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 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
26 * @brief 魔道具術師の魔力取り込み処理
27 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
36 GAME_TEXT o_name[MAX_NLEN];
38 /* Only accept legal items */
39 item_tester_hook = item_tester_hook_recharge;
41 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
42 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
44 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
45 if (!o_ptr) return (FALSE);
47 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
49 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."));
53 if (!object_is_known(o_ptr))
55 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
61 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
66 if (o_ptr->tval == TV_ROD)
68 else if (o_ptr->tval == TV_WAND)
71 if (o_ptr->tval == TV_ROD)
73 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
74 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
79 for (num = o_ptr->number; num; num--)
82 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
83 if (p_ptr->magic_num2[o_ptr->sval + ext])
86 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
87 if (gain_num < 1) gain_num = 1;
89 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
90 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
91 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
92 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
93 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;
94 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
98 object_desc(o_name, o_ptr, 0);
99 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
101 /* Eliminate the item (from the pack) */
104 inven_item_increase(item, -999);
105 inven_item_describe(item);
106 inven_item_optimize(item);
109 /* Eliminate the item (from the floor) */
112 floor_item_increase(0 - item, -999);
113 floor_item_describe(0 - item);
114 floor_item_optimize(0 - item);
116 p_ptr->energy_use = 100;
121 * @brief 魔法系コマンドを実行できるかの判定を返す
122 * @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。
124 static bool can_do_cmd_cast(void)
126 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
128 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
132 else if (p_ptr->anti_magic)
134 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
137 else if (p_ptr->shero)
139 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
148 * @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。
150 static bool choose_kamae(void)
159 msg_print(_("混乱していて構えられない!", "Too confused."));
163 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
165 for (i = 0; i < MAX_KAMAE; i++)
167 if (p_ptr->lev >= kamae_shurui[i].min_level)
169 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
175 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
181 if (choice == ESCAPE)
186 else if ((choice == 'a') || (choice == 'A'))
188 if (p_ptr->action == ACTION_KAMAE)
190 set_action(ACTION_NONE);
193 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
197 else if ((choice == 'b') || (choice == 'B'))
202 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
207 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
212 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
218 set_action(ACTION_KAMAE);
220 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
222 msg_print(_("構え直した。", "You reassume a posture."));
226 p_ptr->special_defense &= ~(KAMAE_MASK);
227 p_ptr->update |= (PU_BONUS);
228 p_ptr->redraw |= (PR_STATE);
229 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
230 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
232 p_ptr->redraw |= PR_STATE;
239 * @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。
241 static bool choose_kata(void)
250 msg_print(_("混乱していて構えられない!", "Too confused."));
256 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
262 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
266 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
268 for (i = 0; i < MAX_KATA; i++)
270 if (p_ptr->lev >= kata_shurui[i].min_level)
272 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
278 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
284 if (choice == ESCAPE)
289 else if ((choice == 'a') || (choice == 'A'))
291 if (p_ptr->action == ACTION_KATA)
293 set_action(ACTION_NONE);
296 msg_print(_("もともと構えていない。", "You are not assuming posture."));
300 else if ((choice == 'b') || (choice == 'B'))
305 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
310 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
315 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
321 set_action(ACTION_KATA);
323 if (p_ptr->special_defense & (KATA_IAI << new_kata))
325 msg_print(_("構え直した。", "You reassume a posture."));
329 p_ptr->special_defense &= ~(KATA_MASK);
330 p_ptr->update |= (PU_BONUS);
331 p_ptr->update |= (PU_MONSTERS);
332 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
333 p_ptr->special_defense |= (KATA_IAI << new_kata);
335 p_ptr->redraw |= (PR_STATE);
336 p_ptr->redraw |= (PR_STATUS);
343 * @brief レイシャル・パワー情報のtypedef
345 typedef struct power_desc_type power_desc_type;
348 * @brief レイシャル・パワー情報の構造体定義
350 struct power_desc_type
352 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
353 PLAYER_LEVEL level; //!<体得レベル
362 * @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
363 * @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
366 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
368 PLAYER_LEVEL min_level = pd_ptr->level;
369 int difficulty = pd_ptr->fail;
374 int stat = p_ptr->stat_cur[pd_ptr->stat];
376 /* No chance for success */
377 if ((p_ptr->lev < min_level) || p_ptr->confused)
382 if (difficulty == 0) return 100;
384 /* Calculate difficulty */
387 difficulty += p_ptr->stun;
389 else if (p_ptr->lev > min_level)
391 int lev_adj = ((p_ptr->lev - min_level) / 3);
392 if (lev_adj > 10) lev_adj = 10;
393 difficulty -= lev_adj;
396 if (difficulty < 5) difficulty = 5;
398 /* We only need halfs of the difficulty */
399 difficulty = difficulty / 2;
401 for (i = 1; i <= stat; i++)
403 val = i - difficulty;
405 sum += (val <= difficulty) ? val : difficulty;
411 return (((sum * 100) / difficulty) / stat);
415 static int racial_cost;
418 * @brief レイシャル・パワーの発動の判定処理
419 * @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
421 * 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。
422 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
424 static int racial_aux(power_desc_type *pd_ptr)
426 PLAYER_LEVEL min_level = pd_ptr->level;
427 int use_stat = pd_ptr->stat;
428 int difficulty = pd_ptr->fail;
431 racial_cost = pd_ptr->cost;
433 /* Not enough mana - use hp */
434 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
436 /* Power is not available yet */
437 if (p_ptr->lev < min_level)
439 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。",
440 "You need to attain level %d to use this power."), min_level);
442 p_ptr->energy_use = 0;
447 else if (p_ptr->confused)
449 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."));
450 p_ptr->energy_use = 0;
455 else if (p_ptr->chp < use_hp)
457 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? ")))
459 p_ptr->energy_use = 0;
464 /* Else attempt to do it! */
470 difficulty += p_ptr->stun;
472 else if (p_ptr->lev > min_level)
474 int lev_adj = ((p_ptr->lev - min_level) / 3);
475 if (lev_adj > 10) lev_adj = 10;
476 difficulty -= lev_adj;
479 if (difficulty < 5) difficulty = 5;
482 /* take time and pay the price */
483 p_ptr->energy_use = 100;
486 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
491 if (flush_failure) flush();
492 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
499 * @brief レイシャル・パワー発動処理
500 * @param command 発動するレイシャルのID
501 * @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。
503 static bool cmd_racial_power_aux(s32b command)
505 PLAYER_LEVEL plev = p_ptr->lev;
510 switch (p_ptr->pclass)
514 POSITION y = 0, x = 0;
518 for (i = 0; i < A_MAX; i++)
521 y = p_ptr->y + ddy_ddd[dir];
522 x = p_ptr->x + ddx_ddd[dir];
525 /* Hack -- attack monsters */
530 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
535 case CLASS_HIGH_MAGE:
536 if (p_ptr->realm1 == REALM_HEX)
538 bool retval = stop_hex_spell();
539 if (retval) p_ptr->energy_use = 10;
543 /* case CLASS_HIGH_MAGE: */
546 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
551 if (is_good_realm(p_ptr->realm1))
553 if (!bless_weapon()) return FALSE;
557 (void)dispel_monsters(plev * 4);
558 turn_monsters(plev * 4);
559 banish_monsters(plev * 4);
565 if(!panic_hit()) return FALSE;
571 msg_print(_("敵を調査した...", "You examine your foes..."));
577 if (!get_aim_dir(&dir)) return FALSE;
578 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
582 case CLASS_WARRIOR_MAGE:
586 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;
589 p_ptr->csp += gain_sp;
590 if (p_ptr->csp > p_ptr->msp)
592 p_ptr->csp = p_ptr->msp;
598 msg_print(_("変換に失敗した。", "You failed to convert."));
601 else if (command == -4)
603 if (p_ptr->csp >= p_ptr->lev / 5)
605 p_ptr->csp -= p_ptr->lev / 5;
606 hp_player(p_ptr->lev);
610 msg_print(_("変換に失敗した。", "You failed to convert."));
614 /* Redraw mana and hp */
615 p_ptr->redraw |= (PR_HP | PR_MANA);
619 case CLASS_CHAOS_WARRIOR:
621 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
622 slow_monsters(p_ptr->lev);
623 stun_monsters(p_ptr->lev * 4);
624 confuse_monsters(p_ptr->lev * 4);
625 turn_monsters(p_ptr->lev * 4);
626 stasis_monsters(p_ptr->lev * 4);
631 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
633 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
638 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
644 if (!choose_kamae()) return FALSE;
645 p_ptr->update |= (PU_BONUS);
647 else if (command == -4)
651 if (!get_rep_dir(&dir, FALSE)) return FALSE;
652 y = p_ptr->y + ddy[dir];
653 x = p_ptr->x + ddx[dir];
654 if (cave[y][x].m_idx)
657 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!!!",
658 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
660 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!!!",
661 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
664 if (cave[y][x].m_idx)
669 p_ptr->energy_need += ENERGY_NEED();
673 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"));
679 case CLASS_MINDCRAFTER:
680 case CLASS_FORCETRAINER:
684 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."));
687 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
689 p_ptr->csp += (3 + p_ptr->lev/20);
690 if (p_ptr->csp >= p_ptr->msp)
692 p_ptr->csp = p_ptr->msp;
695 p_ptr->redraw |= (PR_MANA);
702 if (!get_aim_dir(&dir)) return FALSE;
704 fire_beam(GF_PHOTO, dir, 1);
706 else if (command == -4)
708 if (!identify_fully(FALSE)) return FALSE;
715 if (!do_cmd_mane(TRUE)) return FALSE;
718 case CLASS_BEASTMASTER:
722 if (!get_aim_dir(&dir)) return FALSE;
723 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
725 else if (command == -4)
727 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
733 if (!do_cmd_archer()) return FALSE;
736 case CLASS_MAGIC_EATER:
739 if (!gain_magic()) return FALSE;
740 } else if (command == -4) {
741 if (!can_do_cmd_cast()) return FALSE;
742 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
748 /* Singing is already stopped */
749 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
752 p_ptr->energy_use = 10;
757 if (!can_do_cmd_cast()) return FALSE;
761 if (!p_ptr->paralyzed && can_do_cmd_cast())
769 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
773 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."));
776 if (p_ptr->special_defense & KATA_MASK)
778 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
781 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
783 p_ptr->csp += p_ptr->msp / 2;
784 if (p_ptr->csp >= max_csp)
786 p_ptr->csp = max_csp;
789 p_ptr->redraw |= (PR_MANA);
791 else if (command == -4)
793 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
795 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
798 if (!choose_kata()) return FALSE;
799 p_ptr->update |= (PU_BONUS);
803 case CLASS_BLUE_MAGE:
805 if (p_ptr->action == ACTION_LEARN)
807 set_action(ACTION_NONE);
811 set_action(ACTION_LEARN);
813 p_ptr->energy_use = 0;
818 GAME_TEXT m_name[MAX_NLEN];
825 msg_print(_("今は乗馬中だ。", "You ARE riding."));
828 if (!do_riding(TRUE)) return TRUE;
829 m_ptr = &m_list[p_ptr->riding];
830 r_ptr = &r_info[m_ptr->r_idx];
831 monster_desc(m_name, m_ptr, 0);
832 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
833 if (is_pet(m_ptr)) break;
835 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
836 if (rlev > 60) rlev = 60+(rlev-60)/2;
837 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
838 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
839 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
840 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
842 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
847 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
851 /* 落馬処理に失敗してもとにかく乗馬解除 */
856 case CLASS_BERSERKER:
858 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
865 if (!identify_fully(TRUE)) return FALSE;
869 if (!ident_spell(TRUE)) return FALSE;
873 case CLASS_MIRROR_MASTER:
877 /* Explode all mirrors */
878 remove_all_mirrors(TRUE);
880 else if (command == -4)
884 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."));
887 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
889 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
891 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
892 if (p_ptr->csp >= p_ptr->msp)
894 p_ptr->csp = p_ptr->msp;
897 p_ptr->redraw |= (PR_MANA);
901 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
908 if (p_ptr->action == ACTION_HAYAGAKE)
910 set_action(ACTION_NONE);
914 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
915 feature_type *f_ptr = &f_info[c_ptr->feat];
917 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
918 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
920 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
924 set_action(ACTION_HAYAGAKE);
929 p_ptr->energy_use = 0;
935 else if (p_ptr->mimic_form)
937 switch (p_ptr->mimic_form)
940 case MIMIC_DEMON_LORD:
942 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
943 if (!get_aim_dir(&dir)) return FALSE;
945 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")));
946 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
958 switch (p_ptr->prace)
961 msg_print(_("周囲を調べた。", "You examine your surroundings."));
962 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
963 (void)detect_doors(DETECT_RAD_DEFAULT);
964 (void)detect_stairs(DETECT_RAD_DEFAULT);
973 /* Create the food ration */
974 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
976 /* Drop the object from heaven */
977 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
978 msg_print(_("食事を料理して作った。", "You cook some food."));
983 msg_print(_("パッ!", "Blink!"));
984 teleport_player(10, 0L);
988 msg_print(_("勇気を出した。", "You play tough."));
992 case RACE_HALF_TROLL:
993 msg_print(_("うがぁぁ!", "RAAAGH!"));
994 (void)berserk(10 + randint1(plev));
1000 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1003 else if (command == -2)
1005 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..."));
1007 (void)true_healing(0);
1008 (void)restore_all_status();
1009 (void)restore_level();
1013 case RACE_BARBARIAN:
1014 msg_print(_("うぉぉおお!", "Raaagh!"));
1015 (void)berserk(10 + randint1(plev));
1018 case RACE_HALF_OGRE:
1019 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1023 case RACE_HALF_GIANT:
1024 if (!get_aim_dir(&dir)) return FALSE;
1025 (void)wall_to_mud(dir, 20 + randint1(30));
1028 case RACE_HALF_TITAN:
1029 msg_print(_("敵を調査した...", "You examine your foes..."));
1034 if (!get_aim_dir(&dir)) return FALSE;
1035 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1036 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1040 if (!get_aim_dir(&dir)) return FALSE;
1042 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1043 (void)fear_monster(dir, plev);
1047 if (!get_aim_dir(&dir)) return FALSE;
1049 msg_print(_("酸を吐いた。", "You spit acid."));
1050 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1051 else fire_ball(GF_ACID, dir, plev, 2);
1055 if (!get_aim_dir(&dir)) return FALSE;
1056 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1057 fire_bolt(GF_POIS, dir, plev);
1061 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1062 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1063 (void)detect_doors(DETECT_RAD_DEFAULT);
1064 (void)detect_stairs(DETECT_RAD_DEFAULT);
1068 if (!get_aim_dir(&dir)) return FALSE;
1069 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1070 fire_bolt_or_beam(10, GF_MISSILE, dir,
1071 damroll(3 + ((plev - 1) / 5), 4));
1074 case RACE_DRACONIAN:
1076 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1077 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
1079 if (!get_aim_dir(&dir)) return FALSE;
1081 if (randint1(100) < plev)
1083 switch (p_ptr->pclass)
1086 case CLASS_BERSERKER:
1089 case CLASS_IMITATOR:
1095 Type_desc = _("エレメント", "the elements");
1100 Type_desc = _("破片", "shards");
1104 case CLASS_WARRIOR_MAGE:
1105 case CLASS_HIGH_MAGE:
1106 case CLASS_SORCERER:
1107 case CLASS_MAGIC_EATER:
1108 case CLASS_RED_MAGE:
1109 case CLASS_BLUE_MAGE:
1110 case CLASS_MIRROR_MASTER:
1114 Type_desc = _("魔力", "mana");
1118 Type = GF_DISENCHANT;
1119 Type_desc = _("劣化", "disenchantment");
1122 case CLASS_CHAOS_WARRIOR:
1125 Type = GF_CONFUSION;
1126 Type_desc = _("混乱", "confusion");
1131 Type_desc = _("カオス", "chaos");
1136 case CLASS_FORCETRAINER:
1139 Type = GF_CONFUSION;
1140 Type_desc = _("混乱", "confusion");
1145 Type_desc = _("轟音", "sound");
1148 case CLASS_MINDCRAFTER:
1151 Type = GF_CONFUSION;
1152 Type_desc = _("混乱", "confusion");
1157 Type_desc = _("精神エネルギー", "mental energy");
1164 Type = GF_HELL_FIRE;
1165 Type_desc = _("地獄の劫火", "hellfire");
1169 Type = GF_HOLY_FIRE;
1170 Type_desc = _("聖なる炎", "holy fire");
1178 Type_desc = _("暗黒", "darkness");
1183 Type_desc = _("毒", "poison");
1190 Type_desc = _("轟音", "sound");
1194 Type = GF_CONFUSION;
1195 Type_desc = _("混乱", "confusion");
1202 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1204 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1208 case RACE_MIND_FLAYER:
1209 if (!get_aim_dir(&dir)) return FALSE;
1210 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1211 fire_bolt(GF_PSI, dir, plev);
1215 if (!get_aim_dir(&dir)) return FALSE;
1218 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1219 fire_ball(GF_FIRE, dir, plev, 2);
1223 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1224 fire_bolt(GF_FIRE, dir, plev);
1229 (void)set_shield(randint1(20) + 30, FALSE);
1234 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."));
1235 (void)restore_level();
1243 if (!get_aim_dir(&dir)) return FALSE;
1245 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!"));
1246 (void)fear_monster(dir, plev);
1250 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1251 if (plev < 25) sleep_monsters_touch();
1252 else (void)sleep_monsters(plev);
1257 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1258 if (!get_aim_dir(&dir)) return FALSE;
1260 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")));
1261 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1266 (void)set_tsubureru(randint1(20) + 30, FALSE);
1270 if (!get_aim_dir(&dir)) return FALSE;
1273 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1274 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1278 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1279 fire_bolt(GF_MISSILE, dir, plev);
1283 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1284 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1288 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1289 fire_beam(GF_MISSILE, dir, plev * 2);
1293 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1294 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1299 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."));
1300 p_ptr->energy_use = 0;
1307 * @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
1310 void do_cmd_racial_power(void)
1312 power_desc_type power_desc[36];
1316 PLAYER_LEVEL lvl = p_ptr->lev;
1317 bool flag, redraw, cast = FALSE;
1318 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1321 int menu_line = (use_menu ? 1 : 0);
1323 if (p_ptr->wild_mode) return;
1325 for (num = 0; num < 36; num++)
1327 strcpy(power_desc[num].name, "");
1328 power_desc[num].number = 0;
1333 if (p_ptr->confused)
1335 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!"));
1336 p_ptr->energy_use = 0;
1340 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1342 set_action(ACTION_NONE);
1345 switch (p_ptr->pclass)
1349 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1350 power_desc[num].level = 40;
1351 power_desc[num].cost = 75;
1352 power_desc[num].stat = A_DEX;
1353 power_desc[num].fail = 35;
1354 power_desc[num++].number = -3;
1357 case CLASS_HIGH_MAGE:
1358 if (p_ptr->realm1 == REALM_HEX)
1360 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1361 power_desc[num].level = 1;
1362 power_desc[num].cost = 0;
1363 power_desc[num].stat = A_INT;
1364 power_desc[num].fail = 0;
1365 power_desc[num++].number = -3;
1369 /* case CLASS_HIGH_MAGE: */
1370 case CLASS_SORCERER:
1372 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1373 power_desc[num].level = 25;
1374 power_desc[num].cost = 1;
1375 power_desc[num].stat = A_INT;
1376 power_desc[num].fail = 25;
1377 power_desc[num++].number = -3;
1382 if (is_good_realm(p_ptr->realm1))
1384 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1385 power_desc[num].level = 35;
1386 power_desc[num].cost = 70;
1387 power_desc[num].stat = A_WIS;
1388 power_desc[num].fail = 50;
1389 power_desc[num++].number = -3;
1393 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1394 power_desc[num].level = 42;
1395 power_desc[num].cost = 40;
1396 power_desc[num].stat = A_WIS;
1397 power_desc[num].fail = 35;
1398 power_desc[num++].number = -3;
1404 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1405 power_desc[num].level = 8;
1406 power_desc[num].cost = 12;
1407 power_desc[num].stat = A_DEX;
1408 power_desc[num].fail = 14;
1409 power_desc[num++].number = -3;
1415 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1416 power_desc[num].level = 15;
1417 power_desc[num].cost = 20;
1418 power_desc[num].stat = A_INT;
1419 power_desc[num].fail = 12;
1420 power_desc[num++].number = -3;
1425 if (is_good_realm(p_ptr->realm1))
1427 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1428 power_desc[num].level = 30;
1429 power_desc[num].cost = 30;
1430 power_desc[num].stat = A_WIS;
1431 power_desc[num].fail = 30;
1432 power_desc[num++].number = -3;
1436 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1437 power_desc[num].level = 30;
1438 power_desc[num].cost = 30;
1439 power_desc[num].stat = A_WIS;
1440 power_desc[num].fail = 30;
1441 power_desc[num++].number = -3;
1445 case CLASS_WARRIOR_MAGE:
1447 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1448 power_desc[num].level = 25;
1449 power_desc[num].cost = 0;
1450 power_desc[num].stat = A_INT;
1451 power_desc[num].fail = 10;
1452 power_desc[num++].number = -3;
1454 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1455 power_desc[num].level = 25;
1456 power_desc[num].cost = 0;
1457 power_desc[num].stat = A_INT;
1458 power_desc[num].fail = 10;
1459 power_desc[num++].number = -4;
1462 case CLASS_CHAOS_WARRIOR:
1464 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1465 power_desc[num].level = 40;
1466 power_desc[num].cost = 50;
1467 power_desc[num].stat = A_INT;
1468 power_desc[num].fail = 25;
1469 power_desc[num++].number = -3;
1474 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1475 power_desc[num].level = 25;
1476 power_desc[num].cost = 0;
1477 power_desc[num].stat = A_DEX;
1478 power_desc[num].fail = 0;
1479 power_desc[num++].number = -3;
1481 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1482 power_desc[num].level = 30;
1483 power_desc[num].cost = 30;
1484 power_desc[num].stat = A_STR;
1485 power_desc[num].fail = 20;
1486 power_desc[num++].number = -4;
1489 case CLASS_MINDCRAFTER:
1490 case CLASS_FORCETRAINER:
1492 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1493 power_desc[num].level = 15;
1494 power_desc[num].cost = 0;
1495 power_desc[num].stat = A_WIS;
1496 power_desc[num].fail = 10;
1497 power_desc[num++].number = -3;
1502 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1503 power_desc[num].level = 1;
1504 power_desc[num].cost = 0;
1505 power_desc[num].stat = A_DEX;
1506 power_desc[num].fail = 0;
1507 power_desc[num++].number = -3;
1509 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1510 power_desc[num].level = 25;
1511 power_desc[num].cost = 20;
1512 power_desc[num].stat = A_INT;
1513 power_desc[num].fail = 20;
1514 power_desc[num++].number = -4;
1517 case CLASS_IMITATOR:
1519 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1520 power_desc[num].level = 30;
1521 power_desc[num].cost = 100;
1522 power_desc[num].stat = A_DEX;
1523 power_desc[num].fail = 30;
1524 power_desc[num++].number = -3;
1527 case CLASS_BEASTMASTER:
1529 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1530 power_desc[num].level = 1;
1531 power_desc[num].cost = (p_ptr->lev+3)/4;
1532 power_desc[num].stat = A_CHR;
1533 power_desc[num].fail = 10;
1534 power_desc[num++].number = -3;
1536 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1537 power_desc[num].level = 30;
1538 power_desc[num].cost = (p_ptr->lev+20)/2;
1539 power_desc[num].stat = A_CHR;
1540 power_desc[num].fail = 10;
1541 power_desc[num++].number = -4;
1546 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1547 power_desc[num].level = 1;
1548 power_desc[num].cost = 0;
1549 power_desc[num].stat = A_DEX;
1550 power_desc[num].fail = 0;
1551 power_desc[num++].number = -3;
1554 case CLASS_MAGIC_EATER:
1556 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1557 power_desc[num].level = 1;
1558 power_desc[num].cost = 0;
1559 power_desc[num].stat = A_INT;
1560 power_desc[num].fail = 0;
1561 power_desc[num++].number = -3;
1563 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1564 power_desc[num].level = 10;
1565 power_desc[num].cost = 10 + (lvl - 10) / 2;
1566 power_desc[num].stat = A_INT;
1567 power_desc[num].fail = 0;
1568 power_desc[num++].number = -4;
1573 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1574 power_desc[num].level = 1;
1575 power_desc[num].cost = 0;
1576 power_desc[num].stat = A_CHR;
1577 power_desc[num].fail = 0;
1578 power_desc[num++].number = -3;
1581 case CLASS_RED_MAGE:
1583 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1584 power_desc[num].level = 48;
1585 power_desc[num].cost = 20;
1586 power_desc[num].stat = A_INT;
1587 power_desc[num].fail = 0;
1588 power_desc[num++].number = -3;
1593 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1594 power_desc[num].level = 1;
1595 power_desc[num].cost = 0;
1596 power_desc[num].stat = A_WIS;
1597 power_desc[num].fail = 0;
1598 power_desc[num++].number = -3;
1600 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1601 power_desc[num].level = 25;
1602 power_desc[num].cost = 0;
1603 power_desc[num].stat = A_DEX;
1604 power_desc[num].fail = 0;
1605 power_desc[num++].number = -4;
1608 case CLASS_BLUE_MAGE:
1610 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1611 power_desc[num].level = 1;
1612 power_desc[num].cost = 0;
1613 power_desc[num].stat = A_INT;
1614 power_desc[num].fail = 0;
1615 power_desc[num++].number = -3;
1620 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1621 power_desc[num].level = 10;
1622 power_desc[num].cost = 0;
1623 power_desc[num].stat = A_STR;
1624 power_desc[num].fail = 10;
1625 power_desc[num++].number = -3;
1628 case CLASS_BERSERKER:
1630 strcpy(power_desc[num].name, _("帰還", "Recall"));
1631 power_desc[num].level = 10;
1632 power_desc[num].cost = 10;
1633 power_desc[num].stat = A_DEX;
1634 power_desc[num].fail = 20;
1635 power_desc[num++].number = -3;
1638 case CLASS_MIRROR_MASTER:
1640 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1641 power_desc[num].level = 1;
1642 power_desc[num].cost = 0;
1643 power_desc[num].stat = A_INT;
1644 power_desc[num].fail = 0;
1645 power_desc[num++].number = -3;
1647 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1648 power_desc[num].level = 30;
1649 power_desc[num].cost = 0;
1650 power_desc[num].stat = A_INT;
1651 power_desc[num].fail = 20;
1652 power_desc[num++].number = -4;
1657 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1658 power_desc[num].level = 5;
1659 power_desc[num].cost = 15;
1660 power_desc[num].stat = A_INT;
1661 power_desc[num].fail = 20;
1662 power_desc[num++].number = -3;
1667 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1668 power_desc[num].level = 20;
1669 power_desc[num].cost = 0;
1670 power_desc[num].stat = A_DEX;
1671 power_desc[num].fail = 0;
1672 power_desc[num++].number = -3;
1676 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1679 if (p_ptr->mimic_form)
1681 switch (p_ptr->mimic_form)
1684 case MIMIC_DEMON_LORD:
1685 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);
1686 power_desc[num].level = 15;
1687 power_desc[num].cost = 10+lvl/3;
1688 power_desc[num].stat = A_CON;
1689 power_desc[num].fail = 20;
1690 power_desc[num++].number = -1;
1693 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1694 power_desc[num].level = 2;
1695 power_desc[num].cost = 1 + (lvl / 3);
1696 power_desc[num].stat = A_CON;
1697 power_desc[num].fail = 9;
1698 power_desc[num++].number = -1;
1704 switch (p_ptr->prace)
1707 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1708 power_desc[num].level = 5;
1709 power_desc[num].cost = 5;
1710 power_desc[num].stat = A_WIS;
1711 power_desc[num].fail = 12;
1712 power_desc[num++].number = -1;
1715 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1716 power_desc[num].level = 10;
1717 power_desc[num].cost = 5;
1718 power_desc[num].stat = A_WIS;
1719 power_desc[num].fail = 10;
1720 power_desc[num++].number = -1;
1723 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1724 power_desc[num].level = 15;
1725 power_desc[num].cost = 10;
1726 power_desc[num].stat = A_INT;
1727 power_desc[num].fail = 10;
1728 power_desc[num++].number = -1;
1731 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1732 power_desc[num].level = 5;
1733 power_desc[num].cost = 5;
1734 power_desc[num].stat = A_INT;
1735 power_desc[num].fail = 12;
1736 power_desc[num++].number = -1;
1739 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1740 power_desc[num].level = 3;
1741 power_desc[num].cost = 5;
1742 power_desc[num].stat = A_WIS;
1743 power_desc[num].fail = warrior ? 5 : 10;
1744 power_desc[num++].number = -1;
1746 case RACE_HALF_TROLL:
1747 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1748 power_desc[num].level = 10;
1749 power_desc[num].cost = 12;
1750 power_desc[num].stat = A_STR;
1751 power_desc[num].fail = warrior ? 6 : 12;
1752 power_desc[num++].number = -1;
1754 case RACE_BARBARIAN:
1755 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1756 power_desc[num].level = 8;
1757 power_desc[num].cost = 10;
1758 power_desc[num].stat = A_STR;
1759 power_desc[num].fail = warrior ? 6 : 12;
1760 power_desc[num++].number = -1;
1763 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1764 power_desc[num].level = 30;
1765 power_desc[num].cost = 50;
1766 power_desc[num].stat = A_INT;
1767 power_desc[num].fail = 50;
1768 power_desc[num++].number = -1;
1770 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1771 power_desc[num].level = 40;
1772 power_desc[num].cost = 75;
1773 power_desc[num].stat = A_WIS;
1774 power_desc[num].fail = 50;
1775 power_desc[num++].number = -2;
1777 case RACE_HALF_OGRE:
1778 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1779 power_desc[num].level = 25;
1780 power_desc[num].cost = 35;
1781 power_desc[num].stat = A_INT;
1782 power_desc[num].fail = 15;
1783 power_desc[num++].number = -1;
1785 case RACE_HALF_GIANT:
1786 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1787 power_desc[num].level = 20;
1788 power_desc[num].cost = 10;
1789 power_desc[num].stat = A_STR;
1790 power_desc[num].fail = 12;
1791 power_desc[num++].number = -1;
1793 case RACE_HALF_TITAN:
1794 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1795 power_desc[num].level = 15;
1796 power_desc[num].cost = 10;
1797 power_desc[num].stat = A_INT;
1798 power_desc[num].fail = 12;
1799 power_desc[num++].number = -1;
1802 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1803 power_desc[num].level = 20;
1804 power_desc[num].cost = 15;
1805 power_desc[num].stat = A_STR;
1806 power_desc[num].fail = 12;
1807 power_desc[num++].number = -1;
1810 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1811 power_desc[num].level = 15;
1812 power_desc[num].cost = 15;
1813 power_desc[num].stat = A_WIS;
1814 power_desc[num].fail = 10;
1815 power_desc[num++].number = -1;
1818 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1819 power_desc[num].level = 4;
1820 power_desc[num].cost = 6;
1821 power_desc[num].stat = A_INT;
1822 power_desc[num].fail = 3;
1823 power_desc[num++].number = -1;
1826 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1827 power_desc[num].level = 9;
1828 power_desc[num].cost = 9;
1829 power_desc[num].stat = A_DEX;
1830 power_desc[num].fail = 14;
1831 power_desc[num++].number = -1;
1834 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1835 power_desc[num].level = 12;
1836 power_desc[num].cost = 8;
1837 power_desc[num].stat = A_DEX;
1838 power_desc[num].fail = 14;
1839 power_desc[num++].number = -1;
1842 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);
1843 power_desc[num].level = 2;
1844 power_desc[num].cost = 2;
1845 power_desc[num].stat = A_INT;
1846 power_desc[num].fail = 9;
1847 power_desc[num++].number = -1;
1849 case RACE_DRACONIAN:
1850 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1851 power_desc[num].level = 1;
1852 power_desc[num].cost = lvl;
1853 power_desc[num].stat = A_CON;
1854 power_desc[num].fail = 12;
1855 power_desc[num++].number = -1;
1857 case RACE_MIND_FLAYER:
1858 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1859 power_desc[num].level = 15;
1860 power_desc[num].cost = 12;
1861 power_desc[num].stat = A_INT;
1862 power_desc[num].fail = 14;
1863 power_desc[num++].number = -1;
1866 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);
1867 power_desc[num].level = 9;
1868 power_desc[num].cost = 15;
1869 power_desc[num].stat = A_WIS;
1870 power_desc[num].fail = 15;
1871 power_desc[num++].number = -1;
1874 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1875 power_desc[num].level = 20;
1876 power_desc[num].cost = 15;
1877 power_desc[num].stat = A_CON;
1878 power_desc[num].fail = 8;
1879 power_desc[num++].number = -1;
1883 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1884 power_desc[num].level = 30;
1885 power_desc[num].cost = 30;
1886 power_desc[num].stat = A_WIS;
1887 power_desc[num].fail = 18;
1888 power_desc[num++].number = -1;
1891 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1892 power_desc[num].level = 2;
1893 power_desc[num].cost = 1 + (lvl / 3);
1894 power_desc[num].stat = A_CON;
1895 power_desc[num].fail = 9;
1896 power_desc[num++].number = -1;
1899 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1900 power_desc[num].level = 12;
1901 power_desc[num].cost = 12;
1902 power_desc[num].stat = A_INT;
1903 power_desc[num].fail = 15;
1904 power_desc[num++].number = -1;
1907 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);
1908 power_desc[num].level = 15;
1909 power_desc[num].cost = 10+lvl/3;
1910 power_desc[num].stat = A_CON;
1911 power_desc[num].fail = 20;
1912 power_desc[num++].number = -1;
1915 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1916 power_desc[num].level = 20;
1917 power_desc[num].cost = 15;
1918 power_desc[num].stat = A_CHR;
1919 power_desc[num].fail = 8;
1920 power_desc[num++].number = -1;
1923 if (p_ptr->lev < 10)
1925 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1926 power_desc[num].level = 1;
1927 power_desc[num].cost = 7;
1928 power_desc[num].fail = 8;
1930 else if (p_ptr->lev < 25)
1932 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1933 power_desc[num].level = 10;
1934 power_desc[num].cost = 13;
1935 power_desc[num].fail = 10;
1937 else if (p_ptr->lev < 35)
1939 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1940 power_desc[num].level = 25;
1941 power_desc[num].cost = 26;
1942 power_desc[num].fail = 12;
1944 else if (p_ptr->lev < 45)
1946 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1947 power_desc[num].level = 35;
1948 power_desc[num].cost = 40;
1949 power_desc[num].fail = 15;
1953 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1954 power_desc[num].level = 45;
1955 power_desc[num].cost = 60;
1956 power_desc[num].fail = 18;
1958 power_desc[num].stat = A_STR;
1959 power_desc[num++].number = -1;
1970 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1972 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1973 power_desc[num].level = 9;
1974 power_desc[num].cost = 9;
1975 power_desc[num].stat = A_DEX;
1976 power_desc[num].fail = 15;
1977 power_desc[num++].number = MUT1_SPIT_ACID;
1980 if (p_ptr->muta1 & MUT1_BR_FIRE)
1982 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1983 power_desc[num].level = 20;
1984 power_desc[num].cost = lvl;
1985 power_desc[num].stat = A_CON;
1986 power_desc[num].fail = 18;
1987 power_desc[num++].number = MUT1_BR_FIRE;
1990 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1992 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1993 power_desc[num].level = 12;
1994 power_desc[num].cost = 12;
1995 power_desc[num].stat = A_CHR;
1996 power_desc[num].fail = 18;
1997 power_desc[num++].number = MUT1_HYPN_GAZE;
2000 if (p_ptr->muta1 & MUT1_TELEKINES)
2002 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2003 power_desc[num].level = 9;
2004 power_desc[num].cost = 9;
2005 power_desc[num].stat = A_WIS;
2006 power_desc[num].fail = 14;
2007 power_desc[num++].number = MUT1_TELEKINES;
2010 if (p_ptr->muta1 & MUT1_VTELEPORT)
2012 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2013 power_desc[num].level = 7;
2014 power_desc[num].cost = 7;
2015 power_desc[num].stat = A_WIS;
2016 power_desc[num].fail = 15;
2017 power_desc[num++].number = MUT1_VTELEPORT;
2020 if (p_ptr->muta1 & MUT1_MIND_BLST)
2022 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2023 power_desc[num].level = 5;
2024 power_desc[num].cost = 3;
2025 power_desc[num].stat = A_WIS;
2026 power_desc[num].fail = 15;
2027 power_desc[num++].number = MUT1_MIND_BLST;
2030 if (p_ptr->muta1 & MUT1_RADIATION)
2032 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2033 power_desc[num].level = 15;
2034 power_desc[num].cost = 15;
2035 power_desc[num].stat = A_CON;
2036 power_desc[num].fail = 14;
2037 power_desc[num++].number = MUT1_RADIATION;
2040 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2042 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2043 power_desc[num].level = 2;
2044 power_desc[num].cost = (1 + (lvl / 3));
2045 power_desc[num].stat = A_CON;
2046 power_desc[num].fail = 9;
2047 power_desc[num++].number = MUT1_VAMPIRISM;
2050 if (p_ptr->muta1 & MUT1_SMELL_MET)
2052 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2053 power_desc[num].level = 3;
2054 power_desc[num].cost = 2;
2055 power_desc[num].stat = A_INT;
2056 power_desc[num].fail = 12;
2057 power_desc[num++].number = MUT1_SMELL_MET;
2060 if (p_ptr->muta1 & MUT1_SMELL_MON)
2062 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2063 power_desc[num].level = 5;
2064 power_desc[num].cost = 4;
2065 power_desc[num].stat = A_INT;
2066 power_desc[num].fail = 15;
2067 power_desc[num++].number = MUT1_SMELL_MON;
2070 if (p_ptr->muta1 & MUT1_BLINK)
2072 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2073 power_desc[num].level = 3;
2074 power_desc[num].cost = 3;
2075 power_desc[num].stat = A_WIS;
2076 power_desc[num].fail = 12;
2077 power_desc[num++].number = MUT1_BLINK;
2080 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2082 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2083 power_desc[num].level = 8;
2084 power_desc[num].cost = 12;
2085 power_desc[num].stat = A_CON;
2086 power_desc[num].fail = 18;
2087 power_desc[num++].number = MUT1_EAT_ROCK;
2090 if (p_ptr->muta1 & MUT1_SWAP_POS)
2092 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2093 power_desc[num].level = 15;
2094 power_desc[num].cost = 12;
2095 power_desc[num].stat = A_DEX;
2096 power_desc[num].fail = 16;
2097 power_desc[num++].number = MUT1_SWAP_POS;
2100 if (p_ptr->muta1 & MUT1_SHRIEK)
2102 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2103 power_desc[num].level = 20;
2104 power_desc[num].cost = 14;
2105 power_desc[num].stat = A_CON;
2106 power_desc[num].fail = 16;
2107 power_desc[num++].number = MUT1_SHRIEK;
2110 if (p_ptr->muta1 & MUT1_ILLUMINE)
2112 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2113 power_desc[num].level = 3;
2114 power_desc[num].cost = 2;
2115 power_desc[num].stat = A_INT;
2116 power_desc[num].fail = 10;
2117 power_desc[num++].number = MUT1_ILLUMINE;
2120 if (p_ptr->muta1 & MUT1_DET_CURSE)
2122 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2123 power_desc[num].level = 7;
2124 power_desc[num].cost = 14;
2125 power_desc[num].stat = A_WIS;
2126 power_desc[num].fail = 14;
2127 power_desc[num++].number = MUT1_DET_CURSE;
2130 if (p_ptr->muta1 & MUT1_BERSERK)
2132 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2133 power_desc[num].level = 8;
2134 power_desc[num].cost = 8;
2135 power_desc[num].stat = A_STR;
2136 power_desc[num].fail = 14;
2137 power_desc[num++].number = MUT1_BERSERK;
2140 if (p_ptr->muta1 & MUT1_POLYMORPH)
2142 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2143 power_desc[num].level = 18;
2144 power_desc[num].cost = 20;
2145 power_desc[num].stat = A_CON;
2146 power_desc[num].fail = 18;
2147 power_desc[num++].number = MUT1_POLYMORPH;
2150 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2152 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2153 power_desc[num].level = 10;
2154 power_desc[num].cost = 5;
2155 power_desc[num].stat = A_INT;
2156 power_desc[num].fail = 12;
2157 power_desc[num++].number = MUT1_MIDAS_TCH;
2160 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2162 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2163 power_desc[num].level = 1;
2164 power_desc[num].cost = 6;
2165 power_desc[num].stat = A_CON;
2166 power_desc[num].fail = 14;
2167 power_desc[num++].number = MUT1_GROW_MOLD;
2170 if (p_ptr->muta1 & MUT1_RESIST)
2172 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2173 power_desc[num].level = 10;
2174 power_desc[num].cost = 12;
2175 power_desc[num].stat = A_CON;
2176 power_desc[num].fail = 12;
2177 power_desc[num++].number = MUT1_RESIST;
2180 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2182 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2183 power_desc[num].level = 12;
2184 power_desc[num].cost = 12;
2185 power_desc[num].stat = A_STR;
2186 power_desc[num].fail = 16;
2187 power_desc[num++].number = MUT1_EARTHQUAKE;
2190 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2192 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2193 power_desc[num].level = 17;
2194 power_desc[num].cost = 1;
2195 power_desc[num].stat = A_WIS;
2196 power_desc[num].fail = 15;
2197 power_desc[num++].number = MUT1_EAT_MAGIC;
2200 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2202 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2203 power_desc[num].level = 6;
2204 power_desc[num].cost = 6;
2205 power_desc[num].stat = A_INT;
2206 power_desc[num].fail = 10;
2207 power_desc[num++].number = MUT1_WEIGH_MAG;
2210 if (p_ptr->muta1 & MUT1_STERILITY)
2212 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2213 power_desc[num].level = 12;
2214 power_desc[num].cost = 23;
2215 power_desc[num].stat = A_CHR;
2216 power_desc[num].fail = 15;
2217 power_desc[num++].number = MUT1_STERILITY;
2220 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2222 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2223 power_desc[num].level = 10;
2224 power_desc[num].cost = 12;
2225 power_desc[num].stat = A_DEX;
2226 power_desc[num].fail = 14;
2227 power_desc[num++].number = MUT1_PANIC_HIT;
2230 if (p_ptr->muta1 & MUT1_DAZZLE)
2232 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2233 power_desc[num].level = 7;
2234 power_desc[num].cost = 15;
2235 power_desc[num].stat = A_CHR;
2236 power_desc[num].fail = 8;
2237 power_desc[num++].number = MUT1_DAZZLE;
2240 if (p_ptr->muta1 & MUT1_LASER_EYE)
2242 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2243 power_desc[num].level = 7;
2244 power_desc[num].cost = 10;
2245 power_desc[num].stat = A_WIS;
2246 power_desc[num].fail = 9;
2247 power_desc[num++].number = MUT1_LASER_EYE;
2250 if (p_ptr->muta1 & MUT1_RECALL)
2252 strcpy(power_desc[num].name, _("帰還", "Recall"));
2253 power_desc[num].level = 17;
2254 power_desc[num].cost = 50;
2255 power_desc[num].stat = A_INT;
2256 power_desc[num].fail = 16;
2257 power_desc[num++].number = MUT1_RECALL;
2260 if (p_ptr->muta1 & MUT1_BANISH)
2262 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2263 power_desc[num].level = 25;
2264 power_desc[num].cost = 25;
2265 power_desc[num].stat = A_WIS;
2266 power_desc[num].fail = 18;
2267 power_desc[num++].number = MUT1_BANISH;
2270 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2272 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2273 power_desc[num].level = 2;
2274 power_desc[num].cost = 2;
2275 power_desc[num].stat = A_CON;
2276 power_desc[num].fail = 11;
2277 power_desc[num++].number = MUT1_COLD_TOUCH;
2280 if (p_ptr->muta1 & MUT1_LAUNCHER)
2282 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2283 power_desc[num].level = 1;
2284 power_desc[num].cost = lvl;
2285 power_desc[num].stat = A_STR;
2286 power_desc[num].fail = 6;
2287 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2288 power_desc[num++].number = 3;
2292 /* Nothing chosen yet */
2298 /* Build a prompt */
2299 (void) strnfmt(out_val, 78,
2300 _("(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? "),
2301 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2303 if (!repeat_pull(&i) || i<0 || i>=num) {
2304 if (use_menu) screen_save();
2305 /* Get a spell from the user */
2307 choice = (always_show_list || use_menu) ? ESCAPE:1;
2310 if( choice==ESCAPE ) choice = ' ';
2311 else if( !get_com(out_val, &choice, FALSE) )break;
2313 if (use_menu && choice != ' ')
2320 p_ptr->energy_use = 0;
2328 menu_line += (num - 1);
2349 else if (menu_line+18 <= num)
2363 if (menu_line > num) menu_line -= num;
2365 /* Request redraw */
2366 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2369 if (!redraw || use_menu)
2381 if (!use_menu) screen_save();
2383 /* Print header(s) */
2385 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2387 prt(_(" Lv MP 失率 Lv MP 失率",
2388 " Lv Cost Fail Lv Cost Fail"), y++, x);
2394 x1 = ((ctr < 18) ? x : x + 40);
2395 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2399 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2400 else strcpy(dummy, " ");
2404 /* letter/number for power selection */
2408 letter = '0' + ctr - 26;
2409 sprintf(dummy, " %c) ",letter);
2411 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2412 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2413 100 - racial_chance(&power_desc[ctr])));
2433 if (choice == '\r' && num == 1)
2438 if (isalpha(choice))
2441 ask = (isupper(choice));
2444 if (ask) choice = (char)tolower(choice);
2446 /* Extract request */
2447 i = (islower(choice) ? A2I(choice) : -1);
2451 ask = FALSE; /* Can't uppercase digits */
2453 i = choice - '0' + 26;
2457 /* Totally Illegal */
2458 if ((i < 0) || (i >= num))
2470 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2472 /* Belay that order */
2473 if (!get_check(tmp_val)) continue;
2479 if (redraw) screen_load();
2481 /* Abort if needed */
2484 p_ptr->energy_use = 0;
2488 } /*if (!repeat_pull(&i) || ...)*/
2489 switch (racial_aux(&power_desc[i]))
2492 if (power_desc[i].number < 0)
2493 cast = cmd_racial_power_aux(power_desc[i].number);
2495 cast = mutation_power_aux(power_desc[i].number);
2509 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2511 /* If mana is not enough, player consumes hit point! */
2512 if (p_ptr->csp < actual_racial_cost)
2514 actual_racial_cost -= p_ptr->csp;
2516 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2518 else p_ptr->csp -= actual_racial_cost;
2520 /* Redraw mana and hp */
2521 p_ptr->redraw |= (PR_HP | PR_MANA);
2523 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2526 else p_ptr->energy_use = 0;