].fail = 15;
2103 power_desc[num++].number = -1;
2106 sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
2107 power_desc[num].level = 15;
2108 power_desc[num].cost = 10+lvl/3;
2109 power_desc[num].stat = A_CON;
2110 power_desc[num].fail = 20;
2111 power_desc[num++].number = -1;
2114 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2115 power_desc[num].level = 20;
2116 power_desc[num].cost = 15;
2117 power_desc[num].stat = A_CHR;
2118 power_desc[num].fail = 8;
2119 power_desc[num++].number = -1;
2122 if (p_ptr->lev < 10)
2124 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2125 power_desc[num].level = 1;
2126 power_desc[num].cost = 7;
2127 power_desc[num].fail = 8;
2129 else if (p_ptr->lev < 25)
2131 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2132 power_desc[num].level = 10;
2133 power_desc[num].cost = 13;
2134 power_desc[num].fail = 10;
2136 else if (p_ptr->lev < 35)
2138 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2139 power_desc[num].level = 25;
2140 power_desc[num].cost = 26;
2141 power_desc[num].fail = 12;
2143 else if (p_ptr->lev < 45)
2145 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2146 power_desc[num].level = 35;
2147 power_desc[num].cost = 40;
2148 power_desc[num].fail = 15;
2152 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2153 power_desc[num].level = 45;
2154 power_desc[num].cost = 60;
2155 power_desc[num].fail = 18;
2157 power_desc[num].stat = A_STR;
2158 power_desc[num++].number = -1;
2169 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2171 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2172 power_desc[num].level = 9;
2173 power_desc[num].cost = 9;
2174 power_desc[num].stat = A_DEX;
2175 power_desc[num].fail = 15;
2176 power_desc[num++].number = MUT1_SPIT_ACID;
2179 if (p_ptr->muta1 & MUT1_BR_FIRE)
2181 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2182 power_desc[num].level = 20;
2183 power_desc[num].cost = lvl;
2184 power_desc[num].stat = A_CON;
2185 power_desc[num].fail = 18;
2186 power_desc[num++].number = MUT1_BR_FIRE;
2189 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2191 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2192 power_desc[num].level = 12;
2193 power_desc[num].cost = 12;
2194 power_desc[num].stat = A_CHR;
2195 power_desc[num].fail = 18;
2196 power_desc[num++].number = MUT1_HYPN_GAZE;
2199 if (p_ptr->muta1 & MUT1_TELEKINES)
2201 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2202 power_desc[num].level = 9;
2203 power_desc[num].cost = 9;
2204 power_desc[num].stat = A_WIS;
2205 power_desc[num].fail = 14;
2206 power_desc[num++].number = MUT1_TELEKINES;
2209 if (p_ptr->muta1 & MUT1_VTELEPORT)
2211 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2212 power_desc[num].level = 7;
2213 power_desc[num].cost = 7;
2214 power_desc[num].stat = A_WIS;
2215 power_desc[num].fail = 15;
2216 power_desc[num++].number = MUT1_VTELEPORT;
2219 if (p_ptr->muta1 & MUT1_MIND_BLST)
2221 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2222 power_desc[num].level = 5;
2223 power_desc[num].cost = 3;
2224 power_desc[num].stat = A_WIS;
2225 power_desc[num].fail = 15;
2226 power_desc[num++].number = MUT1_MIND_BLST;
2229 if (p_ptr->muta1 & MUT1_RADIATION)
2231 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2232 power_desc[num].level = 15;
2233 power_desc[num].cost = 15;
2234 power_desc[num].stat = A_CON;
2235 power_desc[num].fail = 14;
2236 power_desc[num++].number = MUT1_RADIATION;
2239 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2241 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2242 power_desc[num].level = 2;
2243 power_desc[num].cost = (1 + (lvl / 3));
2244 power_desc[num].stat = A_CON;
2245 power_desc[num].fail = 9;
2246 power_desc[num++].number = MUT1_VAMPIRISM;
2249 if (p_ptr->muta1 & MUT1_SMELL_MET)
2251 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2252 power_desc[num].level = 3;
2253 power_desc[num].cost = 2;
2254 power_desc[num].stat = A_INT;
2255 power_desc[num].fail = 12;
2256 power_desc[num++].number = MUT1_SMELL_MET;
2259 if (p_ptr->muta1 & MUT1_SMELL_MON)
2261 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2262 power_desc[num].level = 5;
2263 power_desc[num].cost = 4;
2264 power_desc[num].stat = A_INT;
2265 power_desc[num].fail = 15;
2266 power_desc[num++].number = MUT1_SMELL_MON;
2269 if (p_ptr->muta1 & MUT1_BLINK)
2271 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2272 power_desc[num].level = 3;
2273 power_desc[num].cost = 3;
2274 power_desc[num].stat = A_WIS;
2275 power_desc[num].fail = 12;
2276 power_desc[num++].number = MUT1_BLINK;
2279 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2281 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2282 power_desc[num].level = 8;
2283 power_desc[num].cost = 12;
2284 power_desc[num].stat = A_CON;
2285 power_desc[num].fail = 18;
2286 power_desc[num++].number = MUT1_EAT_ROCK;
2289 if (p_ptr->muta1 & MUT1_SWAP_POS)
2291 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2292 power_desc[num].level = 15;
2293 power_desc[num].cost = 12;
2294 power_desc[num].stat = A_DEX;
2295 power_desc[num].fail = 16;
2296 power_desc[num++].number = MUT1_SWAP_POS;
2299 if (p_ptr->muta1 & MUT1_SHRIEK)
2301 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2302 power_desc[num].level = 20;
2303 power_desc[num].cost = 14;
2304 power_desc[num].stat = A_CON;
2305 power_desc[num].fail = 16;
2306 power_desc[num++].number = MUT1_SHRIEK;
2309 if (p_ptr->muta1 & MUT1_ILLUMINE)
2311 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2312 power_desc[num].level = 3;
2313 power_desc[num].cost = 2;
2314 power_desc[num].stat = A_INT;
2315 power_desc[num].fail = 10;
2316 power_desc[num++].number = MUT1_ILLUMINE;
2319 if (p_ptr->muta1 & MUT1_DET_CURSE)
2321 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2322 power_desc[num].level = 7;
2323 power_desc[num].cost = 14;
2324 power_desc[num].stat = A_WIS;
2325 power_desc[num].fail = 14;
2326 power_desc[num++].number = MUT1_DET_CURSE;
2329 if (p_ptr->muta1 & MUT1_BERSERK)
2331 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2332 power_desc[num].level = 8;
2333 power_desc[num].cost = 8;
2334 power_desc[num].stat = A_STR;
2335 power_desc[num].fail = 14;
2336 power_desc[num++].number = MUT1_BERSERK;
2339 if (p_ptr->muta1 & MUT1_POLYMORPH)
2341 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2342 power_desc[num].level = 18;
2343 power_desc[num].cost = 20;
2344 power_desc[num].stat = A_CON;
2345 power_desc[num].fail = 18;
2346 power_desc[num++].number = MUT1_POLYMORPH;
2349 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2351 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2352 power_desc[num].level = 10;
2353 power_desc[num].cost = 5;
2354 power_desc[num].stat = A_INT;
2355 power_desc[num].fail = 12;
2356 power_desc[num++].number = MUT1_MIDAS_TCH;
2359 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2361 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2362 power_desc[num].level = 1;
2363 power_desc[num].cost = 6;
2364 power_desc[num].stat = A_CON;
2365 power_desc[num].fail = 14;
2366 power_desc[num++].number = MUT1_GROW_MOLD;
2369 if (p_ptr->muta1 & MUT1_RESIST)
2371 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2372 power_desc[num].level = 10;
2373 power_desc[num].cost = 12;
2374 power_desc[num].stat = A_CON;
2375 power_desc[num].fail = 12;
2376 power_desc[num++].number = MUT1_RESIST;
2379 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2381 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2382 power_desc[num].level = 12;
2383 power_desc[num].cost = 12;
2384 power_desc[num].stat = A_STR;
2385 power_desc[num].fail = 16;
2386 power_desc[num++].number = MUT1_EARTHQUAKE;
2389 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2391 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2392 power_desc[num].level = 17;
2393 power_desc[num].cost = 1;
2394 power_desc[num].stat = A_WIS;
2395 power_desc[num].fail = 15;
2396 power_desc[num++].number = MUT1_EAT_MAGIC;
2399 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2401 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2402 power_desc[num].level = 6;
2403 power_desc[num].cost = 6;
2404 power_desc[num].stat = A_INT;
2405 power_desc[num].fail = 10;
2406 power_desc[num++].number = MUT1_WEIGH_MAG;
2409 if (p_ptr->muta1 & MUT1_STERILITY)
2411 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2412 power_desc[num].level = 12;
2413 power_desc[num].cost = 23;
2414 power_desc[num].stat = A_CHR;
2415 power_desc[num].fail = 15;
2416 power_desc[num++].number = MUT1_STERILITY;
2419 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2421 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2422 power_desc[num].level = 10;
2423 power_desc[num].cost = 12;
2424 power_desc[num].stat = A_DEX;
2425 power_desc[num].fail = 14;
2426 power_desc[num++].number = MUT1_PANIC_HIT;
2429 if (p_ptr->muta1 & MUT1_DAZZLE)
2431 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2432 power_desc[num].level = 7;
2433 power_desc[num].cost = 15;
2434 power_desc[num].stat = A_CHR;
2435 power_desc[num].fail = 8;
2436 power_desc[num++].number = MUT1_DAZZLE;
2439 if (p_ptr->muta1 & MUT1_LASER_EYE)
2441 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2442 power_desc[num].level = 7;
2443 power_desc[num].cost = 10;
2444 power_desc[num].stat = A_WIS;
2445 power_desc[num].fail = 9;
2446 power_desc[num++].number = MUT1_LASER_EYE;
2449 if (p_ptr->muta1 & MUT1_RECALL)
2451 strcpy(power_desc[num].name, _("帰還", "Recall"));
2452 power_desc[num].level = 17;
2453 power_desc[num].cost = 50;
2454 power_desc[num].stat = A_INT;
2455 power_desc[num].fail = 16;
2456 power_desc[num++].number = MUT1_RECALL;
2459 if (p_ptr->muta1 & MUT1_BANISH)
2461 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2462 power_desc[num].level = 25;
2463 power_desc[num].cost = 25;
2464 power_desc[num].stat = A_WIS;
2465 power_desc[num].fail = 18;
2466 power_desc[num++].number = MUT1_BANISH;
2469 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2471 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2472 power_desc[num].level = 2;
2473 power_desc[num].cost = 2;
2474 power_desc[num].stat = A_CON;
2475 power_desc[num].fail = 11;
2476 power_desc[num++].number = MUT1_COLD_TOUCH;
2479 if (p_ptr->muta1 & MUT1_LAUNCHER)
2481 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2482 power_desc[num].level = 1;
2483 power_desc[num].cost = lvl;
2484 power_desc[num].stat = A_STR;
2485 power_desc[num].fail = 6;
2486 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2487 power_desc[num++].number = 3;
2491 /* Nothing chosen yet */
2497 /* Build a prompt */
2498 (void) strnfmt(out_val, 78,
2499 _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
2500 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2502 if (!repeat_pull(&i) || i<0 || i>=num) {
2503 if (use_menu) screen_save();
2504 /* Get a spell from the user */
2506 choice = (always_show_list || use_menu) ? ESCAPE:1;
2509 if( choice==ESCAPE ) choice = ' ';
2510 else if( !get_com(out_val, &choice, FALSE) )break;
2512 if (use_menu && choice != ' ')
2519 p_ptr->energy_use = 0;
2527 menu_line += (num - 1);
2548 else if (menu_line+18 <= num)
2562 if (menu_line > num) menu_line -= num;
2564 /* Request redraw */
2565 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2568 if (!redraw || use_menu)
2580 if (!use_menu) screen_save();
2582 /* Print header(s) */
2584 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2586 prt(_(" Lv MP 失率 Lv MP 失率",
2587 " Lv Cost Fail Lv Cost Fail"), y++, x);
2593 x1 = ((ctr < 18) ? x : x + 40);
2594 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2598 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2599 else strcpy(dummy, " ");
2603 /* letter/number for power selection */
2607 letter = '0' + ctr - 26;
2608 sprintf(dummy, " %c) ",letter);
2610 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2611 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2612 100 - racial_chance(&power_desc[ctr])));
2632 if (choice == '\r' && num == 1)
2637 if (isalpha(choice))
2640 ask = (isupper(choice));
2643 if (ask) choice = (char)tolower(choice);
2645 /* Extract request */
2646 i = (islower(choice) ? A2I(choice) : -1);
2650 ask = FALSE; /* Can't uppercase digits */
2652 i = choice - '0' + 26;
2656 /* Totally Illegal */
2657 if ((i < 0) || (i >= num))
2669 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2671 /* Belay that order */
2672 if (!get_check(tmp_val)) continue;
2678 if (redraw) screen_load();
2680 /* Abort if needed */
2683 p_ptr->energy_use = 0;
2687 } /*if (!repeat_pull(&i) || ...)*/
2688 switch (racial_aux(&power_desc[i]))
2691 if (power_desc[i].number < 0)
2692 cast = cmd_racial_power_aux(power_desc[i].number);
2694 cast = mutation_power_aux(power_desc[i].number);
2708 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2710 /* If mana is not enough, player consumes hit point! */
2711 if (p_ptr->csp < actual_racial_cost)
2713 actual_racial_cost -= p_ptr->csp;
2715 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2717 else p_ptr->csp -= actual_racial_cost;
2719 /* Redraw mana and hp */
2720 p_ptr->redraw |= (PR_HP | PR_MANA);
2722 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2725 else p_ptr->energy_use = 0;