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
16 * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
17 * Hook to determine if an object is contertible in an arrow/bolt
18 * @param o_ptr オブジェクトの構造体の参照ポインタ。
19 * @return 材料にできるならTRUEを返す
21 static bool item_tester_hook_convertible(object_type *o_ptr)
23 if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
25 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
31 * @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'.
32 * Hook to determine if an object is contertible in an arrow/bolt
33 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
35 static bool do_cmd_archer(void)
44 char o_name[MAX_NLEN];
49 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
50 else if(p_ptr->lev >= 10)
51 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
53 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
57 msg_print(_("混乱してる!", "You are too confused!"));
63 msg_print(_("目が見えない!", "You are blind!"));
69 if (!get_com(com, &ch, TRUE))
73 if (ch == 'S' || ch == 's')
78 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
83 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
90 /**********Create shots*********/
96 if (!get_rep_dir(&dir, FALSE)) return FALSE;
101 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
103 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
106 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
108 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
114 /* Get local object */
117 /* Hack -- Give the player some small firestones */
118 object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
119 q_ptr->number = (byte)rand_range(15,30);
122 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
123 q_ptr->discount = 99;
125 slot = inven_carry(q_ptr);
127 object_desc(o_name, q_ptr, 0);
128 msg_format(_("%sを作った。", "You make some ammo."), o_name);
130 /* Auto-inscription */
131 if (slot >= 0) autopick_alter_item(slot, FALSE);
133 /* Destroy the wall */
134 cave_alter_feat(y, x, FF_HURT_ROCK);
136 p_ptr->update |= (PU_FLOW);
139 /**********Create arrows*********/
146 item_tester_hook = item_tester_hook_convertible;
149 q = _("どのアイテムから作りますか? ", "Convert which item? ");
150 s = _("材料を持っていない。", "You have no item to convert.");
151 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
153 /* Get the item (in the pack) */
156 q_ptr = &inventory[item];
159 /* Get the item (on the floor) */
162 q_ptr = &o_list[0 - item];
165 /* Get local object */
168 /* Hack -- Give the player some small firestones */
169 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
170 q_ptr->number = (byte)rand_range(5, 10);
173 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
175 q_ptr->discount = 99;
177 object_desc(o_name, q_ptr, 0);
178 msg_format(_("%sを作った。", "You make some ammo."), o_name);
182 inven_item_increase(item, -1);
183 inven_item_describe(item);
184 inven_item_optimize(item);
188 floor_item_increase(0 - item, -1);
189 floor_item_describe(0 - item);
190 floor_item_optimize(0 - item);
193 slot = inven_carry(q_ptr);
195 /* Auto-inscription */
196 if (slot >= 0) autopick_alter_item(slot, FALSE);
198 /**********Create bolts*********/
205 item_tester_hook = item_tester_hook_convertible;
208 q = _("どのアイテムから作りますか? ", "Convert which item? ");
209 s = _("材料を持っていない。", "You have no item to convert.");
210 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
212 /* Get the item (in the pack) */
215 q_ptr = &inventory[item];
218 /* Get the item (on the floor) */
221 q_ptr = &o_list[0 - item];
224 /* Get local object */
227 /* Hack -- Give the player some small firestones */
228 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
229 q_ptr->number = (byte)rand_range(4, 8);
232 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
234 q_ptr->discount = 99;
236 object_desc(o_name, q_ptr, 0);
237 msg_format(_("%sを作った。", "You make some ammo."), o_name);
241 inven_item_increase(item, -1);
242 inven_item_describe(item);
243 inven_item_optimize(item);
247 floor_item_increase(0 - item, -1);
248 floor_item_describe(0 - item);
249 floor_item_optimize(0 - item);
252 slot = inven_carry(q_ptr);
254 /* Auto-inscription */
255 if (slot >= 0) autopick_alter_item(slot, FALSE);
261 * @brief 魔道具術師の魔力取り込み処理
262 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
264 bool gain_magic(void)
271 char o_name[MAX_NLEN];
273 /* Only accept legal items */
274 item_tester_hook = item_tester_hook_recharge;
277 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
278 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
280 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
282 /* Get the item (in the pack) */
285 o_ptr = &inventory[item];
288 /* Get the item (on the floor) */
291 o_ptr = &o_list[0 - item];
294 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
296 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."));
301 if (!object_is_known(o_ptr))
303 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
309 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
314 if (o_ptr->tval == TV_ROD)
316 else if (o_ptr->tval == TV_WAND)
319 if (o_ptr->tval == TV_ROD)
321 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
322 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
327 for (num = o_ptr->number; num; num--)
330 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
331 if (p_ptr->magic_num2[o_ptr->sval + ext])
334 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
335 if (gain_num < 1) gain_num = 1;
337 p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
338 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
339 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
340 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
341 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;
342 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
346 object_desc(o_name, o_ptr, 0);
348 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
350 /* Eliminate the item (from the pack) */
353 inven_item_increase(item, -999);
354 inven_item_describe(item);
355 inven_item_optimize(item);
358 /* Eliminate the item (from the floor) */
361 floor_item_increase(0 - item, -999);
362 floor_item_describe(0 - item);
363 floor_item_optimize(0 - item);
370 * @brief 魔法系コマンドを実行できるかの判定を返す
371 * @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。
373 static bool can_do_cmd_cast(void)
375 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
377 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
381 else if (p_ptr->anti_magic)
383 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
386 else if (p_ptr->shero)
388 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
397 * @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。
399 static bool choose_kamae(void)
408 msg_print(_("混乱していて構えられない!", "Too confused."));
414 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
416 for (i = 0; i < MAX_KAMAE; i++)
418 if (p_ptr->lev >= kamae_shurui[i].min_level)
420 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
426 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
432 if (choice == ESCAPE)
437 else if ((choice == 'a') || (choice == 'A'))
439 if (p_ptr->action == ACTION_KAMAE)
441 set_action(ACTION_NONE);
444 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
448 else if ((choice == 'b') || (choice == 'B'))
453 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
458 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
463 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
469 set_action(ACTION_KAMAE);
471 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
473 msg_print(_("構え直した。", "You reassume a posture."));
477 p_ptr->special_defense &= ~(KAMAE_MASK);
478 p_ptr->update |= (PU_BONUS);
479 p_ptr->redraw |= (PR_STATE);
480 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
481 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
483 p_ptr->redraw |= PR_STATE;
490 * @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。
492 static bool choose_kata(void)
501 msg_print(_("混乱していて構えられない!", "Too confused."));
507 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
513 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
519 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
521 for (i = 0; i < MAX_KATA; i++)
523 if (p_ptr->lev >= kata_shurui[i].min_level)
525 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
531 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
537 if (choice == ESCAPE)
542 else if ((choice == 'a') || (choice == 'A'))
544 if (p_ptr->action == ACTION_KATA)
546 set_action(ACTION_NONE);
549 msg_print(_("もともと構えていない。", "You are not assuming posture."));
553 else if ((choice == 'b') || (choice == 'B'))
558 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
563 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
568 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
574 set_action(ACTION_KATA);
576 if (p_ptr->special_defense & (KATA_IAI << new_kata))
578 msg_print(_("構え直した。", "You reassume a posture."));
582 p_ptr->special_defense &= ~(KATA_MASK);
583 p_ptr->update |= (PU_BONUS);
584 p_ptr->update |= (PU_MONSTERS);
585 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
586 p_ptr->special_defense |= (KATA_IAI << new_kata);
588 p_ptr->redraw |= (PR_STATE);
589 p_ptr->redraw |= (PR_STATUS);
596 * @brief レイシャル・パワー情報のtypedef
598 typedef struct power_desc_type power_desc_type;
601 * @brief レイシャル・パワー情報の構造体定義
603 struct power_desc_type
615 * @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
616 * @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
619 static int racial_chance(power_desc_type *pd_ptr)
621 s16b min_level = pd_ptr->level;
622 int difficulty = pd_ptr->fail;
627 int stat = p_ptr->stat_cur[pd_ptr->stat];
629 /* No chance for success */
630 if ((p_ptr->lev < min_level) || p_ptr->confused)
635 if (difficulty == 0) return 100;
637 /* Calculate difficulty */
640 difficulty += p_ptr->stun;
642 else if (p_ptr->lev > min_level)
644 int lev_adj = ((p_ptr->lev - min_level) / 3);
645 if (lev_adj > 10) lev_adj = 10;
646 difficulty -= lev_adj;
649 if (difficulty < 5) difficulty = 5;
651 /* We only need halfs of the difficulty */
652 difficulty = difficulty / 2;
654 for (i = 1; i <= stat; i++)
656 val = i - difficulty;
658 sum += (val <= difficulty) ? val : difficulty;
664 return (((sum * 100) / difficulty) / stat);
668 static int racial_cost;
671 * @brief レイシャル・パワーの発動の判定処理
672 * @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
674 * 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。
675 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
677 static int racial_aux(power_desc_type *pd_ptr)
679 s16b min_level = pd_ptr->level;
680 int use_stat = pd_ptr->stat;
681 int difficulty = pd_ptr->fail;
684 racial_cost = pd_ptr->cost;
686 /* Not enough mana - use hp */
687 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
689 /* Power is not available yet */
690 if (p_ptr->lev < min_level)
692 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。",
693 "You need to attain level %d to use this power."), min_level);
700 else if (p_ptr->confused)
702 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."));
708 else if (p_ptr->chp < use_hp)
710 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? ")))
717 /* Else attempt to do it! */
723 difficulty += p_ptr->stun;
725 else if (p_ptr->lev > min_level)
727 int lev_adj = ((p_ptr->lev - min_level) / 3);
728 if (lev_adj > 10) lev_adj = 10;
729 difficulty -= lev_adj;
732 if (difficulty < 5) difficulty = 5;
735 /* take time and pay the price */
739 if (randint1(p_ptr->stat_cur[use_stat]) >=
740 ((difficulty / 2) + randint1(difficulty / 2)))
745 if (flush_failure) flush();
746 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
752 * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
755 void ratial_stop_mouth()
757 if (music_singing_any()) stop_singing();
758 if (hex_spelling_any()) stop_hex_spell_all();
762 * @brief レイシャル・パワー発動処理
763 * @param command 発動するレイシャルのID
764 * @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。
766 static bool cmd_racial_power_aux(s32b command)
768 s16b plev = p_ptr->lev;
773 switch (p_ptr->pclass)
780 for (i = 0; i < 6; i++)
783 y = py + ddy_ddd[dir];
784 x = px + ddx_ddd[dir];
787 /* Hack -- attack monsters */
792 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
797 case CLASS_HIGH_MAGE:
798 if (p_ptr->realm1 == REALM_HEX)
800 bool retval = stop_hex_spell();
801 if (retval) energy_use = 10;
805 /* case CLASS_HIGH_MAGE: */
808 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
813 if (is_good_realm(p_ptr->realm1))
815 if (!bless_weapon()) return FALSE;
819 (void)dispel_monsters(plev * 4);
820 turn_monsters(plev * 4);
821 banish_monsters(plev * 4);
829 if (!get_rep_dir(&dir, FALSE)) return FALSE;
832 if (cave[y][x].m_idx)
835 if (randint0(p_ptr->skill_dis) < 7)
836 msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
837 else teleport_player(30, 0L);
841 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"));
849 msg_print(_("敵を調査した...", "You examine your foes..."));
855 if (!get_aim_dir(&dir)) return FALSE;
856 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
860 case CLASS_WARRIOR_MAGE:
864 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
865 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
868 p_ptr->csp += gain_sp;
869 if (p_ptr->csp > p_ptr->msp)
871 p_ptr->csp = p_ptr->msp;
877 msg_print(_("変換に失敗した。", "You failed to convert."));
880 else if (command == -4)
882 if (p_ptr->csp >= p_ptr->lev / 5)
884 p_ptr->csp -= p_ptr->lev / 5;
885 hp_player(p_ptr->lev);
889 msg_print(_("変換に失敗した。", "You failed to convert."));
893 /* Redraw mana and hp */
894 p_ptr->redraw |= (PR_HP | PR_MANA);
898 case CLASS_CHAOS_WARRIOR:
900 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
901 slow_monsters(p_ptr->lev);
902 stun_monsters(p_ptr->lev * 4);
903 confuse_monsters(p_ptr->lev * 4);
904 turn_monsters(p_ptr->lev * 4);
905 stasis_monsters(p_ptr->lev * 4);
910 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
912 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
917 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
923 if (!choose_kamae()) return FALSE;
924 p_ptr->update |= (PU_BONUS);
926 else if (command == -4)
930 if (!get_rep_dir(&dir, FALSE)) return FALSE;
933 if (cave[y][x].m_idx)
936 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!!!",
937 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
939 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!!!",
940 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
943 if (cave[y][x].m_idx)
948 p_ptr->energy_need += ENERGY_NEED();
952 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"));
958 case CLASS_MINDCRAFTER:
959 case CLASS_FORCETRAINER:
963 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."));
966 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
968 p_ptr->csp += (3 + p_ptr->lev/20);
969 if (p_ptr->csp >= p_ptr->msp)
971 p_ptr->csp = p_ptr->msp;
976 p_ptr->redraw |= (PR_MANA);
983 if (!get_aim_dir(&dir)) return FALSE;
985 fire_beam(GF_PHOTO, dir, 1);
987 else if (command == -4)
989 if (!identify_fully(FALSE)) return FALSE;
996 if (!do_cmd_mane(TRUE)) return FALSE;
999 case CLASS_BEASTMASTER:
1003 if (!get_aim_dir(&dir)) return FALSE;
1004 (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1006 else if (command == -4)
1008 project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1014 if (!do_cmd_archer()) return FALSE;
1017 case CLASS_MAGIC_EATER:
1019 if (command == -3) {
1020 if (!gain_magic()) return FALSE;
1021 } else if (command == -4) {
1022 if (!can_do_cmd_cast()) return FALSE;
1023 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1029 /* Singing is already stopped */
1030 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
1036 case CLASS_RED_MAGE:
1038 if (!can_do_cmd_cast()) return FALSE;
1042 if (!p_ptr->paralyzed && can_do_cmd_cast())
1050 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1054 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."));
1057 if (p_ptr->special_defense & KATA_MASK)
1059 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1062 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1064 p_ptr->csp += p_ptr->msp / 2;
1065 if (p_ptr->csp >= max_csp)
1067 p_ptr->csp = max_csp;
1068 p_ptr->csp_frac = 0;
1072 p_ptr->redraw |= (PR_MANA);
1074 else if (command == -4)
1076 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1078 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1081 if (!choose_kata()) return FALSE;
1082 p_ptr->update |= (PU_BONUS);
1086 case CLASS_BLUE_MAGE:
1088 if (p_ptr->action == ACTION_LEARN)
1090 set_action(ACTION_NONE);
1094 set_action(ACTION_LEARN);
1102 monster_type *m_ptr;
1103 monster_race *r_ptr;
1108 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1111 if (!do_riding(TRUE)) return TRUE;
1112 m_ptr = &m_list[p_ptr->riding];
1113 r_ptr = &r_info[m_ptr->r_idx];
1114 monster_desc(m_name, m_ptr, 0);
1115 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1116 if (is_pet(m_ptr)) break;
1117 rlev = r_ptr->level;
1118 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1119 if (rlev > 60) rlev = 60+(rlev-60)/2;
1120 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1121 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1122 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1123 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1125 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1130 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1134 /* 落馬処理に失敗してもとにかく乗馬解除 */
1139 case CLASS_BERSERKER:
1141 if (!word_of_recall()) return FALSE;
1146 if (p_ptr->lev > 29)
1148 if (!identify_fully(TRUE)) return FALSE;
1152 if (!ident_spell(TRUE)) return FALSE;
1156 case CLASS_MIRROR_MASTER:
1160 /* Explode all mirrors */
1161 remove_all_mirrors(TRUE);
1163 else if (command == -4)
1167 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."));
1170 if (is_mirror_grid(&cave[py][px]))
1172 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1174 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1175 if (p_ptr->csp >= p_ptr->msp)
1177 p_ptr->csp = p_ptr->msp;
1178 p_ptr->csp_frac = 0;
1182 p_ptr->redraw |= (PR_MANA);
1186 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1193 if (p_ptr->action == ACTION_HAYAGAKE)
1195 set_action(ACTION_NONE);
1199 cave_type *c_ptr = &cave[py][px];
1200 feature_type *f_ptr = &f_info[c_ptr->feat];
1202 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1203 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1205 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1209 set_action(ACTION_HAYAGAKE);
1220 else if (p_ptr->mimic_form)
1222 switch (p_ptr->mimic_form)
1225 case MIMIC_DEMON_LORD:
1227 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1228 if (!get_aim_dir(&dir)) return FALSE;
1229 ratial_stop_mouth();
1231 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1233 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1236 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1240 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1242 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1247 int y, x, dummy = 0;
1250 /* Only works on adjacent monsters */
1251 if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
1254 c_ptr = &cave[y][x];
1256 ratial_stop_mouth();
1260 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1264 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1265 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1266 if (drain_life(dir, dummy))
1268 if (p_ptr->food < PY_FOOD_FULL)
1269 /* No heal if we are "full" */
1270 (void)hp_player(dummy);
1272 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1274 /* Gain nutritional sustenance: 150/hp drained */
1275 /* A Food ration gives 5000 food points (by contrast) */
1276 /* Don't ever get more than "Full" this way */
1277 /* But if we ARE Gorged, it won't cure us */
1278 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1279 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1280 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1283 msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1292 switch (p_ptr->prace)
1295 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1296 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1297 (void)detect_doors(DETECT_RAD_DEFAULT);
1298 (void)detect_stairs(DETECT_RAD_DEFAULT);
1306 /* Get local object */
1309 /* Create the food ration */
1310 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1312 /* Drop the object from heaven */
1313 (void)drop_near(q_ptr, -1, py, px);
1314 msg_print(_("食事を料理して作った。", "You cook some food."));
1319 msg_print(_("パッ!", "Blink!"));
1320 teleport_player(10, 0L);
1324 msg_print(_("勇気を出した。", "You play tough."));
1325 (void)set_afraid(0);
1328 case RACE_HALF_TROLL:
1329 msg_print(_("うがぁぁ!", "RAAAGH!"));
1330 (void)set_afraid(0);
1331 (void)set_shero(10 + randint1(plev), FALSE);
1332 (void)hp_player(30);
1338 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1341 else if (command == -2)
1343 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..."));
1345 (void)set_poisoned(0);
1350 (void)set_afraid(0);
1351 (void)do_res_stat(A_STR);
1352 (void)do_res_stat(A_INT);
1353 (void)do_res_stat(A_WIS);
1354 (void)do_res_stat(A_DEX);
1355 (void)do_res_stat(A_CON);
1356 (void)do_res_stat(A_CHR);
1357 (void)restore_level();
1361 case RACE_BARBARIAN:
1362 msg_print(_("うぉぉおお!", "Raaagh!"));
1363 (void)set_afraid(0);
1364 (void)set_shero(10 + randint1(plev), FALSE);
1365 (void)hp_player(30);
1368 case RACE_HALF_OGRE:
1369 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1373 case RACE_HALF_GIANT:
1374 if (!get_aim_dir(&dir)) return FALSE;
1375 (void)wall_to_mud(dir, 20 + randint1(30));
1378 case RACE_HALF_TITAN:
1379 msg_print(_("敵を調査した...", "You examine your foes..."));
1384 if (!get_aim_dir(&dir)) return FALSE;
1385 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1386 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1390 if (!get_aim_dir(&dir)) return FALSE;
1391 ratial_stop_mouth();
1392 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1393 (void)fear_monster(dir, plev);
1397 if (!get_aim_dir(&dir)) return FALSE;
1398 ratial_stop_mouth();
1399 msg_print(_("酸を吐いた。", "You spit acid."));
1400 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1401 else fire_ball(GF_ACID, dir, plev, 2);
1405 if (!get_aim_dir(&dir)) return FALSE;
1406 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1407 fire_bolt(GF_POIS, dir, plev);
1411 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1412 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1413 (void)detect_doors(DETECT_RAD_DEFAULT);
1414 (void)detect_stairs(DETECT_RAD_DEFAULT);
1418 if (!get_aim_dir(&dir)) return FALSE;
1419 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1420 fire_bolt_or_beam(10, GF_MISSILE, dir,
1421 damroll(3 + ((plev - 1) / 5), 4));
1424 case RACE_DRACONIAN:
1426 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1428 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1430 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1433 if (!get_aim_dir(&dir)) return FALSE;
1435 if (randint1(100) < plev)
1437 switch (p_ptr->pclass)
1440 case CLASS_BERSERKER:
1443 case CLASS_IMITATOR:
1449 Type_desc = _("エレメント", "the elements");
1454 Type_desc = _("破片", "shards");
1458 case CLASS_WARRIOR_MAGE:
1459 case CLASS_HIGH_MAGE:
1460 case CLASS_SORCERER:
1461 case CLASS_MAGIC_EATER:
1462 case CLASS_RED_MAGE:
1463 case CLASS_BLUE_MAGE:
1464 case CLASS_MIRROR_MASTER:
1468 Type_desc = _("魔力", "mana");
1472 Type = GF_DISENCHANT;
1473 Type_desc = _("劣化", "disenchantment");
1476 case CLASS_CHAOS_WARRIOR:
1479 Type = GF_CONFUSION;
1480 Type_desc = _("混乱", "confusion");
1485 Type_desc = _("カオス", "chaos");
1490 case CLASS_FORCETRAINER:
1493 Type = GF_CONFUSION;
1494 Type_desc = _("混乱", "confusion");
1499 Type_desc = _("轟音", "sound");
1502 case CLASS_MINDCRAFTER:
1505 Type = GF_CONFUSION;
1506 Type_desc = _("混乱", "confusion");
1511 Type_desc = _("精神エネルギー", "mental energy");
1518 Type = GF_HELL_FIRE;
1519 Type_desc = _("地獄の劫火", "hellfire");
1523 Type = GF_HOLY_FIRE;
1524 Type_desc = _("聖なる炎", "holy fire");
1532 Type_desc = _("暗黒", "darkness");
1537 Type_desc = _("毒", "poison");
1544 Type_desc = _("轟音", "sound");
1548 Type = GF_CONFUSION;
1549 Type_desc = _("混乱", "confusion");
1555 ratial_stop_mouth();
1556 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1558 fire_ball(Type, dir, plev * 2,
1563 case RACE_MIND_FLAYER:
1564 if (!get_aim_dir(&dir)) return FALSE;
1565 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1566 fire_bolt(GF_PSI, dir, plev);
1570 if (!get_aim_dir(&dir)) return FALSE;
1573 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1574 fire_ball(GF_FIRE, dir, plev, 2);
1578 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1579 fire_bolt(GF_FIRE, dir, plev);
1584 (void)set_shield(randint1(20) + 30, FALSE);
1589 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."));
1590 (void)restore_level();
1594 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1596 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1601 int y, x, dummy = 0;
1604 /* Only works on adjacent monsters */
1605 if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
1608 c_ptr = &cave[y][x];
1610 ratial_stop_mouth();
1614 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1618 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1619 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1620 if (drain_life(dir, dummy))
1622 if (p_ptr->food < PY_FOOD_FULL)
1623 /* No heal if we are "full" */
1624 (void)hp_player(dummy);
1626 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1628 /* Gain nutritional sustenance: 150/hp drained */
1629 /* A Food ration gives 5000 food points (by contrast) */
1630 /* Don't ever get more than "Full" this way */
1631 /* But if we ARE Gorged, it won't cure us */
1632 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1633 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1634 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1637 msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1642 if (!get_aim_dir(&dir)) return FALSE;
1643 ratial_stop_mouth();
1644 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!"));
1645 (void)fear_monster(dir, plev);
1649 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1650 if (plev < 25) sleep_monsters_touch();
1651 else (void)sleep_monsters(plev);
1656 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1657 if (!get_aim_dir(&dir)) return FALSE;
1658 ratial_stop_mouth();
1660 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1662 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1665 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1670 (void)set_tsubureru(randint1(20) + 30, FALSE);
1674 if (!get_aim_dir(&dir)) return FALSE;
1677 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1678 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1682 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1683 fire_bolt(GF_MISSILE, dir, plev);
1687 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1688 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1692 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1693 fire_beam(GF_MISSILE, dir, plev * 2);
1697 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1698 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1703 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."));
1711 * @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
1714 void do_cmd_racial_power(void)
1716 power_desc_type power_desc[36];
1719 int lvl = p_ptr->lev;
1720 bool flag, redraw, cast = FALSE;
1721 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1724 int menu_line = (use_menu ? 1 : 0);
1727 for (num = 0; num < 36; num++)
1729 strcpy(power_desc[num].name, "");
1730 power_desc[num].number = 0;
1735 if (p_ptr->confused)
1737 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!"));
1742 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1744 set_action(ACTION_NONE);
1747 switch (p_ptr->pclass)
1751 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1752 power_desc[num].level = 40;
1753 power_desc[num].cost = 75;
1754 power_desc[num].stat = A_DEX;
1755 power_desc[num].fail = 35;
1756 power_desc[num++].number = -3;
1759 case CLASS_HIGH_MAGE:
1760 if (p_ptr->realm1 == REALM_HEX)
1762 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1763 power_desc[num].level = 1;
1764 power_desc[num].cost = 0;
1765 power_desc[num].stat = A_INT;
1766 power_desc[num].fail = 0;
1767 power_desc[num++].number = -3;
1771 /* case CLASS_HIGH_MAGE: */
1772 case CLASS_SORCERER:
1774 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1775 power_desc[num].level = 25;
1776 power_desc[num].cost = 1;
1777 power_desc[num].stat = A_INT;
1778 power_desc[num].fail = 25;
1779 power_desc[num++].number = -3;
1784 if (is_good_realm(p_ptr->realm1))
1786 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1787 power_desc[num].level = 35;
1788 power_desc[num].cost = 70;
1789 power_desc[num].stat = A_WIS;
1790 power_desc[num].fail = 50;
1791 power_desc[num++].number = -3;
1795 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1796 power_desc[num].level = 42;
1797 power_desc[num].cost = 40;
1798 power_desc[num].stat = A_WIS;
1799 power_desc[num].fail = 35;
1800 power_desc[num++].number = -3;
1806 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1807 power_desc[num].level = 8;
1808 power_desc[num].cost = 12;
1809 power_desc[num].stat = A_DEX;
1810 power_desc[num].fail = 14;
1811 power_desc[num++].number = -3;
1817 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1818 power_desc[num].level = 15;
1819 power_desc[num].cost = 20;
1820 power_desc[num].stat = A_INT;
1821 power_desc[num].fail = 12;
1822 power_desc[num++].number = -3;
1827 if (is_good_realm(p_ptr->realm1))
1829 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1830 power_desc[num].level = 30;
1831 power_desc[num].cost = 30;
1832 power_desc[num].stat = A_WIS;
1833 power_desc[num].fail = 30;
1834 power_desc[num++].number = -3;
1838 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1839 power_desc[num].level = 30;
1840 power_desc[num].cost = 30;
1841 power_desc[num].stat = A_WIS;
1842 power_desc[num].fail = 30;
1843 power_desc[num++].number = -3;
1847 case CLASS_WARRIOR_MAGE:
1849 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1850 power_desc[num].level = 25;
1851 power_desc[num].cost = 0;
1852 power_desc[num].stat = A_INT;
1853 power_desc[num].fail = 10;
1854 power_desc[num++].number = -3;
1856 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1857 power_desc[num].level = 25;
1858 power_desc[num].cost = 0;
1859 power_desc[num].stat = A_INT;
1860 power_desc[num].fail = 10;
1861 power_desc[num++].number = -4;
1864 case CLASS_CHAOS_WARRIOR:
1866 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1867 power_desc[num].level = 40;
1868 power_desc[num].cost = 50;
1869 power_desc[num].stat = A_INT;
1870 power_desc[num].fail = 25;
1871 power_desc[num++].number = -3;
1876 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1877 power_desc[num].level = 25;
1878 power_desc[num].cost = 0;
1879 power_desc[num].stat = A_DEX;
1880 power_desc[num].fail = 0;
1881 power_desc[num++].number = -3;
1883 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1884 power_desc[num].level = 30;
1885 power_desc[num].cost = 30;
1886 power_desc[num].stat = A_STR;
1887 power_desc[num].fail = 20;
1888 power_desc[num++].number = -4;
1891 case CLASS_MINDCRAFTER:
1892 case CLASS_FORCETRAINER:
1894 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1895 power_desc[num].level = 15;
1896 power_desc[num].cost = 0;
1897 power_desc[num].stat = A_WIS;
1898 power_desc[num].fail = 10;
1899 power_desc[num++].number = -3;
1904 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1905 power_desc[num].level = 1;
1906 power_desc[num].cost = 0;
1907 power_desc[num].stat = A_DEX;
1908 power_desc[num].fail = 0;
1909 power_desc[num++].number = -3;
1911 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1912 power_desc[num].level = 25;
1913 power_desc[num].cost = 20;
1914 power_desc[num].stat = A_INT;
1915 power_desc[num].fail = 20;
1916 power_desc[num++].number = -4;
1919 case CLASS_IMITATOR:
1921 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1922 power_desc[num].level = 30;
1923 power_desc[num].cost = 100;
1924 power_desc[num].stat = A_DEX;
1925 power_desc[num].fail = 30;
1926 power_desc[num++].number = -3;
1929 case CLASS_BEASTMASTER:
1931 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1932 power_desc[num].level = 1;
1933 power_desc[num].cost = (p_ptr->lev+3)/4;
1934 power_desc[num].stat = A_CHR;
1935 power_desc[num].fail = 10;
1936 power_desc[num++].number = -3;
1938 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1939 power_desc[num].level = 30;
1940 power_desc[num].cost = (p_ptr->lev+20)/2;
1941 power_desc[num].stat = A_CHR;
1942 power_desc[num].fail = 10;
1943 power_desc[num++].number = -4;
1948 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1949 power_desc[num].level = 1;
1950 power_desc[num].cost = 0;
1951 power_desc[num].stat = A_DEX;
1952 power_desc[num].fail = 0;
1953 power_desc[num++].number = -3;
1956 case CLASS_MAGIC_EATER:
1958 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1959 power_desc[num].level = 1;
1960 power_desc[num].cost = 0;
1961 power_desc[num].stat = A_INT;
1962 power_desc[num].fail = 0;
1963 power_desc[num++].number = -3;
1965 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1966 power_desc[num].level = 10;
1967 power_desc[num].cost = 10 + (lvl - 10) / 2;
1968 power_desc[num].stat = A_INT;
1969 power_desc[num].fail = 0;
1970 power_desc[num++].number = -4;
1975 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1976 power_desc[num].level = 1;
1977 power_desc[num].cost = 0;
1978 power_desc[num].stat = A_CHR;
1979 power_desc[num].fail = 0;
1980 power_desc[num++].number = -3;
1983 case CLASS_RED_MAGE:
1985 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1986 power_desc[num].level = 48;
1987 power_desc[num].cost = 20;
1988 power_desc[num].stat = A_INT;
1989 power_desc[num].fail = 0;
1990 power_desc[num++].number = -3;
1995 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1996 power_desc[num].level = 1;
1997 power_desc[num].cost = 0;
1998 power_desc[num].stat = A_WIS;
1999 power_desc[num].fail = 0;
2000 power_desc[num++].number = -3;
2002 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
2003 power_desc[num].level = 25;
2004 power_desc[num].cost = 0;
2005 power_desc[num].stat = A_DEX;
2006 power_desc[num].fail = 0;
2007 power_desc[num++].number = -4;
2010 case CLASS_BLUE_MAGE:
2012 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
2013 power_desc[num].level = 1;
2014 power_desc[num].cost = 0;
2015 power_desc[num].stat = A_INT;
2016 power_desc[num].fail = 0;
2017 power_desc[num++].number = -3;
2022 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
2023 power_desc[num].level = 10;
2024 power_desc[num].cost = 0;
2025 power_desc[num].stat = A_STR;
2026 power_desc[num].fail = 10;
2027 power_desc[num++].number = -3;
2030 case CLASS_BERSERKER:
2032 strcpy(power_desc[num].name, _("帰還", "Recall"));
2033 power_desc[num].level = 10;
2034 power_desc[num].cost = 10;
2035 power_desc[num].stat = A_DEX;
2036 power_desc[num].fail = 20;
2037 power_desc[num++].number = -3;
2040 case CLASS_MIRROR_MASTER:
2042 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2043 power_desc[num].level = 1;
2044 power_desc[num].cost = 0;
2045 power_desc[num].stat = A_INT;
2046 power_desc[num].fail = 0;
2047 power_desc[num++].number = -3;
2049 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2050 power_desc[num].level = 30;
2051 power_desc[num].cost = 0;
2052 power_desc[num].stat = A_INT;
2053 power_desc[num].fail = 20;
2054 power_desc[num++].number = -4;
2059 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2060 power_desc[num].level = 5;
2061 power_desc[num].cost = 15;
2062 power_desc[num].stat = A_INT;
2063 power_desc[num].fail = 20;
2064 power_desc[num++].number = -3;
2069 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2070 power_desc[num].level = 20;
2071 power_desc[num].cost = 0;
2072 power_desc[num].stat = A_DEX;
2073 power_desc[num].fail = 0;
2074 power_desc[num++].number = -3;
2078 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2081 if (p_ptr->mimic_form)
2083 switch (p_ptr->mimic_form)
2086 case MIMIC_DEMON_LORD:
2087 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);
2088 power_desc[num].level = 15;
2089 power_desc[num].cost = 10+lvl/3;
2090 power_desc[num].stat = A_CON;
2091 power_desc[num].fail = 20;
2092 power_desc[num++].number = -1;
2095 strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
2096 power_desc[num].level = 2;
2097 power_desc[num].cost = 1 + (lvl / 3);
2098 power_desc[num].stat = A_CON;
2099 power_desc[num].fail = 9;
2100 power_desc[num++].number = -1;
2106 switch (p_ptr->prace)
2109 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2110 power_desc[num].level = 5;
2111 power_desc[num].cost = 5;
2112 power_desc[num].stat = A_WIS;
2113 power_desc[num].fail = 12;
2114 power_desc[num++].number = -1;
2117 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2118 power_desc[num].level = 10;
2119 power_desc[num].cost = 5;
2120 power_desc[num].stat = A_WIS;
2121 power_desc[num].fail = 10;
2122 power_desc[num++].number = -1;
2125 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2126 power_desc[num].level = 15;
2127 power_desc[num].cost = 10;
2128 power_desc[num].stat = A_INT;
2129 power_desc[num].fail = 10;
2130 power_desc[num++].number = -1;
2133 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2134 power_desc[num].level = 5;
2135 power_desc[num].cost = 5;
2136 power_desc[num].stat = A_INT;
2137 power_desc[num].fail = 12;
2138 power_desc[num++].number = -1;
2141 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2142 power_desc[num].level = 3;
2143 power_desc[num].cost = 5;
2144 power_desc[num].stat = A_WIS;
2145 power_desc[num].fail = warrior ? 5 : 10;
2146 power_desc[num++].number = -1;
2148 case RACE_HALF_TROLL:
2149 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2150 power_desc[num].level = 10;
2151 power_desc[num].cost = 12;
2152 power_desc[num].stat = A_STR;
2153 power_desc[num].fail = warrior ? 6 : 12;
2154 power_desc[num++].number = -1;
2156 case RACE_BARBARIAN:
2157 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2158 power_desc[num].level = 8;
2159 power_desc[num].cost = 10;
2160 power_desc[num].stat = A_STR;
2161 power_desc[num].fail = warrior ? 6 : 12;
2162 power_desc[num++].number = -1;
2165 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2166 power_desc[num].level = 30;
2167 power_desc[num].cost = 50;
2168 power_desc[num].stat = A_INT;
2169 power_desc[num].fail = 50;
2170 power_desc[num++].number = -1;
2172 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2173 power_desc[num].level = 40;
2174 power_desc[num].cost = 75;
2175 power_desc[num].stat = A_WIS;
2176 power_desc[num].fail = 50;
2177 power_desc[num++].number = -2;
2179 case RACE_HALF_OGRE:
2180 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2181 power_desc[num].level = 25;
2182 power_desc[num].cost = 35;
2183 power_desc[num].stat = A_INT;
2184 power_desc[num].fail = 15;
2185 power_desc[num++].number = -1;
2187 case RACE_HALF_GIANT:
2188 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2189 power_desc[num].level = 20;
2190 power_desc[num].cost = 10;
2191 power_desc[num].stat = A_STR;
2192 power_desc[num].fail = 12;
2193 power_desc[num++].number = -1;
2195 case RACE_HALF_TITAN:
2196 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2197 power_desc[num].level = 15;
2198 power_desc[num].cost = 10;
2199 power_desc[num].stat = A_INT;
2200 power_desc[num].fail = 12;
2201 power_desc[num++].number = -1;
2204 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2205 power_desc[num].level = 20;
2206 power_desc[num].cost = 15;
2207 power_desc[num].stat = A_STR;
2208 power_desc[num].fail = 12;
2209 power_desc[num++].number = -1;
2212 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2213 power_desc[num].level = 15;
2214 power_desc[num].cost = 15;
2215 power_desc[num].stat = A_WIS;
2216 power_desc[num].fail = 10;
2217 power_desc[num++].number = -1;
2220 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2221 power_desc[num].level = 4;
2222 power_desc[num].cost = 6;
2223 power_desc[num].stat = A_INT;
2224 power_desc[num].fail = 3;
2225 power_desc[num++].number = -1;
2228 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2229 power_desc[num].level = 9;
2230 power_desc[num].cost = 9;
2231 power_desc[num].stat = A_DEX;
2232 power_desc[num].fail = 14;
2233 power_desc[num++].number = -1;
2236 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2237 power_desc[num].level = 12;
2238 power_desc[num].cost = 8;
2239 power_desc[num].stat = A_DEX;
2240 power_desc[num].fail = 14;
2241 power_desc[num++].number = -1;
2244 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);
2245 power_desc[num].level = 2;
2246 power_desc[num].cost = 2;
2247 power_desc[num].stat = A_INT;
2248 power_desc[num].fail = 9;
2249 power_desc[num++].number = -1;
2251 case RACE_DRACONIAN:
2252 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2253 power_desc[num].level = 1;
2254 power_desc[num].cost = lvl;
2255 power_desc[num].stat = A_CON;
2256 power_desc[num].fail = 12;
2257 power_desc[num++].number = -1;
2259 case RACE_MIND_FLAYER:
2260 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2261 power_desc[num].level = 15;
2262 power_desc[num].cost = 12;
2263 power_desc[num].stat = A_INT;
2264 power_desc[num].fail = 14;
2265 power_desc[num++].number = -1;
2268 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);
2269 power_desc[num].level = 9;
2270 power_desc[num].cost = 15;
2271 power_desc[num].stat = A_WIS;
2272 power_desc[num].fail = 15;
2273 power_desc[num++].number = -1;
2276 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2277 power_desc[num].level = 20;
2278 power_desc[num].cost = 15;
2279 power_desc[num].stat = A_CON;
2280 power_desc[num].fail = 8;
2281 power_desc[num++].number = -1;
2285 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2286 power_desc[num].level = 30;
2287 power_desc[num].cost = 30;
2288 power_desc[num].stat = A_WIS;
2289 power_desc[num].fail = 18;
2290 power_desc[num++].number = -1;
2293 strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
2294 power_desc[num].level = 2;
2295 power_desc[num].cost = 1 + (lvl / 3);
2296 power_desc[num].stat = A_CON;
2297 power_desc[num].fail = 9;
2298 power_desc[num++].number = -1;
2301 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2302 power_desc[num].level = 12;
2303 power_desc[num].cost = 12;
2304 power_desc[num].stat = A_INT;
2305 power_desc[num].fail = 15;
2306 power_desc[num++].number = -1;
2309 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);
2310 power_desc[num].level = 15;
2311 power_desc[num].cost = 10+lvl/3;
2312 power_desc[num].stat = A_CON;
2313 power_desc[num].fail = 20;
2314 power_desc[num++].number = -1;
2317 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2318 power_desc[num].level = 20;
2319 power_desc[num].cost = 15;
2320 power_desc[num].stat = A_CHR;
2321 power_desc[num].fail = 8;
2322 power_desc[num++].number = -1;
2325 if (p_ptr->lev < 10)
2327 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2328 power_desc[num].level = 1;
2329 power_desc[num].cost = 7;
2330 power_desc[num].fail = 8;
2332 else if (p_ptr->lev < 25)
2334 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2335 power_desc[num].level = 10;
2336 power_desc[num].cost = 13;
2337 power_desc[num].fail = 10;
2339 else if (p_ptr->lev < 35)
2341 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2342 power_desc[num].level = 25;
2343 power_desc[num].cost = 26;
2344 power_desc[num].fail = 12;
2346 else if (p_ptr->lev < 45)
2348 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2349 power_desc[num].level = 35;
2350 power_desc[num].cost = 40;
2351 power_desc[num].fail = 15;
2355 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2356 power_desc[num].level = 45;
2357 power_desc[num].cost = 60;
2358 power_desc[num].fail = 18;
2360 power_desc[num].stat = A_STR;
2361 power_desc[num++].number = -1;
2372 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2374 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2375 power_desc[num].level = 9;
2376 power_desc[num].cost = 9;
2377 power_desc[num].stat = A_DEX;
2378 power_desc[num].fail = 15;
2379 power_desc[num++].number = MUT1_SPIT_ACID;
2382 if (p_ptr->muta1 & MUT1_BR_FIRE)
2384 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2385 power_desc[num].level = 20;
2386 power_desc[num].cost = lvl;
2387 power_desc[num].stat = A_CON;
2388 power_desc[num].fail = 18;
2389 power_desc[num++].number = MUT1_BR_FIRE;
2392 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2394 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2395 power_desc[num].level = 12;
2396 power_desc[num].cost = 12;
2397 power_desc[num].stat = A_CHR;
2398 power_desc[num].fail = 18;
2399 power_desc[num++].number = MUT1_HYPN_GAZE;
2402 if (p_ptr->muta1 & MUT1_TELEKINES)
2404 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2405 power_desc[num].level = 9;
2406 power_desc[num].cost = 9;
2407 power_desc[num].stat = A_WIS;
2408 power_desc[num].fail = 14;
2409 power_desc[num++].number = MUT1_TELEKINES;
2412 if (p_ptr->muta1 & MUT1_VTELEPORT)
2414 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2415 power_desc[num].level = 7;
2416 power_desc[num].cost = 7;
2417 power_desc[num].stat = A_WIS;
2418 power_desc[num].fail = 15;
2419 power_desc[num++].number = MUT1_VTELEPORT;
2422 if (p_ptr->muta1 & MUT1_MIND_BLST)
2424 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2425 power_desc[num].level = 5;
2426 power_desc[num].cost = 3;
2427 power_desc[num].stat = A_WIS;
2428 power_desc[num].fail = 15;
2429 power_desc[num++].number = MUT1_MIND_BLST;
2432 if (p_ptr->muta1 & MUT1_RADIATION)
2434 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2435 power_desc[num].level = 15;
2436 power_desc[num].cost = 15;
2437 power_desc[num].stat = A_CON;
2438 power_desc[num].fail = 14;
2439 power_desc[num++].number = MUT1_RADIATION;
2442 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2444 strcpy(power_desc[num].name, _("吸血ドレイン", "Vampiric Drain"));
2445 power_desc[num].level = 2;
2446 power_desc[num].cost = (1 + (lvl / 3));
2447 power_desc[num].stat = A_CON;
2448 power_desc[num].fail = 9;
2449 power_desc[num++].number = MUT1_VAMPIRISM;
2452 if (p_ptr->muta1 & MUT1_SMELL_MET)
2454 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2455 power_desc[num].level = 3;
2456 power_desc[num].cost = 2;
2457 power_desc[num].stat = A_INT;
2458 power_desc[num].fail = 12;
2459 power_desc[num++].number = MUT1_SMELL_MET;
2462 if (p_ptr->muta1 & MUT1_SMELL_MON)
2464 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2465 power_desc[num].level = 5;
2466 power_desc[num].cost = 4;
2467 power_desc[num].stat = A_INT;
2468 power_desc[num].fail = 15;
2469 power_desc[num++].number = MUT1_SMELL_MON;
2472 if (p_ptr->muta1 & MUT1_BLINK)
2474 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2475 power_desc[num].level = 3;
2476 power_desc[num].cost = 3;
2477 power_desc[num].stat = A_WIS;
2478 power_desc[num].fail = 12;
2479 power_desc[num++].number = MUT1_BLINK;
2482 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2484 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2485 power_desc[num].level = 8;
2486 power_desc[num].cost = 12;
2487 power_desc[num].stat = A_CON;
2488 power_desc[num].fail = 18;
2489 power_desc[num++].number = MUT1_EAT_ROCK;
2492 if (p_ptr->muta1 & MUT1_SWAP_POS)
2494 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2495 power_desc[num].level = 15;
2496 power_desc[num].cost = 12;
2497 power_desc[num].stat = A_DEX;
2498 power_desc[num].fail = 16;
2499 power_desc[num++].number = MUT1_SWAP_POS;
2502 if (p_ptr->muta1 & MUT1_SHRIEK)
2504 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2505 power_desc[num].level = 20;
2506 power_desc[num].cost = 14;
2507 power_desc[num].stat = A_CON;
2508 power_desc[num].fail = 16;
2509 power_desc[num++].number = MUT1_SHRIEK;
2512 if (p_ptr->muta1 & MUT1_ILLUMINE)
2514 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2515 power_desc[num].level = 3;
2516 power_desc[num].cost = 2;
2517 power_desc[num].stat = A_INT;
2518 power_desc[num].fail = 10;
2519 power_desc[num++].number = MUT1_ILLUMINE;
2522 if (p_ptr->muta1 & MUT1_DET_CURSE)
2524 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2525 power_desc[num].level = 7;
2526 power_desc[num].cost = 14;
2527 power_desc[num].stat = A_WIS;
2528 power_desc[num].fail = 14;
2529 power_desc[num++].number = MUT1_DET_CURSE;
2532 if (p_ptr->muta1 & MUT1_BERSERK)
2534 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2535 power_desc[num].level = 8;
2536 power_desc[num].cost = 8;
2537 power_desc[num].stat = A_STR;
2538 power_desc[num].fail = 14;
2539 power_desc[num++].number = MUT1_BERSERK;
2542 if (p_ptr->muta1 & MUT1_POLYMORPH)
2544 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2545 power_desc[num].level = 18;
2546 power_desc[num].cost = 20;
2547 power_desc[num].stat = A_CON;
2548 power_desc[num].fail = 18;
2549 power_desc[num++].number = MUT1_POLYMORPH;
2552 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2554 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2555 power_desc[num].level = 10;
2556 power_desc[num].cost = 5;
2557 power_desc[num].stat = A_INT;
2558 power_desc[num].fail = 12;
2559 power_desc[num++].number = MUT1_MIDAS_TCH;
2562 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2564 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2565 power_desc[num].level = 1;
2566 power_desc[num].cost = 6;
2567 power_desc[num].stat = A_CON;
2568 power_desc[num].fail = 14;
2569 power_desc[num++].number = MUT1_GROW_MOLD;
2572 if (p_ptr->muta1 & MUT1_RESIST)
2574 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2575 power_desc[num].level = 10;
2576 power_desc[num].cost = 12;
2577 power_desc[num].stat = A_CON;
2578 power_desc[num].fail = 12;
2579 power_desc[num++].number = MUT1_RESIST;
2582 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2584 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2585 power_desc[num].level = 12;
2586 power_desc[num].cost = 12;
2587 power_desc[num].stat = A_STR;
2588 power_desc[num].fail = 16;
2589 power_desc[num++].number = MUT1_EARTHQUAKE;
2592 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2594 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2595 power_desc[num].level = 17;
2596 power_desc[num].cost = 1;
2597 power_desc[num].stat = A_WIS;
2598 power_desc[num].fail = 15;
2599 power_desc[num++].number = MUT1_EAT_MAGIC;
2602 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2604 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2605 power_desc[num].level = 6;
2606 power_desc[num].cost = 6;
2607 power_desc[num].stat = A_INT;
2608 power_desc[num].fail = 10;
2609 power_desc[num++].number = MUT1_WEIGH_MAG;
2612 if (p_ptr->muta1 & MUT1_STERILITY)
2614 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2615 power_desc[num].level = 12;
2616 power_desc[num].cost = 23;
2617 power_desc[num].stat = A_CHR;
2618 power_desc[num].fail = 15;
2619 power_desc[num++].number = MUT1_STERILITY;
2622 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2624 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2625 power_desc[num].level = 10;
2626 power_desc[num].cost = 12;
2627 power_desc[num].stat = A_DEX;
2628 power_desc[num].fail = 14;
2629 power_desc[num++].number = MUT1_PANIC_HIT;
2632 if (p_ptr->muta1 & MUT1_DAZZLE)
2634 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2635 power_desc[num].level = 7;
2636 power_desc[num].cost = 15;
2637 power_desc[num].stat = A_CHR;
2638 power_desc[num].fail = 8;
2639 power_desc[num++].number = MUT1_DAZZLE;
2642 if (p_ptr->muta1 & MUT1_LASER_EYE)
2644 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2645 power_desc[num].level = 7;
2646 power_desc[num].cost = 10;
2647 power_desc[num].stat = A_WIS;
2648 power_desc[num].fail = 9;
2649 power_desc[num++].number = MUT1_LASER_EYE;
2652 if (p_ptr->muta1 & MUT1_RECALL)
2654 strcpy(power_desc[num].name, _("帰還", "Recall"));
2655 power_desc[num].level = 17;
2656 power_desc[num].cost = 50;
2657 power_desc[num].stat = A_INT;
2658 power_desc[num].fail = 16;
2659 power_desc[num++].number = MUT1_RECALL;
2662 if (p_ptr->muta1 & MUT1_BANISH)
2664 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2665 power_desc[num].level = 25;
2666 power_desc[num].cost = 25;
2667 power_desc[num].stat = A_WIS;
2668 power_desc[num].fail = 18;
2669 power_desc[num++].number = MUT1_BANISH;
2672 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2674 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2675 power_desc[num].level = 2;
2676 power_desc[num].cost = 2;
2677 power_desc[num].stat = A_CON;
2678 power_desc[num].fail = 11;
2679 power_desc[num++].number = MUT1_COLD_TOUCH;
2682 if (p_ptr->muta1 & MUT1_LAUNCHER)
2684 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2685 power_desc[num].level = 1;
2686 power_desc[num].cost = lvl;
2687 power_desc[num].stat = A_STR;
2688 power_desc[num].fail = 6;
2689 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2690 power_desc[num++].number = 3;
2694 /* Nothing chosen yet */
2700 /* Build a prompt */
2701 (void) strnfmt(out_val, 78,
2702 _("(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? "),
2703 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2706 if (!repeat_pull(&i) || i<0 || i>=num) {
2707 #endif /* ALLOW_REPEAT */
2708 if (use_menu) screen_save();
2709 /* Get a spell from the user */
2711 choice = (always_show_list || use_menu) ? ESCAPE:1;
2714 if( choice==ESCAPE ) choice = ' ';
2715 else if( !get_com(out_val, &choice, FALSE) )break;
2717 if (use_menu && choice != ' ')
2732 menu_line += (num - 1);
2753 else if (menu_line+18 <= num)
2767 if (menu_line > num) menu_line -= num;
2769 /* Request redraw */
2770 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2773 if (!redraw || use_menu)
2786 /* Save the screen */
2787 if (!use_menu) screen_save();
2789 /* Print header(s) */
2791 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2793 prt(_(" Lv MP 失率 Lv MP 失率",
2794 " Lv Cost Fail Lv Cost Fail"), y++, x);
2800 x1 = ((ctr < 18) ? x : x + 40);
2801 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2805 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2806 else strcpy(dummy, " ");
2810 /* letter/number for power selection */
2814 letter = '0' + ctr - 26;
2815 sprintf(dummy, " %c) ",letter);
2817 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2818 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2819 100 - racial_chance(&power_desc[ctr])));
2831 /* Restore the screen */
2841 if (choice == '\r' && num == 1)
2846 if (isalpha(choice))
2849 ask = (isupper(choice));
2852 if (ask) choice = tolower(choice);
2854 /* Extract request */
2855 i = (islower(choice) ? A2I(choice) : -1);
2859 ask = FALSE; /* Can't uppercase digits */
2861 i = choice - '0' + 26;
2865 /* Totally Illegal */
2866 if ((i < 0) || (i >= num))
2878 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2880 /* Belay that order */
2881 if (!get_check(tmp_val)) continue;
2888 /* Restore the screen */
2889 if (redraw) screen_load();
2891 /* Abort if needed */
2899 } /*if (!repeat_pull(&i) || ...)*/
2900 #endif /* ALLOW_REPEAT */
2901 switch (racial_aux(&power_desc[i]))
2904 if (power_desc[i].number < 0)
2905 cast = cmd_racial_power_aux(power_desc[i].number);
2907 cast = mutation_power_aux(power_desc[i].number);
2921 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2923 /* If mana is not enough, player consumes hit point! */
2924 if (p_ptr->csp < actual_racial_cost)
2926 actual_racial_cost -= p_ptr->csp;
2928 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2930 else p_ptr->csp -= actual_racial_cost;
2932 /* Redraw mana and hp */
2933 p_ptr->redraw |= (PR_HP | PR_MANA);
2936 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2939 else energy_use = 0;